예제 #1
0
		/// <summary>
		/// Поставит углы, схватит gimbal lock у pitch, но пока так, хоть Yaw верный.
		/// </summary>
		private static Frame3D SetAngles(Frame3D frame, BEPUphysics.MathExtensions.Matrix matrix)
		{
			AIRLab.Mathematics.Matrix m = new AIRLab.Mathematics.Matrix(4, 4); 
			m[0, 0] = matrix.M11;
			m[0, 1] = matrix.M12;
			m[0, 2] = matrix.M13;
			m[0, 3] = 0.0f;
			m[1, 0] = matrix.M21;
			m[1, 1] = matrix.M22;
			m[1, 2] = matrix.M23;
			m[1, 3] = 0.0f;
			m[2, 0] = matrix.M31;
			m[2, 1] = matrix.M32;
			m[2, 2] = matrix.M33;
			m[2, 3] = 0.0f;
			m[3, 0] = frame.X;
			m[3, 1] = frame.Y;
			m[3, 2] = frame.Z;
			m[3, 3] = 1.0f;

			var yaw = Geometry.Atan2(m[1, 0], m[0, 0]);
            var pitch = Geometry.Atan2(-m[2, 0], Geometry.Hypot(m[2, 1], m[2, 2]));
            var roll = Geometry.Atan2(m[2, 1], m[2, 2]);

			Frame3D fr = new Frame3D(frame.X, frame.Y, frame.Z, pitch, yaw, roll); 

			return fr;
		}
예제 #2
0
파일: DWMUnit.cs 프로젝트: FoKycHuK/CVARC
        /// <summary>
        /// Update unit speed based on wheels speed
        /// </summary>
        /// <param name="currentTime"></param>
        public void UpdateSpeed(double currentTime)
        {
            if (movement == null)
            {
                return;
            }
            var engine           = actor.World.GetEngine <ICommonEngine>();
            var requestedAngular = rules.WheelRadius * (movement.RightRotatingVelocity.Radian - movement.LeftRotatingVelocity.Radian) / rules.DistanceBetweenWheels;
            var requestedLinear  = rules.WheelRadius * (movement.LeftRotatingVelocity.Radian + movement.RightRotatingVelocity.Radian) / 2;

            var linear  = requestedLinear;            // Math.Sign(requestedLinear) * Math.Min(Math.Abs(requestedLinear), rules.LinearVelocityLimit);
            var angular = requestedAngular;           // Math.Sign(requestedAngular) * Math.Min(Math.Abs(requestedAngular), rules.AngularVelocityLimit.Radian);
            var angle   = engine.GetAbsoluteLocation(actor.ObjectId).Yaw.Radian;

            //convert into cvarc world velocity

            var unitSpeed = new AIRLab.Mathematics.Frame3D(
                linear * Math.Cos(angle),
                linear * Math.Sin(angle),
                0,
                Angle.Zero,
                Angle.FromRad(angular),
                Angle.Zero);

            engine.SetAbsoluteSpeed(actor.ObjectId, unitSpeed);

            EncodersData encoderRecord = new EncodersData
            {
                Timestamp          = actor.World.Clocks.CurrentTime,
                TotalLeftRotation  = Angle.FromRad(movement.LeftRotatingVelocity.Radian * 0.005),
                TotalRightRotation = Angle.FromRad(movement.RightRotatingVelocity.Radian * 0.005)
            };

            actor.DWMData.EncodersHistory.Add(encoderRecord);
        }
예제 #3
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		/// <summary>
		/// Вернёт frame, в котором повёрнуты координаты X и Y и Yaw равен переданному углу.
		/// </summary>		
		static public Frame3D Rotate2D(Frame3D frame, Angle angle)
		{
			double x = frame.X * Math.Cos(angle.Radian) - frame.Y * Math.Sin(angle.Radian);
			double y = frame.X * Math.Sin(angle.Radian) + frame.Y * Math.Cos(angle.Radian);

			return new Frame3D(x, y, frame.Z, Angle.FromGrad(0), angle, Angle.FromGrad(0));
		}
예제 #4
0
        /// <summary>
        /// Update unit speed based on wheels speed
        /// </summary>
        /// <param name="currentTime"></param>
		public void UpdateSpeed(double currentTime)
		{
			if (movement == null) return;

