Esempio n. 1
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 public AbstractCar(AbstractCarPosition position, GameObject carGameObject)
 {
     this.position      = position;
     this.carGameObject = carGameObject;
     this.carControl    = carGameObject.GetComponent <TruckControl>();
     this.speed         = 0f;
 }
Esempio n. 2
0
    public void tick()
    {
        // check if there are cars waiting to go through the intersection
        if (currentlyOperatingCar == null)
        {
            if (carsAtThisIntersection.Count != 0)
            {
                currentlyOperatingCar = carsAtThisIntersection [0];
                carsAtThisIntersection.RemoveAt(0);
                // remove the car from the road // TODO: Redesign the communication between road control and intersection control
                trafficManager.roadControlForRoad(currentlyOperatingCar.position.referenceRoad).RemoveCarFromRoad(currentlyOperatingCar);


                // calculate the final form after going through the intersection
                Road targetRoad = navigationManager.targetWayForAbstractCarAtIntersection(currentlyOperatingCar, referenceIntersection);

                // get target abstract position
                AbstractCarPosition targetAbstractPosition = new AbstractCarPosition(targetRoad, referenceIntersection,
                                                                                     0, currentlyOperatingCar.position.laneNumber);
                float startingDistance = trafficMath.startingDistanceForCurrentDrive(targetAbstractPosition);
                targetAbstractPosition.offset = startingDistance;
                // get current and target real location
                currentPosition = currentlyOperatingCar.carGameObject.transform.position;
                currentRotation = currentlyOperatingCar.carGameObject.transform.rotation;
                currentlyOperatingCar.position = targetAbstractPosition;
                currentlyOperatingCar.CalculatePositionAndOrientation(out targetPosition, out targetRotation);
                // calculate the pivot
                Math3d.LineLineIntersection(out pivot, currentPosition,
                                            Quaternion.Euler(0, 90, 0) * currentRotation * Vector3.right,
                                            targetPosition, Quaternion.Euler(0, 90, 0) * targetRotation * Vector3.right);
                startTime = Time.time;
            }
        }
        else
        {
            // animate
            // very little animation if it is just a curve
            float turningDuration = referenceIntersection.GetGraphicsType() == Intersection.IntersectionGraphicsType.TWO_WAY_SMOOTH ?
                                    0.1f : 1f;
            // end if necessary
            if (Time.time - startTime > turningDuration)
            {
                // we end turning and proceed to the following route
                RoadTrafficControl roadControl = trafficManager.roadControlForRoad(currentlyOperatingCar.position.referenceRoad);
                roadControl.AddCar(currentlyOperatingCar);
                // remember intersections is updated after roads
                currentlyOperatingCar.updateCarPosition();
                currentlyOperatingCar = null;
                return;
            }
            // Slerp between positions around pivot and lerp the Quaternion rotation
            currentlyOperatingCar.carGameObject.transform.position
                = pivot + Vector3.Slerp(currentPosition - pivot, targetPosition - pivot, (Time.time - startTime) / turningDuration);
            currentlyOperatingCar.carGameObject.transform.rotation
                = Quaternion.Slerp(currentRotation, targetRotation, (Time.time - startTime) / turningDuration);
        }
    }
Esempio n. 3
0
    // returns the maximum value of AbstractCarPosition.offset so that the car is not rushing into the intersection
    public float stoppingDistanceForCurrentDrive(AbstractCarPosition carPosition)
    {
        /**
         *
         *  toIntersection                                     ref intersection
         *
         *  toLeftEdge
         *  \===================================================|   ^
         *   \|<          STOPPING DISTANCE                   > |  width(refIntersection)
         *    \ ------------------------------------------------|   x
         *     \                                                |  width(toIntersection)
         *      \===============================================|   v
         *     toRightEdge
         *
         *
         *
         */

