Esempio n. 1
0
    void FixedUpdate()
    {
        t   = theIntegrator.RK4Step(theIntegrator.X, t, h);
        pos = gameObject.transform.position;
        //velocity = (pos - previous) / Time.deltaTime;
        //previous = pos;
        rot   = gameObject.transform.rotation.eulerAngles;
        pos.x = theIntegrator.X[0];
        pos.z = theIntegrator.X[1];
        pos.y = theIntegrator.X[2];
        rot.x = -theIntegrator.X[6] * 180 / Mathf.PI;
        rot.z = -theIntegrator.X[7] * 180 / Mathf.PI;
        rot.y = -theIntegrator.X[8] * 180 / Mathf.PI;

        /*float[] dat = new float[10];
         * dat[0] = pos.x;
         * dat[1] = pos.z;
         * dat[2] = pos.y;
         * dat[3] = velocity.x;
         * dat[4] = velocity.z;
         * dat[5] = velocity.y;
         * dat[6] = -1 * rot.x * Mathf.PI / 180;
         * dat[7] = -1 * rot.z * Mathf.PI / 180;
         * dat[8] = -1 * rot.y * Mathf.PI / 180;
         * dat[9] = t;
         * data.Add(dat);*/
        theIntegrator.z_d    += Input.GetAxis("Throttle");
        theIntegrator.phi_d   = Input.GetAxis("Roll");  //+ Input.GetAxis("Yaw")
        theIntegrator.theta_d = Input.GetAxis("Pitch"); // +Input.GetAxis("Yaw")
        theIntegrator.psi_d  += Input.GetAxis("Yaw");
        f1.setPower(theIntegrator.w1);
        f2.setPower(theIntegrator.w2);
        f3.setPower(theIntegrator.w3);
        f4.setPower(theIntegrator.w4);
        Quaternion rotq = Quaternion.Euler(rot.x, rot.y, rot.z);
        //gameObject.transform.position = pos;
        //gameObject.transform.rotation = rotq;
    }
Esempio n. 2
0
    void FixedUpdate()
    {
        if (StartTrigger)
        {
            //play runge-kutta method
            t        = theIntegrator.RK4Step(theIntegrator.X, t, h);
            pos      = gameObject.transform.position;
            velocity = (pos - previous) / Time.deltaTime; //get velocity at Scene ifself
            previous = pos;
            //verify position, rotation
            pos.x = theIntegrator.X[0];
            pos.z = theIntegrator.X[1];
            pos.y = theIntegrator.X[2];
            rot   = gameObject.transform.rotation.eulerAngles;
            rot.x = -theIntegrator.X[6] * 180 / Mathf.PI;
            rot.z = -theIntegrator.X[7] * 180 / Mathf.PI;
            rot.y = -theIntegrator.X[8] * 180 / Mathf.PI;
            rotq  = Quaternion.Euler(rot.x, rot.y, rot.z);
            //verify Input
            theIntegrator.z_d    += Input.GetAxis("Throttle");
            theIntegrator.phi_d   = Input.GetAxis("Roll");
            theIntegrator.theta_d = Input.GetAxis("Pitch");
            theIntegrator.psi_d  += Input.GetAxis("Yaw");
            //verify Rotor Angular Velocity(Power)
            f1.setPower(theIntegrator.w1);
            f2.setPower(theIntegrator.w2);
            f3.setPower(theIntegrator.w3);
            f4.setPower(theIntegrator.w4);
        }
        if (Input.GetAxis("Throttle") > 0.3 && !StartTrigger)
        {
            StartTrigger   = true;
            CollisionEnter = false;
        }

        if (StartTrigger && !CollisionEnter)
        {
            gameObject.transform.position = pos;
            gameObject.transform.rotation = rotq;
            ResetTrigger = true;
            innertimer  += Time.deltaTime;
        }
        //reset trigger
        if ((velocity.magnitude <= 0.01f && CollisionEnter && ResetTrigger) || gameObject.transform.position.y < 18)
        {
            if (innertimer < 0.5f)
            {
                this.transform.position = new Vector3(this.transform.position.x, this.transform.position.y + 40, this.transform.position.z);
            }

            else
            {
                ResetTrigger  = false;
                UIButton.posX = gameObject.transform.position.x;
                UIButton.posY = gameObject.transform.position.z;
                UIButton.posZ = gameObject.transform.position.y;
                UIButton.rotZ = gameObject.transform.rotation.eulerAngles.y;
                SceneManager.LoadScene("DroneProj");
            }
        }
    }