Exemple #1
0
 void setAngleHelp(m3piComm m3piCtrl, ref float angle, float thres, int sp, int wt, bool lft)
 {
     while (angle > thres)
     {
         m3piCtrl.setSpeed(sp);
         m3piCtrl.setWaitTime(wt);
         if (lft)
         {
             m3piCtrl.left();
         }
         else
         {
             m3piCtrl.right();
         }
         angle -= thres;
     }
 }
Exemple #2
0
//	protected void ignoreYPos (GameObject local, GameObject remote, ref Vector3 localPos, ref Vector3 remotePos)
//	{
//		// get local position
//		localPos = local.transform.localPosition;
//		remotePos = remote.transform.localPosition;
//		// ignore y information
//		localPos.y = 0;
//		remotePos.y = 0;
//	}
//
//	protected void sync (GameObject local, GameObject remote, m3piComm m3piCtrl, ref int step, int index = 0)
//	{
//		if (!Utility.getInst ().checkRtnMsg2 (m3piCtrl))
//			return;
//
//		//		print ("local\t" + local.transform.position + "\t" + local.transform.localPosition);
//		//		print ("remote\t" + remote.transform.position + "\t" + remote.transform.localPosition);
//		Utility.getInst ().drawRays (local.transform, remote.transform, true);
//
//		Vector3 localPos = new Vector3 (), remotePos = new Vector3 ();
//		ignoreYPos (local, remote, ref localPos, ref remotePos);
//
//		m3piCtrl.clear ();
//
//		// send command
//		if (step != 0) {
//			print ("move index:\t" + index + "\tstep:\t" + step);
//			switch (step) {
//			case 1:
//				// check distance first
//				if (Utility.getInst ().checkMatchV2 (localPos, remotePos)) {
//					step = 0;
//				} else {
//					if (turnAround (local, remote, m3piCtrl, true)) {
//						//						print ("move index:\t" + index + "\tstep:\t" + step);
//						goStraight (local, remote, m3piCtrl, true);
//						step = 2;
//					}
//				}
//				break;
//			case 2:
//				// moved car with going straight
//				if (goStraight (local, remote, m3piCtrl, true)) {
//					step = 0;
//					//print ("move index:\t" + index + "\tstep:\t" + step);
//				} else {
//					step = 1;
//					//print ("move index:\t" + index + "\tstep:\t" + step);
//				}
//				break;
//			default:
//				break;
//			}
//		}
//	}

    void setAngleHelp(m3piComm m3piCtrl, ref float angle, float thres, int sp, int wt, ref bool lft, bool abs = false)
    {
        //while (angle > thres) {
        while ((!abs && (angle > thres)) ||
               (abs && (Mathf.Abs(angle - thres) < angle)))
        {
            m3piCtrl.setSpeed(sp);
            m3piCtrl.setWaitTime(wt);
            if (lft)
            {
                m3piCtrl.left();
            }
            else
            {
                m3piCtrl.right();
            }
            angle -= thres;
            if (angle < 0)
            {
                lft = !lft;
            }
            angle = Mathf.Abs(angle);
        }
    }
Exemple #3
0
    // forward 0.05 0.025 0.02
    // left 15 6 3
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.F))
        {
            //m_inst.forwardTest (roundTest);
            if (Utility.getInst().checkRtnMsg2(m_inst))
            {
                m_inst.clear();
                m_inst.setSpeed(speed);
                m_inst.setWaitTime(waitTime);
                m_inst.forward();
                m_inst.run2();
                Debug.Log("speed:\t" + speed + "\twait:\t" + waitTime);

                Debug.Log(Vector3.Distance(pos, this.transform.position).ToString("F8"));
                Debug.Log("rot:" + Quaternion.Angle(rot, this.transform.rotation).ToString("F8"));
                rot = this.transform.rotation;
                pos = this.transform.position;
            }
            else
            {
                print("busy");
            }
        }
        if (Input.GetKeyDown(KeyCode.B))
        {
            //	m_inst.backwardTest (roundTest);
            //	Debug.Log (roundTest);
            if (Utility.getInst().checkRtnMsg2(m_inst))
            {
                m_inst.clear();
                m_inst.setSpeed(speed);
                m_inst.setWaitTime(waitTime);
                m_inst.backward();
                m_inst.run2();
                Debug.Log("speed:\t" + speed + "\twait:\t" + waitTime);

