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; } }
void setSpeedWaitHelp(m3piComm m3piCtrl, ref float dis, float thres, int sp, int wt, bool fw) { while (dis > thres) { m3piCtrl.setSpeed(sp); m3piCtrl.setWaitTime(wt); if (fw) { m3piCtrl.forward(); } else { m3piCtrl.backward(); } dis -= thres; } }
// 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); } }
void setSpeedWaitHelp(m3piComm m3piCtrl, ref float dis, float thres, int sp, int wt, ref bool fw, bool abs = false) { while ((!abs && (dis > thres)) || (abs && (Mathf.Abs(dis - thres) < dis))) { // while (dis > thres) { m3piCtrl.setSpeed(sp); m3piCtrl.setWaitTime(wt); if (fw) { m3piCtrl.forward(); } else { m3piCtrl.backward(); } dis -= thres; if (dis < 0) { fw = !fw; } dis = Mathf.Abs(dis); } }
// 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 = ""; } }