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@ -1,31 +1,47 @@
|
||||
using System.Threading;
|
||||
using RoboidControl;
|
||||
using LinearAlgebra;
|
||||
|
||||
class BB2B {
|
||||
static void Main() {
|
||||
// The robot's propulsion is a differential drive
|
||||
DifferentialDrive bb2b = new();
|
||||
// Is has a touch sensor at the front left of the roboid
|
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TouchSensor touchLeft = new(bb2b);
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// and other one on the right
|
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TouchSensor touchRight = new(bb2b);
|
||||
namespace RoboidControl {
|
||||
|
||||
// The robot is based on a differential drive
|
||||
public class BB2B : DifferentialDrive {
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readonly DifferentialDrive drive;
|
||||
readonly TouchSensor touchLeft;
|
||||
readonly TouchSensor touchRight;
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||||
const float speed = 0.5f;
|
||||
|
||||
public BB2B(Thing parent = default) : base(parent) {
|
||||
this.name = "BB2B";
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||||
this.SetMotors(new Motor(this), new Motor(this));
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||||
this.SetDriveDimensions(0.064f, 0.128f);
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||||
|
||||
// Is has a touch sensor at the front left of the roboid
|
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touchLeft = new(this) {
|
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position = Spherical.Degrees(0.12f, -30, 0),
|
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orientation = new SwingTwist(-30, 0, 0)
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};
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||||
touchRight = new(this) {
|
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position = Spherical.Degrees(0.12f, 30, 0),
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orientation = new SwingTwist(30, 0, 0)
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};
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||||
}
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||||
public override void Update(bool recurse = true) {
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||||
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// Do forever:
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while (true) {
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// The left wheel turns forward when nothing is touched on the right side
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// and turn backward when the roboid hits something on the right
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float leftWheelSpeed = touchRight.touchedSomething ? -600.0f : 600.0f;
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float leftWheelSpeed = touchRight.touchedSomething ? -speed : speed;
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// The right wheel does the same, but instead is controlled by
|
||||
// touches on the left side
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float rightWheelSpeed = touchLeft.touchedSomething ? -600.0f : 600.0f;
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float rightWheelSpeed = touchLeft.touchedSomething ? -speed : speed;
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||||
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// When both sides are touching something, both wheels will turn backward
|
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// and the roboid will move backwards
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bb2b.SetWheelVelocity(leftWheelSpeed, rightWheelSpeed);
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||||
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||||
// Update the roboid state
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bb2b.Update(true);
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// and sleep for 100ms
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Thread.Sleep(100);
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this.SetWheelVelocity(leftWheelSpeed, rightWheelSpeed);
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||||
|
||||
base.Update(recurse);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
55
Examples/BB2B/BB2B_Encoder.cs
Normal file
55
Examples/BB2B/BB2B_Encoder.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
// The robot is based on a differential drive
|
||||
public class BB2B_Encoder : DifferentialDrive {
|
||||
readonly DifferentialDrive drive;
|
||||
readonly TouchSensor touchLeft;
|
||||
readonly TouchSensor touchRight;
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||||
const float speed = 180.0f; // wheel rotation speed in degrees
|
||||
|
||||
public BB2B_Encoder(Thing parent) : base(parent) {
|
||||
this.name = "BB2B";
|
||||
this.SetDriveDimensions(0.064f, 0.128f);
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||||
|
||||
// Update the basic motors to motors with encoder
|
||||
ControlledMotor leftMotor = new(this, new RelativeEncoder()) {
|
||||
position = new Spherical(0.064f, Direction.left)
|
||||
};
|
||||
ControlledMotor rightMotor = new(this, new RelativeEncoder()) {
|
||||
position = new Spherical(0.064f, Direction.right)
|
||||
};
|
||||
this.SetMotors(leftMotor, rightMotor);
|
||||
|
||||
// Is has a touch sensor at the front left of the roboid
|
||||
touchLeft = new(this) {
|
||||
position = Spherical.Degrees(0.12f, -30, 0),
|
||||
orientation = new SwingTwist(-30, 0, 0)
|
||||
};
|
||||
touchRight = new(this) {
|
||||
position = Spherical.Degrees(0.12f, 30, 0),
|
||||
orientation = new SwingTwist(30, 0, 0)
|
||||
};
|
||||
}
|
||||
|
||||
public override void Update(bool recurse = true) {
|
||||
|
||||
// The left wheel turns forward when nothing is touched on the right side
|
||||
// and turn backward when the roboid hits something on the right
|
||||
float leftWheelVelocity = touchRight.touchedSomething ? -speed : speed;
|
||||
|
||||
// The right wheel does the same, but instead is controlled by
|
||||
// touches on the left side
|
||||
float rightWheelVelocity = touchLeft.touchedSomething ? -speed : speed;
|
||||
|
||||
// When both sides are touching something, both wheels will turn backward
|
||||
// and the roboid will move backwards
|
||||
|
||||
this.SetWheelAngularVelocity(leftWheelVelocity, rightWheelVelocity);
|
||||
|
||||
base.Update(recurse);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
13
Examples/BB2B/Program.cs
Normal file
13
Examples/BB2B/Program.cs
Normal file
@ -0,0 +1,13 @@
|
||||
using System.Threading;
|
||||
using RoboidControl;
|
||||
|
||||
class Program {
|
||||
static void Main() {
|
||||
BB2B bb2b = new();
|
||||
|
||||
while (true) {
|
||||
bb2b.Update();
|
||||
Thread.Sleep(100);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,128 @@
|
||||
using System;
|
||||
using System.Reflection.Emit;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/// <summary>
|
||||
/// %Angle utilities
|
||||
/// </summary>
|
||||
public static class Angle {
|
||||
public const float pi = 3.1415927410125732421875F;
|
||||
// public static float Rad2Deg = 360.0f / ((float)Math.PI * 2);
|
||||
// public static float Deg2Rad = ((float)Math.PI * 2) / 360.0f;
|
||||
|
||||
public class Angle {
|
||||
public const float Rad2Deg = 360.0f / ((float)Math.PI * 2); //0.0174532924F;
|
||||
public const float Deg2Rad = ((float)Math.PI * 2) / 360.0f; //57.29578F;
|
||||
public const float Deg2Rad = (float)Math.PI * 2 / 360.0f; //57.29578F;
|
||||
|
||||
private Angle(float degrees) {
|
||||
this.value = degrees;
|
||||
}
|
||||
private readonly float value = 0;
|
||||
|
||||
public static readonly Angle zero = new(0);
|
||||
|
||||
public static Angle Degrees(float degrees) {
|
||||
// Reduce it to (-180..180]
|
||||
if (float.IsFinite(degrees)) {
|
||||
while (degrees < -180)
|
||||
degrees += 360;
|
||||
while (degrees >= 180)
|
||||
degrees -= 360;
|
||||
}
|
||||
return new Angle(degrees);
|
||||
}
|
||||
|
||||
public static Angle Radians(float radians) {
|
||||
// Reduce it to (-pi..pi]
|
||||
if (float.IsFinite(radians)) {
|
||||
while (radians <= -Math.PI)
|
||||
radians += 2 * (float)Math.PI;
|
||||
while (radians > Math.PI)
|
||||
radians -= 2 * (float)Math.PI;
|
||||
}
|
||||
|
||||
return new Angle(radians * Rad2Deg);
|
||||
|
||||
}
|
||||
|
||||
public static Angle Revolutions(float revolutions) {
|
||||
// reduce it to (-0.5 .. 0.5]
|
||||
if (float.IsFinite(revolutions)) {
|
||||
// Get the integer part
|
||||
int integerPart = (int)revolutions;
|
||||
|
||||
// Get the decimal part
|
||||
revolutions -= integerPart;
|
||||
if (revolutions < -0.5)
|
||||
revolutions += 1;
|
||||
if (revolutions >= 0.5)
|
||||
revolutions -= 1;
|
||||
}
|
||||
return new Angle(revolutions * 360);
|
||||
}
|
||||
|
||||
public float inDegrees {
|
||||
get { return this.value; }
|
||||
}
|
||||
|
||||
public float inRadians {
|
||||
get { return this.value * Deg2Rad; }
|
||||
}
|
||||
|
||||
public float inRevolutions {
|
||||
get { return this.value / 360.0f; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the sign of the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>-1 when the angle is negative, 1 when it is positive and 0 in all other cases</returns>
|
||||
public static int Sign(Angle a) {
|
||||
if (a.value < 0)
|
||||
return -1;
|
||||
if (a.value > 0)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the magnitude of the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>The positive magnitude of the angle</returns>
|
||||
/// Negative values are negated to get a positive result
|
||||
public static Angle Abs(Angle a) {
|
||||
if (Sign(a) < 0)
|
||||
return -a;
|
||||
else
|
||||
return a;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Negate the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>The negated angle</returns>
|
||||
/// The negation of -180 is still -180 because the range is (-180..180]
|
||||
public static Angle operator -(Angle a) {
|
||||
Angle r = new(-a.value);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two angles
|
||||
/// </summary>
|
||||
/// <param name="a1">Angle 1</param>
|
||||
/// <param name="a2">Angle 2</param>
|
||||
/// <returns>The result of the subtraction</returns>
|
||||
public static Angle operator -(Angle a1, Angle a2) {
|
||||
Angle r = new(a1.value - a2.value);
|
||||
return r;
|
||||
}
|
||||
/// <summary>
|
||||
/// Add two angles
|
||||
/// </summary>
|
||||
/// <param name="a1">Angle 1</param>
|
||||
/// <param name="a2">Angle 2</param>
|
||||
/// <returns>The result of the addition</returns>
|
||||
public static Angle operator +(Angle a1, Angle a2) {
|
||||
Angle r = new(a1.value + a2.value);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clamp the angle between the given min and max values
|
||||
@ -21,11 +132,38 @@ namespace LinearAlgebra {
|
||||
/// <param name="max">The maximum angle</param>
|
||||
/// <returns>The clamped angle</returns>
|
||||
/// Angles are normalized
|
||||
public static float Clamp(float angle, float min, float max) {
|
||||
float normalizedAngle = Normalize(angle);
|
||||
return Float.Clamp(normalizedAngle, min, max);
|
||||
public static float Clamp(Angle angle, Angle min, Angle max) {
|
||||
return Float.Clamp(angle.inDegrees, min.inDegrees, max.inDegrees);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate from one angle to the other with a maximum degrees
|
||||
/// </summary>
|
||||
/// <param name="fromAngle">Starting angle</param>
|
||||
/// <param name="toAngle">Target angle</param>
|
||||
/// <param name="maxAngle">Maximum angle to rotate</param>
|
||||
/// <returns>The resulting angle</returns>
|
||||
/// This function is compatible with radian and degrees angles
|
||||
public static Angle MoveTowards(Angle fromAngle, Angle toAngle, float maxDegrees) {
|
||||
maxDegrees = Math.Max(0, maxDegrees); // filter out negative distances
|
||||
Angle d = toAngle - fromAngle;
|
||||
float dDegrees = Abs(d).inDegrees;
|
||||
d = Degrees(Float.Clamp(dDegrees, 0, maxDegrees));
|
||||
if (Sign(d) < 0)
|
||||
d = -d;
|
||||
return fromAngle + d;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// %Angle utilities
|
||||
/// </summary>
|
||||
public static class Angles {
|
||||
public const float pi = 3.1415927410125732421875F;
|
||||
// public static float Rad2Deg = 360.0f / ((float)Math.PI * 2);
|
||||
// public static float Deg2Rad = ((float)Math.PI * 2) / 360.0f;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Determine the angle difference, result is a normalized angle
|
||||
/// </summary>
|
||||
@ -53,21 +191,6 @@ namespace LinearAlgebra {
|
||||
return angle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate from one angle to the other with a maximum degrees
|
||||
/// </summary>
|
||||
/// <param name="fromAngle">Starting angle</param>
|
||||
/// <param name="toAngle">Target angle</param>
|
||||
/// <param name="maxAngle">Maximum angle to rotate</param>
|
||||
/// <returns>The resulting angle</returns>
|
||||
/// This function is compatible with radian and degrees angles
|
||||
public static float MoveTowards(float fromAngle, float toAngle, float maxAngle) {
|
||||
float d = toAngle - fromAngle;
|
||||
d = Normalize(d);
|
||||
d = Math.Sign(d) * Float.Clamp(Math.Abs(d), 0, maxAngle);
|
||||
return fromAngle + d;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map interval of angles between vectors [0..Pi] to interval [0..1]
|
||||
/// </summary>
|
||||
|
@ -3,8 +3,7 @@ using System;
|
||||
using Vector3Float = UnityEngine.Vector3;
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra
|
||||
{
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/// <summary>
|
||||
/// A direction in 3D space
|
||||
@ -25,18 +24,18 @@ namespace LinearAlgebra
|
||||
horizontal = 0;
|
||||
vertical = 0;
|
||||
}
|
||||
// public Direction(float horizontal, float vertical) {
|
||||
// this.horizontal = horizontal;
|
||||
// this.vertical = vertical;
|
||||
// //Normalize();
|
||||
// }
|
||||
public Direction(Angle horizontal, Angle vertical) {
|
||||
this.horizontal = horizontal.inDegrees;
|
||||
this.vertical = vertical.inDegrees;
|
||||
this.Normalize();
|
||||
}
|
||||
|
||||
public static Direction Degrees(float horizontal, float vertical) {
|
||||
Direction d = new() {
|
||||
horizontal = horizontal,
|
||||
vertical = vertical
|
||||
};
|
||||
//Normalize();
|
||||
d.Normalize();
|
||||
return d;
|
||||
}
|
||||
public static Direction Radians(float horizontal, float vertical) {
|
||||
@ -44,7 +43,7 @@ namespace LinearAlgebra
|
||||
horizontal = horizontal * Angle.Rad2Deg,
|
||||
vertical = vertical * Angle.Rad2Deg
|
||||
};
|
||||
//Normalize();
|
||||
d.Normalize();
|
||||
return d;
|
||||
}
|
||||
|
||||
@ -56,15 +55,16 @@ namespace LinearAlgebra
|
||||
public readonly static Direction right = Degrees(90, 0);
|
||||
|
||||
public void Normalize() {
|
||||
this.vertical = Angles.Normalize(this.vertical);
|
||||
if (this.vertical > 90 || this.vertical < -90) {
|
||||
this.horizontal += 180;
|
||||
this.vertical = 180 - this.vertical;
|
||||
}
|
||||
this.horizontal = Angles.Normalize(this.horizontal);
|
||||
}
|
||||
|
||||
public Vector3Float ToVector3()
|
||||
{
|
||||
float verticalRad = (Angle.pi / 2) - this.vertical * Angle.Deg2Rad;
|
||||
public Vector3Float ToVector3() {
|
||||
float verticalRad = ((float)Math.PI / 2) - this.vertical * Angle.Deg2Rad;
|
||||
float horizontalRad = this.horizontal * Angle.Deg2Rad;
|
||||
float cosVertical = (float)Math.Cos(verticalRad);
|
||||
float sinVertical = (float)Math.Sin(verticalRad);
|
||||
@ -78,6 +78,33 @@ namespace LinearAlgebra
|
||||
Vector3Float v = new(x, y, z);
|
||||
return v;
|
||||
}
|
||||
|
||||
public static bool operator ==(Direction d1, Direction d2) {
|
||||
bool horizontalEq = d1.horizontal == d2.horizontal;
|
||||
bool verticalEq = d1.vertical == d2.vertical;
|
||||
return horizontalEq && verticalEq;
|
||||
}
|
||||
|
||||
public static bool operator !=(Direction d1, Direction d2) {
|
||||
bool horizontalNEq = d1.horizontal != d2.horizontal;
|
||||
bool verticalNEq = d1.vertical != d2.vertical;
|
||||
return horizontalNEq || verticalNEq;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) {
|
||||
if (obj is not Direction d)
|
||||
return false;
|
||||
|
||||
bool horizontalEq = this.horizontal == d.horizontal;
|
||||
bool verticalEq = this.vertical == d.vertical;
|
||||
return horizontalEq && verticalEq;
|
||||
}
|
||||
|
||||
|
||||
public override int GetHashCode() {
|
||||
return (this.horizontal, this.vertical).GetHashCode();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -83,7 +83,7 @@ namespace LinearAlgebra {
|
||||
if (distance == 0.0f)
|
||||
return Spherical.zero;
|
||||
else {
|
||||
float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
|
||||
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg;
|
||||
float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
|
||||
return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
|
||||
}
|
||||
@ -106,7 +106,7 @@ namespace LinearAlgebra {
|
||||
// }
|
||||
|
||||
public Vector3 ToVector3() {
|
||||
float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
|
||||
float verticalRad = (float)(90 - this.direction.vertical) * Angle.Deg2Rad;
|
||||
float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
|
||||
float cosVertical = (float)Math.Cos(verticalRad);
|
||||
float sinVertical = (float)Math.Sin(verticalRad);
|
||||
|
@ -28,12 +28,24 @@ namespace LinearAlgebra {
|
||||
return r;
|
||||
}
|
||||
|
||||
public static SwingTwist Degrees(float horizontalSwing, float verticalSwing, float twist) {
|
||||
SwingTwist r = new(horizontalSwing, verticalSwing, twist);
|
||||
return r;
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public static SwingTwist FromQuaternion(Quaternion q) {
|
||||
// q.ToAngles(out float right, out float up, out float forward);
|
||||
UnityEngine.Vector3 angles = q.eulerAngles;
|
||||
SwingTwist r = Degrees(angles.y, -angles.x, -angles.z);
|
||||
return r;
|
||||
}
|
||||
|
||||
public Quaternion ToQuaternion() {
|
||||
Quaternion q = Quaternion.Euler(-this.swing.vertical,
|
||||
this.swing.horizontal,
|
||||
this.twist);
|
||||
return q;
|
||||
-this.twist);
|
||||
return q;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1,169 +1,207 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using System;
|
||||
using System.Formats.Asn1;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test
|
||||
{
|
||||
public class Tests
|
||||
{
|
||||
namespace LinearAlgebra.Test {
|
||||
public class AngleTests {
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize()
|
||||
{
|
||||
float r = 0;
|
||||
public void Construct() {
|
||||
// Degrees
|
||||
float angle = 0.0f;
|
||||
Angle a = Angle.Degrees(angle);
|
||||
Assert.AreEqual(angle, a.inDegrees);
|
||||
|
||||
r = Angle.Normalize(90);
|
||||
Assert.AreEqual(r, 90, "Normalize 90");
|
||||
angle = -180.0f;
|
||||
a = Angle.Degrees(angle);
|
||||
Assert.AreEqual(angle, a.inDegrees);
|
||||
|
||||
r = Angle.Normalize(-90);
|
||||
Assert.AreEqual(r, -90, "Normalize -90");
|
||||
angle = 270.0f;
|
||||
a = Angle.Degrees(angle);
|
||||
Assert.AreEqual(-90, a.inDegrees);
|
||||
|
||||
r = Angle.Normalize(270);
|
||||
Assert.AreEqual(r, -90, "Normalize 270");
|
||||
// Radians
|
||||
angle = 0.0f;
|
||||
a = Angle.Radians(angle);
|
||||
Assert.AreEqual(angle, a.inRadians);
|
||||
|
||||
r = Angle.Normalize(270 + 360);
|
||||
Assert.AreEqual(r, -90, "Normalize 270+360");
|
||||
angle = (float)-Math.PI;
|
||||
a = Angle.Radians(angle);
|
||||
Assert.AreEqual(angle, a.inRadians);
|
||||
|
||||
r = Angle.Normalize(-270);
|
||||
Assert.AreEqual(r, 90, "Normalize -270");
|
||||
angle = (float)Math.PI * 1.5f;
|
||||
a = Angle.Radians(angle);
|
||||
Assert.AreEqual(-Math.PI * 0.5f, a.inRadians, 1.0E-05F);
|
||||
|
||||
r = Angle.Normalize(-270 - 360);
|
||||
Assert.AreEqual(r, 90, "Normalize -270-360");
|
||||
// Revolutions
|
||||
angle = 0.0f;
|
||||
a = Angle.Revolutions(angle);
|
||||
Assert.AreEqual(angle, a.inRevolutions);
|
||||
|
||||
r = Angle.Normalize(0);
|
||||
Assert.AreEqual(r, 0, "Normalize 0");
|
||||
angle = -0.5f;
|
||||
a = Angle.Revolutions(angle);
|
||||