            var requestedAngular = rules.WheelRadius * (movement.RightRotatingVelocity.Radian - movement.LeftRotatingVelocity.Radian) / rules.DistanceBetweenWheels;
            var requestedLinear = rules.WheelRadius * (movement.LeftRotatingVelocity.Radian + movement.RightRotatingVelocity.Radian) / 2;

			var linear = requestedLinear; // Math.Sign(requestedLinear) * Math.Min(Math.Abs(requestedLinear), rules.LinearVelocityLimit);
			var angular = requestedAngular;// Math.Sign(requestedAngular) * Math.Min(Math.Abs(requestedAngular), rules.AngularVelocityLimit.Radian);
			var angle = actor.World.Engine.GetAbsoluteLocation(actor.ObjectId).Yaw.Radian;
            
            //convert into cvarc world velocity
            
            var unitSpeed = new AIRLab.Mathematics.Frame3D(
               linear * Math.Cos(angle),
               linear * Math.Sin(angle),
               0,
               Angle.Zero,
               Angle.FromRad(angular),
               Angle.Zero);

			actor.World.Engine.SetSpeed(actor.ObjectId, unitSpeed);
            
            EncodersData encoderRecord = new EncodersData
            {
                Timestamp = actor.World.Clocks.CurrentTime,
                TotalLeftRotation = Angle.FromRad(movement.LeftRotatingVelocity.Radian * 0.005),
                TotalRightRotation = Angle.FromRad(movement.RightRotatingVelocity.Radian * 0.005)
            };
            actor.DWMData.EncodersHistory.Add(encoderRecord);
		}
예제 #5
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 /// <summary>
 /// повернуть фрейм вокруг горизонтальной оси (y)
 /// </summary>
 /// <param name="frame">положение сонара</param>
 /// <param name="angle">угол поворота</param>
 /// <returns>вектор - новое направление</returns>
 public static Frame3D VerticalFrameRotation(Frame3D frame, Angle angle)
 {
     Matrix m = frame.GetMatrix();
     //var right = new Point3D(m[0, 1], m[1, 1], m[2, 1]);
     var right = new Point3D(0,-1,0);
     Frame3D rotated = frame.Apply(Frame3D.DoRotate(right, angle));
     return rotated;
 }
예제 #6
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 /// <summary>
 /// повернуть фрейм вокруг вертикальной оси (z)
 /// </summary>
 /// <param name="frame">положение сонара</param>
 /// <param name="angle">угол поворота</param>
 /// <returns>вектор - новое направление</returns>
 public static Frame3D HorisontalFrameRotation(Frame3D frame, Angle angle)
 {
     Matrix m = frame.GetMatrix();
     //var up = new Point3D(m[0, 2], m[1, 2], m[2, 2]);
     var up = new Point3D(0,0,1);
     Frame3D rotated = frame.Apply(Frame3D.DoRotate(up, angle));
     return rotated;
 }
예제 #7
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 public Settings()
 {
     ObserverCameraLocation = new Frame3D(0, 0, 150, -Angle.HalfPi, Angle.Zero, -Angle.HalfPi);
     Controllers = new List<ControllerSettings>();
     Port = 14000;
     SolutionsFolder = "Solutions";
     OperationalTimeLimit = 1;
 }
예제 #8
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		/// <summary>
		/// Создает камеру с видом от первого лица
		/// </summary>
		/// <param name="source">Тело, к которому привязана камера</param>
		/// <param name="offset">Смещение камеры относительно Location тела</param>
		/// <param name="viewAngle"> </param>
		/// <param name="aspectRatio"> </param>
		public FirstPersonCamera(Body source, Frame3D offset,
			Angle viewAngle, double aspectRatio) : base(aspectRatio)
		{
			_source = source;
			_offset = offset;
			ViewAngle = viewAngle;
			_defaultWorldMatrix = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), UpVector);
		}
예제 #9
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 public static Point3D VerticalRotation(Frame3D frame, Angle angle)
 {
     Matrix m = frame.GetMatrix();
     var right = new Point3D(m[0, 1], m[1, 1], m[2, 1]);
     Frame3D rotated = frame.Apply(Frame3D.DoRotate(right, angle));
     Matrix n = rotated.GetMatrix();
     var rotatedFront = new Point3D(n[0, 0], n[1, 0], n[2, 0]);
     return rotatedFront;
 }
예제 #10
