Exemplo n.º 1
0
    void Update()
    {
        if (loaded)// && nextUpdateTime < Time.time)
        {
            //nextUpdateTime = Time.time + 0.2f;
            lastUpdateTime = Time.time;
            if (DrivingSimulatorProxy.DataReady())
            {
                notReadyCounter = 0;
                IntPtr ptr;
                DrivingSimulatorProxy.GetTrafficVehicles(out totalVehicleCount, out ptr);
                if (totalVehicleCount > 0)
                {
                    updatedVehicles.Clear();
                    long iptr       = ptr.ToInt64();
                    long iCurOffset = 0;
                    for (int i = 0; i < totalVehicleCount; i++, iCurOffset += Driver_Veh_Data_Size)
                    {
                        VehicleData v = (VehicleData)Marshal.PtrToStructure(new IntPtr(iptr + iCurOffset), typeof(VehicleData));
                        updatedVehicles.Add(v.VehicleID, v);
                    }

                    int    numNew = 0, numMoved = 0, numDeleted = 0;
                    IntPtr pNewIds, pNewVehTypes, pMovedIds, pDeletedIds;
                    DrivingSimulatorProxy.GetVehicleLists(out numNew, out pNewIds, out pNewVehTypes, out numMoved, out pMovedIds, out numDeleted, out pDeletedIds);

                    int[] newIds      = new int[numNew];
                    int[] newVehTypes = new int[numNew];
                    int[] movedIds    = new int[numMoved];
                    int[] deletedIds  = new int[numDeleted];
                    Marshal.Copy(pNewIds, newIds, 0, numNew);
                    Marshal.Copy(pNewVehTypes, newVehTypes, 0, numNew);
                    Marshal.Copy(pMovedIds, movedIds, 0, numMoved);
                    Marshal.Copy(pDeletedIds, deletedIds, 0, numDeleted);

                    for (int i = 0; i < numNew; i++)
                    {
                        int        vehicleId = newIds[i];
                        GameObject go        = trafficAssets.Instantiate((byte)newVehTypes[i], transform);
                        vehicles.Add(vehicleId, go);

                        go.GetComponent <SimulationElement>().Initialize(vehicleId);
                    }
                    for (int i = 0; i < numMoved; i++)
                    {
                        int         vehicleId = movedIds[i];
                        GameObject  go        = vehicles[vehicleId];
                        VehicleData v         = updatedVehicles[vehicleId];
                        go.transform.localPosition = new Vector3((float)v.Position_X, (float)v.Position_Z, (float)v.Position_Y);
                        go.transform.localRotation = Quaternion.Euler(0f, 90f - (float)v.Orient_Heading * Mathf.Rad2Deg, 0f);
                    }
                    for (int i = 0; i < numDeleted; i++)
                    {
                        int        vehicleId = deletedIds[i];
                        GameObject go;
                        if (vehicles.TryGetValue(vehicleId, out go))
                        {
                            go.SetActive(false);
                            go.transform.parent = null;
                            Destroy(go);
                            vehicles.Remove(vehicleId);
                        }
                    }
                }

                Vector3 driverPosition = driver.localPosition + driver.forward * 0.5f;  //+ Replace this magic number with vehicle's half length
                driverData[0].Position_X     = driverPosition.x;
                driverData[0].Position_Y     = driverPosition.z;
                driverData[0].Orient_Heading = (90f - driver.rotation.eulerAngles.y) * Mathf.Deg2Rad;

                if (calculateSpeed)
                {
                    driverData[0].Speed = (driver.position - lastUpdatePosition).magnitude / (Time.time - lastUpdateTime);
                    lastUpdatePosition  = driver.position;
                    lastUpdateTime      = Time.time;
                }

                DrivingSimulatorProxy.SetDriverVehicles(1, driverData);

                simulationUpdateCounter++;
            }
            else
            {
                if (useDeadReckoning)
                {
                    foreach (var vehicle in updatedVehicles.Values)
                    {
                        int        vehicleId = vehicle.VehicleID;
                        float      speed     = (float)vehicle.Speed;
                        GameObject go        = vehicles[vehicleId];
                        go.transform.localPosition += go.transform.forward * speed * Time.deltaTime;
                    }
                }
                notReadyCounter++;
                if (notReadyCounter > 1000)
                {
                    Debug.LogWarning("VISSIM wasn't ready for too long!");
                    Destroy(this);
                }
            }
        }
    }
Exemplo n.º 2
0
    void Update(float time)
    {
        float frame     = time * TIME_TO_FRAME;
        int   lowframe  = Mathf.FloorToInt(frame);
        int   highframe = Mathf.CeilToInt(frame);