Assert.AreEqual(angle, a.inRevolutions);
|
||||
|
||||
r = Angle.Normalize(float.PositiveInfinity);
|
||||
Assert.AreEqual(r, float.PositiveInfinity, "Normalize INFINITY");
|
||||
angle = 0.75f;
|
||||
a = Angle.Revolutions(angle);
|
||||
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||
|
||||
r = Angle.Normalize(float.NegativeInfinity);
|
||||
Assert.AreEqual(r, float.NegativeInfinity, "Normalize INFINITY");
|
||||
}
|
||||
|
||||
// [Test]
|
||||
// public void Normalize() {
|
||||
// float r = 0;
|
||||
|
||||
// r = Angle.Normalize(90);
|
||||
// Assert.AreEqual(r, 90, "Normalize 90");
|
||||
|
||||
// r = Angle.Normalize(-90);
|
||||
// Assert.AreEqual(r, -90, "Normalize -90");
|
||||
|
||||
// r = Angle.Normalize(270);
|
||||
// Assert.AreEqual(r, -90, "Normalize 270");
|
||||
|
||||
// r = Angle.Normalize(270 + 360);
|
||||
// Assert.AreEqual(r, -90, "Normalize 270+360");
|
||||
|
||||
// r = Angle.Normalize(-270);
|
||||
// Assert.AreEqual(r, 90, "Normalize -270");
|
||||
|
||||
// r = Angle.Normalize(-270 - 360);
|
||||
// Assert.AreEqual(r, 90, "Normalize -270-360");
|
||||
|
||||
// r = Angle.Normalize(0);
|
||||
// Assert.AreEqual(r, 0, "Normalize 0");
|
||||
|
||||
// r = Angle.Normalize(float.PositiveInfinity);
|
||||
// Assert.AreEqual(r, float.PositiveInfinity, "Normalize INFINITY");
|
||||
|
||||
// r = Angle.Normalize(float.NegativeInfinity);
|
||||
// Assert.AreEqual(r, float.NegativeInfinity, "Normalize INFINITY");
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void Clamp()
|
||||
{
|
||||
public void Clamp() {
|
||||
float r = 0;
|
||||
|
||||
r = Angle.Clamp(1, 0, 2);
|
||||
r = Angle.Clamp(Angle.Degrees(1), Angle.Degrees(0), Angle.Degrees(2));
|
||||
Assert.AreEqual(r, 1, "Clamp 1 0 2");
|
||||
|
||||
r = Angle.Clamp(-1, 0, 2);
|
||||
r = Angle.Clamp(Angle.Degrees(-1), Angle.Degrees(0), Angle.Degrees(2));
|
||||
Assert.AreEqual(r, 0, "Clamp -1 0 2");
|
||||
|
||||
r = Angle.Clamp(3, 0, 2);
|
||||
r = Angle.Clamp(Angle.Degrees(3), Angle.Degrees(0), Angle.Degrees(2));
|
||||
Assert.AreEqual(r, 2, "Clamp 3 0 2");
|
||||
|
||||
r = Angle.Clamp(1, 0, 0);
|
||||
r = Angle.Clamp(Angle.Degrees(1), Angle.Degrees(0), Angle.Degrees(0));
|
||||
Assert.AreEqual(r, 0, "Clamp 1 0 0");
|
||||
|
||||
r = Angle.Clamp(0, 0, 0);
|
||||
r = Angle.Clamp(Angle.Degrees(0), Angle.Degrees(0), Angle.Degrees(0));
|
||||
Assert.AreEqual(r, 0, "Clamp 0 0 0");
|
||||
|
||||
r = Angle.Clamp(0, 1, -1);
|
||||
r = Angle.Clamp(Angle.Degrees(0), Angle.Degrees(1), Angle.Degrees(-1));
|
||||
Assert.AreEqual(r, 1, "Clamp 0 1 -1");
|
||||
|
||||
r = Angle.Clamp(1, 0, float.PositiveInfinity);
|
||||
r = Angle.Clamp(Angle.Degrees(1), Angle.Degrees(0), Angle.Degrees(float.PositiveInfinity));
|
||||
Assert.AreEqual(r, 1, "Clamp 1 0 INFINITY");
|
||||
|
||||
r = Angle.Clamp(1, float.NegativeInfinity, 1);
|
||||
r = Angle.Clamp(Angle.Degrees(1), Angle.Degrees(float.NegativeInfinity), Angle.Degrees(1));
|
||||
Assert.AreEqual(r, 1, "Clamp 1 -INFINITY 1");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Difference()
|
||||
{
|
||||
float r = 0;
|
||||
// [Test]
|
||||
// public void Difference() {
|
||||
// float r = 0;
|
||||
|
||||
r = Angle.Difference(0, 90);
|
||||
Assert.AreEqual(r, 90, "Difference 0 90");
|
||||
// r = Angle.Difference(0, 90);
|
||||
// Assert.AreEqual(r, 90, "Difference 0 90");
|
||||
|
||||
r = Angle.Difference(0, -90);
|
||||
Assert.AreEqual(r, -90, "Difference 0 -90");
|
||||
// r = Angle.Difference(0, -90);
|
||||
// Assert.AreEqual(r, -90, "Difference 0 -90");
|
||||
|
||||
r = Angle.Difference(0, 270);
|
||||
Assert.AreEqual(r, -90, "Difference 0 270");
|
||||
// r = Angle.Difference(0, 270);
|
||||
// Assert.AreEqual(r, -90, "Difference 0 270");
|
||||
|
||||
r = Angle.Difference(0, -270);
|
||||
Assert.AreEqual(r, 90, "Difference 0 -270");
|
||||
// r = Angle.Difference(0, -270);
|
||||
// Assert.AreEqual(r, 90, "Difference 0 -270");
|
||||
|
||||
r = Angle.Difference(90, 0);
|
||||
Assert.AreEqual(r, -90, "Difference 90 0");
|
||||
// r = Angle.Difference(90, 0);
|
||||
// Assert.AreEqual(r, -90, "Difference 90 0");
|
||||
|
||||
r = Angle.Difference(-90, 0);
|
||||
Assert.AreEqual(r, 90, "Difference -90 0");
|
||||
// r = Angle.Difference(-90, 0);
|
||||
// Assert.AreEqual(r, 90, "Difference -90 0");
|
||||
|
||||
r = Angle.Difference(0, 0);
|
||||
Assert.AreEqual(r, 0, "Difference 0 0");
|
||||
// r = Angle.Difference(0, 0);
|
||||
// Assert.AreEqual(r, 0, "Difference 0 0");
|
||||
|
||||
r = Angle.Difference(90, 90);
|
||||
Assert.AreEqual(r, 0, "Difference 90 90");
|
||||
// r = Angle.Difference(90, 90);
|
||||
// Assert.AreEqual(r, 0, "Difference 90 90");
|
||||
|
||||
r = Angle.Difference(0, float.PositiveInfinity);
|
||||
Assert.AreEqual(r, float.PositiveInfinity, "Difference 0 INFINITY");
|
||||
// r = Angle.Difference(0, float.PositiveInfinity);
|
||||
// Assert.AreEqual(r, float.PositiveInfinity, "Difference 0 INFINITY");
|
||||
|
||||
r = Angle.Difference(0, float.NegativeInfinity);
|
||||
Assert.AreEqual(r, float.NegativeInfinity, "Difference 0 -INFINITY");
|
||||
// r = Angle.Difference(0, float.NegativeInfinity);
|
||||
// Assert.AreEqual(r, float.NegativeInfinity, "Difference 0 -INFINITY");
|
||||
|
||||
r = Angle.Difference(float.NegativeInfinity, float.PositiveInfinity);
|
||||
Assert.AreEqual(r, float.PositiveInfinity, "Difference -INFINITY INFINITY");
|
||||
}
|
||||
// r = Angle.Difference(float.NegativeInfinity, float.PositiveInfinity);
|
||||
// Assert.AreEqual(r, float.PositiveInfinity, "Difference -INFINITY INFINITY");
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void MoveTowards()
|
||||
{
|
||||
float r = 0;
|
||||
public void MoveTowards() {
|
||||
Angle r = Angle.zero;
|
||||
|
||||
r = Angle.MoveTowards(0, 90, 30);
|
||||
Assert.AreEqual(r, 30, "MoveTowards 0 90 30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), 30);
|
||||
Assert.AreEqual(r.inDegrees, 30, "MoveTowards 0 90 30");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, 90);
|
||||
Assert.AreEqual(r, 90, "MoveTowards 0 90 90");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), 90);
|
||||
Assert.AreEqual(r.inDegrees, 90, "MoveTowards 0 90 90");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, 180);
|
||||
Assert.AreEqual(r, 90, "MoveTowards 0 90 180");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), 180);
|
||||
Assert.AreEqual(r.inDegrees, 90, "MoveTowards 0 90 180");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, 270);
|
||||
Assert.AreEqual(r, 90, "MoveTowrads 0 90 270");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), 270);
|
||||
Assert.AreEqual(r.inDegrees, 90, "MoveTowrads 0 90 270");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, -30);
|
||||
Assert.AreEqual(r, -30, "MoveTowards 0 90 -30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), -30);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 90 -30");
|
||||
|
||||
r = Angle.MoveTowards(0, -90, -30);
|
||||
Assert.AreEqual(r, 30, "MoveTowards 0 -90 -30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(-90), -30);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 -90 -30");
|
||||
|
||||
r = Angle.MoveTowards(0, -90, -90);
|
||||
Assert.AreEqual(r, 90, "MoveTowards 0 -90 -90");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(-90), -90);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 -90 -90");
|
||||
|
||||
r = Angle.MoveTowards(0, -90, -180);
|
||||
Assert.AreEqual(r, 180, "MoveTowards 0 -90 -180");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(-90), -180);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 -90 -180");
|
||||
|
||||
r = Angle.MoveTowards(0, -90, -270);
|
||||
Assert.AreEqual(r, 270, "MoveTowrads 0 -90 -270");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(-90), -270);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowrads 0 -90 -270");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, 0);
|
||||
Assert.AreEqual(r, 0, "MoveTowards 0 90 0");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), 0);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 90 0");
|
||||
|
||||
r = Angle.MoveTowards(0, 0, 0);
|
||||
Assert.AreEqual(r, 0, "MoveTowards 0 0 0");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(0), 0);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 0 0");
|
||||
|
||||
r = Angle.MoveTowards(0, 0, 30);
|
||||
Assert.AreEqual(r, 0, "MoveTowrads 0 0 30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(0), 30);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowrads 0 0 30");
|
||||
|
||||
r = Angle.MoveTowards(0, 90, float.PositiveInfinity);
|
||||
Assert.AreEqual(r, 90, "MoveTowards 0 90 INFINITY");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(90), float.PositiveInfinity);
|
||||
Assert.AreEqual(r.inDegrees, 90, "MoveTowards 0 90 INFINITY");
|
||||
|
||||
r = Angle.MoveTowards(0, float.PositiveInfinity, 30);
|
||||
Assert.AreEqual(r, 30, "MoveTowrads 0 INFINITY 30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(float.PositiveInfinity), 30);
|
||||
Assert.AreEqual(r.inDegrees, 30, "MoveTowrads 0 INFINITY 30");
|
||||
|
||||
r = Angle.MoveTowards(0, -90, float.NegativeInfinity);
|
||||
Assert.AreEqual(r, float.PositiveInfinity, "MoveTowards 0 -90 -INFINITY");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(-90), float.NegativeInfinity);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowards 0 -90 -INFINITY");
|
||||
|
||||
r = Angle.MoveTowards(0, float.NegativeInfinity, -30);
|
||||
Assert.AreEqual(r, 30, "MoveTowrads 0 -INFINITY -30");
|
||||
r = Angle.MoveTowards(Angle.Degrees(0), Angle.Degrees(float.NegativeInfinity), -30);
|
||||
Assert.AreEqual(r.inDegrees, 0, "MoveTowrads 0 -INFINITY -30");
|
||||
|
||||
}
|
||||
}
|
||||
|
21
LinearAlgebra/test/DirectionTest.cs
Normal file
21
LinearAlgebra/test/DirectionTest.cs
Normal file
@ -0,0 +1,21 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
public class DirectionTest {
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Compare() {
|
||||
Direction d1 = Direction.Degrees(45, 135);
|
||||
Direction d2 = new(Angle.Degrees(45), Angle.Degrees(135));
|
||||
bool r;
|
||||
r = d1 == d2;
|
||||
Assert.True(r);
|
||||
Assert.AreEqual(d1, d2);
|
||||
}
|
||||
};
|
||||
}
|
||||
#endif
|
@ -1,4 +1,5 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using System;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
@ -13,7 +14,19 @@ namespace LinearAlgebra.Test {
|
||||
Spherical s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 0 0 1");
|
||||
Assert.AreEqual(0.0f, s.direction.horizontal, "s.hor 0 0 1");
|
||||
Assert.AreEqual(0.0f, s.direction.vertical, "s.vert 0 0 1");
|
||||
Assert.AreEqual(0.0f, s.direction.vertical, 1.0E-05F, "s.vert 0 0 1");
|
||||
|
||||
v = new(0, 1, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 0 1 0");
|
||||
Assert.AreEqual(0.0f, s.direction.horizontal, "s.hor 0 1 0");
|
||||
Assert.AreEqual(90.0f, s.direction.vertical, "s.vert 0 1 0");
|
||||
|
||||
v = new(1, 0, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 1 0 0");
|
||||
Assert.AreEqual(90.0f, s.direction.horizontal, "s.hor 1 0 0");
|
||||
Assert.AreEqual(0.0f, s.direction.vertical, 1.0E-05F, "s.vert 1 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
@ -23,7 +36,17 @@ namespace LinearAlgebra.Test {
|
||||
Spherical r = Spherical.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(v1.distance, r.distance, "Addition(0,0,0)");
|
||||
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||
|
||||
v2 = Spherical.Degrees(1, 0, 90);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(Math.Sqrt(2), r.distance, 1.0E-05F, "Addition(1 0 90)");
|
||||
Assert.AreEqual(45.0f, r.direction.horizontal, "Addition(1 0 90)");
|
||||
Assert.AreEqual(45.0f, r.direction.vertical, 1.0E-05F, "Addition(1 0 90)");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
18
README.md
18
README.md
@ -11,3 +11,21 @@ The documentation for Roboid Control for C# is found at https://docs.roboidcontr
|
||||
|
||||
- RoboidControl::Thing
|
||||
- RoboidControl::Participant
|
||||
|
||||
# Get Started
|
||||
|
||||
## Unity
|
||||
|
||||
The Unity environment can use the same RoboidControl code as every other C# code, but needs a *starter* wrapper around it to make the things visibile. For example, to start the BB2B example in Unity one needs to write a BB2B_Starter.cs component as follows:
|
||||
```
|
||||
using RoboidControl.Unity;
|
||||
|
||||
public class BB2B_Starter : SiteServer {
|
||||
void Start() {
|
||||
new RoboidControl.BB2B();
|
||||
}
|
||||
}
|
||||
```
|
||||
This component then should be attached to a GameObject in the scene.
|
||||
|
||||
It is possible to create a Site Server in Unity by just adding the `SiteServer` Component to a GameObject in the scene. When this is run, other roboids will be able to connect to this site then.
|
@ -1,4 +1,4 @@
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
#if UNITY_5_3_OR_NEWER && RC_DEBUG
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
145
Unity/DifferentialDrive.cs
Normal file
145
Unity/DifferentialDrive.cs
Normal file
@ -0,0 +1,145 @@
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using UnityEngine;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// The Unity representation of a Roboid Control differential drive
|
||||
/// </summary>
|
||||
public class DifferentialDrive : Thing {
|
||||
|
||||
/// <summary>
|
||||
/// The core differential drive
|
||||
/// </summary>
|
||||
public RoboidControl.DifferentialDrive coreDrive => core as RoboidControl.DifferentialDrive;
|
||||
|
||||
/// <summary>
|
||||
/// Create the Unity representation
|
||||
/// </summary>
|
||||
/// <param name="coreDrive">The core touch sensor</param>
|
||||
/// <returns>The Unity representation of the touch sensor</returns>
|
||||
/// This uses a 'DifferentialDrive' resource when available for the Unity representation.
|
||||
/// If this is not available, a default representation is created.
|
||||
public static DifferentialDrive Create(RoboidControl.DifferentialDrive coreDrive) {
|
||||
DifferentialDrive differentialDrive;
|
||||
Rigidbody rb = null;
|
||||
GameObject prefab = (GameObject)Resources.Load("DifferentialDrive");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
differentialDrive = gameObj.GetComponent<DifferentialDrive>();
|
||||
differentialDrive.Init(coreDrive);
|
||||
rb = gameObj.GetComponent<Rigidbody>();
|
||||
}
|
||||
else {
|
||||
// Default implementation
|
||||
GameObject gameObj = new(coreDrive.name);
|
||||
differentialDrive = gameObj.AddComponent<DifferentialDrive>();
|
||||
differentialDrive.Init(coreDrive);
|
||||
|
||||
rb = gameObj.AddComponent<Rigidbody>();
|
||||
rb.isKinematic = false;
|
||||
rb.mass = 0.1f;
|
||||
}
|
||||
if (coreDrive.isRemote) {
|
||||
if (rb != null)
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
return differentialDrive;
|
||||
}
|
||||
|
||||
public Motor leftMotor;
|
||||
public Motor rightMotor;
|
||||
/// <summary>
|
||||
/// The left wheel of the differential drive
|
||||
/// </summary>
|
||||
public Wheel leftWheel;
|
||||
/// <summary>
|
||||
/// The right wheel of the differential drive
|
||||
/// </summary>
|
||||
public Wheel rightWheel;
|
||||
/// <summary>
|
||||
/// The caster wheel to keep the differential drive horizontal
|
||||
/// </summary>
|
||||
public SphereCollider casterWheel;
|
||||
|
||||
/// <summary>
|
||||
/// The rigidbody of the differential drive
|
||||
/// </summary>
|
||||
private Rigidbody rb = null;
|
||||
|
||||
/// <summary>
|
||||
/// Start the Unity representation
|
||||
/// </summary>
|
||||
protected virtual void Start() {
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle the binary event indicating a configuration change
|
||||
/// </summary>
|
||||
protected override void HandleBinary() {
|
||||
HandleWheelBinary(coreDrive.leftWheel, ref leftMotor, ref leftWheel);
|
||||
HandleWheelBinary(coreDrive.rightWheel, ref rightMotor, ref rightWheel);
|
||||
|
||||
if (casterWheel == null) {
|
||||
GameObject gameObj = new("Caster wheel");
|
||||
gameObj.transform.parent = this.transform;
|
||||
casterWheel = gameObj.AddComponent<SphereCollider>();
|
||||
casterWheel.material = Wheel.slidingWheel;
|
||||
}
|
||||
if (coreDrive.wheelRadius > 0 && coreDrive.leftWheel != null && coreDrive.rightWheel != null) {
|
||||
casterWheel.radius = coreDrive.wheelRadius;
|
||||
// Put it in the middle of the back
|
||||
// This code assumes that the left wheel position has Direction.left and the right wheel Direction.right...
|
||||
float wheelSeparation = coreDrive.leftWheel.position.distance + coreDrive.rightWheel.position.distance;
|
||||
casterWheel.center = new Vector3(0, 0, -wheelSeparation);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleWheelBinary(RoboidControl.Motor coreMotor, ref Motor motor, ref Wheel wheel) {
|
||||
if (coreMotor == null)
|
||||
return;
|
||||
|
||||
if (motor == null) {
|
||||
motor = coreMotor.component as Motor;
|
||||
if (motor == null)
|
||||
motor = Motor.Create(coreMotor);
|
||||
wheel.transform.SetParent(motor.transform);
|
||||
}
|
||||
else if (motor.core.id != coreMotor.id) {
|
||||
motor = coreMotor.component as Motor;
|
||||
if (motor != null)
|
||||
wheel.transform.SetParent(motor.transform);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the Unity representation state
|
||||
/// </summary>
|
||||
protected override void FixedUpdate() {
|
||||
base.FixedUpdate();
|
||||
|
||||
if (rb != null && leftMotor != null && rightMotor != null) {
|
||||
float leftWheelVelocity = leftMotor.rotationSpeed * (2 * Mathf.PI) * leftWheel.wheelRadius;
|
||||
float rightWheelVelocity = rightMotor.rotationSpeed * (2 * Mathf.PI) * rightWheel.wheelRadius;
|
||||
|
||||
if (leftWheel != null && rightWheel != null) {
|
||||
float wheelSeparation = Vector3.Distance(leftWheel.transform.position, rightWheel.transform.position);
|
||||
float forwardSpeed = (leftWheelVelocity + rightWheelVelocity) / 2f;
|
||||
float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / 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;
|
||||
|
||||
core.ReplacePosition(LinearAlgebra.Spherical.FromVector3(this.transform.localPosition));
|
||||
core.ReplaceOrientation(LinearAlgebra.SwingTwist.FromQuaternion(this.transform.localRotation));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
@ -5,42 +5,53 @@ using UnityEngine;
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// The Unity representation of a distance sensor
|
||||
/// The Unity representation of a Roboid Control distance sensor
|
||||
/// </summary>
|
||||
public class DistanceSensor : Thing {
|
||||
|
||||
/// <summary>
|
||||
/// The core distance sensor
|
||||
/// </summary>
|
||||
public new RoboidControl.DistanceSensor core {
|
||||
get => (RoboidControl.DistanceSensor)base.core;
|
||||
set => base.core = value;
|
||||
public RoboidControl.DistanceSensor coreSensor => base.core as RoboidControl.DistanceSensor;
|
||||
|
||||
public float distance {
|
||||
get {
|
||||
if (coreSensor == null)
|
||||
return float.PositiveInfinity;
|
||||
return coreSensor.distance;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the Unity representation
|
||||
/// </summary>
|
||||
protected virtual void Start() {
|
||||
if (core == null) {
|
||||
SiteServer siteServer = FindAnyObjectByType<SiteServer>();
|
||||
SetCoreThing(new RoboidControl.DistanceSensor(siteServer.site));
|
||||
}
|
||||
|
||||
StartCoroutine(MeasureDistance());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create the Unity representation of the distance sensor
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent of the core distance sensor</param>
|
||||
/// <param name="core">The core distance sensor</param>
|
||||
/// <returns>The Unity representation of the distance sensor</returns>
|
||||
public static DistanceSensor Create(RoboidControl.DistanceSensor core) {
|
||||
GameObject distanceObj = new("Distance sensor");
|
||||
DistanceSensor component = distanceObj.AddComponent<DistanceSensor>();
|
||||
if (core.parent != null && core.parent.component != null)
|
||||
distanceObj.transform.SetParent(core.parent.component.transform, false);
|
||||
|
||||
return component;
|
||||
/// This uses a 'DistanceSensor' resource when available for the Unity representation.
|
||||
/// If this is not available, a default representation is created.
