Diff Drive works without prefab

This commit is contained in:
Pascal Serrarens 2025-05-09 15:57:37 +02:00
parent fba72b37f2
commit e7bef66b8e
5 changed files with 71 additions and 796 deletions

View File

@ -36,14 +36,14 @@ namespace RoboidControl.Unity {
rb = gameObj.AddComponent<Rigidbody>();
rb.isKinematic = false;
rb.mass = 0.5f;
rb.mass = 0.1f;
}
return component;
}
private Rigidbody rb = null;
protected virtual void Awake() {
protected virtual void Start() {
rb = GetComponent<Rigidbody>();
}
@ -52,63 +52,47 @@ namespace RoboidControl.Unity {
if (coreDrive.wheelRadius <= 0 || coreDrive.wheelSeparation <= 0)
return;
// if (leftWheel == null) {
// motors = GetComponentsInChildren<Wheel>();
// foreach (var motor in motors) {
// if (motor.core.id == coreDrive.leftWheel.id)
// leftWheel = motor;
// }
// if (leftWheel == null)
// // Create placeholder wheel
// leftWheel = Wheel.Create(this.GetComponent<Rigidbody>(), coreDrive.leftWheel.id);
// }
if (leftWheel != null) {
leftWheel.core ??= coreDrive.leftWheel;
SphereCollider leftWheelCollider = leftWheel.GetComponent<SphereCollider>();
leftWheelCollider.radius = coreDrive.wheelRadius;
// leftWheelCollider.center = new Vector3(-coreDrive.wheelSeparation / 2, 0, 0);
}
if (leftWheel == null)
leftWheel = Wheel.Create(this.transform, coreDrive.leftWheel.id);
// if (rightWheel == null) {
// if (motors == null)
// motors = GetComponentsInChildren<Wheel>();
// foreach (var motor in motors) {
// if (motor.core.id == coreDrive.rightWheel.id)
// rightWheel = motor;
// }
// if (rightWheel == null)
// rightWheel = Wheel.Create(this.GetComponent<Rigidbody>(), coreDrive.rightWheel.id);
// }
if (rightWheel != null) {
rightWheel.core ??= coreDrive.rightWheel;
SphereCollider rightWheelCollider = rightWheel.GetComponent<SphereCollider>();
rightWheelCollider.radius = coreDrive.wheelRadius;
// rightWheelCollider.center = new Vector3(coreDrive.wheelSeparation / 2, 0, 0);
}
leftWheel.core ??= coreDrive.leftWheel;
SphereCollider leftWheelCollider = leftWheel.GetComponent<SphereCollider>();
leftWheelCollider.radius = coreDrive.wheelRadius;
// leftWheelCollider.center = new Vector3(-coreDrive.wheelSeparation / 2, 0, 0);
if (rightWheel == null)
rightWheel = Wheel.Create(this.transform, coreDrive.rightWheel.id);
rightWheel.core ??= coreDrive.rightWheel;
SphereCollider rightWheelCollider = rightWheel.GetComponent<SphereCollider>();
rightWheelCollider.radius = coreDrive.wheelRadius;
// rightWheelCollider.center = new Vector3(coreDrive.wheelSeparation / 2, 0, 0);
if (casterWheel == null) {
// Create it
}
if (casterWheel != null) {
casterWheel.radius = coreDrive.wheelRadius;
// Put it in the middle of the back
casterWheel.center = new Vector3(0, 0, -coreDrive.wheelSeparation);
GameObject gameObj = new("Caster wheel");
gameObj.transform.parent = this.transform;
casterWheel = gameObj.AddComponent<SphereCollider>();
casterWheel.material = Wheel.slidingWheel;
}
casterWheel.radius = coreDrive.wheelRadius;
// Put it in the middle of the back
casterWheel.center = new Vector3(0, 0, -coreDrive.wheelSeparation);
}
protected override void FixedUpdate() {
base.FixedUpdate();
float leftWheelVelocity = leftWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
float rightWheelVelocity = rightWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
if (rb != null && leftWheel != null && rightWheel != null) {
float leftWheelVelocity = leftWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
float rightWheelVelocity = rightWheel.rotationSpeed * (2 * Mathf.PI) * coreDrive.wheelRadius;
float forwardSpeed = (leftWheelVelocity + rightWheelVelocity) / 2f;
float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / coreDrive.wheelSeparation;
float forwardSpeed = (leftWheelVelocity + rightWheelVelocity) / 2f;
float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / coreDrive.wheelSeparation;
// Use smoothing to emulate motor inertia
rb.velocity = 0.9f * rb.velocity + 0.1f * forwardSpeed * transform.forward;
rb.angularVelocity = 0.9f * rb.angularVelocity + 0.1f * turningSpeed * Vector3.up;
// Use smoothing to emulate motor inertia
rb.velocity = 0.9f * rb.velocity + 0.1f * forwardSpeed * transform.forward;
rb.angularVelocity = 0.9f * rb.angularVelocity + 0.1f * turningSpeed * Vector3.up;
}
}
}

View File

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View File

@ -240,7 +240,7 @@ GameObject:
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m_Name: DifferentialDrive_disabled
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View File

@ -0,0 +1,14 @@
%YAML 1.1
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m_PrefabInstance: {fileID: 0}
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m_Name: SlidingWheel
dynamicFriction: 0.02
staticFriction: 0.01
bounciness: 0
frictionCombine: 1
bounceCombine: 0

View File

@ -35,7 +35,7 @@ namespace RoboidControl.Unity {
return component;
}
}
public static Wheel Create(Rigidbody rb, byte thingId) {
public static Wheel Create(Transform parent, byte thingId) {
GameObject prefab = (GameObject)Resources.Load("Wheel");
if (prefab != null) {
// Use resource prefab when available
@ -48,16 +48,19 @@ namespace RoboidControl.Unity {
else {
// Fallback implementation
GameObject gameObj = new("Wheel");
gameObj.transform.parent = rb.transform;
gameObj.transform.parent = parent;
Wheel component = gameObj.AddComponent<Wheel>();
SiteServer participant = FindAnyObjectByType<SiteServer>();
RoboidControl.Thing core = participant.coreParticipant.Get(thingId);
if (core == null)
core = new(participant.coreParticipant, RoboidControl.Thing.Type.UncontrolledMotor, thingId, false);
else {
;
;
}
component.Init(core);
SphereCollider collider = gameObj.AddComponent<SphereCollider>();
collider.radius = 0.00001f;
collider.material = slidingWheel;
// component.wheelCollider = gameObj.AddComponent<WheelCollider>();
// component.wheelCollider.mass = 0.1f;
// component.wheelCollider.suspensionDistance = 0.01f;
@ -71,6 +74,24 @@ namespace RoboidControl.Unity {
}
}
private static PhysicMaterial _slidingWheel;
public static PhysicMaterial slidingWheel {
get {
if (_slidingWheel == null) {
_slidingWheel = new() {
dynamicFriction = 0.02f, // Dynamic friction
staticFriction = 0.01f, // Static friction
bounciness = 0f, // Bounciness (bounciness value between 0 and 1)
// Set the friction combine and bounce combine methods
frictionCombine = PhysicMaterialCombine.Minimum, // How to combine friction
bounceCombine = PhysicMaterialCombine.Average // How to combine bounciness
};
}
return _slidingWheel;
}
}
}
}
#endif