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 public static Point3D HorisontalRotation(Frame3D frame, Angle angle)
 {
     Matrix m = frame.GetMatrix();
     var up = new Point3D(m[0, 2], m[1, 2], m[2, 2]);
     Frame3D rotated = frame.Apply(Frame3D.DoRotate(up, angle));
     Matrix n = rotated.GetMatrix();
     var rotatedFront = new Point3D(n[0, 0], n[1, 0], n[2, 0]);
     return rotatedFront;
 }
예제 #11
0
		/// <summary>
		/// Создает камеру, которую можно крутить движением мышки
		/// </summary>
		/// <param name="eventSource">Control,с которого обрабатываются события </param>
		/// <param name="cameraLocation">Исходное положение камеры</param>
		public TrackballCamera(Control eventSource,Frame3D cameraLocation)
			: base(eventSource.ClientSize.Width/(double) eventSource.ClientSize.Height)
		{
			EventSource = eventSource;
			Vector3 tempLoc = cameraLocation.ToDirectXVector();
			_cameraLocation = new Vector3(Math.Abs(tempLoc.X), 0, tempLoc.Z);
            Angle ang = Geometry.Atan2(tempLoc.Y, tempLoc.X);
			_rotationMatrix = Matrix.RotationZ(-(float) ang.Radian);
			_radius = _cameraLocation.Length();
			Scale = 1;
		}
예제 #12
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 private void Rotate(int rotateDestination)
 {
     var angular = rotateDestination * rules.RotationAngle.Radian;
     var speed = new Frame3D(
         0,
         0,
         0,
         Angle.Zero,
         Angle.FromRad(angular),
         Angle.Zero);
     actor.World.Engine.SetSpeed(actor.ObjectId, speed);
 }
예제 #13
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 public Frame3D Apply(Frame3D arg)
 {
     if (IsIdentity)
     {
         return(arg);
     }
     if (arg.IsIdentity)
     {
         return(this);
     }
     return(FromMatrix(FastMatrixMultiply(UniMatrix, arg.UniMatrix)));
 }
예제 #14
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파일: IEngine.cs 프로젝트: DmitryZyr/CVARC
 public static void ProcessCommand(this IEngine engine, string actor, Command cmd)
 {
     if (cmd.Action == CommandAction.WaitForExit)
         cmd.Time = 100000;
     var location = engine.GetAbsoluteLocation(actor);
     var speed = new Frame3D(cmd.LinearVelocity * Math.Cos(location.Yaw.Radian),
                        cmd.LinearVelocity * Math.Sin(location.Yaw.Radian), 0, Angle.Zero, cmd.AngularVelocity,
                        Angle.Zero);
     engine.SetSpeed(actor, speed);
     if (cmd.Action != CommandAction.None)
         engine.PerformAction(actor, cmd.Action.ToString());
 }
예제 #15
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		public SwitchableCamera(
			Body sourceBody, Frame3D bodyOffset, Control form, Frame3D location)
			: base(form.ClientSize.Width/(double) form.ClientSize.Height)
		{
			double aspectRatio = form.ClientSize.Width/(double) form.ClientSize.Height;
			AddMode(ViewModes.Top, new TopViewCamera(location, aspectRatio));
			AddMode(ViewModes.Trackball, new TrackballCamera(form, location));
			if (sourceBody != null)
				AddMode(ViewModes.FirstPerson,
				        new FirstPersonCamera(sourceBody, bodyOffset,
				                              SceneConfig.FirstPersonViewAngle, aspectRatio));
		}
예제 #16
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		public void Location()
		{
			var world = new Body();
			var loc = new Frame3D(10, 0, 0);
			world.Add(new Box {Location = loc});
			Body box = world.Nested.First();
			Assert.AreEqual(loc, box.Location);
			Assert.AreEqual(loc, box.GetAbsoluteLocation());
			box.Add(new Ball {Location = new Frame3D(0, 0, 30)});
			Body ball = box.Nested.First();
			Assert.AreEqual(new Frame3D(0, 0, 30), ball.Location);
			Assert.AreEqual(new Frame3D(10, 0, 30), ball.GetAbsoluteLocation());
		}
예제 #17
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        public Clapperboard(Frame3D location, Color color, string type)
        {
            XSize = 18;
            YSize = 5;
            ZSize = 18;
            DefaultColor = Color.Black;
            Location = location;
            IsStatic = true;
            NewId = type;

