#if UNITY_5_3_OR_NEWER
using UnityEngine;
namespace RoboidControl.Unity {
///
/// The Unity representation of a Roboid Control differential drive
///
public class DifferentialDrive : Thing {
///
/// The core differential drive
///
public RoboidControl.DifferentialDrive coreDrive => core as RoboidControl.DifferentialDrive;
///
/// Create the Unity representation
///
/// The core touch sensor
/// The Unity representation of the touch sensor
/// 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;
GameObject prefab = (GameObject)Resources.Load("DifferentialDrive");
if (prefab != null) {
// Use resource prefab when available
GameObject gameObj = Instantiate(prefab);
differentialDrive = gameObj.GetComponent();
differentialDrive.Init(coreDrive);
}
else {
// Default implementation
GameObject gameObj = new(coreDrive.name);
differentialDrive = gameObj.AddComponent();
differentialDrive.Init(coreDrive);
Rigidbody rb = gameObj.AddComponent();
rb.isKinematic = false;
rb.mass = 0.1f;
}
return differentialDrive;
}
public Motor leftMotor;
public Motor rightMotor;
///
/// The left wheel of the differential drive
///
public Wheel leftWheel;
///
/// The right wheel of the differential drive
///
public Wheel rightWheel;
///
/// The caster wheel to keep the differential drive horizontal
///
public SphereCollider casterWheel;
///
/// The rigidbody of the differential drive
///
private Rigidbody rb = null;
///
/// Start the Unity representation
///
protected virtual void Start() {
rb = GetComponent();
}
///
/// Handle the binary event indicating a configuration change
///
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();
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);
}
}
///
/// Update the Unity representation state
///
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.position = LinearAlgebra.Spherical.FromVector3(this.transform.localPosition);
core.orientation = LinearAlgebra.SwingTwist.FromQuaternion(this.transform.localRotation);
}
}
}
}
}
#endif