Commit aae398b8 authored by 15김건우's avatar 15김건우

자살

parents
Pipeline #52 failed with stages
in 48 seconds
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using DroneController.CameraMovement;
[CustomEditor(typeof(DroneCamera))]
[ExecuteInEditMode]
public class CameraEditor : Editor
{
public override void OnInspectorGUI()
{
var myScript = target as CameraScript;
UpdateLayerInputs();
EditorGUILayout.BeginVertical("Box");
myScript.inputEditorFPS = GUILayout.Toolbar(myScript.inputEditorFPS, new string[] { "Third Person View", "First Person View" });
switch (myScript.inputEditorFPS)
{
case 0:
myScript.FPS = false;
break;
case 1:
myScript.FPS = true;
break;
}
if (myScript.FPS)
{
EditorGUILayout.Space();
EditorGUILayout.HelpBox("First person view properties to position and rotate camera inside the drone.", MessageType.None);
// EditorGUILayout.Space();
// myScript.FPS = EditorGUILayout.Toggle(new GUIContent("FPS (ON)"), myScript.FPS);
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.positionInsideDrone = EditorGUILayout.Vector3Field(new GUIContent("Position inside drone", "This will move cameras local position inside drone."), myScript.positionInsideDrone);
myScript.rotationInsideDrone = EditorGUILayout.Vector3Field(new GUIContent("Rotation inside drone", "This will give the camera extra X (up/down) tilt when in POV mode, so when you move forward your camera view is straight."), myScript.rotationInsideDrone);
myScript.fpsViewMask = EditorGUILayout.MaskField(new GUIContent("FPS View Mask", "Layers that we wish to see in the FPS mode... suggestion to disable body part and see only propelers"), myScript.fpsViewMask, optionsFPS);
myScript.fpsFieldOfView = EditorGUILayout.FloatField(new GUIContent("Field Of View", "Camera field of view"), myScript.fpsFieldOfView);
}
else
{
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Third person view properties to position and rotate camera behind the drone.", MessageType.None);
// EditorGUILayout.Space();
// myScript.FPS = EditorGUILayout.Toggle(new GUIContent("FPS (OFF)"), myScript.FPS);
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.positionBehindDrone = EditorGUILayout.Vector3Field(new GUIContent("Position behind drone", "Position of the camera behind the drone."), myScript.positionBehindDrone);
myScript.cameraFollowPositionTime = EditorGUILayout.Slider(new GUIContent("Camera follow position time", "How fast the camera will follow drone position. (The lower the value the faster it will follow)"), myScript.cameraFollowPositionTime, 0.0f, 0.1f);
myScript.extraTilt = EditorGUILayout.FloatField(new GUIContent("Extra camera tilt when moving", "Value where if the camera/drone is moving upwards will raise the camera view upward to get a better look at what is above, same goes when going downwards."), myScript.extraTilt);
myScript.tpsLayerMask = EditorGUILayout.MaskField(new GUIContent("TPS View Mask", "Layers that we wish to see in the FPS mode... suggestion to disable body part and see only propelers"), myScript.tpsLayerMask, optionsTPS);
myScript.tpsFieldOfView = EditorGUILayout.FloatField(new GUIContent("Field Of View", "Camera field of view"), myScript.tpsFieldOfView);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
myScript.freeMouseMovement = EditorGUILayout.Toggle(new GUIContent("Free Mouse Look", "Allows to freely view around the drone with your mouse and not depending on drone look rotation."), myScript.freeMouseMovement);
EditorGUILayout.Space();
if (myScript.freeMouseMovement)
{
