Esempio n. 1
0
        private void PlotPath(IPath path)
        {
            var pathTransform = transform.Find("Path");

            if (pathTransform != null)
            {
                DestroyImmediate(pathTransform.gameObject);
            }

            var pathObj    = new GameObject("Path");
            var pathToPlot = path.Clone();

            pathToPlot = RemoveEdges(pathToPlot);

            if (pathToPlot.Size > 0)
            {
                var map  = GameObject.Find("MapBuilder").GetComponent <MapBuilder>();
                var from = map.GridToSpace(pathToPlot.Front);

                var pointObj = Instantiate(_pathPointPrefab);
                pointObj.transform.position = from;
                pointObj.transform.SetParent(pathObj.transform);

                pathToPlot.PopFront();

                while (pathToPlot.Size > 0)
                {
                    var location = pathToPlot.Front;
                    var pos      = map.GridToSpace(location);

                    pointObj = Instantiate(_pathPointPrefab);
                    pointObj.transform.position = pos;
                    pointObj.transform.SetParent(pathObj.transform);

                    var lineObj = Instantiate(_pathLinePrefab);

                    var line = lineObj.GetComponent <LineRenderer>();
                    line.positionCount = 2;
                    line.SetPosition(0, from);
                    line.SetPosition(1, pos);

                    lineObj.transform.SetParent(pathObj.transform);

                    pathToPlot.PopFront();
                    from = pos;
                }
            }

            pathObj.transform.SetParent(transform);
        }
Esempio n. 2
0
 public RobotState(int robotID, RobotMode mode, RobotSubMode subMode, RobotPose pose, RobotPose rpose,
                   bool poseWatchdogFail, bool plannerFail, bool inObstacle, bool wpInObstacle, bool isLockedOn,
                   RobotNeutralizeStatus neutralizeStatus, List <Vector2> waypoints, double angleWhenDone,
                   IPath path, IPath sparsePath, RobotTwoWheelCommand cmd, DateTime cmdTime, int waypointsCompleted)
 {
     RobotID          = robotID;
     Mode             = mode;
     SubMode          = subMode;
     Pose             = pose.DeepCopy();
     rPose            = rpose.DeepCopy();
     PoseWatchdogFail = poseWatchdogFail;
     PlannerFail      = plannerFail;
     InObstacle       = inObstacle;
     WpInObstacle     = wpInObstacle;
     IsLockedOn       = isLockedOn;
     NeutralizeStatus = neutralizeStatus;
     Waypoints        = new List <Vector2>(waypoints);
     AngleWhenDone    = angleWhenDone;
     TrackedPath      = path.Clone();
     SparsePath       = sparsePath.Clone();
     Cmd                = new RobotTwoWheelCommand(cmd.velocity, cmd.turn);
     CmdTime            = new DateTime(cmdTime.Ticks);
     WaypointsCompleted = waypointsCompleted;
 }
Esempio n. 3
0
        public RobotState(int robotID, RobotMode mode, RobotSubMode subMode, RobotPose pose, RobotPose rpose,
            bool poseWatchdogFail, bool plannerFail, bool inObstacle, bool wpInObstacle, bool isLockedOn, 
            RobotNeutralizeStatus neutralizeStatus, List<Vector2> waypoints, double angleWhenDone,
			IPath path, IPath sparsePath, RobotTwoWheelCommand cmd, DateTime cmdTime, int waypointsCompleted)
        {
            RobotID = robotID;
            Mode = mode;
            SubMode = subMode;
            Pose = pose.DeepCopy();
            rPose = rpose.DeepCopy();
            PoseWatchdogFail = poseWatchdogFail;
            PlannerFail = plannerFail;
            InObstacle = inObstacle;
            WpInObstacle = wpInObstacle;
            IsLockedOn = isLockedOn;
            NeutralizeStatus = neutralizeStatus;
            Waypoints = new List<Vector2>(waypoints);
            AngleWhenDone = angleWhenDone;
            TrackedPath = path.Clone();
            SparsePath = sparsePath.Clone();
            Cmd = new RobotTwoWheelCommand(cmd.velocity, cmd.turn);
            CmdTime = new DateTime(cmdTime.Ticks);
            WaypointsCompleted = waypointsCompleted;
        }