        Intersection toIntersection = carPosition.referenceRoad.otherIntersection(carPosition.referenceIntersection);
        Vector3      toLeftEdge     = builder.coordinateForRoadAtIntersection(toIntersection, carPosition.referenceRoad,
                                                                              IntersectionBuilder.RightOrLeft.LEFT);
        Vector3 toRightEdge = builder.coordinateForRoadAtIntersection(toIntersection, carPosition.referenceRoad,
                                                                      IntersectionBuilder.RightOrLeft.RIGHT);

        // get the proportion
        int totalNumberOfLanes =
            carPosition.referenceRoad.GetNumberOfLanesInDirectionWithReferenceIntersection(toIntersection)
            + carPosition.referenceRoad.GetNumberOfLanesInDirectionWithReferenceIntersection(carPosition
                                                                                             .referenceIntersection);

        Vector3 stoppingLocation = Vector3.Lerp(toLeftEdge, toRightEdge,
                                                1f / 2 - (1f / 2 + carPosition.laneNumber) / totalNumberOfLanes) * (1f / 2);

        // project the stopping location onto the outgoing vector

        Vector3 stoppingCompensation = Vector3.Project(stoppingLocation,
                                                       IntersectionMath.getOutgoingVector(toIntersection, carPosition.referenceRoad));

        float stoppingDistance = carPosition.referenceRoad.GetRoadLength() - stoppingCompensation.magnitude;

        return(stoppingDistance);
    }
Esempio n. 4
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    public float startingDistanceForCurrentDrive(AbstractCarPosition carPosition)
    {
        /**
         *
         *  refIntersection                                     toIntersection
         *
         *  fromLeftEdge
         *  \===================================================|   ^
         *   \                                                  |  width(toIntersection)
         *    \ ------------------------------------------------|   x
         * <  >\                                                |  width(refIntersection)
         *  |   \===============================================|   v
         *  |  fromRightEdge
         *  |
         *  +--> startingDistance
         *
         */

        Intersection toIntersection = carPosition.referenceRoad.otherIntersection(carPosition.referenceIntersection);
        Vector3      fromLeftEdge   = builder.coordinateForRoadAtIntersection(carPosition.referenceIntersection, carPosition.referenceRoad,
                                                                              IntersectionBuilder.RightOrLeft.LEFT);
        Vector3 fromRightEdge = builder.coordinateForRoadAtIntersection(carPosition.referenceIntersection, carPosition.referenceRoad,
                                                                        IntersectionBuilder.RightOrLeft.RIGHT);

        // get the proportion
        int totalNumberOfLanes =
            carPosition.referenceRoad.GetNumberOfLanesInDirectionWithReferenceIntersection(toIntersection)
            + carPosition.referenceRoad.GetNumberOfLanesInDirectionWithReferenceIntersection(carPosition
                                                                                             .referenceIntersection);

        Vector3 startingLocation = Vector3.Lerp(fromLeftEdge, fromRightEdge,
                                                1f / 2 + (1f / 2 + carPosition.laneNumber) / totalNumberOfLanes) * (1f / 2);

        // project the stopping location onto the outgoing vector

        Vector3 startignCompensation = Vector3.Project(startingLocation,
                                                       IntersectionMath.getOutgoingVector(carPosition.referenceIntersection, carPosition.referenceRoad));

        float startingDistance = startignCompensation.magnitude;

        return(startingDistance);
    }
    void Update()
    {
        GameObject obj;
        Vector3    position = MouseCollisionDetection.getMousePositionOnPlane(out obj);

        laneNumberControl();

        if (Input.GetMouseButtonDown(0))
        {
            // if we click on a plane, add a car to it;
            if (obj.tag == GlobalTags.Intersection)
            {
                Intersection        intersection     = intersectionManager.intersectionForGameObject(obj);
                Road                road             = intersection.getConnectedRoads()[0];
                AbstractCarPosition abstractPosition = new AbstractCarPosition(road, intersection, 0, laneNumber);
                AbstractCar         car = new AbstractCar(abstractPosition, Instantiate(carPrefab, intersection.position, Quaternion.identity));
                carTrafficManager.AddCar(car);
            }
        }
    }