myScript.useJoystickFreeMovementOnly = EditorGUILayout.Toggle(new GUIContent("Toggle joystick only free look", "Allows to freely view around the drone with your joystick and not depending on drone look rotation."), myScript.useJoystickFreeMovementOnly);
EditorGUILayout.BeginVertical("Box");
if(myScript.useJoystickFreeMovementOnly == false)
{
myScript.mouseSensitvity = EditorGUILayout.FloatField(new GUIContent("Mouse Sensitivity", "Value that will determine how fast your free look mouse will behave."), myScript.mouseSensitvity);
myScript.mouseFollowTime = EditorGUILayout.FloatField(new GUIContent("Mouse Follow Time", "Value that will follow the camera view behind the mouse movement.(The lower the value, the faster it will follow mouse movement)"), myScript.mouseFollowTime);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Mouse Input", MessageType.Info);
myScript.mouse_X_axisName = EditorGUILayout.TextField(new GUIContent("Mouse X axis name", "Name of the mouse X axis that is connected to mouse movement."), myScript.mouse_X_axisName);
myScript.mouse_Y_axisName = EditorGUILayout.TextField(new GUIContent("Mouse Y axis name", "Name of the mouse Y axis that is connected to mouse movement."), myScript.mouse_Y_axisName);
}
EditorGUILayout.HelpBox("Joystick Input", MessageType.Info);
myScript.dPad_X_axisName = EditorGUILayout.TextField(new GUIContent("Joystick axis for the X axis", "Name of the joystick input, the arrow axis used for this one."), myScript.dPad_X_axisName);
myScript.dPad_Y_axisName = EditorGUILayout.TextField(new GUIContent("Joystick axis for the Y axis", "Name of the joystick input, the arrow axis used for this one."), myScript.dPad_Y_axisName);
EditorGUILayout.EndVertical();
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
EditorGUILayout.EndVertical();
DrawDefaultInspector();
}
string[] optionsFPS = null;
string[] optionsTPS = null;
private void UpdateLayerInputs()//adds layer properties to our custom insepctor, cool isnt it?
{
optionsFPS = new string[32];
optionsTPS = new string[32];
for (int i = 0; i <= 31; i++)
{
string layerName = LayerMask.LayerToName(i);
optionsFPS[i] = layerName;
optionsTPS[i] = layerName;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttitudeController : MonoBehaviour
{
public float Pitch { get => axis.x; set => axis.x = value; } // front +, back - (theta)
public float Yaw { get => axis.y; set => axis.y = value; } // cw +, ccw - (psi)
public float Roll { get => axis.z; set => axis.z = value; } // left +, right - (phi)
public Vector3 Axis { get => axis ; set => axis = value; } // Target Attitude
public Vector3 Correction => correction; // Result correction force
[SerializeField] private Vector3 axis;
[SerializeField] [Readonly] private Vector3 correction;
[Header("PID Control values")]
[SerializeField] private Vector3 KrP = new Vector3(0.5f, 0.5f, 0.5f);
[SerializeField] private Vector3 KrI = new Vector3(0.5f, 0.5f, 0.5f);
[SerializeField] private Vector3 KrD = new Vector3(0.2f, 0.2f, 0.2f);
[SerializeField] [Readonly] private Vector3 pAxis, iAxis, dAxis;
private Vector3 prevPAxis;
private NavdataHandler navdata;
void Start() {
navdata = GetComponent<NavdataHandler>();
}
void FixedUpdate() {
var tRotation = Quaternion.Euler(axis);
var cRotation = Quaternion.Euler(navdata.Rotation);
var dRotation = Quaternion.Inverse(cRotation) * tRotation;
prevPAxis = pAxis;
pAxis = dRotation.eulerAngles.RelativeAngles();
iAxis += pAxis * Time.fixedDeltaTime;
dAxis = (pAxis - prevPAxis) / Time.fixedDeltaTime;