|
||||
public static DistanceSensor Create(RoboidControl.DistanceSensor coreSensor) {
|
||||
DistanceSensor distanceSensor;
|
||||
GameObject prefab = (GameObject)Resources.Load("DistanceSensor");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
distanceSensor = gameObj.GetComponent<DistanceSensor>();
|
||||
distanceSensor.Init(coreSensor);
|
||||
}
|
||||
else {
|
||||
// Default implementation
|
||||
GameObject distanceObj = new(coreSensor.name);
|
||||
distanceSensor = distanceObj.AddComponent<DistanceSensor>();
|
||||
distanceSensor.Init(coreSensor);
|
||||
}
|
||||
return distanceSensor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -53,10 +64,10 @@ namespace RoboidControl.Unity {
|
||||
Thing thing = hitInfo.transform.GetComponentInParent<Thing>();
|
||||
if (thing == null) {
|
||||
// Debug.Log($"collision {hitInfo.transform.name} {hitInfo.distance}");
|
||||
core.distance = hitInfo.distance;
|
||||
coreSensor.internalDistance = hitInfo.distance;
|
||||
}
|
||||
else
|
||||
core.distance = 0;
|
||||
coreSensor.internalDistance = float.PositiveInfinity;
|
||||
}
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
|
88
Unity/Editor/Configurator.cs
Normal file
88
Unity/Editor/Configurator.cs
Normal file
@ -0,0 +1,88 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEditor.PackageManager;
|
||||
|
||||
namespace RoboidControl.Unity
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
public class ConfigurationCheck
|
||||
{
|
||||
static ConfigurationCheck()
|
||||
{
|
||||
RetrievePackageList();
|
||||
}
|
||||
|
||||
protected static ListRequest request;
|
||||
public static List<string> packageNameList;
|
||||
|
||||
public static void RetrievePackageList()
|
||||
{
|
||||
request = Client.List(); // List packages installed for the Project
|
||||
EditorApplication.update += Progress;
|
||||
}
|
||||
|
||||
public static void Progress()
|
||||
{
|
||||
if (request.IsCompleted)
|
||||
{
|
||||
if (request.Status == StatusCode.Success)
|
||||
{
|
||||
packageNameList = new List<string>();
|
||||
foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)
|
||||
packageNameList.Add(package.name);
|
||||
|
||||
DidReloadScripts();
|
||||
}
|
||||
else if (request.Status >= StatusCode.Failure)
|
||||
Debug.Log(request.Error.message);
|
||||
|
||||
EditorApplication.update -= Progress;
|
||||
}
|
||||
}
|
||||
|
||||
//[DidReloadScripts]
|
||||
protected static void DidReloadScripts()
|
||||
{
|
||||
if (packageNameList == null)
|
||||
return;
|
||||
CheckExtension(
|
||||
packageNameList.Contains("com.unity.cloud.gltfast"), "GLTF");
|
||||
}
|
||||
|
||||
protected static void CheckExtension(bool enabled, string define)
|
||||
{
|
||||
if (enabled)
|
||||
GlobalDefine(define);
|
||||
else
|
||||
GlobalUndefine(define);
|
||||
}
|
||||
|
||||
public static void GlobalDefine(string name)
|
||||
{
|
||||
//Debug.Log("Define " + name);
|
||||
string scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
|
||||
if (!scriptDefines.Contains(name))
|
||||
{
|
||||
string newScriptDefines = scriptDefines + " " + name;
|
||||
if (EditorUserBuildSettings.selectedBuildTargetGroup != 0)
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newScriptDefines);
|
||||
}
|
||||
}
|
||||
|
||||
public static void GlobalUndefine(string name)
|
||||
{
|
||||
//Debug.Log("Undefine " + name);
|
||||
string scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
|
||||
if (scriptDefines.Contains(name))
|
||||
{
|
||||
int playMakerIndex = scriptDefines.IndexOf(name);
|
||||
string newScriptDefines = scriptDefines.Remove(playMakerIndex, name.Length);
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newScriptDefines);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
15
Unity/Editor/DistanceSensor_Editor.cs
Normal file
15
Unity/Editor/DistanceSensor_Editor.cs
Normal file
@ -0,0 +1,15 @@
|
||||
using UnityEditor;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
[CustomEditor(typeof(DistanceSensor))]
|
||||
public class DistanceSensor_Editor : Editor {
|
||||
|
||||
public override void OnInspectorGUI() {
|
||||
DistanceSensor distanceSensor = (DistanceSensor)target;
|
||||
|
||||
DrawDefaultInspector();
|
||||
EditorGUILayout.LabelField("Distance", distanceSensor.distance.ToString());
|
||||
}
|
||||
}
|
||||
}
|
83
Unity/Materials/Black.mat
Normal file
83
Unity/Materials/Black.mat
Normal file
@ -0,0 +1,83 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Black
|
||||
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailAlbedoMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailMask:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailNormalMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _EmissionMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _OcclusionMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _ParallaxMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _BumpScale: 1
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 0.18490559, g: 0.18490559, b: 0.18490559, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
83
Unity/Materials/Gray.mat
Normal file
83
Unity/Materials/Gray.mat
Normal file
@ -0,0 +1,83 @@
|
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74
Unity/Motor.cs
Normal file
74
Unity/Motor.cs
Normal file
@ -0,0 +1,74 @@
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using UnityEngine;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
/// <summary>
|
||||
/// The Unity representation of a Roboid Control motor
|
||||
/// </summary>
|
||||
public class Motor : Thing {
|
||||
|
||||
/// <summary>
|
||||
/// The core motor
|
||||
/// </summary>
|
||||
public RoboidControl.Motor coreMotor => base.core as RoboidControl.Motor;
|
||||
|
||||
/// <summary>
|
||||
/// Create the Unity representation of the motor
|
||||
/// </summary>
|
||||
/// <param name="coreMotor">The core motor</param>
|
||||
/// <returns>The Unity representation of a motor</returns>
|
||||
/// This uses a 'Motor' resource when available for the Unity representation.
|
||||
/// If this is not available, a default representation is created.
|
||||
public static Motor Create(RoboidControl.Motor coreMotor) {
|
||||
Motor motor;
|
||||
GameObject prefab = (GameObject)Resources.Load("Motor");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
motor = gameObj.GetComponent<Motor>();
|
||||
motor.Init(coreMotor);
|
||||
}
|
||||
else {
|
||||
// Default implementation
|
||||
GameObject gameObj = new(coreMotor.name);
|
||||
motor = gameObj.AddComponent<Motor>();
|
||||
motor.Init(coreMotor);
|
||||
|
||||
// Rigidbody rb = gameObj.AddComponent<Rigidbody>();
|
||||
// rb.isKinematic = true;
|
||||
}
|
||||
return motor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum rotation speed of the motor in rotations per second
|
||||
/// </summary>
|
||||
public float maxSpeed = 5;
|
||||
|
||||
/// <summary>
|
||||
/// The actual rotation speed in rotations per second
|
||||
/// </summary>
|
||||
public float rotationSpeed { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Update the Unity state
|
||||
/// </summary>
|
||||
protected override void FixedUpdate() {
|
||||
base.FixedUpdate();
|
||||
// We rotate the first child of the motor, which should be the axle.
|
||||
float rotation = 360 * this.rotationSpeed * Time.fixedDeltaTime;
|
||||
if (this.transform.childCount > 0)
|
||||
this.transform.GetChild(0).Rotate(rotation, 0, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle the binary event containing the rotation speed
|
||||
/// </summary>
|
||||
protected override void HandleBinary() {
|
||||
RoboidControl.Motor coreMotor = core as RoboidControl.Motor;
|
||||
this.rotationSpeed = coreMotor.targetSpeed * maxSpeed;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
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#endif
|
84
Unity/Participant.cs
Normal file
84
Unity/Participant.cs
Normal file
@ -0,0 +1,84 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
public class Participant : MonoBehaviour {
|
||||
public string ipAddress;
|
||||
public int port;
|
||||
|
||||
public RoboidControl.Participant coreParticipant;
|
||||
|
||||
protected virtual void Update() {
|
||||
if (coreParticipant == null)
|
||||
return;
|
||||
|
||||
if (coreParticipant.updateQueue.TryDequeue(out RoboidControl.Participant.UpdateEvent e))
|
||||
HandleUpdateEvent(e);
|
||||
}
|
||||
|
||||
private void HandleUpdateEvent(RoboidControl.Participant.UpdateEvent e) {
|
||||
switch (e.messageId) {
|
||||
case ParticipantMsg.Id:
|
||||
GameObject remoteParticipant = new GameObject("RemoteParticipant");
|
||||
Participant participant = remoteParticipant.AddComponent<Participant>();
|
||||
participant.coreParticipant = e.participant;
|
||||
participant.coreParticipant.component = participant;
|
||||
if (participant.coreParticipant is ParticipantUDP participantUDP) {
|
||||
participant.ipAddress = participantUDP.ipAddress;
|
||||
participant.port = participantUDP.port;
|
||||
}
|
||||
|
||||
break;
|
||||
case ThingMsg.id:
|
||||
HandleThingEvent(e);
|
||||
break;
|
||||
default:
|
||||
Debug.Log($"Unhandled event: {e.messageId}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleThingEvent(RoboidControl.Participant.UpdateEvent e) {
|
||||
switch (e.thing) {
|
||||
case RoboidControl.DistanceSensor coreDistanceSensor:
|
||||
coreDistanceSensor.component = DistanceSensor.Create(coreDistanceSensor);
|
||||
break;
|
||||
case RoboidControl.TouchSensor coreTouchSensor:
|
||||
coreTouchSensor.component = TouchSensor.Create(coreTouchSensor);
|
||||
break;
|
||||
case RoboidControl.DifferentialDrive coreDrive:
|
||||
coreDrive.component = DifferentialDrive.Create(coreDrive);
|
||||
break;
|
||||
case RoboidControl.Motor coreMotor:
|
||||
if (coreMotor.component == null) {
|
||||
Motor wheel = Motor.Create(coreMotor);
|
||||
coreMotor.component = wheel;
|
||||
// We need to know the details (though a binary msg)
|
||||
// before we can create the wheel reliably
|
||||
}
|
||||
else // Update the component from the core
|
||||
coreMotor.component.Init(coreMotor);
|
||||
break;
|
||||
case RoboidControl.Thing coreThing:
|
||||
if (coreThing.component == null) {
|
||||
Thing[] things = FindObjectsByType<Thing>(FindObjectsSortMode.None);
|
||||
// Debug.Log(things.Length);
|
||||
Thing thing = things.FirstOrDefault(t =>
|
||||
t != null &&
|
||||
t.core != null &&
|
||||
t.core.owner.networkId == coreThing.owner.networkId &&
|
||||
t.core.id == coreThing.id
|
||||
);
|
||||
if (thing == null)
|
||||
thing = Thing.Create(coreThing);
|
||||
coreThing.component = thing;
|
||||
}
|
||||
else // Update the component from the core
|
||||
coreThing.component.Init(coreThing);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
73
Unity/RelativeEncoder.cs
Normal file
73
Unity/RelativeEncoder.cs
Normal file
@ -0,0 +1,73 @@
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
public class RelativeEncoder : Thing {
|
||||
|
||||
/// <summary>
|
||||
/// Create the Unity representation
|
||||
/// </summary>
|
||||
/// <param name="core">The core motor</param>
|
||||
/// <returns>The Unity representation of a motor</returns>
|
||||
public static RelativeEncoder Create(RoboidControl.RelativeEncoder core) {
|
||||
GameObject prefab = (GameObject)Resources.Load("IncrementalEncoder");
|
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if (prefab != null) {
|
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// Use resource prefab when available
|
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GameObject gameObj = Instantiate(prefab);
|
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RelativeEncoder component = gameObj.GetComponent<RelativeEncoder>();
|
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if (component != null)
|
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component.core = core;
|
||||
return component;
|
||||
}
|
||||
else {
|
||||
// Fallback implementation
|
||||
GameObject gameObj = new(core.name);
|
||||
RelativeEncoder component = gameObj.AddComponent<RelativeEncoder>();
|
||||
component.Init(core);
|
||||
|
||||
Rigidbody rb = gameObj.AddComponent<Rigidbody>();
|
||||
rb.isKinematic = true;
|
||||
return component;
|
||||
}
|
||||
}
|
||||
RoboidControl.RelativeEncoder coreEncoder => this.core as RoboidControl.RelativeEncoder;
|
||||
|
||||
/// <summary>
|
||||
/// The rotation speed in degrees per second
|
||||
/// </summary>
|
||||
public float rotationSpeed = 0.0f;
|
||||
|
||||
protected override void HandleBinary() {
|
||||
this.rotationSpeed = coreEncoder.angularSpeed;
|
||||
}
|
||||
|
||||
private Quaternion lastRotation;
|
||||
protected override void Update() {
|
||||
base.Update();
|
||||
if (this.transform.childCount == 0)
|
||||
return;
|
||||
|
||||
Transform child = this.transform.GetChild(0);
|
||||
|
||||
// Get the delta rotation since last frame
|
||||
Quaternion deltaRotation = Quaternion.Inverse(lastRotation) * child.localRotation;
|
||||
|
||||
// Normalize angles to range [-180..180)
|
||||
// Note: it is not possible to track rotation speeds higher than 180 degrees per frame because of representation limitations of Quaternions
|
||||
float deltaAngle = Angle.Degrees(deltaRotation.eulerAngles.x).inDegrees;
|
||||
this.rotationSpeed = deltaAngle / Time.deltaTime;
|
||||
}
|
||||
|
||||
IEnumerator UpdateCore() {
|
||||
WaitForSeconds wait = new(0.1f);
|
||||
|
||||
while (true) {
|
||||
this.coreEncoder.angularSpeed = this.rotationSpeed;
|
||||
yield return wait;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
546
Unity/Resources/DifferentialDrive.prefab
Normal file
546
Unity/Resources/DifferentialDrive.prefab
Normal file
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14
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182
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182
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@ -1,22 +1,30 @@
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||||
#if UNITY_5_3_OR_NEWER
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
public class SiteServer : MonoBehaviour {
|
||||
public int port = 7681;
|
||||
public class SiteServer : Participant {
|
||||
|
||||
public RoboidControl.SiteServer site;
|
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|
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public Queue<RoboidControl.Thing> thingQueue = new();
|
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public RoboidControl.SiteServer site => this.coreParticipant as RoboidControl.SiteServer;
|
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public string modelURL;
|
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private RoboidControl.Thing model;
|
||||
|
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protected virtual void Awake() {
|
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#if RC_DEBUG
|
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Console.SetOut(new UnityLogWriter());
|
||||
#endif
|
||||
|
||||
site = new RoboidControl.SiteServer(port);
|
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RoboidControl.Thing.OnNewThing += HandleNewThing;
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this.coreParticipant = new RoboidControl.SiteServer(port);
|
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|
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#if GLTF
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if (!string.IsNullOrEmpty(modelURL)) {
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model = new() {
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name = "Model",
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modelUrl = this.modelURL
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};
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}
|
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#endif
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||||
}
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void OnApplicationQuit() {
|
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@ -24,16 +32,36 @@ namespace RoboidControl.Unity {
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||||
site.Close();
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}
|
||||
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public void HandleNewThing(RoboidControl.Thing thing) {
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//Debug.Log($"Handle New thing event for {thing}");
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//site.Add(thing, false);
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thingQueue.Enqueue(thing);
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protected override void Update() {
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if (site == null)
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return;
|
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while (site.updateQueue.TryDequeue(out RoboidControl.Participant.UpdateEvent e))
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HandleUpdateEvent(e);
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site.Update();
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}
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protected virtual void Update() {
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site.Update((ulong)(Time.time * 1000));
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while (thingQueue.TryDequeue(out RoboidControl.Thing thing))
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thing.CreateComponent();
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private void HandleUpdateEvent(RoboidControl.Participant.UpdateEvent e) {
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switch (e.messageId) {
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case ParticipantMsg.Id:
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GameObject remoteParticipant = new GameObject("RemoteParticipant");
|
||||
Participant participant = remoteParticipant.AddComponent<Participant>();
|
||||
participant.coreParticipant = e.participant;
|
||||
participant.coreParticipant.component = participant;
|
||||
if (participant.coreParticipant is ParticipantUDP participantUDP) {
|
||||
participant.ipAddress = participantUDP.ipAddress;
|
||||
participant.port = participantUDP.port;
|
||||
}
|
||||
|
||||
// foreach (RoboidControl.Thing thing in this.site.things)
|
||||
// participant.coreParticipant.SendThingInfo(thing);
|
||||
|
||||
break;
|
||||
case ThingMsg.id:
|
||||
HandleThingEvent(e);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
267
Unity/Thing.cs
267
Unity/Thing.cs
@ -2,42 +2,33 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
#if GLTF
|
||||
using GLTFast;
|
||||
#endif
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// The representation of a Thing in Unity
|
||||
/// The Unity representation fo a Roboid Control Thing
|
||||
/// </summary>
|
||||
public class Thing : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The core C# thing
|
||||
/// </summary>
|
||||
[field: SerializeField]
|
||||
public RoboidControl.Thing core { get; set; }
|
||||
|
||||
public SiteServer participant;
|
||||
|
||||
private string modelUrl = null;
|
||||
/// <summary>
|
||||
/// The owner of this thing
|
||||
/// </summary>
|
||||
public Participant owner;
|
||||
|
||||
/// <summary>
|
||||
/// Set the core C# thing
|
||||
/// Create a Unity representation of a Thing
|
||||
/// </summary>
|
||||
protected void SetCoreThing(RoboidControl.Thing thing) {
|
||||
core = thing;
|
||||
core.component = this;
|
||||
|
||||
SiteServer siteServer = FindAnyObjectByType<SiteServer>();
|
||||
if (siteServer == null || siteServer.site == null) {
|
||||
Debug.LogWarning("No site server found");
|
||||
return;
|
||||
}
|
||||
siteServer.site.Add(thing);
|
||||
core.OnPoseChanged += PoseChanged;
|
||||
}
|
||||
|
||||
/// <param name="core">The core of the thing</param>
|
||||
/// <returns>The created thing</returns>
|
||||
public static Thing Create(RoboidControl.Thing core) {
|
||||
// Debug.Log("Creating new Unity thing");
|
||||
GameObject gameObj = string.IsNullOrEmpty(core.name) ?
|
||||
new("Thing") :
|
||||
new(core.name);
|
||||
@ -46,71 +37,117 @@ namespace RoboidControl.Unity {
|
||||
return component;
|
||||
}
|
||||
|
||||
protected void Init(RoboidControl.Thing core) {
|
||||
/// <summary>
|
||||
/// Initialize the Thing
|
||||
/// </summary>
|
||||
/// <param name="core">The core of the thing</param>
|
||||
/// This affects the parent and pose of the thing
|
||||
public void Init(RoboidControl.Thing core) {
|
||||
this.core = core;
|
||||
this.participant = FindAnyObjectByType<SiteServer>();
|
||||
if (core.parent != null && core.parent.component != null)
|
||||
this.transform.SetParent(core.parent.component.transform, false);
|
||||
this.core.component = this;
|
||||
// This is wrong, it should get the owner, which is not the siteserver
|
||||
// this.owner = FindAnyObjectByType<SiteServer>();
|
||||
// core.owner = this.owner.coreParticipant;
|
||||
this.owner = core.owner.component;
|
||||
|
||||
if (core.parent != null && core.parent.component != null) {
|
||||
this.transform.SetParent(core.parent.component.transform, false);
|
||||
this.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
else if (core.owner.component != null) {
|
||||
this.transform.SetParent(core.owner.component.transform, false);
|
||||
}
|
||||
|
||||
if (core.position != null)
|
||||
this.transform.localPosition = core.position.ToVector3();
|
||||
if (core.orientation != null)
|
||||
this.transform.localRotation = core.orientation.ToQuaternion();
|
||||
|
||||
core.OnPoseChanged += this.PoseChanged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the Unity representation
|
||||
/// Update the Unity rendering
|
||||
/// </summary>
|
||||
protected virtual void Update() {
|
||||
if (core == null) {
|
||||
// Debug.Log("Core thing is gone, self destruct in 0 seconds...");
|
||||
Destroy(this);
|
||||
if (core == null)
|
||||
return;
|
||||
}
|
||||
|
||||
if (core.linearVelocity != null && core.linearVelocity.distance != 0) {
|
||||
Vector3 direction = Quaternion.AngleAxis(core.linearVelocity.direction.horizontal, Vector3.up) * Vector3.forward;
|
||||
this.transform.Translate(core.linearVelocity.distance * Time.deltaTime * direction, Space.Self);
|
||||
// core.position = LinearAlgebra.Spherical.FromVector3(this.transform.localPosition);
|
||||
}
|
||||
|
||||
if (core.angularVelocity != null && core.angularVelocity.distance != 0) {
|
||||
Vector3 axis = core.angularVelocity.direction.ToVector3();
|
||||
this.transform.localRotation *= Quaternion.AngleAxis(core.angularVelocity.distance * Time.deltaTime, axis);
|
||||
// core.orientation = LinearAlgebra.SwingTwist.FromQuaternion(this.transform.localRotation);
|
||||
}
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(core.modelUrl) && this.modelUrl == null) {
|
||||
string extension = core.modelUrl.Substring(core.modelUrl.LastIndexOf("."));
|
||||
if (extension == ".jpg" || extension == ".png") {
|
||||
StartCoroutine(LoadJPG());
|
||||
}
|
||||
/// <summary>
|
||||
/// Update the Unity state (just calls UpdateThing)
|
||||
/// </summary>
|
||||
protected virtual void FixedUpdate() {
|
||||
UpdateThing();
|
||||
// if (core != null) {
|
||||
// // This is new....
