Example #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        WPpos.moveTo(new Vector3(targetPoseAndVel.x, targetPoseAndVel.y, 0));

        Vector3 targetWP_local = myref.InverseTransformPoint(TargetWP.transform.position);

        targetDiss = targetWP_local.magnitude;
        LinVelCmd  = P_diss * targetDiss;

        LinVelCmd = Mathf.Min(LinVelCmd, targetPoseAndVel.z);


        targetAzi = Mathf.Atan2(targetWP_local.x, targetWP_local.z);

        if (targetAzi > Mathf.PI)
        {
            targetAzi = targetAzi - 2 * Mathf.PI;
        }
        else if (targetAzi < -Mathf.PI)
        {
            targetAzi = targetAzi + 2 * Mathf.PI;
        }

        AngVelCmd = P_azimuth * targetAzi;


        VelController.targeLinearVel   = LinVelCmd;
        VelController.targetAngularVel = AngVelCmd;
    }
Example #2
0
    void pathConstraction()
    {
        for (int WP_i = 0; WP_i < PathWPs_PosesAndVels.Count; WP_i++)
        {
            if (WP_i >= PathWPs.Count)
            {
                GameObject newWP_Object = Instantiate(PathWP_Mark);
                newWP_Object.name = VehicleName + "_PathWP_" + WP_i.ToString();
                PathWPs.Add(newWP_Object);
            }

            terrainAttachment WPpos = PathWPs[WP_i].GetComponent <terrainAttachment>();
            WPpos.moveTo(new Vector3(PathWPs_PosesAndVels[WP_i].x, PathWPs_PosesAndVels[WP_i].y, 0));
        }
    }
    void LeaderSetup()
    {
        foreach (var vehicleXML in file.Descendants("platform_pose"))
        {
            LeaderPose = new Vector2(float.Parse(vehicleXML.Element("initial_platform_position_on_map_X_axis").Value),
                                     float.Parse(vehicleXML.Element("initial_platform_position_on_map_Y_axis").Value));                    // * MapSize;
            LeaderAzimuth = float.Parse(vehicleXML.Element("initial_platform_azimut_on_map").Value);

            //LeaderVehicle = Instantiate(LeaderVehicleRef);

            terrainAttachment LeaderVehiclePos = LeaderVehicle.GetComponent <terrainAttachment>();
            LeaderVehiclePos.moveTo(new Vector3(LeaderPose.x, LeaderPose.y, 0.0f));
            LeaderVehicle.transform.eulerAngles = new Vector3(0, LeaderAzimuth * Mathf.Rad2Deg, 0);
            Debug.Log("Leader position:" + LeaderPose.x.ToString() + "," + LeaderPose.y.ToString());
        }
    }
Example #4
0
    // Update is called once per frame
    void Update()
    {
#if MOVINGSHAHID
        TargetMarkPos.moveTo(new Vector3(shahidTargetPoseAndVel.x + targetRadius, shahidTargetPoseAndVel.y + targetRadius, 0));
#endif
        Vector3 targetWP_local = myref.InverseTransformPoint(targetWP_Mark.transform.position);

        targetDist = targetWP_local.magnitude; //Length of the vector
        //Debug.Log("targetDist is:"+targetDist.ToString());

        if (targetDist < targetRadius)
        {
            // Debug.Log("00000 targetDist is zero:"+targetDist.ToString());
            targetDist = 0;
        }
        LinVelCmd = P_dist * targetDist;

        LinVelCmd = Mathf.Min(LinVelCmd, shahidTargetPoseAndVel.z);

        targetAzi = Mathf.Atan2(targetWP_local.x, targetWP_local.z);

        if (targetAzi > Mathf.PI)
        {
            targetAzi = targetAzi - 2 * Mathf.PI;
        }
        else if (targetAzi < -Mathf.PI)
        {
            targetAzi = targetAzi + 2 * Mathf.PI;
        }

        AngVelCmd = P_azimuth * targetAzi;

#if MOVINGSHAHID
        shahid.WalkingCommand = LinVelCmd;
        shahid.TurningCommand = AngVelCmd;
        Debug.Log("LinVelCmd is:" + LinVelCmd.ToString() + " and AngVelCmd is:" + AngVelCmd.ToString());
#endif
    }
    void FollowerSetup()
    {
        float FollowerDiss = 20;         //When inserted scenario doesn't exist, the distance between the two vehicle is 20 and the
                                         // lock works better  .... it was 30;
        Vector2 diffVec      = new Vector2(Mathf.Sin(LeaderAzimuth), Mathf.Cos(LeaderAzimuth)) * FollowerDiss;
        Vector2 FollowerPose = LeaderPose - diffVec;

        float FollowerAzimuth = LeaderAzimuth;

        //FollowerVehicle = Instantiate(FollowerVehicleRef);
        terrainAttachment FollowerVehiclePos = FollowerVehicle.GetComponent <terrainAttachment>();

        FollowerVehiclePos.moveTo(new Vector3(FollowerPose.x, FollowerPose.y, 0.0f));
        FollowerVehiclePos.transform.eulerAngles = new Vector3(0, FollowerAzimuth * Mathf.Rad2Deg, 0);
        Debug.Log("Follower position:" + FollowerPose.x.ToString() + "," + FollowerPose.y.ToString());
        //FollowerVehicle = oshkosh
        VehiclePathController FollowerPathController = FollowerVehicle.GetComponent <VehiclePathController>();

        FollowerPathController.PathWPs_PosesAndVels.Clear();

        VehicleFollowerPathController PathController = FollowerVehicle.GetComponent <VehicleFollowerPathController>();

        PathController.leaderVehicle = LeaderVehicle.transform;
    }