96 lines
4.3 KiB
C#

#if UNITY_5_3_OR_NEWER
using UnityEngine;
namespace RoboidControl.Unity {
public class Wheel : Motor {
/// <summary>
/// Create the Unity representation
/// </summary>
/// <param name="core">The core motor</param>
/// <returns>The Unity representation of a motorised wheel</returns>
public static Wheel Create(RoboidControl.Motor core, float wheelRadius) {
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);
component.wheelCollider = gameObj.AddComponent<WheelCollider>();
component.wheelCollider.mass = 0.1f;
component.wheelCollider.suspensionDistance = 0.01f;
component.wheelCollider.suspensionSpring = new JointSpring {
spring = 100f, // Very high spring value to make it rigid
damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
targetPosition = 0.5f // Neutral position (middle of the suspension travel)
};
Debug.Log("Create " + core.name);
return component;
}
}
public static Wheel Create(Rigidbody rb, 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(RoboidControl.Thing.Type.UncontrolledMotor, false);
return component;
}
else {
// Fallback implementation
GameObject gameObj = new("Wheel");
gameObj.transform.parent = rb.transform;
Wheel component = gameObj.AddComponent<Wheel>();
SiteServer participant = FindAnyObjectByType<SiteServer>();
RoboidControl.Thing core = participant.coreParticipant.Get(thingId);
if (core == null)
core = new(participant.coreParticipant, RoboidControl.Thing.Type.UncontrolledMotor, thingId, false);
else {
;
}
component.Init(core);
component.wheelCollider = gameObj.AddComponent<WheelCollider>();
component.wheelCollider.mass = 0.1f;
component.wheelCollider.suspensionDistance = 0.01f;
component.wheelCollider.suspensionSpring = new JointSpring {
spring = 100f, // Very high spring value to make it rigid
damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
targetPosition = 0.5f // Neutral position (middle of the suspension travel)
};
Debug.Log("Create placeholder Wheel ");
return component;
}
}
public WheelCollider wheelCollider;
protected override void HandlePose() {
this.wheelCollider.center = core.position.ToVector3();
this.transform.position = Vector3.zero; // position is done with the center
}
protected override void Update() {
UpdateThing();
if (wheelCollider.radius > 0) {
float targetRotationSpeed = this.rotationSpeed * 2 * Mathf.PI; // 1 rotation per second in radians
// Calculate the required motor torque
float requiredTorque = (targetRotationSpeed * wheelCollider.mass) / wheelCollider.radius;
// Set the motor torque
wheelCollider.motorTorque = requiredTorque;
}
}
}
}
#endif