|
||||
// core.orientation = LinearAlgebra.SwingTwist.FromQuaternion(this.transform.localRotation);
|
||||
// }
|
||||
}
|
||||
|
||||
this.modelUrl = core.modelUrl;
|
||||
/// <summary>
|
||||
/// Update the Unity state
|
||||
/// </summary>
|
||||
public void UpdateThing() {
|
||||
if (core == null) {
|
||||
// Debug.Log($"{this} core thing is gone, self destruct in 0 seconds...");
|
||||
// Destroy(this);
|
||||
return;
|
||||
}
|
||||
if (core.nameChanged) {
|
||||
if (this.gameObject.name != core.name)
|
||||
if (core.updateQueue == null)
|
||||
return;
|
||||
|
||||
while (core.updateQueue.TryDequeue(out RoboidControl.Thing.CoreEvent e))
|
||||
HandleCoreEvent(e);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle events from the core thing
|
||||
/// </summary>
|
||||
/// <param name="coreEvent">The core event to handle</param>
|
||||
private void HandleCoreEvent(RoboidControl.Thing.CoreEvent coreEvent) {
|
||||
switch (coreEvent.messageId) {
|
||||
case ThingMsg.id:
|
||||
if (core.parent == null)
|
||||
this.transform.SetParent(core.owner.component.transform, true);
|
||||
else if (core.parent.component != null)
|
||||
this.transform.SetParent(core.parent.component.transform, true);
|
||||
break;
|
||||
case NameMsg.Id:
|
||||
this.gameObject.name = core.name;
|
||||
core.nameChanged = false;
|
||||
}
|
||||
if (core.hierarchyChanged) {
|
||||
// Debug.Log("Parent changed");
|
||||
if (core.parent == null)
|
||||
this.transform.SetParent(null, true);
|
||||
else
|
||||
this.transform.SetParent(core.parent.component.transform, true);
|
||||
core.hierarchyChanged = false;
|
||||
break;
|
||||
case ModelUrlMsg.Id:
|
||||
string extension = core.modelUrl[core.modelUrl.LastIndexOf(".")..];
|
||||
if (extension == ".jpg" || extension == ".png")
|
||||
StartCoroutine(LoadJPG());
|
||||
#if GLTF
|
||||
else if (extension == ".gltf" || extension == ".glb")
|
||||
ProcessGltfModel(core);
|
||||
#endif
|
||||
break;
|
||||
case PoseMsg.Id:
|
||||
this.HandlePose();
|
||||
break;
|
||||
case BinaryMsg.Id:
|
||||
this.HandleBinary();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void PoseChanged() {
|
||||
//Debug.Log($"{this} pose changed");
|
||||
if (core.positionUpdated)
|
||||
this.transform.localPosition = core.position.ToVector3();
|
||||
if (core.orientationUpdated)
|
||||
this.transform.localRotation = core.orientation.ToQuaternion();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load and attach a JPG sprite visualization of the thing
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerator LoadJPG() {
|
||||
UnityWebRequest request = UnityWebRequestTexture.GetTexture(core.modelUrl);
|
||||
yield return request.SendWebRequest();
|
||||
@ -138,6 +175,124 @@ namespace RoboidControl.Unity {
|
||||
}
|
||||
}
|
||||
|
||||
#if GLTF
|
||||
bool loadingModel = false;
|
||||
|
||||
private async void ProcessGltfModel(RoboidControl.Thing coreThing) {
|
||||
if (!loadingModel) {
|
||||
loadingModel = true;
|
||||
|
||||
#if DEBUG
|
||||
Debug.Log("Loading GLTF model from :" + coreThing.modelUrl);
|
||||
#endif
|
||||
GltfImport gltfImport = new GltfImport();
|
||||
bool success = await gltfImport.Load(coreThing.modelUrl);
|
||||
if (success) {
|
||||
Transform parentTransform = this.transform;
|
||||
|
||||
Thing[] things = FindObjectsOfType<Thing>();
|
||||
Thing parentThing = null;
|
||||
foreach (Thing thing in things) {
|
||||
if (thing.core != null && thing.core.owner.networkId == coreThing.owner.networkId && thing.core.id == coreThing.id) {
|
||||
parentTransform = thing.transform;
|
||||
parentThing = thing;
|
||||
}
|
||||
}
|
||||
await gltfImport.InstantiateMainSceneAsync(parentTransform);
|
||||
SkinnedMeshRenderer[] meshRenderers = parentTransform.GetComponentsInChildren<SkinnedMeshRenderer>();
|
||||
|
||||
parentTransform.localScale = Vector3.one;
|
||||
if (meshRenderers.Length > 0) {
|
||||
foreach (SkinnedMeshRenderer meshRenderer in meshRenderers) {
|
||||
if (meshRenderer.rootBone != null) {
|
||||
// Debug.Log("Found a skinned mesh with bones");
|
||||
ScanForThings(meshRenderer.rootBone);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
ScanForThings(parentTransform);
|
||||
|
||||
AddMeshColliders(parentTransform); }
|
||||
else {
|
||||
this.transform.localScale = Vector3.one * 1;
|
||||
}
|
||||
}
|
||||
loadingModel = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
private void ScanForThings(Transform rootTransform) {
|
||||
RoboidControl.Thing[] thingArray = this.core.owner.things.ToArray();
|
||||
|
||||
for (int thingIx = 0; thingIx < thingArray.Length; thingIx++) {
|
||||
RoboidControl.Thing thing = thingArray[thingIx];
|
||||
GameObject foundObj = FindThingByName(thing, rootTransform);
|
||||
if (foundObj != null && (thing.component != null && foundObj != thing.component.gameObject)) {
|
||||
Thing foundThing = foundObj.GetComponent<Thing>();
|
||||
if (foundThing == null) {
|
||||
// Debug.Log($"move thing [{thing.owner.networkId}/{thing.id}] to {foundObj.name}");
|
||||
foundThing = foundObj.AddComponent<Thing>();
|
||||
foundThing.core = thing;
|
||||
foundThing.core.position = LinearAlgebra.Spherical.FromVector3(foundObj.transform.localPosition);
|
||||
foundThing.core.orientation = LinearAlgebra.SwingTwist.FromQuaternion(foundObj.transform.localRotation);
|
||||
|
||||
Destroy(thing.component.gameObject);
|
||||
thing.component = foundThing;
|
||||
}
|
||||
else {
|
||||
Debug.LogWarning($"Could not find [{thing.owner.networkId}/{thing.id}]");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject FindThingByName(RoboidControl.Thing thing, Transform rootTransform) {
|
||||
if (rootTransform == null || thing == null)
|
||||
return null;
|
||||
|
||||
if (rootTransform.name == thing.name)
|
||||
return rootTransform.gameObject;
|
||||
|
||||
for (int childIx = 0; childIx < rootTransform.childCount; childIx++) {
|
||||
Transform child = rootTransform.GetChild(childIx);
|
||||
GameObject foundObj = FindThingByName(thing, child);
|
||||
if (foundObj != null)
|
||||
return foundObj;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void AddMeshColliders(Transform rootTransform) {
|
||||
MeshRenderer[] meshRenderers = rootTransform.GetComponentsInChildren<MeshRenderer>();
|
||||
foreach (MeshRenderer meshRenderer in meshRenderers) {
|
||||
MeshFilter meshFilter = meshRenderer.GetComponent<MeshFilter>();
|
||||
MeshCollider meshCollider = meshRenderer.gameObject.AddComponent<MeshCollider>();
|
||||
meshCollider.sharedMesh = meshFilter.sharedMesh;
|
||||
meshCollider.convex = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a Pose event
|
||||
/// </summary>
|
||||
/// This can update the position and/or orientation when the velocity of the thing is zero.
|
||||
/// If a velocity is not zero, the position and/or orientation update will be ignored
|
||||
protected virtual void HandlePose() {
|
||||
this.transform.localRotation = core.orientation.ToQuaternion();
|
||||
this.transform.localPosition = core.position.ToVector3();
|
||||
// if (core.linearVelocity.distance == 0)
|
||||
// this.transform.localPosition = core.position.ToVector3();
|
||||
// if (core.angularVelocity.distance == 0)
|
||||
// this.transform.localRotation = core.orientation.ToQuaternion();
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a Binary event
|
||||
/// </summary>
|
||||
protected virtual void HandleBinary() { }
|
||||
|
||||
}
|
||||
|
||||
|
@ -4,87 +4,76 @@ using UnityEngine;
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// The Unity representation of the TouchSensor
|
||||
/// The Unity representation of a Roboid Control touch sensor
|
||||
/// </summary>
|
||||
public class TouchSensor : Thing {
|
||||
|
||||
// public SiteServer participant;
|
||||
/// <summary>
|
||||
/// The core touch sensor
|
||||
/// </summary>
|
||||
public RoboidControl.TouchSensor coreSensor {
|
||||
get => (RoboidControl.TouchSensor)base.core;
|
||||
}
|
||||
|
||||
SphereCollider collider = null;
|
||||
public RoboidControl.TouchSensor coreSensor => base.core as RoboidControl.TouchSensor;
|
||||
|
||||
/// <summary>
|
||||
/// Start the Unity represention
|
||||
/// Create the Unity representation of the touch sensor
|
||||
/// </summary>
|
||||
protected virtual void Start() {
|
||||
if (core == null) {
|
||||
participant = FindAnyObjectByType<SiteServer>();
|
||||
SetCoreThing(new RoboidControl.TouchSensor(participant.site));
|
||||
}
|
||||
collider = GetComponent<SphereCollider>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create the Unity representation
|
||||
/// </summary>
|
||||
/// <param name="core">The core touch sensor</param>
|
||||
/// <param name="coreSensor">The core touch sensor</param>
|
||||
/// <returns>The Unity representation of the touch sensor</returns>
|
||||
public static TouchSensor Create(RoboidControl.TouchSensor core) {
|
||||
GameObject gameObj = core.name != null ?
|
||||
new(core.name) :
|
||||
new("Touch Sensor");
|
||||
TouchSensor component = gameObj.AddComponent<TouchSensor>();
|
||||
component.Init(core);
|
||||
|
||||
Rigidbody rb = gameObj.AddComponent<Rigidbody>();
|
||||
rb.isKinematic = true;
|
||||
|
||||
SphereCollider collider = gameObj.AddComponent<SphereCollider>();
|
||||
collider.radius = 0.01f;
|
||||
collider.isTrigger = true;
|
||||
|
||||
if (gameObj.transform.parent != null && gameObj.transform.localPosition.magnitude > 0) {
|
||||
collider.radius = Vector3.Distance(gameObj.transform.position, gameObj.transform.parent.position) / 2;
|
||||
gameObj.transform.position = (gameObj.transform.position + gameObj.transform.parent.position) / 2;
|
||||
/// This uses a 'TouchSensor' resource when available for the Unity representation.
|
||||
/// If this is not available, a default representation is created.
|
||||
public static TouchSensor Create(RoboidControl.TouchSensor coreSensor) {
|
||||
TouchSensor touchSensor;
|
||||
GameObject prefab = (GameObject)Resources.Load("TouchSensor");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
touchSensor = gameObj.GetComponent<TouchSensor>();
|
||||
touchSensor.Init(coreSensor);
|
||||
}
|
||||
else {
|
||||
// Default implementation
|
||||
GameObject gameObj = new(coreSensor.name);
|
||||
touchSensor = gameObj.AddComponent<TouchSensor>();
|
||||
touchSensor.Init(coreSensor);
|
||||
|
||||
return component;
|
||||
Rigidbody rb = gameObj.AddComponent<Rigidbody>();
|
||||
rb.isKinematic = true;
|
||||
|
||||
SphereCollider collider = gameObj.AddComponent<SphereCollider>();
|
||||
collider.radius = 0.01f;
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
return touchSensor;
|
||||
}
|
||||
|
||||
protected override void Update() {
|
||||
base.Update();
|
||||
if (collider.radius == 0.01f &&
|
||||
this.transform.parent != null && this.transform.localPosition.magnitude > 0
|
||||
) {
|
||||
collider.radius = Vector3.Distance(this.transform.position, this.transform.parent.position) / 2;
|
||||
this.transform.position = (this.transform.position + this.transform.parent.position) / 2;
|
||||
}
|
||||
}
|
||||
public bool touchedSomething = false;
|
||||
|
||||
/// <summary>
|
||||
/// Handle touch trigger collider enter event
|
||||
/// </summary>
|
||||
/// <param name="other">The collider which entered our trigger collider</param>
|
||||
private void OnTriggerEnter(Collider other) {
|
||||
// Debug.Log("Touch?");
|
||||
if (other.isTrigger) {
|
||||
// Debug.Log($" was trigger {other.name}");
|
||||
// Don't detect trigger colliders
|
||||
if (other.isTrigger)
|
||||
return;
|
||||
}
|
||||
if (this.transform.root == other.transform.root) {
|
||||
Debug.Log($" was myself {other.name}");
|
||||
// Don't touch yourself
|
||||
if (this.transform.root == other.transform.root)
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"*** {this} Touch");
|
||||
Debug.Log("TOUCH!");
|
||||
this.touchedSomething = true;
|
||||
this.coreSensor.touchedSomething = true;
|
||||
//this.core.updateQueue.Enqueue(new RoboidControl.Thing.CoreEvent(BinaryMsg.Id));
|
||||
}
|
||||
/// <summary>
|
||||
/// Handl touch trigger collider exit event
|
||||
/// </summary>
|
||||
/// <param name="other">The collider which exited our trigger collider </param>
|
||||
private void OnTriggerExit(Collider other) {
|
||||
if (other.isTrigger)
|
||||
return;
|
||||
|
||||
Debug.Log($"*** {this} Touch end");
|
||||
Debug.Log("TOUCH END!");
|
||||
this.touchedSomething = false;
|
||||
this.coreSensor.touchedSomething = false;
|
||||
}
|
||||
}
|
||||
|
97
Unity/Wheel.cs
Normal file
97
Unity/Wheel.cs
Normal file
@ -0,0 +1,97 @@
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using UnityEngine;
|
||||
|
||||
namespace RoboidControl.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// The Unity representation of a Roboid Control wheel
|
||||
/// </summary>
|
||||
public class Wheel : Thing {
|
||||
/// <summary>
|
||||
/// Create the Unity representation
|
||||
/// </summary>
|
||||
/// <param name="core">The core motor</param>
|
||||
/// <returns>The Unity representation of a motorised wheel</returns>
|
||||
public static new Wheel Create(RoboidControl.Thing core) {
|
||||
GameObject prefab = (GameObject)Resources.Load("Wheel");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
Wheel component = gameObj.GetComponent<Wheel>();
|
||||
if (component != null)
|
||||
component.core = core;
|
||||
return component;
|
||||
}
|
||||
else {
|
||||
// Fallback implementation
|
||||
GameObject gameObj = new(core.name);
|
||||
Wheel component = gameObj.AddComponent<Wheel>();
|
||||
component.Init(core);
|
||||
Debug.Log("Create " + core.name);
|
||||
return component;
|
||||
}
|
||||
}
|
||||
public static Wheel Create(Transform parent, byte thingId) {
|
||||
GameObject prefab = (GameObject)Resources.Load("Wheel");
|
||||
if (prefab != null) {
|
||||
// Use resource prefab when available
|
||||
GameObject gameObj = Instantiate(prefab);
|
||||
Wheel component = gameObj.GetComponent<Wheel>();
|
||||
if (component != null) {
|
||||
component.core = new RoboidControl.Thing() {
|
||||
type = RoboidControl.Thing.Type.UncontrolledMotor
|
||||
};
|
||||
}
|
||||
//component.core = new RoboidControl.Thing(RoboidControl.Thing.Type.UncontrolledMotor, false);
|
||||
return component;
|
||||
}
|
||||
else {
|
||||
// Fallback implementation
|
||||
GameObject gameObj = new("Wheel");
|
||||
gameObj.transform.parent = parent;
|
||||
Wheel component = gameObj.AddComponent<Wheel>();
|
||||
SiteServer participant = FindAnyObjectByType<SiteServer>();
|
||||
RoboidControl.Participant owner = participant.coreParticipant;
|
||||
RoboidControl.Thing core = owner.Get(owner.networkId, thingId);
|
||||
if (core == null) {
|
||||
core = new(participant.coreParticipant.root) {
|
||||
id = thingId,
|
||||
type = RoboidControl.Thing.Type.UncontrolledMotor,
|
||||
};
|
||||
}
|
||||
//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;
|
||||
Debug.Log("Create placeholder Wheel ");
|
||||
return component;
|
||||
}
|
||||
}
|
||||
|
||||
public float wheelRadius = 0;
|
||||
|
||||
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
|
@ -35,8 +35,19 @@ namespace RoboidControl {
|
||||
/// <summary>
|
||||
/// Create an empty message for sending
|
||||
/// </summary>
|
||||
/// <param name="networkId">The netowork ID of the thing</param>
|
||||
/// <param name="thingId">The ID of the thing</param>
|
||||
/// <param name="thingId">The thing sending the binary message</param>
|
||||
public BinaryMsg(Thing thing) : base() {
|
||||
this.networkId = thing.owner.networkId;
|
||||
this.thingId = thing.id;
|
||||
this.thing = thing;
|
||||
this.data = this.thing.GenerateBinary();
|
||||
this.dataLength = (byte)this.data.Length;
|
||||
}
|
||||
/// <summary>
|
||||
/// Create an empty message for sending
|
||||
/// </summary>
|
||||
/// <param name="networkId">The network ID of the thing</param>
|
||||
/// <param name="thingId">The thing sending the binary message</param>
|
||||
public BinaryMsg(byte networkId, Thing thing) : base() {
|
||||
this.networkId = networkId;
|
||||
this.thingId = thing.id;
|
||||
@ -61,7 +72,7 @@ namespace RoboidControl {
|
||||
return 0;
|
||||
|
||||
#if DEBUG
|
||||
System.Console.WriteLine($"Send BinaryMsg [{this.networkId}/{this.thingId}] {this.dataLength}");
|
||||
// System.Console.WriteLine($"Send BinaryMsg [{this.networkId}/{this.thingId}] {this.dataLength}");
|
||||
#endif
|
||||
byte ix = 0;
|
||||
buffer[ix++] = BinaryMsg.Id;
|
||||
|
@ -34,25 +34,33 @@ namespace RoboidControl {
|
||||
buffer[ix++] = (byte)qw;
|
||||
}
|
||||
public static Quat32 ReceiveQuat32(byte[] data, ref byte ix) {
|
||||
Quat32 q = new Quat32(
|
||||
Quat32 q32 = new Quat32(
|
||||
(data[ix++] - 128.0F) / 127.0F,
|
||||
(data[ix++] - 128.0F) / 127.0F,
|
||||
(data[ix++] - 128.0F) / 127.0F,
|
||||
data[ix++] / 255.0F);
|
||||
return q;
|
||||
System.Console.Write($"receive q32: {q32.x} {q32.y} {q32.z} {q32.w}");
|
||||
return q32;
|
||||
}
|
||||
|
||||
public static void SendQuat32(byte[] buffer, ref byte ix, SwingTwist s) {
|
||||
Quat32 q32 = Quat32.FromSwingTwist(s);
|
||||
SendQuat32(buffer, ref ix, q32);
|
||||
|
||||
}
|
||||
public static SwingTwist ReceiveSwingTwist(byte[] data, ref byte ix) {
|
||||
Quat32 q32 = ReceiveQuat32(data, ref ix);
|
||||
// UnityEngine.Quaternion q = new(q32.x, q32.y, q32.z, q32.w);
|
||||
// SwingTwist r = new(q.eulerAngles.y, q.eulerAngles.x, q.eulerAngles.z);
|
||||
|
||||
SwingTwist r = SwingTwist.FromQuat32(q32);
|
||||
public static void SendSwingTwist(byte[] buffer, ref byte ix, SwingTwist r) {
|
||||
SendAngle8(buffer, ref ix, r.swing.horizontal);
|
||||
SendAngle8(buffer, ref ix, r.swing.vertical);
|
||||
SendAngle8(buffer, ref ix, r.twist);
|
||||
}
|
||||
|
||||
public static SwingTwist ReceiveSwingTwist(byte[] data, ref byte ix) {
|
||||
float horizontal = ReceiveAngle8(data, ref ix);
|
||||
float vertical = ReceiveAngle8(data, ref ix);
|
||||
float twist = ReceiveAngle8(data, ref ix);
|
||||
// System.Console.Write($"receive st: {horizontal} {vertical} {twist}");
|
||||
|
||||
SwingTwist r = SwingTwist.Degrees(horizontal, vertical, twist);
|
||||
return r;
|
||||
}
|
||||
|
||||
|
@ -14,7 +14,7 @@ namespace RoboidControl {
|
||||
/// <summary>
|
||||
/// The length of the message
|
||||
/// </summary>
|
||||
public const byte length = 4 + 4 + 4;
|
||||
public byte length = 4 + 4 + 4;
|
||||
/// <summary>
|
||||
/// The network ID of the thing
|
||||
/// </summary>
|
||||
@ -108,18 +108,19 @@ namespace RoboidControl {
|
||||
if ((this.poseType & Pose_Position) != 0)
|
||||
this.position = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
|
||||
if ((this.poseType & Pose_Orientation) != 0)
|
||||
this.orientation = SwingTwist.FromQuat32(LowLevelMessages.ReceiveQuat32(buffer, ref ix));
|
||||
this.orientation = LowLevelMessages.ReceiveSwingTwist(buffer, ref ix);
|
||||
if ((this.poseType & Pose_LinearVelocity) != 0)
|
||||
this.linearVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
|
||||
if ((this.poseType & Pose_AngularVelocity) != 0)
|
||||
this.angularVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
|
||||
this.length = ix;
|
||||
}
|
||||
|
||||
/// @copydoc Passer::RoboidControl::IMessage::Serialize
|
||||
public override byte Serialize(ref byte[] buffer) {
|
||||
if (poseType == 0)
|
||||
return 0;
|
||||
#if DEBUG
|
||||
#if DEBUG2
|
||||
System.Console.WriteLine($"Send PoseMsg [{this.networkId}/{this.thingId}] {this.poseType}");
|
||||
#endif
|
||||
|
||||
@ -132,9 +133,9 @@ namespace RoboidControl {
|
||||
if ((poseType & Pose_Position) != 0)
|
||||
LowLevelMessages.SendSpherical(buffer, ref ix, this.position);
|
||||
if ((poseType & Pose_Orientation) != 0)
|
||||
LowLevelMessages.SendQuat32(buffer, ref ix, this.orientation);
|
||||
LowLevelMessages.SendSwingTwist(buffer, ref ix, this.orientation);
|
||||
if ((poseType & Pose_LinearVelocity) != 0)
|
||||
LowLevelMessages.SendSpherical(buffer, ref ix, this.linearVelocity);
|
||||
LowLevelMessages.SendSpherical(buffer, ref ix, this.linearVelocity);
|
||||
if ((poseType & Pose_AngularVelocity) != 0)
|
||||
LowLevelMessages.SendSpherical(buffer, ref ix, this.angularVelocity);
|
||||
return ix;
|
||||
|
@ -1,5 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
@ -11,30 +14,79 @@ namespace RoboidControl {
|
||||
/// It also maintains the communcation information to contact the participant.
|
||||
/// It is used as a basis for the local participant, but also as a reference to remote participants.
|
||||
public class Participant {
|
||||
|
||||
#region Init
|
||||
|
||||
/// <summary>
|
||||
/// Create a generic participant
|
||||
/// </summary>
|
||||
public Participant() {
|
||||
Thing.CreateRoot(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new participant with the given communcation info
|
||||
/// </summary>
|
||||
/// <param name="ipAddress">The IP address of the participant</param>
|
||||
/// <param name="port">The UDP port of the participant</param>
|
||||
public Participant(string ipAddress, int port) {
|
||||
this.ipAddress = ipAddress;
|
||||
this.port = port;
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
public Participant(string ipAddress, int port, Participant localParticipant = null) {
|
||||
// this.ipAddress = ipAddress;
|
||||
// this.port = port;
|
||||
|
||||
Thing.CreateRoot(this);
|
||||
|
||||
// if (localParticipant != null)
|
||||
// this.udpClient = localParticipant.udpClient;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local participant for this application
|
||||
/// </summary>
|
||||
public static Participant localParticipant = new();
|
||||
/// <summary>
|
||||
/// Replace the local participant
|
||||
/// </summary>
|
||||
/// <param name="newParticipant">The new local participant</param>
|
||||
public static void ReplaceLocalParticipant(Participant newParticipant) {
|
||||
Participant.localParticipant = newParticipant;
|
||||
}
|
||||
|
||||
#endregion Init
|
||||
|
||||
#region Properties
|
||||
|
||||
/*
|
||||
/// <summary>
|
||||
/// The Ip Address of a participant. When the participant is local, this contains 0.0.0.0
|
||||
/// </summary>
|
||||
public string ipAddress = "0.0.0.0";
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
protected string ipAddress = "0.0.0.0";
|
||||
/// <summary>
|
||||
/// The port number for UDP communication with the participant. This is 0 for isolated participants.