correction = Vector3.Scale(KrP, pAxis) + Vector3.Scale(KrI, iAxis) + Vector3.Scale(KrD, dAxis);
}
public void reset() => pAxis = iAxis = dAxis = prevPAxis = Vector3.zero;
}
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using UnityEngine;
public class ReadonlyAttribute : PropertyAttribute { }
public static class ExtensionFunctions
{
public static float RelativeAngle(this float v) {
while (v >= 180f) v -= 360f;
while (v < -180f) v += 360f;
return v;
}
public static Vector3 RelativeAngles(this Vector3 v) =>
new Vector3(v.x.RelativeAngle(), v.y.RelativeAngle(), v.z.RelativeAngle());
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Controller : MonoBehaviour
{
#region public accessor
public bool Flight { set => onflight = value; } // takeoff T, land F
public float Phi { set => phi_r = value / 5f; } // right +, left -
public float Theta { set => theta_b = value / 5f; } // back +, front -
public float Gaz { set => gaz_up = value / 5f; } // up +, down -
public float Yaw { set => yaw_cw = value / 5f; } // cw +, ccw -
public Vector3 Velocity => velocity; // drone velocity navdata
public Vector3 Rotation => rotation; // drone rotation navdata
public float Altitude => altitude; // drone altitude navdata
#endregion
#region private attributes
[SerializeField] private new Rigidbody rigidbody; // Drone rigidbody
[SerializeField] private new Transform transform; // Drone rotation (must be FixRotation)
[SerializeField] private bool onflight;
[SerializeField] private float phi_r;
[SerializeField] private float theta_b;
[SerializeField] private float gaz_up;
[SerializeField] private float yaw_cw;
[SerializeField] private Vector3 velocity;
[SerializeField] private Vector3 rotation;
[SerializeField] private float altitude;
#endregion
#region inspector view variable
[SerializeField] private Transform rbTransform; // rotation of rigidbody
[SerializeField] private Vector3 prevVelocity;
[SerializeField] private Vector3 targetVelocity;
[SerializeField] private Vector3 pv, iv, dv;
[SerializeField] private Vector3 force;
[SerializeField] private float rbRotation;
[SerializeField] private float prevRbRotation;
[SerializeField] private float rRVelocity;
[SerializeField] private float prevRRVelocity;
[SerializeField] private float targetRRVelocity;
[SerializeField] private float prrv, irrv, drrv;
[SerializeField] private float torque;
#endregion
void Start() {
rbTransform = rigidbody.GetComponent<Transform>();
}
void FixedUpdate() {
// update value
prevVelocity = velocity;
velocity = transform.InverseTransformDirection(rigidbody.velocity);
rotation = transform.eulerAngles;
altitude = transform.position.y;
// calculate force
if (onflight) {
targetVelocity = new Vector3(phi_r, gaz_up, -theta_b);
if (altitude < 1f)
targetVelocity.y += 3 * (1f - altitude);
}
else {
targetVelocity = new Vector3(0, -5f, 0);
if (altitude < 0.55f) {
targetVelocity.y = 0f;
pv = iv = dv = Vector3.zero;
}
}
pv = targetVelocity - velocity;
iv = iv + pv;
dv = velocity - prevVelocity;
force = 30f * pv + 0.2f * iv + 50f * dv;
force.y = 60f * pv.y + 0.4f * iv.y + 100f * dv.y;
rigidbody.AddRelativeForce(force);
// calculate rotation
prevRbRotation = rbRotation;
rbRotation = rbTransform.eulerAngles.y;
prevRRVelocity = rRVelocity;
rRVelocity = (rbRotation - prevRbRotation) * 60f;
if (onflight) {
targetRRVelocity = yaw_cw;
} else {
targetRRVelocity = 0;
if (altitude < 0.55f)
prrv = irrv = drrv = 0;
}
prrv = targetRRVelocity - rRVelocity;
irrv = irrv + prrv;
drrv = rRVelocity - prevRRVelocity;
