145 lines
5.9 KiB
C#
145 lines
5.9 KiB
C#
#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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namespace RoboidControl.Unity {
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/// <summary>
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/// The Unity representation of a Roboid Control differential drive
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/// </summary>
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public class DifferentialDrive : Thing {
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/// <summary>
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/// The core differential drive
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/// </summary>
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public RoboidControl.DifferentialDrive coreDrive => core as RoboidControl.DifferentialDrive;
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/// <summary>
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/// Create the Unity representation
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/// </summary>
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/// <param name="coreDrive">The core touch sensor</param>
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/// <returns>The Unity representation of the touch sensor</returns>
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/// This uses a 'DifferentialDrive' resource when available for the Unity representation.
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/// If this is not available, a default representation is created.
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public static DifferentialDrive Create(RoboidControl.DifferentialDrive coreDrive) {
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DifferentialDrive differentialDrive;
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Rigidbody rb = null;
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GameObject prefab = (GameObject)Resources.Load("DifferentialDrive");
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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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differentialDrive = gameObj.GetComponent<DifferentialDrive>();
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differentialDrive.Init(coreDrive);
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rb = gameObj.GetComponent<Rigidbody>();
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}
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else {
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// Default implementation
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GameObject gameObj = new(coreDrive.name);
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differentialDrive = gameObj.AddComponent<DifferentialDrive>();
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differentialDrive.Init(coreDrive);
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rb = gameObj.AddComponent<Rigidbody>();
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rb.isKinematic = false;
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rb.mass = 0.1f;
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}
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if (coreDrive.isRemote) {
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if (rb != null)
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rb.isKinematic = true;
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}
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return differentialDrive;
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}
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public Motor leftMotor;
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public Motor rightMotor;
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/// <summary>
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/// The left wheel of the differential drive
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/// </summary>
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public Wheel leftWheel;
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/// <summary>
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/// The right wheel of the differential drive
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/// </summary>
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public Wheel rightWheel;
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/// <summary>
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/// The caster wheel to keep the differential drive horizontal
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/// </summary>
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public SphereCollider casterWheel;
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/// <summary>
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/// The rigidbody of the differential drive
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/// </summary>
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private Rigidbody rb = null;
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/// <summary>
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/// Start the Unity representation
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/// </summary>
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protected virtual void Start() {
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rb = GetComponent<Rigidbody>();
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}
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/// <summary>
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/// Handle the binary event indicating a configuration change
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/// </summary>
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protected override void HandleBinary() {
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HandleWheelBinary(coreDrive.leftWheel, ref leftMotor, ref leftWheel);
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HandleWheelBinary(coreDrive.rightWheel, ref rightMotor, ref rightWheel);
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if (casterWheel == null) {
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GameObject gameObj = new("Caster wheel");
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gameObj.transform.parent = this.transform;
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casterWheel = gameObj.AddComponent<SphereCollider>();
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casterWheel.material = Wheel.slidingWheel;
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}
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if (coreDrive.wheelRadius > 0 && coreDrive.leftWheel != null && coreDrive.rightWheel != null) {
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casterWheel.radius = coreDrive.wheelRadius;
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// Put it in the middle of the back
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// This code assumes that the left wheel position has Direction.left and the right wheel Direction.right...
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float wheelSeparation = coreDrive.leftWheel.position.distance + coreDrive.rightWheel.position.distance;
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casterWheel.center = new Vector3(0, 0, -wheelSeparation);
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}
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}
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private void HandleWheelBinary(RoboidControl.Motor coreMotor, ref Motor motor, ref Wheel wheel) {
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if (coreMotor == null)
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return;
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if (motor == null) {
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motor = coreMotor.component as Motor;
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if (motor == null)
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motor = Motor.Create(coreMotor);
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wheel.transform.SetParent(motor.transform);
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}
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else if (motor.core.id != coreMotor.id) {
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motor = coreMotor.component as Motor;
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if (motor != null)
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wheel.transform.SetParent(motor.transform);
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}
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}
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/// <summary>
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/// Update the Unity representation state
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/// </summary>
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protected override void FixedUpdate() {
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base.FixedUpdate();
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if (rb != null && leftMotor != null && rightMotor != null) {
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float leftWheelVelocity = leftMotor.rotationSpeed * (2 * Mathf.PI) * leftWheel.wheelRadius;
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float rightWheelVelocity = rightMotor.rotationSpeed * (2 * Mathf.PI) * rightWheel.wheelRadius;
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if (leftWheel != null && rightWheel != null) {
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float wheelSeparation = Vector3.Distance(leftWheel.transform.position, rightWheel.transform.position);
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float forwardSpeed = (leftWheelVelocity + rightWheelVelocity) / 2f;
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float turningSpeed = (leftWheelVelocity - rightWheelVelocity) / wheelSeparation;
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// Use smoothing to emulate motor inertia
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rb.velocity = 0.9f * rb.velocity + 0.1f * forwardSpeed * transform.forward;
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rb.angularVelocity = 0.9f * rb.angularVelocity + 0.1f * turningSpeed * Vector3.up;
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core.position = LinearAlgebra.Spherical.FromVector3(this.transform.localPosition);
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core.orientation = LinearAlgebra.SwingTwist.FromQuaternion(this.transform.localRotation);
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}
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}
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}
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}
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}
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#endif |