|
||||
/// </summary>
|
||||
public int port = 0;
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
protected int port = 0;
|
||||
|
||||
/// <summary>
|
||||
/// he network Id to identify the participant
|
||||
/// The udpClient for this participant
|
||||
/// </summary>
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
public UdpClient udpClient = null;
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// The network Id to identify the participant
|
||||
/// </summary>
|
||||
public byte networkId = 0;
|
||||
|
||||
public bool isRemote = false;
|
||||
|
||||
/// <summary>
|
||||
/// The root thing for this participant
|
||||
/// </summary>
|
||||
public Thing root = null;
|
||||
|
||||
/// <summary>
|
||||
/// The things managed by this participant
|
||||
/// </summary>
|
||||
@ -45,6 +97,7 @@ namespace RoboidControl {
|
||||
/// </summary>
|
||||
/// <param name="thingId">The ID of the thing</param>
|
||||
/// <returns>The thing when it is found, null in other cases.</returns>
|
||||
/*
|
||||
public Thing Get(byte thingId) {
|
||||
Thing thing = things.Find(aThing => aThing.id == thingId);
|
||||
//Thing thing = things.Find(aThing => Thing.IsThing(aThing, networkId, thingId));
|
||||
@ -52,6 +105,16 @@ namespace RoboidControl {
|
||||
// Console.WriteLine($"Could not find thing {ipAddress}:{port}[{networkId}/{thingId}]");
|
||||
return thing;
|
||||
}
|
||||
*/
|
||||
public Thing Get(byte networkId, byte thingId) {
|
||||
Thing thing = things.Find(aThing =>
|
||||
aThing.owner.networkId == networkId &&
|
||||
aThing.id == thingId
|
||||
);
|
||||
// if (thing == null)
|
||||
// Console.WriteLine($"Unknown Thing {this.networkId} [{networkId}/{thingId}]");
|
||||
return thing;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new thing for this participant
|
||||
@ -59,14 +122,17 @@ namespace RoboidControl {
|
||||
/// <param name="thing">The thing to add</param>
|
||||
/// <param name="checkId">If true, the thing.id is regenerated if it is zero
|
||||
public void Add(Thing thing, bool checkId = true) {
|
||||
// Console.WriteLine("Add Thing to participant");
|
||||
if (checkId && thing.id == 0) {
|
||||
thing.id = (byte)(this.things.Count + 1);
|
||||
this.things.Add(thing);
|
||||
}
|
||||
else {
|
||||
Thing foundThing = Get(thing.id);
|
||||
if (foundThing == null)
|
||||
Thing foundThing = Get(thing.owner.networkId, thing.id);
|
||||
if (foundThing == null) {
|
||||
Console.WriteLine($"Added Thing to participant {this.networkId} [{thing.owner.networkId}/{thing.id}]");
|
||||
this.things.Add(thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -78,19 +144,84 @@ namespace RoboidControl {
|
||||
this.things.Remove(thing);
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// <summary>
|
||||
/// A reference to the representation of the thing in Unity
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public Unity.Participant component = null;
|
||||
#endif
|
||||
|
||||
#endregion properties
|
||||
|
||||
#region Update
|
||||
|
||||
/// <summary>
|
||||
/// Update all things for this participant
|
||||
/// </summary>
|
||||
/// <param name="currentTimeMS">The current time in milliseconds (optional)</param>
|
||||
public virtual void Update(ulong currentTimeMS = 0) {
|
||||
public virtual void Update() {
|
||||
int n = this.things.Count;
|
||||
for (int ix = 0; ix < n; ix++) {
|
||||
Thing thing = this.things[ix];
|
||||
if (thing != null)
|
||||
thing.Update(currentTimeMS, true);
|
||||
thing.Update(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event for a participant
|
||||
/// </summary>
|
||||
public class UpdateEvent {
|
||||
/// <summary>
|
||||
/// The type of event happened.
|
||||
/// </summary>
|
||||
/// This value is filled with the Ids of the communication messages.
|
||||
public int messageId; // see the communication messages
|
||||
/// <summary>
|
||||
/// The thing relevant fo the event
|
||||
/// </summary>
|
||||
public Thing thing;
|
||||
public Participant participant;
|
||||
}
|
||||
/// <summary>
|
||||
/// Queue containing events happened to this participant
|
||||
/// </summary>
|
||||
public ConcurrentQueue<UpdateEvent> updateQueue = new();
|
||||
|
||||
#endregion Update
|
||||
|
||||
#region Send
|
||||
|
||||
// Would be nice if this could be shared between all participants....
|
||||
public byte[] buffer = new byte[1024];
|
||||
|
||||
public virtual bool Send(IMessage msg) {
|
||||
return false;
|
||||
// int bufferSize = msg.Serialize(ref this.buffer);
|
||||
// if (bufferSize <= 0)
|
||||
// return true;
|
||||
|
||||
// IPEndPoint participantEndpoint = new IPEndPoint(IPAddress.Parse(this.ipAddress), this.port);
|
||||
// // Console.WriteLine($"msg to remote participant {participantEndpoint.Address.ToString()} {participantEndpoint.Port}");
|
||||
// if (udpClient != null) {
|
||||
// //Console.WriteLine("sending...");
|
||||
// this.udpClient?.Send(this.buffer, bufferSize, participantEndpoint);
|
||||
// }
|
||||
// return true;
|
||||
}
|
||||
|
||||
public void SendThingInfo(Thing thing) {
|
||||
this.Send(new ThingMsg(thing.owner.networkId, thing));
|
||||
this.Send(new NameMsg(thing.owner.networkId, thing));
|
||||
this.Send(new ModelUrlMsg(thing.owner.networkId, thing));
|
||||
this.Send(new PoseMsg(thing.owner.networkId, thing));
|
||||
this.Send(new BinaryMsg(thing.owner.networkId, thing));
|
||||
}
|
||||
|
||||
#endregion Send
|
||||
|
||||
#region Participant Registry
|
||||
|
||||
/// <summary>
|
||||
/// The collection of known participants.
|
||||
/// </summary>
|
||||
@ -102,14 +233,14 @@ namespace RoboidControl {
|
||||
/// <param name="ipAddress">The ip address of the participant</param>
|
||||
/// <param name="port">The port number used to send messages to the participant</param>
|
||||
/// <returns>The participant or null if it is not found.</returns>
|
||||
public static Participant GetParticipant(string ipAddress, int port) {
|
||||
//Console.WriteLine($"Get Participant {ipAddress}:{port}");
|
||||
foreach (Participant participant in Participant.participants) {
|
||||
if (participant.ipAddress == ipAddress && participant.port == port)
|
||||
return participant;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
// public static Participant GetParticipant(string ipAddress, int port) {
|
||||
// //Console.WriteLine($"Get Participant {ipAddress}:{port}");
|
||||
// foreach (Participant participant in Participant.participants) {
|
||||
// if (participant.ipAddress == ipAddress && participant.port == port)
|
||||
// return participant;
|
||||
// }
|
||||
// return null;
|
||||
// }
|
||||
/// <summary>
|
||||
/// Retrieve a participant using a network ID
|
||||
/// </summary>
|
||||
@ -124,20 +255,21 @@ namespace RoboidControl {
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new participant to the collection of participants
|
||||
/// </summary>
|
||||
/// <param name="ipAddress">The IP address of the participant</param>
|
||||
/// <param name="port">The port used to send messages to this participant</param>
|
||||
/// <returns>The added participant</returns>
|
||||
public static Participant AddParticipant(string ipAddress, int port) {
|
||||
Console.WriteLine($"New Participant {ipAddress}:{port}");
|
||||
Participant participant = new(ipAddress, port) {
|
||||
networkId = (byte)(Participant.participants.Count + 1)
|
||||
};
|
||||
Participant.participants.Add(participant);
|
||||
return participant;
|
||||
}
|
||||
// /// <summary>
|
||||
// /// Add a new participant to the collection of participants
|
||||
// /// </summary>
|
||||
// /// <param name="ipAddress">The IP address of the participant</param>
|
||||
// /// <param name="port">The port used to send messages to this participant</param>
|
||||
// /// <returns>The added participant</returns>
|
||||
// public static Participant AddParticipant(string ipAddress, int port, Participant localParticipant = null) {
|
||||
// Console.WriteLine($"New Participant {ipAddress}:{port}");
|
||||
// // This code is only valid for site, because those can distribute networkIds.....
|
||||
// Participant participant = new(ipAddress, port, localParticipant) {
|
||||
// networkId = (byte)(Participant.participants.Count + 1)
|
||||
// };
|
||||
// Participant.participants.Add(participant);
|
||||
// return participant;
|
||||
// }
|
||||
/// <summary>
|
||||
/// Add a new participant to the collection of participants
|
||||
/// </summary>
|
||||
@ -149,6 +281,7 @@ namespace RoboidControl {
|
||||
Participant.participants.Add(participant);
|
||||
}
|
||||
|
||||
#endregion Participant Registery
|
||||
}
|
||||
|
||||
}
|
@ -35,6 +35,7 @@ namespace RoboidControl {
|
||||
if (this.port == 0)
|
||||
this.isIsolated = true;
|
||||
Participant.AddParticipant(this);
|
||||
Participant.ReplaceLocalParticipant(this);
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a participant which will try to connect to a site.
|
||||
@ -43,12 +44,8 @@ namespace RoboidControl {
|
||||
/// <param name="port">The port number of the site server</param>
|
||||
/// <param name="localPort">The port used by the local participant</param>
|
||||
public ParticipantUDP(string ipAddress, int port = 7681, int localPort = 7681) : base("127.0.0.1", localPort) {
|
||||
if (this.port == 0)
|
||||
this.isIsolated = true;
|
||||
else
|
||||
this.remoteSite = new Participant(ipAddress, port);
|
||||
|
||||
Participant.AddParticipant(this);
|
||||
this.ipAddress = ipAddress;
|
||||
this.port = port;
|
||||
|
||||
// Determine local IP address
|
||||
IPAddress localIpAddress = null;
|
||||
@ -80,32 +77,56 @@ namespace RoboidControl {
|
||||
this.udpClient = new UdpClient(localPort);
|
||||
this.udpClient.BeginReceive(new AsyncCallback(result => ReceiveUDP(result)), null);
|
||||
|
||||
if (this.port == 0)
|
||||
this.isIsolated = true;
|
||||
else
|
||||
this.remoteSite = new ParticipantUDP(ipAddress, port, this);
|
||||
|
||||
Participant.AddParticipant(this);
|
||||
Participant.ReplaceLocalParticipant(this);
|
||||
}
|
||||
|
||||
private static ParticipantUDP isolatedParticipant = null;
|
||||
public ParticipantUDP(string ipAddress, int port, ParticipantUDP localParticipant) : base(ipAddress, port, localParticipant) {
|
||||
this.ipAddress = ipAddress;
|
||||
this.port = port;
|
||||
|
||||
if (localParticipant != null)
|
||||
this.udpClient = localParticipant.udpClient;
|
||||
|
||||
/// <summary>
|
||||
/// Isolated participant is used when the application is run without networking
|
||||
/// </summary>
|
||||
/// <returns>A participant without networking support</returns>
|
||||
public static ParticipantUDP Isolated() {
|
||||
if (isolatedParticipant == null)
|
||||
isolatedParticipant = new ParticipantUDP(0);
|
||||
return isolatedParticipant;
|
||||
}
|
||||
|
||||
#endregion Init
|
||||
|
||||
#region Properties
|
||||
|
||||
/// <summary>
|
||||
/// The name of the participant
|
||||
/// </summary>
|
||||
public string name = "ParticipantUDP";
|
||||
|
||||
/// <summary>
|
||||
/// The Ip Address of a participant. When the participant is local, this contains 0.0.0.0
|
||||
/// </summary>
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
public string ipAddress = "0.0.0.0";
|
||||
/// <summary>
|
||||
/// The port number for UDP communication with the participant. This is 0 for isolated participants.
|
||||
/// </summary>
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
public int port = 0;
|
||||
|
||||
/// <summary>
|
||||
/// The udpClient for this participant
|
||||
/// </summary>
|
||||
/// <remarks>This does not belong here, it should move to ParticipantUDP or something like that in the future
|
||||
public UdpClient udpClient = null;
|
||||
|
||||
/// <summary>
|
||||
/// True if the participant is running isolated.
|
||||
/// </summary>
|
||||
/// Isolated participants do not communicate with other participants
|
||||
public bool isIsolated = false;
|
||||
|
||||
/// <summary>
|
||||
/// The remote site when this participant is connected to a site
|
||||
/// </summary>
|
||||
@ -114,12 +135,10 @@ namespace RoboidControl {
|
||||
/// <summary>
|
||||
/// The interval in milliseconds for publishing (broadcasting) data on the local network
|
||||
/// </summary>
|
||||
public ulong publishInterval = 3000; // = 3 seconds
|
||||
|
||||
public byte[] buffer = new byte[1024];
|
||||
public ulong publishIntervalMS = 3000; // = 3 seconds
|
||||
public ulong sendUpdateIntervalMS = 100; // = 0.1 seconds for object updates
|
||||
|
||||
public IPEndPoint endPoint = null;
|
||||
public UdpClient udpClient = null;
|
||||
public string broadcastIpAddress = "255.255.255.255";
|
||||
|
||||
public readonly ConcurrentQueue<IMessage> messageQueue = new ConcurrentQueue<IMessage>();
|
||||
@ -139,61 +158,68 @@ namespace RoboidControl {
|
||||
IPAddress broadcastAddress = new(broadcastBytes);
|
||||
this.broadcastIpAddress = broadcastAddress.ToString();
|
||||
|
||||
Console.WriteLine($"Subnet mask: {subnetMask.ToString()}");
|
||||
Console.WriteLine($"Broadcast address: {this.broadcastIpAddress}");
|
||||
// Console.WriteLine($"Subnet mask: {subnetMask.ToString()}");
|
||||
// Console.WriteLine($"Broadcast address: {this.broadcastIpAddress}");
|
||||
}
|
||||
|
||||
#endregion Properties
|
||||
|
||||
#region Update
|
||||
|
||||
protected ulong nextPublishMe = 0;
|
||||
public override void Update() {
|
||||
ulong currentTimeMS = Thing.GetTimeMs();
|
||||
|
||||
public override void Update(ulong currentTimeMS = 0) {
|
||||
if (currentTimeMS == 0)
|
||||
currentTimeMS = Thing.GetTimeMs();
|
||||
|
||||
if (this.isIsolated == false) {
|
||||
if (this.publishInterval > 0 && currentTimeMS > this.nextPublishMe) {
|
||||
ParticipantMsg msg = new ParticipantMsg(this.networkId);
|
||||
if (this.isIsolated == false && this.isRemote == false) {
|
||||
if (this.publishIntervalMS > 0 && currentTimeMS > this.nextPublishMe) {
|
||||
ParticipantMsg msg = new(this.networkId);
|
||||
if (this.remoteSite == null)
|
||||
this.Publish(msg);
|
||||
else
|
||||
this.Send(this.remoteSite, msg);
|
||||
this.remoteSite.Send(msg);
|
||||
|
||||
this.nextPublishMe = currentTimeMS + this.publishInterval;
|
||||
this.nextPublishMe = currentTimeMS + this.publishIntervalMS;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateMyThings(currentTimeMS);
|
||||
UpdateOtherThings(currentTimeMS);
|
||||
if (this.isRemote == false)
|
||||
UpdateOtherThings(currentTimeMS);
|
||||
}
|
||||
|
||||
protected ulong nextPublishMe = 0;
|
||||
protected ulong nextSendUpdate = 0;
|
||||
|
||||
protected virtual void UpdateMyThings(ulong currentTimeMS) {
|
||||
foreach (Thing thing in this.things) {
|
||||
if (thing == null)
|
||||
continue;
|
||||
|
||||
if (thing.hierarchyChanged && !(this.isIsolated || this.networkId == 0)) {
|
||||
ThingMsg thingMsg = new(this.networkId, thing);
|
||||
this.Send(this.remoteSite, thingMsg);
|
||||
}
|
||||
// if (thing.hierarchyChanged && !(this.isIsolated || this.networkId == 0)) {
|
||||
// ThingMsg thingMsg = new(this.networkId, thing);
|
||||
// // this.Send(this.remoteSite, thingMsg);
|
||||
// this.remoteSite.Send(thingMsg);
|
||||
// }
|
||||
|
||||
// Why don't we do recursive?
|
||||
// Because when a thing creates a thing in the update,
|
||||
// that new thing is not sent out (because of hierarchyChanged)
|
||||
// before it is updated itself: it is immediatedly updated!
|
||||
thing.Update(currentTimeMS, false);
|
||||
thing.Update(false);
|
||||
if (!(this.isIsolated || this.networkId == 0)) {
|
||||
if (thing.terminate) {
|
||||
DestroyMsg destroyMsg = new(this.networkId, thing);
|
||||
this.Send(this.remoteSite, destroyMsg);
|
||||
}
|
||||
else {
|
||||
// Send to remote site
|
||||
PoseMsg poseMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(this.remoteSite, poseMsg);
|
||||
BinaryMsg binaryMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(this.remoteSite, binaryMsg);
|
||||
// this.Send(this.remoteSite, destroyMsg);
|
||||
this.remoteSite.Send(destroyMsg);
|
||||
}
|
||||
// else {
|
||||
// // Send to remote site
|
||||
// // PoseMsg poseMsg = new(thing.owner.networkId, thing);
|
||||
// // this.Send(this.remoteSite, poseMsg);
|
||||
// // BinaryMsg binaryMsg = new(thing.owner.networkId, thing);
|
||||
// // this.Send(this.remoteSite, binaryMsg);
|
||||
// this.remoteSite.Send(new PoseMsg(thing.owner.networkId, thing));
|
||||
// this.remoteSite.Send(new BinaryMsg(thing.owner.networkId, thing));
|
||||
// }
|
||||
}
|
||||
if (thing.terminate)
|
||||
this.Remove(thing);
|
||||
@ -202,39 +228,51 @@ namespace RoboidControl {
|
||||
|
||||
protected virtual void UpdateOtherThings(ulong currentTimeMS) {
|
||||
for (int ownerIx = 0; ownerIx < Participant.participants.Count; ownerIx++) {
|
||||
Participant participant = Participant.participants[ownerIx];
|
||||
if (participant == null || participant == this)
|
||||
Participant owner = Participant.participants[ownerIx];
|
||||
if (owner == null || owner == this)
|
||||
continue;
|
||||
|
||||
participant.Update(currentTimeMS);
|
||||
if (this.isIsolated)
|
||||
continue;
|
||||
owner.Update();
|
||||
// if (this.isIsolated)
|
||||
// continue;
|
||||
|
||||
for (int thingIx = 0; thingIx < participant.things.Count; thingIx++) {
|
||||
Thing thing = participant.things[thingIx];
|
||||
if (thing == null)
|
||||
continue;
|
||||
// if (currentTimeMS > this.nextSendUpdate) {
|
||||
// for (int thingIx = 0; thingIx < owner.things.Count; thingIx++) {
|
||||
// Thing thing = owner.things[thingIx];
|
||||
// if (thing == null)
|
||||
// continue;
|
||||
|
||||
PoseMsg poseMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(participant, poseMsg);
|
||||
BinaryMsg binaryMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(participant, binaryMsg);
|
||||
}
|
||||
// foreach (Participant participant in Participant.participants) {
|
||||
// if (participant == this || participant == owner)
|
||||
// continue;
|
||||
|
||||
// Console.WriteLine($"[{thing.owner.networkId}/{thing.id}] Pose ---> {participant.networkId}");
|
||||
// PoseMsg poseMsg = new(thing.owner.networkId, thing, true);
|
||||
// participant.Send(poseMsg);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
// if (currentTimeMS > this.nextSendUpdate)
|
||||
// this.nextSendUpdate = currentTimeMS + this.sendUpdateIntervalMS;
|
||||
}
|
||||
|
||||
#endregion Update
|
||||
|
||||
#region Send
|
||||
|
||||
public void SendThingInfo(Participant owner, Thing thing) {
|
||||
// Console.WriteLine("Send thing info");
|
||||
this.Send(owner, new ThingMsg(this.networkId, thing));
|
||||
this.Send(owner, new NameMsg(this.networkId, thing));
|
||||
this.Send(owner, new ModelUrlMsg(this.networkId, thing));
|
||||
this.Send(owner, new PoseMsg(this.networkId, thing));
|
||||
this.Send(owner, new BinaryMsg(this.networkId, thing));
|
||||
public override bool Send(IMessage msg) {
|
||||
int bufferSize = msg.Serialize(ref this.buffer);
|
||||
if (bufferSize <= 0)
|
||||
return true;
|
||||
|
||||
IPEndPoint participantEndpoint = new IPEndPoint(IPAddress.Parse(this.ipAddress), this.port);
|
||||
// Console.WriteLine($"msg to remote participant {participantEndpoint.Address.ToString()} {participantEndpoint.Port}");
|
||||
if (udpClient != null) {
|
||||
//Console.WriteLine("sending...");
|
||||
this.udpClient?.Send(this.buffer, bufferSize, participantEndpoint);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void PublishThingInfo(Thing thing) {
|
||||
@ -246,23 +284,12 @@ namespace RoboidControl {
|
||||
this.Publish(new BinaryMsg(this.networkId, thing));
|
||||
}
|
||||
|
||||
public bool Send(Participant owner, IMessage msg) {
|
||||
int bufferSize = msg.Serialize(ref this.buffer);
|
||||
if (bufferSize <= 0)
|
||||
return true;
|
||||
|
||||
IPEndPoint participantEndpoint = new IPEndPoint(IPAddress.Parse(owner.ipAddress), owner.port);
|
||||
// Console.WriteLine($"msg to {participantEndpoint.Address.ToString()} {participantEndpoint.Port}");
|
||||
this.udpClient?.Send(this.buffer, bufferSize, participantEndpoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Publish(IMessage msg) {
|
||||
int bufferSize = msg.Serialize(ref this.buffer);
|
||||
if (bufferSize <= 0)
|
||||
return true;
|
||||
|
||||
// Console.WriteLine($"publish to {broadcastIpAddress.ToString()} {this.port}");
|
||||
Console.WriteLine($"publish to {broadcastIpAddress.ToString()} {this.port}");
|
||||
this.udpClient?.Send(this.buffer, bufferSize, this.broadcastIpAddress, this.port);
|
||||
return true;
|
||||
}
|
||||
@ -272,60 +299,110 @@ namespace RoboidControl {
|
||||
#region Receive
|
||||
|
||||
protected void ReceiveUDP(IAsyncResult result) {
|
||||
// UnityEngine.Debug.Log("received");
|
||||
if (this.udpClient == null) // || this.endPoint == null)
|
||||
return;
|
||||
try {
|
||||
if (this.udpClient == null)
|
||||
return;
|
||||
|
||||
byte[] data = this.udpClient.EndReceive(result, ref endPoint);
|
||||
// This does not yet take multi-packet messages into account!