            Cap = BuildCap(color);
            Add(Cap);
        }
예제 #18
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        public RMCombinedUnit(IRMRobot actor, RMWorld world)
            : base(actor)
        {
            LeftClapperOffset = new Frame3D(0, 12, 6);
            RightClapperOffset = new Frame3D(0, -12, 6);

            this.world = world;
            this.robot = actor;

            SubUnits.Add("LeftDeployer", x => MakeClapper(x, LeftClapperOffset));
            SubUnits.Add("RightDeployer", x => MakeClapper(x, RightClapperOffset));
            SubUnits.Add("LadderTaker", x => GoStair(x));
            SubUnits.Add("PopcornMachineUser", x => TakePopCorn(x));
        }
예제 #19
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 private void Move()
 {
     var location = actor.World.Engine.GetAbsoluteLocation(actor.ObjectId);
     var linear = rules.MovementRange/rules.MovementTime;
     var angle = location.Yaw.Radian;
     var speed = new Frame3D(
         linear * Math.Cos(angle),
         linear * Math.Sin(angle),
         0,
         Angle.Zero,
         Angle.Zero,
         Angle.Zero);
     actor.World.Engine.SetSpeed(actor.ObjectId, speed);
 }
예제 #20
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		private void SaveLocation(Frame3D newLocation, double totalTime)
		{
			if(newLocation.Equals(_lastLocation))
			{
				_isCurrentlyMoving = false;
				return;
			}
			if(!_isCurrentlyMoving)
			{
				Movements.Add(new Movement(totalTime));
				_isCurrentlyMoving = true;
			}
			_lastLocation = newLocation;
			Movements.Last().SaveLocation(newLocation);
		}
예제 #21
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		public void TreeMovingNoParent()
		{
			var oldBoxLocation = new Frame3D(10, 20, 30);
			var box = new Box
			          	{
			          		Location = oldBoxLocation
			          	};
			var newParent = new Body
			                	{
			                		Location = new Frame3D(20, 10, 20)
			                	};
			newParent.DetachAttachMaintaingLoction(box);
			Assert.AreEqual(oldBoxLocation, box.GetAbsoluteLocation());
			Assert.AreEqual(new Frame3D(-10, 10, 10), box.Location);
		}
예제 #22
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		public void TreeMovingConstantLocation()
		{
			var world = new Body();
			var boxLocation = new Frame3D(10, 0, 0);
			var ballLocation = new Frame3D(20, 10, 0);
			var box = new Box {Location = boxLocation};
			var ball = new Ball {Location = ballLocation};
			world.Add(box);
			world.Add(ball);
			box.DetachAttachMaintaingLoction(ball);
			Assert.AreEqual(boxLocation, box.Location);
			Assert.AreEqual(ballLocation, ball.GetAbsoluteLocation());
			Assert.AreEqual(new Frame3D(10, 10, 0), ball.Location);
			world.DetachAttachMaintaingLoction(ball);
			Assert.AreEqual(ballLocation, ball.Location);
			Assert.AreEqual(ballLocation, ball.GetAbsoluteLocation());
		}
예제 #23
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        public void Attach(string objectToAttach, string host, Frame3D relativePosition)
        {
            var parent = GameObject.Find(host);
            var attachment = GameObject.Find(objectToAttach);

            // move attachment to (0, 0, 0) relative to parent
            attachment.transform.position = parent.transform.position;
            attachment.transform.rotation = parent.transform.rotation;

            // set attachments position and rotation relative to parent
            var rp = relativePosition;
            attachment.transform.position += Quaternion.Euler(parent.transform.eulerAngles) *
                new Vector3((float)rp.X, (float)rp.Z, (float)rp.Y);
            attachment.transform.rotation *= Quaternion.Euler((float)rp.Roll.Grad, (float)rp.Yaw.Grad, (float)rp.Pitch.Grad);

            // create unbreakable joint between attachment and parent
            var joint = attachment.AddComponent<FixedJoint>();
            joint.connectedBody = parent.GetComponent<Rigidbody>();
            joint.enableCollision = false;
            joint.breakForce = Single.PositiveInfinity;

            attachedParams.Add(attachment, new Tuple<float, float>(attachment.GetComponent<Rigidbody>().drag, attachment.GetComponent<Rigidbody>().angularDrag));
            attachment.GetComponent<Rigidbody>().drag = attachment.GetComponent<Rigidbody>().angularDrag = 0;

