コード例 #1
0
    // Use this for initialization
    void Start()
    {
        // Init Colors
        colors = new List <Color> {
            new Color(153f / 255f, 0f, 0f),
            new Color(51f / 255f, 102f / 255f, 0f),
            new Color(0f, 102f / 255f, 204f / 255f),
            new Color(1f, 1f, 1f),
            new Color(0f, 0f, 0f),
            new Color(77f / 255f, 77f / 255f, 77f / 255f),
            new Color(97f / 255f, 83f / 255f, 63f / 255f),
            new Color(1f, 1f, 102f / 255f),
            new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)),
            new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)),
            new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)),
            new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f))
        };

        // Read paths from text files
        string sumoBinPath;

        if (sumoGUIEnabled)
        {
            sumoBinPath = System.IO.File.ReadAllText(Application.dataPath + "\\Resources\\sumoBinPath.dat") + "\\sumo-gui.exe";
        }
        else
        {
            sumoBinPath = System.IO.File.ReadAllText(Application.dataPath + "\\Resources\\sumoBinPath.dat") + "\\sumo.exe";
        }
        string mapNet   = (System.IO.File.ReadAllText(Application.dataPath + "\\Resources\\sumoFilesPath.dat") + "\\map.net.xml").Replace("/", "\\");
        string routeNet = (System.IO.File.ReadAllText(Application.dataPath + "\\Resources\\sumoFilesPath.dat") + "\\map.rou.xml").Replace("/", "\\");

        // Other vehicles
        vehiclesInScene = new List <GameObject>();
        vehicles        = new Dictionary <string, SUMOCombinedPositionOrientation>();
        vehicles3D      = new Dictionary <string, GameObject>();

        conn = new SumoTraciConnection(sumoBinPath, mapNet, routeNet);

        conn.AddOption("step-length", stepLengthSeconds + "");
        conn.AddOption("start", "");       // start sumo immediately
        conn.AddOption("quit-on-end", ""); // stop sumo immediately after unity3D stopped

        // start Traci Server
        conn.RunServer(remoteIpAddress, Convert.ToInt32(this.remotePort));

        if (enableEgoVehicle)
        {
            // Insert ego vehicle
            // Get random route for being able to insert the ego vehicle (A new vehicle must have a route assigned)
            SumoStringList routes = (SumoStringList)conn.Do_job_get(Route.GetIDList());
            conn.Do_job_set(Vehicle.Add("egoVehicle", "DEFAULT_VEHTYPE", routes.Get(0), 0, 0, 0, (byte)0));
            conn.Do_job_set(Vehicle.SetColor("egoVehicle", new SumoColor(127, 0, 0, 127)));
        }

        // Find all traffic lights
        trafficLights3D = new Dictionary <string, GameObject>();
        SumoStringList trafficLights = (SumoStringList)conn.Do_job_get(Trafficlights.GetIDList());

        foreach (string s in trafficLights.getList())
        {
            var objects = Resources.FindObjectsOfTypeAll <GameObject>().Where(obj => obj.name.Equals("TrafficLight_" + s));
            foreach (GameObject g in objects)
            {
                trafficLights3D.Add(s + g.transform.Find("index").GetChild(0).name, g);
            }
        }

        // Timer for Realtime-Simulation
        unity3DstartTime = Stopwatch.StartNew();

        // Timer for traffic lights update (No need to do this every sim step)
        trafficLightsUpdate = Stopwatch.StartNew();

        // Timer for watchdog
        watchdog = new Stopwatch();
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        watchdog.Start();

        // Simulation step with realtime check
        if ((unity3DstartTime.ElapsedMilliseconds > stepLengthSeconds * 1000 * simStep) && (simStep < maxSimSteps))
        {
            // Update egoVehicle coordinates for forwarding them to SUMO
            double xEgo     = 0;;
            double yEgo     = 0;;
            double angleEgo = 0;;
            if (enableEgoVehicle)
            {
                egoVehicle = GameObject.Find("egoVehicle_Peugot_WASD(Clone)");
                if (egoVehicle == null)
                {
                    egoVehicle = GameObject.Find("egoVehicle_Peugot(Clone)");
                }

                xEgo     = egoVehicle.transform.position.x;
                yEgo     = egoVehicle.transform.position.z;
                angleEgo = egoVehicle.transform.rotation.eulerAngles.y;
            }

            // Only do next time step if it's necessary (not to fast)
            conn.Do_timestep();
            simStep++;

            if (enableEgoVehicle)
            {
                // Update egoVehicle
                conn.Do_job_set(Vehicle.MoveToVTD("egoVehicle", "0", 0, xEgo, yEgo, angleEgo, 2));
            }

            // Before updating all vehicles store the vehicles from last step for steering angle approximation (and prob. other interpolations)
            lastStepVehicles = vehicles.ToDictionary(i => i.Key, i => i.Value);


            // Get IDs of all vehicles in Simulation
            SumoStringList vehicleIDs = (SumoStringList)conn.Do_job_get(Vehicle.GetIDList());
            vehicles.Clear();

            foreach (string id in vehicleIDs.getList())
            {
                SumoPosition3D position = (SumoPosition3D)conn.Do_job_get(Vehicle.GetPosition3D(id));
                double         yawAngle = (double)conn.Do_job_get(Vehicle.GetAngle(id));
                vehicles.Add(id, new SUMOCombinedPositionOrientation(id, position, yawAngle));
            }

            // Update all 3D vehicle models
            update3DVehiclesInScene();

            // Update all traffic lights every refreshTimeTrafficLightsMS miliseconds
            if (trafficLightsUpdate.ElapsedMilliseconds > refreshTimeTrafficLightsMS)
            {
                updateAllTrafficLights();
                trafficLightsUpdate.Reset();
                trafficLightsUpdate.Start();
            }
        }

        // Watchdog
        long stopTime = watchdog.ElapsedMilliseconds;

        if (stopTime > stepLengthSeconds * 1000)
        {
            watchDogCount++;
            print("Warning: Stepwidth of " + stepLengthSeconds * 1000 + "ms is too short for calculation loop, needed " + stopTime +
                  "ms, Exceeded " + watchDogCount + " times, Current total offset: " + (unity3DstartTime.ElapsedMilliseconds - 1000 * simStep * stepLengthSeconds + stopTime) + " ms");
        }
        watchdog.Reset();
    }