|
||||
if (endPoint == null)
|
||||
return;
|
||||
byte[] data = { };
|
||||
try {
|
||||
data = this.udpClient.EndReceive(result, ref endPoint);
|
||||
}
|
||||
catch (SocketException e) {
|
||||
if (e.ErrorCode != 10054)
|
||||
throw;
|
||||
#if DEBUG
|
||||
else
|
||||
Console.WriteLine($"No receiver found for the previously sent UDP packet");
|
||||
#endif
|
||||
}
|
||||
// This does not yet take multi-packet messages into account!
|
||||
if (endPoint == null)
|
||||
return;
|
||||
|
||||
// We can receive our own publish (broadcast) packages. How do we recognize them????
|
||||
// It is hard to determine our source port
|
||||
string ipAddress = endPoint.Address.ToString();
|
||||
if (ipAddress != this.ipAddress) {
|
||||
Participant remoteParticipant = GetParticipant(ipAddress, endPoint.Port);
|
||||
remoteParticipant ??= AddParticipant(ipAddress, endPoint.Port);
|
||||
if (data.Length > 0) {
|
||||
// We can receive our own publish (broadcast) packages. How do we recognize them????
|
||||
// It is hard to determine our source port
|
||||
string ipAddress = endPoint.Address.ToString();
|
||||
if (ipAddress != this.ipAddress) {
|
||||
Participant sender = GetParticipant(ipAddress, endPoint.Port);
|
||||
if (sender == null) {
|
||||
sender = AddParticipant(ipAddress, endPoint.Port, this);
|
||||
sender.isRemote = true;
|
||||
|
||||
ReceiveData(data, remoteParticipant);
|
||||
|
||||
UpdateEvent e = new() {
|
||||
messageId = NetworkIdMsg.Id,
|
||||
participant = sender
|
||||
};
|
||||
|
||||
this.updateQueue.Enqueue(e);
|
||||
}
|
||||
|
||||
ReceiveData(data, sender);
|
||||
}
|
||||
}
|
||||
|
||||
udpClient.BeginReceive(new AsyncCallback(callbackResult => ReceiveUDP(callbackResult)), null);
|
||||
}
|
||||
catch (Exception e) {
|
||||
Console.WriteLine($"Exception in communication thread: {e.Message}");
|
||||
Console.WriteLine($"Stack trace: {e.StackTrace}");
|
||||
}
|
||||
|
||||
udpClient.BeginReceive(new AsyncCallback(callbackResult => ReceiveUDP(callbackResult)), null);
|
||||
}
|
||||
|
||||
public void ReceiveData(byte[] data, Participant sender) {
|
||||
byte msgId = data[0];
|
||||
int dataIx = 0;
|
||||
byte msgId = data[dataIx];
|
||||
if (msgId == 0xFF) {
|
||||
// Timeout
|
||||
return;
|
||||
}
|
||||
|
||||
switch (msgId) {
|
||||
case ParticipantMsg.Id: // 0xA0 / 160
|
||||
this.Process(sender, new ParticipantMsg(data));
|
||||
case ParticipantMsg.Id: { // 0xA0 / 160
|
||||
ParticipantMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += ParticipantMsg.length;
|
||||
}
|
||||
break;
|
||||
case NetworkIdMsg.Id: // 0xA1 / 161
|
||||
this.Process(sender, new NetworkIdMsg(data));
|
||||
case NetworkIdMsg.Id: {// 0xA1 / 161
|
||||
NetworkIdMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += NetworkIdMsg.length;
|
||||
}
|
||||
break;
|
||||
case InvestigateMsg.Id: // 0x81
|
||||
// result = await InvestigateMsg.Receive(dataStream, client, packetSize);
|
||||
break;
|
||||
case ThingMsg.id: // 0x80 / 128
|
||||
this.Process(sender, new ThingMsg(data));
|
||||
case ThingMsg.id: { // 0x80 / 128
|
||||
ThingMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += ThingMsg.length;
|
||||
}
|
||||
break;
|
||||
case NameMsg.Id: // 0x91 / 145
|
||||
this.Process(sender, new NameMsg(data));
|
||||
case NameMsg.Id: { // 0x91 / 145
|
||||
NameMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += NameMsg.length + msg.nameLength;
|
||||
}
|
||||
break;
|
||||
case ModelUrlMsg.Id: // 0x90 / 144
|
||||
this.Process(sender, new ModelUrlMsg(data));
|
||||
case ModelUrlMsg.Id: { // 0x90 / 144
|
||||
ModelUrlMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += ModelUrlMsg.length + msg.urlLength;
|
||||
}
|
||||
break;
|
||||
case PoseMsg.Id: // 0x10 / 16
|
||||
this.Process(sender, new PoseMsg(data));
|
||||
// result = await PoseMsg.Receive(dataStream, client, packetSize);
|
||||
case PoseMsg.Id: { // 0x10 / 16
|
||||
PoseMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += msg.length;
|
||||
}
|
||||
break;
|
||||
case BinaryMsg.Id: // 0xB1 / 177
|
||||
this.Process(sender, new BinaryMsg(data));
|
||||
case BinaryMsg.Id: { // 0xB1 / 177
|
||||
BinaryMsg msg = new(data);
|
||||
this.Process(sender, msg);
|
||||
dataIx += BinaryMsg.length + msg.dataLength;
|
||||
}
|
||||
break;
|
||||
case TextMsg.Id: // 0xB0 / 176
|
||||
// result = await TextMsg.Receive(dataStream, client, packetSize);
|
||||
@ -337,6 +414,8 @@ namespace RoboidControl {
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (dataIx < data.Length)
|
||||
Console.WriteLine($"####### Buffer not fully read, remaining {data.Length - dataIx}");
|
||||
}
|
||||
|
||||
protected virtual void Process(Participant sender, ParticipantMsg msg) {
|
||||
@ -353,7 +432,11 @@ namespace RoboidControl {
|
||||
if (this.networkId != msg.networkId) {
|
||||
this.networkId = msg.networkId;
|
||||
foreach (Thing thing in this.things) //Thing.GetAllThings())
|
||||
this.SendThingInfo(sender, thing);
|
||||
sender.SendThingInfo(thing);
|
||||
|
||||
// HACK to get the networkId for sites corrected to 0.
|
||||
// This is needed because AddParticipant assigns a networkId for non-sites
|
||||
sender.networkId = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -367,6 +450,58 @@ namespace RoboidControl {
|
||||
#if DEBUG
|
||||
Console.WriteLine($"{this.name}: Process ThingMsg [{msg.networkId}/{msg.thingId}] {msg.thingType} {msg.parentId}");
|
||||
#endif
|
||||
Participant owner = GetParticipant(msg.networkId);
|
||||
if (owner == null) {
|
||||
owner = new() {
|
||||
networkId = msg.networkId
|
||||
};
|
||||
AddParticipant(owner);
|
||||
UpdateEvent e = new() {
|
||||
messageId = ParticipantMsg.Id,
|
||||
participant = owner
|
||||
};
|
||||
this.updateQueue.Enqueue(e);
|
||||
Console.WriteLine("Added Participant");
|
||||
}
|
||||
|
||||
Thing thing = owner.Get(msg.networkId, msg.thingId);
|
||||
if (thing != null) {
|
||||
UpdateEvent e = new() {
|
||||
messageId = ThingMsg.id,
|
||||
thing = thing
|
||||
};
|
||||
owner.updateQueue.Enqueue(e);
|
||||
}
|
||||
else {
|
||||
bool isRemote = sender.networkId != owner.networkId;
|
||||
thing = ProcessNewThing(owner, msg, isRemote);
|
||||
}
|
||||
|
||||
if (msg.parentId != 0) {
|
||||
thing.parent = owner.Get(msg.networkId, msg.parentId);
|
||||
if (thing.parent == null)
|
||||
Console.WriteLine($"Could not find parent [{msg.networkId}/{msg.parentId}]");
|
||||
}
|
||||
else {
|
||||
// Console.Write($"Dropped {thing.id}");
|
||||
thing.parent = null;
|
||||
}
|
||||
|
||||
ForwardMessage(sender, msg);
|
||||
}
|
||||
|
||||
protected virtual Thing ProcessNewThing(Participant owner, ThingMsg msg, bool isRemote) {
|
||||
// Console.WriteLine("--- New Thing");
|
||||
Thing newThing = msg.thingType switch {
|
||||
Thing.Type.DistanceSensor => new DistanceSensor(owner.root),
|
||||
Thing.Type.TouchSensor => new TouchSensor(owner.root),
|
||||
Thing.Type.DifferentialDrive => new DifferentialDrive(owner.root),
|
||||
_ => new Thing(owner.root)
|
||||
};
|
||||
newThing.id = msg.thingId;
|
||||
newThing.type = msg.thingType;
|
||||
newThing.isRemote = isRemote;
|
||||
return newThing;
|
||||
}
|
||||
|
||||
protected virtual void Process(Participant sender, NameMsg msg) {
|
||||
@ -374,9 +509,12 @@ namespace RoboidControl {
|
||||
Console.WriteLine($"{this.name}: Process NameMsg [{msg.networkId}/{msg.thingId}] {msg.nameLength} {msg.name}");
|
||||
#endif
|
||||
|
||||
Thing thing = sender.Get(msg.thingId);
|
||||
Participant owner = GetParticipant(msg.networkId);
|
||||
Thing thing = owner.Get(msg.networkId, msg.thingId);
|
||||
if (thing != null)
|
||||
thing.name = msg.name;
|
||||
|
||||
ForwardMessage(sender, msg);
|
||||
}
|
||||
|
||||
protected virtual void Process(Participant sender, ModelUrlMsg msg) {
|
||||
@ -384,20 +522,22 @@ namespace RoboidControl {
|
||||
Console.WriteLine($"{this.name}: Process ModelUrlMsg [{msg.networkId}/{msg.thingId}] {msg.urlLength} {msg.url}");
|
||||
#endif
|
||||
|
||||
Thing thing = sender.Get(msg.thingId);
|
||||
Thing thing = sender.Get(msg.networkId, msg.thingId);
|
||||
if (thing != null)
|
||||
thing.modelUrl = msg.url;
|
||||
|
||||
ForwardMessage(sender, msg);
|
||||
}
|
||||
|
||||
protected virtual void Process(Participant sender, PoseMsg msg) {
|
||||
#if DEBUG
|
||||
#if DEBUG
|
||||
Console.WriteLine($"{this.name}: Process PoseMsg [{msg.networkId}/{msg.thingId}] {msg.poseType}");
|
||||
#endif
|
||||
Participant owner = Participant.GetParticipant(msg.networkId);
|
||||
if (owner == null)
|
||||
return;
|
||||
|
||||
Thing thing = owner.Get(msg.thingId);
|
||||
Thing thing = owner.Get(msg.networkId, msg.thingId);
|
||||
if (thing == null)
|
||||
return;
|
||||
|
||||
@ -413,9 +553,9 @@ namespace RoboidControl {
|
||||
|
||||
protected virtual void Process(Participant sender, BinaryMsg msg) {
|
||||
#if DEBUG
|
||||
Console.WriteLine($"{this.name}: Process BinaryMsg [{msg.networkId}/{msg.thingId}] {msg.dataLength}");
|
||||
// Console.WriteLine($"{this.name}: Process BinaryMsg [{msg.networkId}/{msg.thingId}] {msg.dataLength}");
|
||||
#endif
|
||||
Thing thing = sender.Get(msg.thingId);
|
||||
Thing thing = sender.Get(msg.networkId, msg.thingId);
|
||||
thing?.ProcessBinary(msg.data);
|
||||
}
|
||||
|
||||
@ -430,7 +570,7 @@ namespace RoboidControl {
|
||||
#if DEBUG
|
||||
Console.WriteLine($"Participant: Process Destroy Msg [{msg.networkId}/{msg.thingId}]");
|
||||
#endif
|
||||
Thing thing = sender.Get(msg.thingId);
|
||||
Thing thing = sender.Get(msg.networkId, msg.thingId);
|
||||
if (thing != null)
|
||||
this.Remove(thing);
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
@ -438,17 +578,51 @@ namespace RoboidControl {
|
||||
#endif
|
||||
}
|
||||
|
||||
private void ForwardMessage(IMessage msg) {
|
||||
// foreach (Participant client in senders) {
|
||||
// if (client == this)
|
||||
// continue;
|
||||
// //UnityEngine.Debug.Log($"---> {client.ipAddress}");
|
||||
// //IMessage.SendMsg(client, msg);
|
||||
// msg.Serialize(ref client.buffer);
|
||||
// client.SendBuffer(client.buffer.Length);
|
||||
// }
|
||||
private void ForwardMessage(Participant sender, IMessage msg) {
|
||||
foreach (Participant participant in Participant.participants) {
|
||||
if (participant == this || participant == sender)
|
||||
continue;
|
||||
|
||||
// Console.WriteLine($"---> {participant.networkId}");
|
||||
participant.Send(msg);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Participant Registry
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve a participant using ip address and port number
|
||||
/// </summary>
|
||||
/// <param name="ipAddress">The ip address of the participant</param>
|
||||
/// <param name="port">The port number used to send messages to the participant</param>
|
||||
/// <returns>The participant or null if it is not found.</returns>
|
||||
public static ParticipantUDP GetParticipant(string ipAddress, int port) {
|
||||
//Console.WriteLine($"Get Participant {ipAddress}:{port}");
|
||||
foreach (Participant participant in Participant.participants) {
|
||||
ParticipantUDP participantUDP = participant as ParticipantUDP;
|
||||
if (participantUDP.ipAddress == ipAddress && participantUDP.port == port)
|
||||
return participantUDP;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new participant to the collection of participants
|
||||
/// </summary>
|
||||
/// <param name="ipAddress">The IP address of the participant</param>
|
||||
/// <param name="port">The port used to send messages to this participant</param>
|
||||
/// <returns>The added participant</returns>
|
||||
public static ParticipantUDP AddParticipant(string ipAddress, int port, ParticipantUDP localParticipant = null) {
|
||||
Console.WriteLine($"New Participant {ipAddress}:{port}");
|
||||
// This code is only valid for site, because those can distribute networkIds.....
|
||||
ParticipantUDP participant = new(ipAddress, port, localParticipant) {
|
||||
networkId = (byte)(Participant.participants.Count + 1)
|
||||
};
|
||||
Participant.participants.Add(participant);
|
||||
return participant;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -63,6 +63,13 @@ namespace RoboidControl {
|
||||
|
||||
#region Update
|
||||
|
||||
public override void Update() {
|
||||
ulong currentTimeMS = Thing.GetTimeMs();
|
||||
|
||||
UpdateMyThings(currentTimeMS);
|
||||
UpdateOtherThings(currentTimeMS);
|
||||
}
|
||||
|
||||
protected override void UpdateMyThings(ulong currentTimeMS) {
|
||||
// We don't use foreach to prevent the 'Collection was modified' error
|
||||
int n = this.things.Count;
|
||||
@ -72,66 +79,100 @@ namespace RoboidControl {
|
||||
if (thing == null)
|
||||
continue;
|
||||
|
||||
thing.Update(currentTimeMS, false);
|
||||
thing.Update(false);
|
||||
|
||||
if (this.isIsolated == false) {
|
||||
// Send to all other participants
|
||||
//foreach (Participant participant in Participant.participants) {
|
||||
for (int participantIx = 0; participantIx < Participant.participants.Count; participantIx++) {
|
||||
Participant participant = Participant.participants[participantIx];
|
||||
if (participant == null || participant == this)
|
||||
continue;
|
||||
|
||||
PoseMsg poseMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(participant, poseMsg);
|
||||
BinaryMsg binaryMsg = new(thing.owner.networkId, thing);
|
||||
this.Send(participant, binaryMsg);
|
||||
participant.Send(new PoseMsg(thing.owner.networkId, thing));
|
||||
participant.Send(new BinaryMsg(thing.owner.networkId, thing));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateOtherThings(ulong currentTimeMS) {
|
||||
for (int ownerIx = 0; ownerIx < Participant.participants.Count; ownerIx++) {
|
||||
Participant owner = Participant.participants[ownerIx];
|
||||
if (owner == null || owner == this)
|
||||
continue;
|
||||
|
||||
owner.Update();
|
||||
|
||||
if (currentTimeMS < this.nextSendUpdate)
|
||||
continue;
|
||||
|
||||
// for (int thingIx = 0; thingIx < owner.things.Count; thingIx++) {
|
||||
// Thing thing = owner.things[thingIx];
|
||||
foreach (Thing thing in owner.things) {
|
||||
if (thing == null)
|
||||
continue;
|
||||
|
||||
foreach (Participant participant in Participant.participants) {
|
||||
if (participant == this || participant == owner)
|
||||
continue;
|
||||
|
||||
PoseMsg poseMsg = new(thing.owner.networkId, thing);
|
||||
if (poseMsg.poseType != 0)
|
||||
Console.WriteLine($"[{thing.owner.networkId}/{thing.id}] Pose ---> {participant.networkId}");
|
||||
participant.Send(poseMsg);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (currentTimeMS > this.nextSendUpdate)
|
||||
this.nextSendUpdate = currentTimeMS + this.sendUpdateIntervalMS;
|
||||
}
|
||||
|
||||
#endregion Update
|
||||
|
||||
#region Receive
|
||||
|
||||
protected override void Process(Participant sender, ParticipantMsg msg) {
|
||||
base.Process(sender, msg);
|
||||
if (msg.networkId != sender.networkId) {
|
||||
//Console.WriteLine($"{this.name} received New Participant -> {sender.networkId}");
|
||||
this.Send(sender, new NetworkIdMsg(sender.networkId));
|
||||
if (msg.networkId == sender.networkId)
|
||||
return;
|
||||
|
||||
if (sender.component != null) {
|
||||
Console.WriteLine("Already created Unity participant");
|
||||
return;
|
||||
}
|
||||
|
||||
sender.Send(new NetworkIdMsg(sender.networkId));
|
||||
UpdateEvent e = new() {
|
||||
messageId = ParticipantMsg.Id,
|
||||
participant = sender
|
||||
};
|
||||
this.updateQueue.Enqueue(e);
|
||||
|
||||
foreach (Thing thing in this.things)
|
||||
sender.SendThingInfo(thing);
|
||||
|
||||
foreach (Participant owner in Participant.participants) {
|
||||
if (owner == null || owner == this)
|
||||
continue;
|
||||
|
||||
Console.WriteLine($"send thinginfo for {owner.things.Count} things");
|
||||
foreach (Thing thing in owner.things) {
|
||||
if (thing == null)
|
||||
continue;
|
||||
|
||||
foreach (Participant participant in Participant.participants) {
|
||||
if (participant == this || participant == owner)
|
||||
continue;
|
||||
|
||||
Console.WriteLine($"[{thing.owner.networkId}/{thing.id}] Thing Info ---> {participant.networkId}");
|
||||
participant.SendThingInfo(thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Process(Participant sender, NetworkIdMsg msg) { }
|
||||
|
||||
protected override void Process(Participant sender, ThingMsg msg) {
|
||||
Console.WriteLine($"SiteServer: Process thing [{msg.networkId}/{msg.thingId}] {msg.thingType} {msg.parentId} ");
|
||||
|
||||
Thing thing = sender.Get(msg.thingId);
|
||||
if (thing == null) {
|
||||
switch (msg.thingType) {
|
||||
case (byte)Thing.Type.TouchSensor:
|
||||
new TouchSensor(sender, msg.thingId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (thing == null)
|
||||
thing = new Thing(sender, msg.thingType, msg.thingId);
|
||||
|
||||
if (msg.parentId != 0) {
|
||||
thing.parent = sender.Get(msg.parentId);
|
||||
if (thing.parent == null)
|
||||
Console.WriteLine($"Could not find parent [{msg.networkId}/{msg.parentId}]");
|
||||
}
|
||||
else {
|
||||
// Console.Write($"Dropped {thing.id}");
|
||||
thing.parent = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion Receive
|
||||
|
||||
}
|
||||
|
271
src/Thing.cs
271
src/Thing.cs
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Concurrent;
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl {
|
||||
@ -25,9 +26,11 @@ namespace RoboidControl {
|
||||
public const byte ControlledMotor = 0x06;
|
||||
public const byte UncontrolledMotor = 0x07;
|
||||
public const byte Servo = 0x08;
|
||||
public const byte RelativeEncoder = 0x19;
|
||||
// Other
|
||||
public const byte Root = 0x10;
|
||||
public const byte Roboid = 0x09;
|
||||
public const byte HUmanoid = 0x0A;
|
||||
public const byte Humanoid = 0x0A;
|
||||
public const byte ExternalSensor = 0x0B;
|
||||
public const byte Animator = 0x0C;
|
||||
public const byte DifferentialDrive = 0x0D;
|
||||
@ -36,80 +39,92 @@ namespace RoboidControl {
|
||||
#region Init
|
||||
|
||||
/// <summary>
|
||||
/// Create a new thing without communication abilities
|
||||
/// Create a new Thing
|
||||
/// </summary>
|
||||
/// <param name="thingType">The type of thing (can use \ref RoboidControl::Thing::Type "Thing.Type")</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public Thing(byte thingType = Type.Undetermined, bool invokeEvent = true) : this(ParticipantUDP.Isolated(), thingType, 0, invokeEvent) {
|
||||
/// <param name="parent">(optional) The parent thing</param>
|
||||
/// <note>The owner will be the same as the owner of the parent thing, it will
|
||||
/// be Participant.LocalParticipant if the parent is not specified. A thing
|
||||
/// without a parent will be connected to the root thing.