        // Interpolate between low and high frame
        float lerp = frame - lowframe; //- Mathf.InverseLerp(lowframe, highframe, frame);

        int offset     = data.frameOffsets[lowframe];
        int nextOffset = data.frameOffsets[lowframe + 1];

        SimulationElement simElement;

        if (currentLowFrame == lowframe && currentHighFrame == highframe)
        {
            for (; offset < nextOffset; offset++)
            {
                simElement = activeSimElements[data.keyframes[offset].vehicleID];
                SimulationKeyframe from = data.keyframes[simElement.fromKeyframe];
                SimulationKeyframe to   = data.keyframes[simElement.toKeyframe];
                simElement.targetPosition = Vector3.Lerp(from.position, to.position, lerp);
                simElement.targetRotation = Quaternion.Slerp(from.rotation, to.rotation, lerp);
                simElement.MoveToTarget();
            }
        }
        else
        {
            currentLowFrame  = lowframe;
            currentHighFrame = highframe;

            var temp = previousSimElements;
            previousSimElements = activeSimElements;
            activeSimElements   = temp;

            // Update existing elements and create new ones
            for (; offset < nextOffset; offset++)
            {
                SimulationKeyframe keyframe = data.keyframes[offset];
                if (previousSimElements.TryGetValue(keyframe.vehicleID, out simElement))
                {
                    previousSimElements.Remove(keyframe.vehicleID);
                }
                else
                {
                    byte       assetType = data.assetTypes[keyframe.vehicleID];
                    GameObject go        = trafficAssets.Instantiate(assetType, transform);
                    go.transform.localPosition = keyframe.position;
                    go.transform.localRotation = keyframe.rotation;

                    simElement = go.GetComponent <SimulationElement>();
                    simElement.Initialize(keyframe.vehicleID);
                }

                simElement.fromKeyframe   = offset;
                simElement.targetPosition = keyframe.position;
                simElement.targetRotation = keyframe.rotation;
                activeSimElements.Add(keyframe.vehicleID, simElement);
            }

            // Remove elements that have ceased to exist
            foreach (var previousChild in previousSimElements.Values)
            {
                previousChild.gameObject.SetActive(false);
                previousChild.transform.parent = null;
                Destroy(previousChild.gameObject);
            }
            previousSimElements.Clear();

            offset     = nextOffset;
            nextOffset = data.frameOffsets[highframe + 1];

            // Find the next frame position/rotation and interpolate
            for (; offset < nextOffset; offset++)
            {
                SimulationKeyframe keyframe = data.keyframes[offset];
                if (activeSimElements.TryGetValue(keyframe.vehicleID, out simElement))
                {
                    simElement.toKeyframe = offset;
                    simElement.SetSpeed(Vector3.Distance(simElement.targetPosition, keyframe.position) * TIME_TO_FRAME);
                    simElement.targetPosition = Vector3.Lerp(simElement.targetPosition, keyframe.position, lerp);
                    simElement.targetRotation = Quaternion.Slerp(simElement.targetRotation, keyframe.rotation, lerp);
                    simElement.MoveToTarget();

                    //var audioSource = simElement.GetComponent<AudioSource>();
                    //float sqrDst = (simElement.targetPosition - Camera.main.transform.position).sqrMagnitude;
                    //if (audioSource)
                    //{
                    //    audioSource.priority = (int)Mathf.Lerp(50, 250, Mathf.Clamp01(sqrDst * 0.00005f));
                    //}
                }
            }

            // Random honk/bell
            //if (random.Next() > 1000)
            //{
            //    offset = data.frameOffsets[lowframe];
            //    nextOffset = data.frameOffsets[lowframe + 1];
            //      vvv OUT OF RANGE EXCEPTION vvv
            //    simElement = activeSimElements[data.keyframes[random.Next(offset, nextOffset)].vehicleID];
            //    simElement.SoundSignal();
            //}
        }
    }