torque = 30f * prrv + 0.2f * irrv + 50f * drrv;
rRVelocity += torque;
rbRotation += rRVelocity / 60f;
var targetRotQuat = Quaternion.Euler(0, rbRotation, 0);
rbTransform.rotation = Quaternion.Lerp(rbTransform.rotation, targetRotQuat, 0.1f);
//tgRotation = Quaternion.Euler(0, rbTransform.eulerAngles.y + yaw_cw* 10f, 0);
//rbTransform.rotation = Quaternion.Lerp(rbRotation, tgRotation, 0.05f);
// tilt effect
var currentQuat = transform.localRotation;
var targetQuat = Quaternion.Euler(-theta_b, 1, -phi_r);
transform.localRotation = Quaternion.Lerp(currentQuat, targetQuat, 0.05f);
}
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class JointSimulator : MonoBehaviour
{
#region constants
private static readonly IReadOnlyList<Vector3> rotorPosition = new Vector3[4] {
new Vector3( 0.6f, 0.25f, 0.6f), // RF
new Vector3( 0.6f, 0.25f, -0.6f), // RB
new Vector3(-0.6f, 0.25f, -0.6f), // LB
new Vector3(-0.6f, 0.25f, 0.6f) // LF
};
public float DefaultThrottle = 24.5f;
public Vector4 MaxGain = new Vector4(10f, 1f, 10f, 100f);
public Vector4 KrP = new Vector4( 10f, 10f, 10f, 10f);
public Vector4 KrI = new Vector4( 0.2f, 0.2f, 0.2f, 0f);
public Vector4 KrD = new Vector4(1000f, 1000f, 1000f, 1000f);
#endregion
#region public accessor
public bool Flight { get => onflight; set => onflight = value; } // takeoff T, land F
public float Pitch { get => axis.x; set => axis.x = value; } // front +, back - (theta)
public float Yaw { get => axis.y; set => axis.y = value; } // cw +, ccw - (psi)
public float Roll { get => axis.z; set => axis.z = value; } // left +, right - (phi)
public float Throttle { get => axis.w; set => axis.w = value; } // up velocity
public Vector3 Accelero => accelero; // accelerometer navdata
public Vector3 Rotation => rotation; // gyroscope + magnetometer navdata
public float Altitude => altitude; // ultrasound + pressure navdata
#endregion
#region private attributes
private new Rigidbody rigidbody;
private new Transform transform;
[SerializeField] private bool onflight;
[SerializeField] private Vector4 axis = new Vector4(0, 0, 0, 98f);
[SerializeField] private Vector3 accelero;
[SerializeField] private Vector3 rotation;
[SerializeField] private float altitude;
#endregion
#region inspector view variable
private Vector3 prevVelocity, velocity;
[SerializeField] private float[] rotorThrust = new float[4]; // RF, RB, LB, LF
[SerializeField] private float rotorTorque = 0f;
[SerializeField] private Vector4 pAxis, iAxis, dAxis, prevPAxis;
[SerializeField] private Vector4 accAxis, prevAccAxis;
#endregion
void Start() {
rigidbody = GetComponent<Rigidbody>();
transform = GetComponent<Transform>();
}
void FixedUpdate() {
prevVelocity = velocity;
velocity = transform.InverseTransformDirection(rigidbody.velocity);
accelero = (velocity - prevVelocity) / Time.fixedDeltaTime;
rotation = transform.eulerAngles;
altitude = transform.position.y;
var targetRotation = Quaternion.Euler(axis);
var currentRotation = transform.rotation;
var deltaRotation = Quaternion.Inverse(currentRotation) * targetRotation;
prevPAxis = pAxis;
pAxis = deltaRotation.eulerAngles;
pAxis.w = axis.w - altitude;
if (pAxis.x >= 180f) pAxis.x -= 360f;
if (pAxis.y >= 180f) pAxis.y -= 360f;
if (pAxis.z >= 180f) pAxis.z -= 360f;
iAxis += Vector4.Scale(KrI, pAxis);
dAxis = pAxis - prevPAxis;
prevAccAxis = accAxis;
accAxis = Vector4.Scale(KrP, pAxis) + Vector4.Scale(KrI, iAxis) + Vector4.Scale(KrD, dAxis);
accAxis.w += DefaultThrottle;
if (Mathf.Abs(accAxis.x - prevAccAxis.x) >= MaxGain.x)