|
||||
/// </note>
|
||||
public Thing(Thing parent = default) {
|
||||
this.type = Type.Undetermined;
|
||||
|
||||
this.positionUpdated = true;
|
||||
this.orientationUpdated = true;
|
||||
this.hierarchyChanged = true;
|
||||
|
||||
if (parent == default)
|
||||
this.parent = Participant.localParticipant.root;
|
||||
else
|
||||
this.parent = parent;
|
||||
|
||||
this.owner = this.parent.owner;
|
||||
this.owner.Add(this, true);
|
||||
|
||||
Participant.UpdateEvent e = new() {
|
||||
messageId = ThingMsg.id,
|
||||
thing = this
|
||||
};
|
||||
this.owner.updateQueue.Enqueue(e);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new thing for a participant
|
||||
/// Constructor to create a root thing
|
||||
/// </summary>
|
||||
/// <param name="owner">The owning participant</param>
|
||||
/// <param name="thingType">The type of thing (can use \ref RoboidControl::Thing::Type "Thing.Type")</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public Thing(Participant owner, byte thingType = Type.Undetermined, byte thingId = 0, bool invokeEvent = true) {
|
||||
/// <param name="owner">The participant who will own this root thing</param>
|
||||
/// <remarks>This function is private because CreateRoot() should be used instead</remarks>
|
||||
private Thing(Participant owner) {
|
||||
this.type = Type.Root;
|
||||
this.name = "Root";
|
||||
|
||||
this.positionUpdated = true;
|
||||
this.orientationUpdated = true;
|
||||
this.hierarchyChanged = true;
|
||||
|
||||
this.owner = owner;
|
||||
this.id = thingId;
|
||||
this.type = thingType;
|
||||
if (this.owner != null)
|
||||
this.owner.Add(this);
|
||||
if (invokeEvent)
|
||||
InvokeNewThing(this);
|
||||
this.parent = null;
|
||||
this.owner.Add(this);
|
||||
this.id = 0; // Root always has id 0
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new child thing
|
||||
/// Create a root Thing for a participant
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent thing</param>
|
||||
/// <param name="thingType">The type of thing (can use \ref RoboidControl::Thing::Type "Thing.Type")</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
/// <note>The owner will be the same as the owner of the parent thing</note>
|
||||
public Thing(Thing parent, byte thingType = Type.Undetermined, byte thingId = 0, bool invokeEvent = true) : this(parent.owner, thingType, thingId, invokeEvent) {
|
||||
this.parent = parent;
|
||||
/// <param name="owner">The participant who will own this root thing</param>
|
||||
public static void CreateRoot(Participant owner) {
|
||||
owner.root = new Thing(owner);
|
||||
}
|
||||
|
||||
// /// <summary>
|
||||
// /// Create a new thing for the given participant
|
||||
// /// </summary>
|
||||
// /// <param name="owner">The participant owning the thing</param>
|
||||
// /// <param name="networkId">The network ID of the thing</param>
|
||||
// /// <param name="thingId">The ID of the thing</param>
|
||||
// /// <param name="thingType">The type of thing</param>
|
||||
// public Thing(Participant owner, byte networkId, byte thingId, byte thingType = 0) {
|
||||
// this.owner = owner;
|
||||
// this.id = thingId;
|
||||
// this.type = thingType;
|
||||
// this.networkId = networkId;
|
||||
// // Console.Write($"New thing added to {owner}");
|
||||
// this.owner.Add(this);
|
||||
// InvokeNewThing(this);
|
||||
// }
|
||||
/// <summary>
|
||||
/// The root thing for the local participant
|
||||
/// </summary>
|
||||
public static Thing localRoot {
|
||||
get {
|
||||
Participant participant = Participant.localParticipant;
|
||||
return participant.root;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function which can be used to create components in external engines.
|
||||
/// </summary>
|
||||
/// Currently this is used to create GameObjects in Unity
|
||||
public virtual void CreateComponent() {
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
this.component = Unity.Thing.Create(this);
|
||||
this.component.core = this;
|
||||
#endif
|
||||
}
|
||||
// public virtual void CreateComponent() {
|
||||
// #if UNITY_5_3_OR_NEWER
|
||||
// this.component = Unity.Thing.Create(this);
|
||||
// this.component.core = this;
|
||||
// #endif
|
||||
// }
|
||||
|
||||
#endregion Init
|
||||
|
||||
/// <summary>
|
||||
/// Terminated things are no longer updated
|
||||
/// </summary>
|
||||
public bool terminate = false;
|
||||
|
||||
#region Properties
|
||||
|
||||
/// <summary>
|
||||
/// The participant owning this thing
|
||||
/// </summary>
|
||||
public Participant owner = null;
|
||||
/// <summary>
|
||||
/// The ID of this thing
|
||||
/// </summary>
|
||||
@ -121,6 +136,13 @@ namespace RoboidControl {
|
||||
/// This can be either a \ref RoboidControl::Thing::Type "Thing.Type" or a byte value for custom types.
|
||||
public byte type = Type.Undetermined;
|
||||
|
||||
public bool isRemote = false;
|
||||
|
||||
/// <summary>
|
||||
/// The participant owning this thing
|
||||
/// </summary>
|
||||
public Participant owner = null;
|
||||
|
||||
private string _name = "";
|
||||
/// <summary>
|
||||
/// The name of the thing
|
||||
@ -131,20 +153,28 @@ namespace RoboidControl {
|
||||
if (_name != value) {
|
||||
_name = value;
|
||||
nameChanged = true;
|
||||
OnNameChanged?.Invoke();
|
||||
this.updateQueue.Enqueue(new CoreEvent(NameMsg.Id));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Event which is triggered when the name changes
|
||||
/// </summary>
|
||||
public event ChangeHandler OnNameChanged = delegate { };
|
||||
public bool nameChanged = false;
|
||||
|
||||
private string _modelUrl = "";
|
||||
/// <summary>
|
||||
/// An URL pointing to the location where a model of the thing can be found
|
||||
/// </summary>
|
||||
public string modelUrl = "";
|
||||
/// <remarks>Although the roboid implementation is not dependent on the model,
|
||||
/// the only official supported model formats are .png (sprite), .gltf and .glb
|
||||
/// </remarks>
|
||||
public string modelUrl {
|
||||
get => _modelUrl;
|
||||
set {
|
||||
if (value != _modelUrl) {
|
||||
_modelUrl = value;
|
||||
this.updateQueue.Enqueue(new CoreEvent(ModelUrlMsg.Id));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// <summary>
|
||||
@ -176,9 +206,16 @@ namespace RoboidControl {
|
||||
value.AddChild(this);
|
||||
}
|
||||
this.hierarchyChanged = true;
|
||||
this.updateQueue.Enqueue(new CoreEvent(ThingMsg.id));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indication whether this is a root thing
|
||||
/// </summary>
|
||||
public bool isRoot {
|
||||
get => this == localRoot || this.parent == null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The children of this thing
|
||||
@ -270,19 +307,19 @@ namespace RoboidControl {
|
||||
if (_position != value) {
|
||||
_position = value;
|
||||
positionUpdated = true;
|
||||
//OnPositionChanged?.Invoke();
|
||||
updateQueue.Enqueue(new CoreEvent(PoseMsg.Id));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Event triggered when the pose has changed
|
||||
/// </summary>
|
||||
public event ChangeHandler OnPoseChanged = delegate { };
|
||||
/// <summary>
|
||||
/// Boolean indicating that the thing has an updated position
|
||||
/// </summary>
|
||||
public bool positionUpdated = false;
|
||||
|
||||
public void ReplacePosition(Spherical newPosition) {
|
||||
this._position = newPosition;
|
||||
}
|
||||
|
||||
private SwingTwist _orientation = SwingTwist.zero;
|
||||
/// <summary>
|
||||
/// The orientation of the thing in local space
|
||||
@ -293,6 +330,7 @@ namespace RoboidControl {
|
||||
if (_orientation != value) {
|
||||
_orientation = value;
|
||||
orientationUpdated = true;
|
||||
updateQueue.Enqueue(new CoreEvent(PoseMsg.Id));
|
||||
//OnOrientationChanged?.Invoke();
|
||||
}
|
||||
}
|
||||
@ -302,6 +340,13 @@ namespace RoboidControl {
|
||||
/// </summary>
|
||||
public bool orientationUpdated = false;
|
||||
|
||||
public void ReplaceOrientation(SwingTwist newOrientation) {
|
||||
if (newOrientation != this._orientation) {
|
||||
this._orientation = newOrientation;
|
||||
orientationUpdated = true;
|
||||
}
|
||||
}
|
||||
|
||||
private Spherical _linearVelocity = Spherical.zero;
|
||||
/// <summary>
|
||||
/// The linear velocity of the thing in local space in meters per second
|
||||
@ -312,15 +357,11 @@ namespace RoboidControl {
|
||||
if (_linearVelocity != value) {
|
||||
_linearVelocity = value;
|
||||
linearVelocityUpdated = true;
|
||||
OnLinearVelocityChanged?.Invoke(_linearVelocity);
|
||||
updateQueue.Enqueue(new CoreEvent(PoseMsg.Id));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Event triggered when the linear velocity has changed
|
||||
/// </summary>
|
||||
public event SphericalHandler OnLinearVelocityChanged = delegate { };
|
||||
/// <summary>
|
||||
/// Boolean indicating the thing has an updated linear velocity
|
||||
/// </summary>
|
||||
public bool linearVelocityUpdated = false;
|
||||
@ -335,15 +376,11 @@ namespace RoboidControl {
|
||||
if (_angularVelocity != value) {
|
||||
_angularVelocity = value;
|
||||
angularVelocityUpdated = true;
|
||||
OnAngularVelocityChanged?.Invoke(_angularVelocity);
|
||||
updateQueue.Enqueue(new CoreEvent(PoseMsg.Id));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Event triggered when the angular velocity has changed
|
||||
/// </summary>
|
||||
public event SphericalHandler OnAngularVelocityChanged = delegate { };
|
||||
/// <summary>
|
||||
/// Boolean indicating the thing has an updated angular velocity
|
||||
/// </summary>
|
||||
public bool angularVelocityUpdated = false;
|
||||
@ -352,6 +389,47 @@ namespace RoboidControl {
|
||||
|
||||
#region Update
|
||||
|
||||
/// <summary>
|
||||
/// Update de state of the thing
|
||||
/// </summary>
|
||||
/// <param name="recurse">When true, this will Update the descendants recursively</param>
|
||||
public virtual void Update(bool recurse = false) {
|
||||
this.positionUpdated = false;
|
||||
this.orientationUpdated = false;
|
||||
this.linearVelocityUpdated = false;
|
||||
this.angularVelocityUpdated = false;
|
||||
this.hierarchyChanged = false;
|
||||
|
||||
// should recurse over children...
|
||||
if (recurse) {
|
||||
for (byte childIx = 0; childIx < this.children.Count; childIx++) {
|
||||
Thing child = this.children[childIx];
|
||||
if (child == null)
|
||||
continue;
|
||||
child.Update(recurse);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event happened to this event
|
||||
/// </summary>
|
||||
/// <note>The messageId indicates which kind of event happened
|
||||
public class CoreEvent {
|
||||
public CoreEvent(int messageId) {
|
||||
this.messageId = messageId;
|
||||
}
|
||||
/// <summary>
|
||||
/// The type of event happened.
|
||||
/// </summary>
|
||||
/// This value is filled with the Ids of the communication messages.
|
||||
public int messageId;
|
||||
};
|
||||
/// <summary>
|
||||
/// Queue containing events happened to this thing
|
||||
/// </summary>
|
||||
public ConcurrentQueue<CoreEvent> updateQueue = new();
|
||||
|
||||
/// <summary>
|
||||
/// Get the current time in milliseconds
|
||||
/// </summary>
|
||||
@ -364,55 +442,6 @@ namespace RoboidControl {
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update de state of the thing
|
||||
/// </summary>
|
||||
/// <param name="recurse">When true, this will Update the descendants recursively</param>
|
||||
public void Update(bool recurse = false) {
|
||||
Update(GetTimeMs(), recurse);
|
||||
}
|
||||
// #endif
|
||||
/// <summary>
|
||||
/// Update this thing
|
||||
/// </summary>
|
||||
/// <param name="currentTime">he current clock time in milliseconds; if this is zero, the current time is retrieved automatically</param>
|
||||
/// <param name="recurse">When true, this will Update the descendants recursively</param>
|
||||
public virtual void Update(ulong currentTimeMs, bool recurse = false) {
|
||||
if (this.positionUpdated || this.orientationUpdated)
|
||||
OnPoseChanged?.Invoke();
|
||||
this.positionUpdated = false;
|
||||
this.orientationUpdated = false;
|
||||
this.linearVelocityUpdated = false;
|
||||
this.angularVelocityUpdated = false;
|
||||
//this.hierarchyChanged = false;
|
||||
|
||||
// should recurse over children...
|
||||
if (recurse) {
|
||||
for (byte childIx = 0; childIx < this.children.Count; childIx++) {
|
||||
Thing child = this.children[childIx];
|
||||
if (child == null)
|
||||
continue;
|
||||
child.Update(currentTimeMs, recurse);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public delegate void ChangeHandler();
|
||||
public delegate void SphericalHandler(Spherical v);
|
||||
public delegate void ThingHandler(Thing t);
|
||||
|
||||
/// <summary>
|
||||
/// Event triggered when a new thing has been created
|
||||
/// </summary>
|
||||
public static event ThingHandler OnNewThing = delegate { };
|
||||
/// <summary>
|
||||
/// Trigger the creation for the given thing
|
||||
/// </summary>
|
||||
/// <param name="thing">The created thing</param>
|
||||
public static void InvokeNewThing(Thing thing) {
|
||||
OnNewThing?.Invoke(thing);
|
||||
}
|
||||
|
||||
#endregion Update
|
||||
|
||||
/// <summary>
|
||||
|
85
src/Things/ControlledMotor.cs
Normal file
85
src/Things/ControlledMotor.cs
Normal file
@ -0,0 +1,85 @@
|
||||
namespace RoboidControl {
|
||||
|
||||
/// @brief A motor with speed control
|
||||
/// It uses a feedback loop from an encoder to regulate the speed
|
||||
/// The speed is measured in revolutions per second.
|
||||
public class ControlledMotor : Motor {
|
||||
public ControlledMotor(Thing parent, RelativeEncoder encoder) : base(parent) {
|
||||
this.encoder = encoder;
|
||||
}
|
||||
// Upgrade an existing motor with an encoder
|
||||
public ControlledMotor(Motor motor, RelativeEncoder encoder) : base(motor.parent) {
|
||||
this.motor = motor;
|
||||
this.encoder = encoder;
|
||||
}
|
||||
|
||||
readonly RelativeEncoder encoder;
|
||||
readonly Motor motor;
|
||||
|
||||
public override float targetSpeed {
|
||||
get {
|
||||
if (this.motor != null)
|
||||
return this.motor.targetSpeed;
|
||||
else
|
||||
return base.targetSpeed;
|
||||
}
|
||||
set {
|
||||
if (this.motor != null)
|
||||
this.motor.targetSpeed = value;
|
||||
else
|
||||
base.targetSpeed = value;
|
||||
}
|
||||
}
|
||||
|
||||
private float _targetAngularSpeed; // In degrees per second
|
||||
public virtual float targetAngularSpeed {
|
||||
get => _targetAngularSpeed;
|
||||
set {
|
||||
if (value != this._targetAngularSpeed) {
|
||||
this._targetAngularSpeed = value;
|
||||
updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// @brief Get the actual speed from the encoder
|
||||
/// @return The speed in angle per second
|
||||
public virtual float actualAngularSpee {
|
||||
get => encoder.angularSpeed;
|
||||
}
|
||||
|
||||
float pidP = 0.1F;
|
||||
float pidD = 0.0F;
|
||||
//float pidI = 0.0F;
|
||||
|
||||
public override void Update(bool recurse = false) {
|
||||
float actualSpeed = this.encoder.angularSpeed;
|
||||
// Simplified rotation direction, shouldbe improved
|
||||
// This goes wrong when the target speed is inverted and the motor axcle is still turning in the old direction
|
||||
if (this.targetAngularSpeed < 0)
|
||||
actualSpeed = -actualSpeed;
|
||||
|
||||
ulong currentTimeMs = Thing.GetTimeMs();
|
||||
float deltaTime = (currentTimeMs - this.lastUpdateTime) / 1000.0f;
|
||||
|
||||
float error = this.targetAngularSpeed - actualSpeed;
|
||||
float errorChange = (error - lastError) * deltaTime;
|
||||
|
||||
float delta = error * pidP + errorChange * pidD;
|
||||
|
||||
// Update the motor speed
|
||||
if (motor != null)
|
||||
motor.targetSpeed += delta;
|
||||
else
|
||||
base.targetSpeed += delta;
|
||||
this.lastUpdateTime = currentTimeMs;
|
||||
}
|
||||
|
||||
ulong lastUpdateTime = 0;
|
||||
float lastError = 0;
|
||||
|
||||
// enum Direction { Forward = 1, Reverse = -1 };
|
||||
// Direction rotationDirection;
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl {
|
||||
@ -6,25 +7,14 @@ namespace RoboidControl {
|
||||
///
|
||||
/// @sa @link https://en.wikipedia.org/wiki/Differential_wheeled_robot @endlink
|
||||
public class DifferentialDrive : Thing {
|
||||
|
||||
/// <summary>
|
||||
/// Create a differential drive without communication abilities
|
||||
/// </summary
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DifferentialDrive(bool invokeEvent = true) : base(Type.DifferentialDrive, invokeEvent) { }
|
||||
/// <summary>
|
||||
/// Create a differential drive for a participant
|
||||
/// </summary>
|
||||
/// <param name="owner">The owning participant</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DifferentialDrive(ParticipantUDP participant, byte thingId = 0, bool invokeEvent = true) : base(participant, Type.DifferentialDrive, thingId, invokeEvent) { }
|
||||
/// <summary>
|
||||
/// Create a new child differential drive
|
||||
/// Create a new differential drive
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent thing</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DifferentialDrive(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.DifferentialDrive, thingId, invokeEvent) { }
|
||||
public DifferentialDrive(Thing parent = default) : base(parent) {
|
||||
this.type = Type.DifferentialDrive;
|
||||
}
|
||||
|
||||
/// @brief Configures the dimensions of the drive
|
||||
/// @param wheelDiameter The diameter of the wheels in meters
|
||||
@ -33,31 +23,38 @@ namespace RoboidControl {
|
||||
/// These values are used to compute the desired wheel speed from the set
|
||||
/// linear and angular velocity.
|
||||
/// @sa SetLinearVelocity SetAngularVelocity
|
||||
public void SetDriveDimensions(float wheelDiameter, float wheelSeparation) {
|
||||
this.wheelRadius = wheelDiameter > 0 ? wheelDiameter / 2 : -wheelDiameter / 2;
|
||||
this.wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
|
||||
this.rpsToMs = wheelDiameter * Angle.pi;
|
||||
public void SetDriveDimensions(float wheelDiameter, float wheelSeparation = 0) {
|
||||
this._wheelRadius = wheelDiameter > 0 ? wheelDiameter / 2 : -wheelDiameter / 2;
|
||||
this.rpsToMs = wheelDiameter * (float)Math.PI;
|
||||
|
||||
float distance = this.wheelSeparation / 2;
|
||||
if (this.leftWheel != null)
|
||||
this.leftWheel.position = new Spherical(distance, Direction.left);
|
||||
if (this.rightWheel != null)
|
||||
this.rightWheel.position = new Spherical(distance, Direction.right);
|
||||
if (wheelSeparation > 0) {
|
||||
wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
|
||||
float distance = wheelSeparation / 2;
|
||||
if (this.leftWheel != null)
|
||||
this.leftWheel.position = new Spherical(distance, Direction.left);
|
||||
if (this.rightWheel != null)
|
||||
this.rightWheel.position = new Spherical(distance, Direction.right);
|
||||
}
|
||||
}
|
||||
|
||||
/// @brief Congures the motors for the wheels
|
||||
/// @param leftWheel The motor for the left wheel
|
||||
/// @param rightWheel The motor for the right wheel
|
||||
public void SetMotors(Thing leftWheel, Thing rightWheel) {
|
||||
float distance = this.wheelSeparation / 2;
|
||||
public void SetMotors(Motor leftWheel, Motor rightWheel) {
|
||||
// float distance = this.wheelSeparation / 2;
|
||||
|
||||
this.leftWheel = leftWheel;
|
||||
if (this.leftWheel != null)
|
||||
this.leftWheel.position = new Spherical(distance, Direction.left);
|
||||
this.leftWheel.parent = this;
|
||||
// if (this.leftWheel != null)
|
||||
// this.leftWheel.position = new Spherical(distance, Direction.left);
|
||||
|
||||
this.rightWheel = rightWheel;
|
||||
if (this.rightWheel != null)
|
||||
this.rightWheel.position = new Spherical(distance, Direction.right);
|
||||
this.rightWheel.parent = this;
|
||||
// if (this.rightWheel != null)
|
||||
// this.rightWheel.position = new Spherical(distance, Direction.right);
|
||||
|
||||
owner.Send(new BinaryMsg(owner.networkId, this));
|
||||
this.updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
}
|
||||
|
||||
/// @brief Directly specify the speeds of the motors
|
||||
@ -66,14 +63,30 @@ namespace RoboidControl {
|
||||
/// @param speedRight The speed of the right wheel in degrees per second.
|
||||
/// Positive moves the robot in the forward direction.