                Debug.Log(Vector3.Distance(pos, this.transform.position).ToString("F8"));
                Debug.Log("rot:" + Quaternion.Angle(rot, this.transform.rotation).ToString("F8"));
                rot = this.transform.rotation;
                pos = this.transform.position;
            }
        }
        if (Input.GetKeyDown(KeyCode.L))
        {
            if (Utility.getInst().checkRtnMsg2(m_inst))
            {
                m_inst.clear();
                m_inst.setSpeed(speed);
                m_inst.setWaitTime(waitTime);
                m_inst.left();
                m_inst.run2(Time.time);
//				// test threads
//				Thread receiveThread = new Thread (m_inst.receive);
//				receiveThread.Start ();

                Debug.Log("speed:\t" + speed + "\twait:\t" + waitTime);
                Debug.Log(Quaternion.Angle(rot, this.transform.rotation).ToString("F8"));
                pos = this.transform.position;
                rot = this.transform.rotation;
            }
            else
            {
                print("busy");
            }
        }
        if (Input.GetKeyDown(KeyCode.R))
        {
            if (Utility.getInst().checkRtnMsg2(m_inst))
            {
                m_inst.clear();
                m_inst.setSpeed(speed);
                m_inst.setWaitTime(waitTime);
                m_inst.right();
                m_inst.run2();
                Debug.Log("speed:\t" + speed + "\twait:\t" + waitTime);
                Debug.Log(Quaternion.Angle(rot, this.transform.rotation).ToString("F8"));
                pos = this.transform.position;
                rot = this.transform.rotation;
            }
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            m_inst.stop();
            m_inst.run2();
            //Debug.Log ("speed:\t" + speed + "\twait:\t" + waitTime);
            //Debug.Log(Quaternion.Angle(rot,this.transform.rotation).ToString("F8"));
            //pos = this.transform.position;
            //rot = this.transform.rotation;
        }
        if (Input.GetKeyDown(KeyCode.P))
        {
            Debug.Log("speed:\t" + speed + "\twait:\t" + waitTime);
            Debug.Log("pos:\t" + this.transform.position.ToString("F8"));
            Debug.Log("rot:\t" + this.transform.rotation.ToString("F8"));
        }
//		if (Input.GetKeyDown (KeyCode.Z)) {
//			m_inst.left ();
//			Debug.Log (roundTest);
//			//Debug.Log (Vector3.Distance(pos,this.transform.position).ToString("F8"));
//			Debug.Log(Quaternion.Angle(rot,this.transform.rotation).ToString("F8"));
//			pos = this.transform.position;
//			rot = this.transform.rotation;
//		}
//		if (Input.GetKeyDown (KeyCode.Y)) {
//			m_inst.right ();
//			Debug.Log (roundTest);
//			//Debug.Log (Vector3.Distance(pos,this.transform.position).ToString("F8"));
//			Debug.Log(Quaternion.Angle(rot,this.transform.rotation).ToString("F8"));
//			pos = this.transform.position;
//			rot = this.transform.rotation;
//		}
//		if (Input.GetKeyDown (KeyCode.H)) {
//			m_inst.high ();
//			Debug.Log ("high");
//		}
//		if (Input.GetKeyDown (KeyCode.M)) {
//			m_inst.median ();
//			Debug.Log ("median");
//		}
//		if (Input.GetKeyDown (KeyCode.L)) {
//			m_inst.low ();
//			Debug.Log ("low");
//		}

        // test receive data
        if (m_inst.m_bRtn)
        {
            if (m_inst.m_returnMsg.Length > 0)
            {
                print(m_inst.m_returnMsg);
            }
            m_inst.m_returnMsg = "";
        }
    }