Esempio n. 1
0
 private void OnNewStep(Footstep step)
 {
     lock (_footLock)
     {
         _footsteps.Enqueue(step);
     }
 }
Esempio n. 2
0
    private void AddFootstep(List <FootData> collection, LolaComms.Footstep step)
    {
        var stepobj = Instantiate(Footprint, transform);

        stepobj.transform.localPosition = new Vector3(step.start_x, step.start_y, step.start_z);

        var foot = (LolaComms.Foot)step.stance;

        switch (foot)
        {
        case LolaComms.Foot.Left:
        {
            stepobj.transform.localRotation = Quaternion.AngleAxis(Mathf.Rad2Deg * left_foot_angle, new Vector3(0, 0, 1)) * stepobj.transform.localRotation;
            stepobj.GetComponentInChildren <MeshRenderer>().material = foot_left;
        }
        break;

        case LolaComms.Foot.Right:
        {
            stepobj.transform.localRotation = Quaternion.AngleAxis(Mathf.Rad2Deg * right_foot_angle, new Vector3(0, 0, 1)) * stepobj.transform.localRotation;
            stepobj.GetComponentInChildren <MeshRenderer>().material = foot_right;
        }
        break;

        default:
        {
            Debug.LogError("Unknown foot stance: " + step.stance);
        }
        break;
        }

        if (drawTrajectories)
        {
            // generate path between current and previous step
            if (collection.Count > 0)
            {
                Debug.Log("Plotting path between current step and prev (" + collection.Count + ")");
                var line = collection[collection.Count - 1].go.GetComponent <LineRenderer>();
                if (line == null)
                {
                    Debug.LogWarning("LineRenderer was null!");
                    return;
                }
                var start_pos = Vector3.zero;
                var delta     = stepobj.transform.localPosition - collection[collection.Count - 1].go.transform.localPosition;
                var end_pos   = start_pos + delta;
                Debug.Log("Start: " + start_pos + ", End: " + end_pos);
                var mid_pos = start_pos + new Vector3(delta.x / 2, step.dy, step.dz_clear);

                line.positionCount = 8;
                for (int i = 0; i < line.positionCount / 2; i++)
                {
                    line.SetPosition(i, Hermite(start_pos, mid_pos, (float)i / (float)(line.positionCount / 2)));
                }
                for (int i = line.positionCount / 2; i < line.positionCount; i++)
                {
                    line.SetPosition(i, Hermite(mid_pos, end_pos, (float)(i - line.positionCount / 2) / (float)(line.positionCount / 2)));
                }
                line.positionCount = line.positionCount + 1;
                line.SetPosition(line.positionCount - 1, end_pos);
            }
            else if (foot == LolaComms.Foot.Left && footsteps_L_real.Count > 0)
            {
                Debug.Log("Plotting path between current step and prev (" + footsteps_L_real.Count + ")");
                var line = footsteps_L_real[footsteps_L_real.Count - 1].go.GetComponent <LineRenderer>();
                if (line == null)
                {
                    Debug.LogWarning("LineRenderer was null!");
                    return;
                }
                var start_pos = Vector3.zero;
                var delta     = stepobj.transform.localPosition - footsteps_L_real[footsteps_L_real.Count - 1].go.transform.localPosition;
                var end_pos   = start_pos + delta;
                Debug.Log("Start: " + start_pos + ", End: " + end_pos);
                var mid_pos = start_pos + new Vector3(delta.x / 2, step.dy, step.dz_clear);

                line.positionCount = 8;
                for (int i = 0; i < line.positionCount / 2; i++)
                {
                    line.SetPosition(i, Hermite(start_pos, mid_pos, (float)i / (float)(line.positionCount / 2)));
                }
                for (int i = line.positionCount / 2; i < line.positionCount; i++)
                {
                    line.SetPosition(i, Hermite(mid_pos, end_pos, (float)(i - line.positionCount / 2) / (float)(line.positionCount / 2)));
                }
                line.positionCount = line.positionCount + 1;
                line.SetPosition(line.positionCount - 1, end_pos);
            }
            else if (foot == LolaComms.Foot.Right && footsteps_R_real.Count > 0)
            {
                Debug.Log("Plotting path between current step and prev (" + footsteps_R_real.Count + ")");
                var line = footsteps_R_real[footsteps_R_real.Count - 1].go.GetComponent <LineRenderer>();
                if (line == null)
                {
                    Debug.LogWarning("LineRenderer was null!");
                    return;
                }
                var start_pos = Vector3.zero;
                var delta     = stepobj.transform.localPosition - footsteps_R_real[footsteps_R_real.Count - 1].go.transform.localPosition;
                var end_pos   = start_pos + delta;
                Debug.Log("Start: " + start_pos + ", End: " + end_pos);
                var mid_pos = start_pos + new Vector3(delta.x / 2, step.dy, step.dz_clear);

                line.positionCount = 8;
                for (int i = 0; i < line.positionCount / 2; i++)
                {
                    line.SetPosition(i, Hermite(start_pos, mid_pos, (float)i / (float)(line.positionCount / 2)));
                }
                for (int i = line.positionCount / 2; i < line.positionCount; i++)
                {
                    line.SetPosition(i, Hermite(mid_pos, end_pos, (float)(i - line.positionCount / 2) / (float)(line.positionCount / 2)));
                }
                line.positionCount = line.positionCount + 1;
                line.SetPosition(line.positionCount - 1, end_pos);
            }
            else
            {
                Debug.Log("No previous footsteps to plot a line from...");
            }
        }

        collection.Add(new FootData(stepobj, step));
    }
Esempio n. 3
0
 public FootData(GameObject g, LolaComms.Footstep s)
 {
     go   = g;
     step = s;
 }