|
||||
public void SetWheelVelocity(float speedLeft, float speedRight) {
|
||||
if (this.leftWheel != null)
|
||||
this.leftWheel.angularVelocity = new Spherical(speedLeft, Direction.left);
|
||||
if (this.rightWheel != null)
|
||||
this.rightWheel.angularVelocity = new Spherical(speedRight, Direction.right);
|
||||
if (this.leftWheel != null) {
|
||||
this.leftWheel.targetSpeed = speedLeft;
|
||||
//this.leftWheel.angularVelocity = new Spherical(speedLeft, Direction.left);
|
||||
}
|
||||
if (this.rightWheel != null) {
|
||||
this.rightWheel.targetSpeed = speedRight;
|
||||
//this.rightWheel.angularVelocity = new Spherical(speedRight, Direction.right);
|
||||
}
|
||||
}
|
||||
/// @brief Directly specify the speeds of the motors
|
||||
/// @param speedLeft The speed of the left wheel in degrees per second.
|
||||
/// Positive moves the robot in the forward direction.
|
||||
/// @param speedRight The speed of the right wheel in degrees per second.
|
||||
/// Positive moves the robot in the forward direction.
|
||||
public void SetWheelAngularVelocity(float angularSpeedLeft, float angularSpeedRight) {
|
||||
// This only works when the motor is a motor with encoder
|
||||
if (this.leftWheel is ControlledMotor leftMotor)
|
||||
leftMotor.targetAngularSpeed = angularSpeedLeft;
|
||||
if (this.rightWheel is ControlledMotor rightMotor)
|
||||
rightMotor.targetAngularSpeed = angularSpeedRight;
|
||||
}
|
||||
|
||||
/// @copydoc RoboidControl::Thing::Update(unsigned long)
|
||||
public override void Update(ulong currentMs, bool recursive = true) {
|
||||
public override void Update(bool recursive = true) {
|
||||
if (this.linearVelocityUpdated) {
|
||||
// this assumes forward velocity only....
|
||||
float linearVelocity = this.linearVelocity.distance;
|
||||
@ -84,25 +97,58 @@ namespace RoboidControl {
|
||||
if (angularVelocity.direction.horizontal < 0)
|
||||
angularSpeed = -angularSpeed;
|
||||
|
||||
// wheel separation can be replaced by this.leftwheel.position.distance
|
||||
float speedLeft = (linearVelocity + angularSpeed * this.wheelSeparation / 2) / this.wheelRadius * Angle.Rad2Deg;
|
||||
float speedRight = (linearVelocity - angularSpeed * this.wheelSeparation / 2) / this.wheelRadius * Angle.Rad2Deg;
|
||||
// This assumes that the left wheel position has Direction.left
|
||||
// and the right wheel position has Direction.Right...
|
||||
float speedLeft = (linearVelocity + angularSpeed * this.leftWheel.position.distance) / this.wheelRadius * Angle.Rad2Deg;
|
||||
float speedRight = (linearVelocity - angularSpeed * this.rightWheel.position.distance) / this.wheelRadius * Angle.Rad2Deg;
|
||||
this.SetWheelVelocity(speedLeft, speedRight);
|
||||
}
|
||||
}
|
||||
|
||||
/// @brief The radius of a wheel in meters
|
||||
protected float wheelRadius = 1.0f;
|
||||
private float _wheelRadius = 0.0f;
|
||||
public float wheelRadius { get => _wheelRadius; }
|
||||
/// @brief The distance between the wheels in meters
|
||||
protected float wheelSeparation = 1.0f;
|
||||
// private float _wheelSeparation = 0.0f;
|
||||
// public float wheelSeparation { get => _wheelSeparation; }
|
||||
|
||||
/// @brief Convert revolutions per second to meters per second
|
||||
protected float rpsToMs = 1.0f;
|
||||
|
||||
/// @brief The left wheel
|
||||
protected Thing leftWheel = null;
|
||||
public Motor leftWheel = null;
|
||||
/// @brief The right wheel
|
||||
protected Thing rightWheel = null;
|
||||
public Motor rightWheel = null;
|
||||
|
||||
bool sendBinary = false;
|
||||
public override byte[] GenerateBinary() {
|
||||
if (!sendBinary)
|
||||
return System.Array.Empty<byte>();
|
||||
|
||||
byte[] data = new byte[4];
|
||||
byte ix = 0;
|
||||
data[ix++] = leftWheel.id;
|
||||
data[ix++] = rightWheel.id;
|
||||
LowLevelMessages.SendFloat16(data, ref ix, wheelRadius);
|
||||
//LowLevelMessages.SendFloat16(data, ref ix, wheelSeparation);
|
||||
sendBinary = false;
|
||||
return data;
|
||||
}
|
||||
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
byte ix = 0;
|
||||
byte leftWheelId = data[ix++];
|
||||
this.leftWheel = this.owner.Get(this.owner.networkId, leftWheelId) as Motor;
|
||||
this.leftWheel ??= new Motor(this) { id = leftWheelId };
|
||||
|
||||
byte rightWheelId = data[ix++];
|
||||
this.rightWheel = this.owner.Get(this.owner.networkId, rightWheelId) as Motor;
|
||||
this.rightWheel ??= new Motor(this) { id = rightWheelId };
|
||||
|
||||
this._wheelRadius = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
//this._wheelSeparation = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
this.updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
@ -6,6 +6,7 @@ namespace RoboidControl {
|
||||
/// A sensor which can detect touches
|
||||
/// </summary>
|
||||
public class DigitalSensor : Thing {
|
||||
/*
|
||||
/// <summary>
|
||||
/// Create a digital sensor without communication abilities
|
||||
/// </summary>
|
||||
@ -18,13 +19,16 @@ namespace RoboidControl {
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DigitalSensor(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.Switch, thingId, invokeEvent) { }
|
||||
*/
|
||||
/// <summary>
|
||||
/// Create a new child digital sensor
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent thing</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DigitalSensor(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.Switch, thingId, invokeEvent) { }
|
||||
public DigitalSensor(Thing parent) : base(parent) {
|
||||
this.type = Type.Switch;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Value which is true when the sensor is touching something, false otherwise
|
||||
|
@ -1,42 +1,72 @@
|
||||
using System;
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
/// <summary>
|
||||
/// A sensor measuring the distance in the forward direction
|
||||
/// A sensor measuring distance
|
||||
/// </summary>
|
||||
public class DistanceSensor : Thing {
|
||||
/// <summary>
|
||||
/// The current measured distance
|
||||
/// </summary>
|
||||
public float distance = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for a new distance sensor
|
||||
/// Create a new distance sensor
|
||||
/// </summary>
|
||||
/// <param name="participant">The participant for which the sensor is needed</param>
|
||||
public DistanceSensor(Participant participant) : base(participant, Type.Undetermined) { }
|
||||
/// <summary>
|
||||
/// Create a distance sensor with the given ID
|
||||
/// </summary>
|
||||
/// <param name="owner">The participant for with the sensor is needed</param>
|
||||
/// <param name="networkId">The network ID of the sensor</param>
|
||||
/// <param name="thingId">The ID of the thing</param>
|
||||
public DistanceSensor(Participant owner, byte thingId) : base(owner, Type.TemperatureSensor, thingId) {
|
||||
/// <param name="parent">The parent thing</param>
|
||||
public DistanceSensor(Thing parent) : base(parent) {
|
||||
this.type = Type.DistanceSensor;
|
||||
this.name = "Distance sensor";
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// @copydoc Passer::RoboidControl::Thing::CreateComponent
|
||||
public override void CreateComponent() {
|
||||
this.component = Unity.DistanceSensor.Create(this);
|
||||
this.component.core = this;
|
||||
public float _internalDistance = float.PositiveInfinity;
|
||||
public float internalDistance {
|
||||
get { return _internalDistance; }
|
||||
set {
|
||||
if (value != _internalDistance) {
|
||||
_internalDistance = value;
|
||||
distanceUpdated = true;
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
protected float externalDistance = float.PositiveInfinity;
|
||||
/// <summary>
|
||||
/// The current distance
|
||||
/// </summary>
|
||||
public float distance {
|
||||
get {
|
||||
if (this.externalDistance < this.internalDistance)
|
||||
return this.externalDistance;
|
||||
else
|
||||
return this.internalDistance;
|
||||
}
|
||||
}
|
||||
protected bool distanceUpdated;
|
||||
|
||||
// #if UNITY_5_3_OR_NEWER
|
||||
// /// @copydoc Passer::RoboidControl::Thing::CreateComponent
|
||||
// public override void CreateComponent() {
|
||||
// this.component = Unity.DistanceSensor.Create(this);
|
||||
// this.component.core = this;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
public override byte[] GenerateBinary() {
|
||||
if (!distanceUpdated)
|
||||
return Array.Empty<byte>();
|
||||
|
||||
byte[] bytes = new byte[2];
|
||||
byte ix = 0;
|
||||
LowLevelMessages.SendFloat16(bytes, ref ix, this.internalDistance);
|
||||
distanceUpdated = false;
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to extract the distance received in the binary message
|
||||
/// </summary>
|
||||
/// <param name="bytes">The byte array</param>
|
||||
public override void ProcessBinary(byte[] bytes) {
|
||||
byte ix = 0;
|
||||
this.distance = LowLevelMessages.ReceiveFloat16(bytes, ref ix);
|
||||
this.externalDistance = LowLevelMessages.ReceiveFloat16(bytes, ref ix);
|
||||
}
|
||||
|
||||
}
|
||||
|
85
src/Things/EncoderMotor.cs
Normal file
85
src/Things/EncoderMotor.cs
Normal file
@ -0,0 +1,85 @@
|
||||
namespace RoboidControl {
|
||||
|
||||
/// @brief A motor with speed control
|
||||
/// It uses a feedback loop from an encoder to regulate the speed
|
||||
/// The speed is measured in revolutions per second.
|
||||
class EncoderMotor : Motor {
|
||||
public EncoderMotor(Thing parent, RelativeEncoder encoder) : base(parent) {
|
||||
this.encoder = encoder;
|
||||
}
|
||||
// Upgrade an existing motor with an encoder
|
||||
public EncoderMotor(Motor motor, RelativeEncoder encoder) : base(motor.parent) {
|
||||
this.motor = motor;
|
||||
this.encoder = encoder;
|
||||
}
|
||||
|
||||
readonly RelativeEncoder encoder;
|
||||
readonly Motor motor;
|
||||
|
||||
public override float targetSpeed {
|
||||
get {
|
||||
if (this.motor != null)
|
||||
return this.motor.targetSpeed;
|
||||
else
|
||||
return base.targetSpeed;
|
||||
}
|
||||
set {
|
||||
if (this.motor != null)
|
||||
this.motor.targetSpeed = value;
|
||||
else
|
||||
base.targetSpeed = value;
|
||||
}
|
||||
}
|
||||
|
||||
private float _targetAngularSpeed; // In degrees per second
|
||||
public virtual float targetAngularSpeed {
|
||||
get => _targetAngularSpeed;
|
||||
set {
|
||||
if (value != this._targetAngularSpeed) {
|
||||
this._targetAngularSpeed = value;
|
||||
updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
/// @brief Get the actual speed from the encoder
|
||||
/// @return The speed in angle per second
|
||||
public virtual float actualAngularSpee {
|
||||
get => encoder.angularSpeed;
|
||||
}
|
||||
|
||||
float pidP = 0.1F;
|
||||
float pidD = 0.0F;
|
||||
//float pidI = 0.0F;
|
||||
|
||||
public override void Update(bool recurse = false) {
|
||||
float actualSpeed = this.encoder.angularSpeed;
|
||||
// Simplified rotation direction, shouldbe improved
|
||||
// This goes wrong when the target speed is inverted and the motor axcle is still turning in the old direction
|
||||
if (this.targetAngularSpeed < 0)
|
||||
actualSpeed = -actualSpeed;
|
||||
|
||||
ulong currentTimeMs = Thing.GetTimeMs();
|
||||
float deltaTime = (currentTimeMs - this.lastUpdateTime) / 1000.0f;
|
||||
|
||||
float error = this.targetAngularSpeed - actualSpeed;
|
||||
float errorChange = (error - lastError) * deltaTime;
|
||||
|
||||
float delta = error * pidP + errorChange * pidD;
|
||||
|
||||
// Update the motor speed
|
||||
if (motor != null)
|
||||
motor.targetSpeed += delta;
|
||||
else
|
||||
base.targetSpeed += delta;
|
||||
this.lastUpdateTime = currentTimeMs;
|
||||
}
|
||||
|
||||
ulong lastUpdateTime = 0;
|
||||
float lastError = 0;
|
||||
|
||||
// enum Direction { Forward = 1, Reverse = -1 };
|
||||
// Direction rotationDirection;
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
48
src/Things/Motor.cs
Normal file
48
src/Things/Motor.cs
Normal file
@ -0,0 +1,48 @@
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
public class Motor : Thing {
|
||||
public Motor(Thing parent) : base(parent) {
|
||||
this.type = Type.UncontrolledMotor;
|
||||
this.name = "Motor";
|
||||
}
|
||||
|
||||
/// @brief Motor turning direction
|
||||
public enum Direction {
|
||||
Clockwise = 1,
|
||||
CounterClockwise = -1
|
||||
};
|
||||
/// @brief The forward turning direction of the motor
|
||||
public Direction direction = Direction.Clockwise;
|
||||
|
||||
protected float currentTargetSpeed = 0;
|
||||
|
||||
private float _targetSpeed = 0;
|
||||
/// <summary>
|
||||
/// The speed between -1 (full reverse), 0 (stop) and 1 (full forward)
|
||||
/// </summary>
|
||||
public virtual float targetSpeed {
|
||||
get => _targetSpeed;
|
||||
set {
|
||||
if (value != _targetSpeed) {
|
||||
_targetSpeed = Float.Clamp(value, -1, 1);
|
||||
updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override byte[] GenerateBinary() {
|
||||
byte[] data = new byte[1];
|
||||
byte ix = 0;
|
||||
data[ix++] = (byte)(this.targetSpeed * 127);
|
||||
return data;
|
||||
}
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
this._targetSpeed = (float)(sbyte)data[0] / 127;
|
||||
updateQueue.Enqueue(new CoreEvent(BinaryMsg.Id));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
45
src/Things/RelativeEncoder.cs
Normal file
45
src/Things/RelativeEncoder.cs
Normal file
@ -0,0 +1,45 @@
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
/// @brief An Incremental Encoder measures the rotations of an axle using a rotary
|
||||
/// sensor. Some encoders are able to detect direction, while others can not.
|
||||
public class RelativeEncoder : Thing {
|
||||
/// @brief Creates a sensor which measures distance from pulses
|
||||
/// @param pulsesPerRevolution The number of pulse edges which make a
|
||||
/// full rotation
|
||||
/// @param distancePerRevolution The distance a wheel travels per full
|
||||
/// rotation
|
||||
/*
|
||||
public RelativeEncoder(bool invokeEvent = true) : base(Type.IncrementalEncoder, invokeEvent) { }
|
||||
*/
|
||||
public RelativeEncoder(Thing parent = default) : base(parent) {
|
||||
this.type = Type.RelativeEncoder;
|
||||
}
|
||||
|
||||
protected float _rotationSpeed = 0;
|
||||
/// @brief Get the rotation speed since the previous call
|
||||
/// @param currentTimeMs The clock time in milliseconds
|
||||
/// @return The speed in rotations per second
|
||||
public virtual float angularSpeed {
|
||||
get => _rotationSpeed;
|
||||
set {
|
||||
if (_rotationSpeed != value) {
|
||||
_rotationSpeed = value;
|
||||
this.owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override byte[] GenerateBinary() {
|
||||
byte[] data = new byte[1];
|
||||
byte ix = 0;
|
||||
data[ix++] = (byte)(this._rotationSpeed * 127);
|
||||
return data;
|
||||
}
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
this._rotationSpeed = (float)data[0] / 127;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // namespace RoboidControl
|
@ -6,6 +6,7 @@ namespace RoboidControl {
|
||||
/// A temperature sensor
|
||||
/// </summary>
|
||||
public class TemperatureSensor : Thing {
|
||||
/*
|
||||
/// <summary>
|
||||
/// Create a temperature sensor without communication abilities
|
||||
/// </summary>
|
||||
@ -18,14 +19,16 @@ namespace RoboidControl {
|
||||
/// <param name="thingId">The ID of the thing</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public TemperatureSensor(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.TemperatureSensor, thingId, invokeEvent) { }
|
||||
|
||||
*/
|
||||
/// <summary>
|
||||
/// Create a new child temperature sensor
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent thing</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public TemperatureSensor(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.TemperatureSensor, thingId, invokeEvent) { }
|
||||
public TemperatureSensor(Thing parent) : base(parent) {
|
||||
this.type = Type.TemperatureSensor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The measured temperature
|
||||
|
@ -6,25 +6,14 @@ namespace RoboidControl {
|
||||
/// A sensor which can detect touches
|
||||
/// </summary>
|
||||
public class TouchSensor : Thing {
|
||||
/// <summary>
|
||||
/// Create a touch sensor without communication abilities
|
||||
/// </summary>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public TouchSensor(bool invokeEvent = true) : base(Type.TouchSensor, invokeEvent) { }
|
||||
/// <summary>
|
||||
/// Create a touch sensor for a participant
|
||||
/// </summary>
|
||||
/// <param name="owner">The owning participant</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public TouchSensor(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.TouchSensor, thingId, invokeEvent) { }
|
||||
/// <summary>
|
||||
/// Create a new child touch sensor
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent thing</param>
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public TouchSensor(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.TouchSensor, thingId, invokeEvent) { }
|
||||
public TouchSensor(Thing parent) : base(parent) {
|
||||
this.type = Type.TouchSensor;
|
||||
this.name = "TouchSensor";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Value which is true when the sensor is touching something, false otherwise
|
||||
@ -35,41 +24,50 @@ namespace RoboidControl {
|
||||
set {
|
||||
if (_touchedSomething != value) {
|
||||
_touchedSomething = value;
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
touchUpdated = true;
|
||||
}
|
||||
}
|
||||
private bool touchUpdated = false;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// @copydoc Passer::RoboidControl::Thing::CreateComponent
|
||||
public override void CreateComponent() {
|
||||
// System.Console.Write("Create touch sensor component");
|
||||
this.component = Unity.TouchSensor.Create(this);
|
||||
this.component.core = this;
|
||||
}
|
||||
#endif
|
||||
// #if UNITY_5_3_OR_NEWER
|
||||
// /// @copydoc Passer::RoboidControl::Thing::CreateComponent
|
||||
// public override void CreateComponent() {
|
||||
// // System.Console.Write("Create touch sensor component");
|
||||
// this.component = Unity.TouchSensor.Create(this);
|
||||
// this.component.core = this;
|
||||
// }
|
||||
// #endif
|
||||
/// <summary>
|
||||
/// Function used to generate binary data for this touch sensor
|
||||
/// </summary>
|
||||
/// <returns>A byte array with the binary data</returns>
|
||||
/// <remark>The byte array will be empty when the touch status has not changed</remark>
|
||||
public override byte[] GenerateBinary() {
|
||||
if (!touchUpdated)
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
// We use the unity component because we only want to send the state of what is generated in the simulation
|
||||
Unity.TouchSensor touchComponent = this.component as Unity.TouchSensor;
|
||||
if (touchComponent == null || !touchUpdated)
|
||||
return Array.Empty<byte>();
|
||||
|
||||
byte[] bytes = new byte[1];
|
||||
bytes[0] = (byte)(touchedSomething ? 1 : 0);
|
||||
bytes[0] = (byte)(touchComponent.touchedSomething ? 1 : 0);
|
||||
touchUpdated = false;
|
||||
return bytes;
|
||||
#else
|
||||
return Array.Empty<byte>();
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool externalTouch = false;
|
||||
/// <summary>
|
||||
/// Function used to process binary data received for this touch sensor
|
||||
/// </summary>
|
||||
/// <param name="bytes">The binary data to process</param>
|
||||
public override void ProcessBinary(byte[] bytes) {
|
||||
this.touchedSomething |= (bytes[0] == 1);
|
||||
//this.touchedSomething |= (bytes[0] == 1);
|
||||
this.externalTouch = (bytes[0] == 1);
|
||||
}
|
||||
}
|
||||
}
|
@ -18,7 +18,7 @@ namespace RoboidControl.test {
|
||||
ulong milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
ulong startTime = milliseconds;
|
||||
while (milliseconds < startTime + 7000) {
|
||||
participant.Update(milliseconds);
|
||||
participant.Update();
|
||||
|
||||
Thread.Sleep(100);
|
||||
milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
@ -34,7 +34,7 @@ namespace RoboidControl.test {
|
||||
ulong milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
ulong startTime = milliseconds;
|
||||
while (milliseconds < startTime + 7000) {
|
||||
siteServer.Update(milliseconds);
|
||||
siteServer.Update();
|
||||
|
||||
Thread.Sleep(100);
|
||||
milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
@ -51,8 +51,8 @@ namespace RoboidControl.test {
|
||||
ulong milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
ulong startTime = milliseconds;
|
||||
while (milliseconds < startTime + 1000) {
|
||||
siteServer.Update(milliseconds);
|
||||
participant.Update(milliseconds);
|
||||
siteServer.Update();
|
||||
participant.Update();
|
||||
|
||||
Thread.Sleep(100);
|
||||
milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
@ -65,7 +65,7 @@ namespace RoboidControl.test {
|
||||
public void Test_ThingMsg() {
|
||||
SiteServer siteServer = new(7681);
|
||||
ParticipantUDP participant = new("127.0.0.1", 7681, 7682);
|
||||
Thing thing = new(participant) {
|
||||
Thing thing = new() {
|
||||
name = "First Thing",
|
||||
modelUrl = "https://passer.life/extras/ant.jpg"
|
||||
};
|
||||
@ -73,8 +73,8 @@ namespace RoboidControl.test {
|
||||
ulong milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
ulong startTime = milliseconds;
|
||||
while (milliseconds < startTime + 7000) {
|
||||
siteServer.Update(milliseconds);
|
||||
participant.Update(milliseconds);
|
||||
siteServer.Update();
|
||||
participant.Update();
|
||||
|
||||
Thread.Sleep(100);
|
||||
milliseconds = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
|
Loading…
x
Reference in New Issue
Block a user