accAxis.x = prevAccAxis.x + Mathf.Clamp(accAxis.x - prevAccAxis.x, -MaxGain.x, MaxGain.x);
if (Mathf.Abs(accAxis.y - prevAccAxis.y) >= MaxGain.y)
accAxis.y = prevAccAxis.y + Mathf.Clamp(accAxis.y - prevAccAxis.y, -MaxGain.y, MaxGain.y);
if (Mathf.Abs(accAxis.z - prevAccAxis.z) >= MaxGain.z)
accAxis.z = prevAccAxis.z + Mathf.Clamp(accAxis.z - prevAccAxis.z, -MaxGain.z, MaxGain.z);
if (Mathf.Abs(accAxis.w - prevAccAxis.w) >= MaxGain.w)
accAxis.w = prevAccAxis.w + Mathf.Clamp(accAxis.w - prevAccAxis.w, -MaxGain.w, MaxGain.w);
rotorThrust[0] = accAxis.w - accAxis.x + accAxis.y + accAxis.z;
rotorThrust[1] = accAxis.w + accAxis.x - accAxis.y + accAxis.z;
rotorThrust[2] = accAxis.w + accAxis.x + accAxis.y - accAxis.z;
rotorThrust[3] = accAxis.w - accAxis.x - accAxis.y - accAxis.z;
rotorTorque = rotorThrust[0] - rotorThrust[1] + rotorThrust[2] - rotorThrust[3];
// apply thrust
rotorPosition
.Select(p => transform.TransformPoint(p)) // local to world position
.Zip(rotorThrust, (p, f) => new { p, f })
.ToList()
.ForEach(e => rigidbody.AddForceAtPosition(transform.up * e.f, e.p)); // rotor force
rigidbody.AddRelativeTorque(new Vector3(0, rotorTorque, 0));
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveController : MonoBehaviour
{
public enum DroneState { Inactive, TakeOff, OnFlight, Landing };
public bool Emergency { // emergency flag
get => emergency;
set {
if (emergency != value) {
emergency = value;
thrust.Emergency = emergency;
if (!emergency) {
attitude.reset();
}
}
}
}
public DroneState Status => droneState;
public bool Flight {
set {
if (value) {
if (droneState == DroneState.Inactive)
droneState = DroneState.TakeOff;
}
else {
if (droneState == DroneState.OnFlight || droneState == DroneState.TakeOff)
droneState = DroneState.Landing;
}
}
}
public float Front { get => movement.x / 5f; set { movement.x = value * 5f; reset(); } } // front-back movement
public float Up { get => movement.y / 5f; set { movement.y = value * 5f; reset(); } } // up-down movement
public float Left { get => movement.z / 5f; set { movement.z = value * 5f; reset(); } } // left-right movement
public float Turn { get => movement.w ; set { movement.w = value ; reset(); } } // turn(+ccw) movement
[SerializeField] [Readonly] private bool emergency = false;
[SerializeField] private DroneState droneState = DroneState.Inactive;
[SerializeField] private Vector4 movement;
[Header("PID Control values")]
[SerializeField] private Vector4 KrP = new Vector4(5f, 8f, 5f, 200f);
[SerializeField] private Vector4 KrI = new Vector4(0.1f, 0.4f, 0.1f, 0.05f);
[SerializeField] private Vector4 KrD = new Vector4(200f, 100f, 200f, 2000f);
[SerializeField] [Readonly] private Vector4 pMove, iMove, dMove;
private Vector4 prevPMove;
[SerializeField] [Readonly] private Vector4 force;
[SerializeField] [Readonly] private float antigravity;
[SerializeField] [Readonly] private Vector4 targetVelocity, currentVelocity;
private float prevYaw, yaw;
private NavdataHandler navdata;
private AttitudeController attitude;
private ThrustController thrust;
void Start() {
navdata = GetComponent<NavdataHandler>();
attitude = GetComponent<AttitudeController>();
thrust = GetComponent<ThrustController>();
}
void FixedUpdate() {
prevYaw = yaw;
yaw = navdata.Rotation.y;
currentVelocity = navdata.Velocity;
currentVelocity.w = (yaw - prevYaw).RelativeAngle();
switch (droneState) {
case DroneState.TakeOff:
if (currentVelocity.y > 0.5f) {
droneState = DroneState.OnFlight;
goto case DroneState.OnFlight;
}
antigravity += 0.05f;
force = Vector4.zero;