            // Второй способ: приаттачивание с помощью родительского трансформа.
            // Не стоит использовать, т.к. юнька при аттаче localScale ребенка
            // становится зависимым от localScale родителя.
            //// physics no affects the attachments rigidbody
            //if (attachment.rigidbody != null)
            //    attachment.rigidbody.isKinematic = true;

            //// move attacment to (0, 0, 0) relative to parent transform position
            //attachment.transform.position = parent.transform.position;
            //attachment.transform.rotation = parent.transform.rotation;

            //// set parent
            //attachment.transform.parent = parent.transform;

            //// set attachments position and rotation relative to parent
            //var rp = relativePosition;
            //attachment.transform.localPosition = new Vector3((float)rp.X / parent.transform.localScale.x,
            //                                                 (float)rp.Z / parent.transform.localScale.y,
            //                                                 (float)rp.Y / parent.transform.localScale.z);
            //attachment.transform.localRotation = Quaternion.Euler((float)rp.Roll.Grad, (float)rp.Yaw.Grad, (float)rp.Pitch.Grad);
        }
예제 #24
0
파일: MapItem.cs 프로젝트: DmitryZyr/CVARC
 public MapItem(string type, Frame3D Location)
 {
     switch (type)
     {
         case "DR": Tag = "RedDetail"; break;
         case "DB": Tag = "BlueDetail"; break;
         case "DG": Tag = "GreenDetail"; break;
         case "VW": Tag = "VerticalWall"; break;
         case "VWR": Tag = "VerticalRedSocket"; break;
         case "VWB": Tag = "VerticalBlueSocket"; break;
         case "VWG": Tag = "VerticalGreenSocket"; break;
         case "HW": Tag = "HorizontalWall"; break;
         case "HWR": Tag = "HorizontalRedSocket"; break;
         case "HWB": Tag = "HorizontalBlueSocket"; break;
         case "HWG": Tag = "HorizontalGreenSocket"; break;
     }
     X = Location.X;
     Y = Location.Y;
 }
예제 #25
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        public double MakeClapper(IActor actor, Frame3D deployerOffset)
        {
            Debugger.Log(RMDebugMessage.Logic, "Closing clapperboard");

            var actorLocation = world.Engine.GetAbsoluteLocation(actor.ObjectId);
            var deployerLocation = GetDirectionFrame(actorLocation).Apply(deployerOffset) + actorLocation;

            var target = GetClapperboardToDeploy(actor, deployerLocation);
            if (target == null)
            {
                Debugger.Log(RMDebugMessage.Logic, "Clapperboard not found!");
                return 1;
            }

            world.Manager.CloseClapperboard(target.Item1);
            world.ClosedClapperboards.Add(target.Item1);

            SolveClapperboardScores(actor, target.Item2 == SideColor.Yellow ? TwoPlayersId.Left : TwoPlayersId.Right);

            Debugger.Log(RMDebugMessage.Logic, "Clapperboard closed");
            return 1;
        }
예제 #26
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        void ApplyCommand(double time)
        {
            if (currentMovement == null) return;
            var location = actor.World.Engine.GetAbsoluteLocation(actor.ObjectId);


            var c = currentMovement;
            var linear = Math.Sign(c.LinearVelocity) * Math.Min(Math.Abs(c.LinearVelocity), rules.LinearVelocityLimit);
            var angular = Math.Sign(c.AngularVelocity.Radian) * Math.Min(Math.Abs(c.AngularVelocity.Radian), rules.AngularVelocityLimit.Radian);
            var angle = location.Yaw.Radian;
            if (linear != 0) angular = 0;

            var requestedSpeed = new Frame3D(
                linear * Math.Cos(angle),
                linear * Math.Sin(angle),
                0,
                Angle.Zero,
                Angle.FromRad(angular),
                Angle.Zero);

            actor.World.Engine.SetSpeed(actor.ObjectId, requestedSpeed);
        }
예제 #27
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        public void Attach(string objectToAttach, string host, Frame3D relativePosition)
        {
            var parent = GameObject.Find(host);
            var attachment = GameObject.Find(objectToAttach);

