2025-02-27 11:19:50 +01:00

306 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using Passer.LinearAlgebra;
namespace RoboidControl {
/// <summary>
/// A thing is the primitive building block
/// </summary>
[Serializable]
public class Thing {
#region Types
#endregion Types
#region Properties
public delegate void ChangeHandler();
public delegate void SphericalHandler(Spherical v);
public delegate void ThingHandler(Thing t);
/// <summary>
/// The participant to which this thing belongs
/// </summary>
public RemoteParticipant owner;
/// <summary>
/// The network ID of this thing.
/// </summary>
public byte networkId;
/// <summary>
/// The ID of this thing
/// </summary>
public byte id;
/// <summary>
/// Predefined thing types
/// </summary>
public enum Type {
Undetermined,
// Sensor
Switch,
DistanceSensor,
DirectionalSensor,
TemperatureSensor,
TouchSensor,
// Motor
ControlledMotor,
UncontrolledMotor,
Servo,
// Other
Roboid,
Humanoid,
ExternalSensor
};
/// <summary>
/// The type of this thing. This can be either a Thing::Type (needs casting)
/// or a byte value for custom types.
/// </summary>
public byte type;
/// <summary>
/// Event which is triggered when the parent changes
/// </summary>
public event ChangeHandler OnParentChanged = delegate { };
private Thing _parent;
/// <summary>
/// The parent of this thing
/// </summary>
public Thing parent {
get => _parent;
set {
if (_parent == value)
return;
if (value == null) {
_parent?.RemoveChild(this);
_parent = null;
}
else {
value.AddChild(this);
OnParentChanged?.Invoke();
}
}
}
/// <summary>
/// Attach a thing as a child of this thing
/// </summary>
/// <param name="child">The thing to attach as a child</param>
public void AddChild(Thing child) {
if (children.Find(thing => thing == child) != null)
return;
child._parent = this;
children.Add(child);
}
/// <summary>
/// Remove the given thing as a child of this thing
/// </summary>
/// <param name="child">The child to remove</param>
public void RemoveChild(Thing child) {
children.Remove(child);
}
/// <summary>
/// The list of children of this thing
/// </summary>
[NonSerialized]
public List<Thing> children = new List<Thing>();
/// <summary>
/// Event which is triggered when the name changes
/// </summary>
public event ChangeHandler OnNameChanged = delegate { };
private string _name = "";
/// <summary>
/// The name of the thing
/// </summary>
public virtual string name {
get => _name;
set {
if (_name != value) {
_name = value;
OnNameChanged?.Invoke();
}
}
}
/// <summary>
/// An URL pointing to the location where a model of the thing can be found
/// </summary>
public string modelUrl = "";
/// <summary>
/// Event triggered when the position has changed
/// </summary>
public event ChangeHandler OnPositionChanged = delegate { };
private Spherical _position = Spherical.zero;
/// <summary>
/// The position of the thing in local space, in meters.
/// </summary>
public Spherical position {
get { return _position; }
set {
if (_position != value) {
_position = value;
OnPositionChanged?.Invoke();
}
}
}
public bool hasPosition = false;
/// <summary>
/// Event triggered when the orientation has changed
/// </summary>
public event ChangeHandler OnOrientationChanged = delegate { };
private SwingTwist _orientation = SwingTwist.zero;
/// <summary>
/// The orientation of the thing in local space
/// </summary>
public SwingTwist orientation {
get { return _orientation; }
set {
if (_orientation != value) {
_orientation = value;
OnOrientationChanged?.Invoke();
}
}
}
/// <summary>
/// Event triggered when the linear velocity has changed
/// </summary>
public event SphericalHandler OnLinearVelocityChanged = delegate { };
private Spherical _linearVelocity = Spherical.zero;
/// <summary>
/// The linear velocity of the thing in local space in meters per second
/// </summary>
public Spherical linearVelocity {
get => _linearVelocity;
set {
if (_linearVelocity != value) {
_linearVelocity = value;
OnLinearVelocityChanged?.Invoke(_linearVelocity);
}
}
}
/// <summary>
/// The angular velocity of the thing in local space
/// </summary>
public Spherical angularVelocity = Spherical.zero;
#if UNITY_5_3_OR_NEWER
/// <summary>
/// A reference to the representation of the thing in Unity
/// </summary>
[NonSerialized]
public Unity.Thing component = null;
#endif
#endregion Properties
#region Init
/// <summary>
/// Create a new thing for the given participant
/// </summary>
/// <param name="owner">The participant for which this thing is created</param>
/// <param name="invokeEvent">True when a new thing event should be triggered</param>
public Thing(RemoteParticipant owner, bool invokeEvent = false) {
this.owner = owner;
//owner.Add(this);
if (invokeEvent)
InvokeNewThing(this);
}
/// <summary>
/// Create a new thing for the given participant
/// </summary>
/// <param name="participant">The participant for which this thing is created</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(RemoteParticipant participant, byte networkId, byte thingId, byte thingType = 0) {
this.owner = participant;
this.id = thingId;
this.type = thingType;
this.networkId = networkId;
}
/// <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
}
#endregion Init
#region Update
#if UNITY_5_3_OR_NEWER
/// <summary>
/// Convience function for use in Unity which removes the need for a currentTime argument
/// </summary>
public void Update() {
Update((ulong)UnityEngine.Time.time * 1000);
}
#endif
/// <summary>
/// Update this thing
/// </summary>
/// <param name="currentTime">The current time in milliseconds</param>
public virtual void Update(ulong currentTime) {
// should recurse over children...
}
/// <summary>
/// Function used to generate binary data for this thing
/// </summary>
/// <returns>a byte array with the binary data</returns>
/// @sa Passer::RoboidControl::BinaryMsg
public virtual byte[] GenerateBinary() { return new byte[0]; }
/// <summary>
/// Function used to process binary data received for this thing
/// </summary>
/// <param name="bytes">The binary data</param>
public virtual void ProcessBinary(byte[] bytes) {
}
#endregion Update
/// <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);
}
/// <summary>
/// Check if the thing has the given properaties
/// </summary>
/// <param name="thing">The thing to check</param>
/// <param name="networkId">The network ID to compare to</param>
/// <param name="thingId">The thing ID to compare to</param>
/// <returns>True when the thing has the given properties</returns>
public static bool IsThing(Thing thing, byte networkId, byte thingId) {
if (thing == null)
return false;
return (thing.networkId == networkId) && (thing.id == thingId);
//return (thing.id == thingId);
}
}
}