            // move attachment to (0, 0, 0) relative to parent
            attachment.transform.position = parent.transform.position;
            attachment.transform.rotation = parent.transform.rotation;

            // set attachments position and rotation relative to parent
            var rp = relativePosition;
            attachment.transform.position += Quaternion.Euler(parent.transform.eulerAngles) *
                new Vector3((float)rp.X, (float)rp.Z, (float)rp.Y);
            attachment.transform.rotation *= Quaternion.Euler((float)rp.Roll.Grad, (float)rp.Yaw.Grad, (float)rp.Pitch.Grad);

            // create unbreakable joint between attachment and parent
            var joint = attachment.AddComponent<FixedJoint>();
            joint.connectedBody = parent.GetComponent<Rigidbody>();
            joint.enableCollision = false;
            joint.breakForce = Single.PositiveInfinity;

            attachedParams.Add(attachment, new Tuple<float, float>(attachment.GetComponent<Rigidbody>().drag, attachment.GetComponent<Rigidbody>().angularDrag));
            attachment.GetComponent<Rigidbody>().drag = attachment.GetComponent<Rigidbody>().angularDrag = 0;
        }
예제 #28
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파일: BepuBody.cs 프로젝트: DmitryZyr/CVARC
		/// <summary>
		/// Присоединит переданный объект, используя переданный Location.
		/// </summary>		
		public void Attach(IPhysical body, Frame3D realLocation, bool joinWithFriction = true)
		{
			var bb = (BepuBody) body;
			var rb = bb.RealBody;
			BepuConverter.PutInFrame(rb, realLocation, bb.InitialOrientation);
			//bb.RealBody.Position = new Vector3(-bb.RealBody.Position.X, bb.RealBody.Position.Y, bb.RealBody.Position.Z);
			rb.Position += RealBody.Position;
			rb.Orientation *= RealBody.Orientation;
			SolverGroup wj = BepuWorld.MakeWeldJoint(RealBody, rb);
			Connection c;
			try//есть connection
			{
				c = _connections.First(x => x.OtherBody == rb);
				c.Add(wj);
			}
			catch (Exception)//нет connection
			{
				c = new Connection(rb);
				c.Add(wj);
				_connections.Add(c);//connection добавляем для обоих тел! М.К.
				bb._connections.Add(c);
			}
		}
예제 #29
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        public void VerticalTest(Frame3D frame, Angle angle, Point3D rotated)
        {
            Point3D computed = SensorRotation.VerticalRotation(frame, angle);
            Assert.AreEqual(rotated, computed);
            Console.WriteLine("Expected: {0}. But was: {1}", rotated, computed);

        }
예제 #30
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 public static double Hypot(Frame3D frame)
 {
     return(Hypot(frame.X, frame.Y, frame.Z));
 }
예제 #31
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        public Point3D Apply(Point3D arg)
        {
            Frame3D r = Apply(arg.ToFrame());

            return(new Point3D(r.X, r.Y, r.Z));
        }
예제 #32
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        public void Detach(string objectToDetach, Frame3D absolutePosition)
        {
            var attachment = GameObject.Find(objectToDetach);

            var joints = attachment.GetComponents<FixedJoint>();
            foreach(var joint in joints)
                GameObject.Destroy(joint);

            if (attachedParams.ContainsKey(attachment))
            {
                var attachmentParams = attachedParams[attachment];
                attachment.GetComponent<Rigidbody>().drag = attachmentParams.Item1;
                attachment.GetComponent<Rigidbody>().angularDrag = attachmentParams.Item2;
                attachedParams.Remove(attachment);
            }
        }
예제 #33
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 public void SetSpeed(string id, Frame3D speed)
 {
     requested[id] = new Frame2D(speed.X, speed.Y, -speed.Yaw);
 }
예제 #34
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 public bool Equals(Frame3D other)
 {
     return(other.X.Equals(X) && other.Y.Equals(Y) && other.Z.Equals(Z) &&
            other.Pitch.Radian.Equals(Pitch.Radian) &&
            other.Yaw.Radian.Equals(Yaw.Radian) && other.Roll.Radian.Equals(Roll.Radian));
 }
예제 #35
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		private static void CheckFrameIsWithin(Frame3D expected, Frame3D actual, double epsilon = 0.01)
		{
			Assert.Less(Geometry.Hypot(expected-actual),epsilon, "Expected {0} but was {1}", expected,actual);	
		}