force.y += antigravity;
break;
case DroneState.OnFlight:
targetVelocity = movement;
prevPMove = pMove;
pMove = targetVelocity - currentVelocity;
pMove.w = pMove.w.RelativeAngle();
iMove += Vector4.Scale(KrI, pMove);
dMove = pMove - prevPMove;
force = Vector4.Scale(KrP, pMove) + Vector4.Scale(KrI, iMove) + Vector4.Scale(KrD, dMove);
force.y += antigravity;
break;
case DroneState.Landing:
targetVelocity = Vector4.zero;
if (navdata.Altitude > 0.2f) {
targetVelocity.y = -4f;
prevPMove = pMove;
pMove = targetVelocity - currentVelocity;
pMove.w = pMove.w.RelativeAngle();
iMove += pMove * Time.fixedDeltaTime;
dMove = (pMove - prevPMove) / Time.fixedDeltaTime;
force = Vector4.Scale(KrP, pMove) + Vector4.Scale(KrI, iMove) + Vector4.Scale(KrD, dMove);
force.y += antigravity;
}
else {
reset();
antigravity = 0f;
force = Vector4.zero;
droneState = DroneState.Inactive;
goto case DroneState.Inactive;
}
break;
case DroneState.Inactive:
break;
}
attitude.Roll = Mathf.Clamp(-force.x, -60f, 60f);
thrust.Thrust = force.y;
attitude.Pitch = Mathf.Clamp( force.z, -60f, 60f);
attitude.Yaw += Mathf.Clamp(currentVelocity.w + force.w * Time.fixedDeltaTime, -10f, 10f);
Debug.Log(currentVelocity.w + force.w * Time.deltaTime);
}
public void reset() => pMove = iMove = dMove = prevPMove = Vector3.zero;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class NavdataHandler : MonoBehaviour
{
public Vector3 Accel => acceleration;
public Vector3 Velocity => velocity;
public Vector3 Rotation => rotation;
public float Altitude => altitude;
[SerializeField] [Readonly] private Vector3 acceleration; // from accelerometer
[SerializeField] [Readonly] private Vector3 velocity; // navdata_demo calculation
[SerializeField] [Readonly] private Vector3 rotation; // from gyroscope + magnetometer
[SerializeField] [Readonly] private float altitude; // from ultrasonic sensor
// presure sensor skipped; not needed
private new Rigidbody rigidbody;
private new Transform transform;
private Vector3 prevVelocity;
void Start() {
rigidbody = GetComponent<Rigidbody>();
transform = GetComponent<Transform>();
}
void FixedUpdate() {
prevVelocity = velocity;
velocity = transform.InverseTransformDirection(rigidbody.velocity);
acceleration = (velocity - prevVelocity) / Time.fixedDeltaTime;
rotation = transform.eulerAngles;
altitude = transform.position.y - 0.5f;
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ThrustController : MonoBehaviour
{
public bool Emergency { get => !standby; set => standby = !value; }
public float Thrust { get => thrust; set => thrust = value; }
[SerializeField] private bool standby = true;
[SerializeField] private float thrust;
[SerializeField] [Readonly] private float[] rotorThrust = new float[4]; // RF, RB, LB, LF
[SerializeField] [Readonly] private float rotorTorque = 0f;
private static readonly IReadOnlyList<Vector3> rotorPosition = new Vector3[4] {
new Vector3( 0.6f, 0.25f, 0.6f), // RF
new Vector3( 0.6f, 0.25f, -0.6f), // RB
new Vector3(-0.6f, 0.25f, -0.6f), // LB
new Vector3(-0.6f, 0.25f, 0.6f) // LF
};
private new Transform transform;
private new Rigidbody rigidbody;
private NavdataHandler navdata;
private AttitudeController attitude;
void Start() {
transform = GetComponent<Transform>();
rigidbody = GetComponent<Rigidbody>();
navdata = GetComponent<NavdataHandler>();
attitude = GetComponent<AttitudeController>();
}
void FixedUpdate() {
if (standby) {
var correction = attitude.Correction;
rotorThrust[0] = thrust - correction.x + correction.y + correction.z;
rotorThrust[1] = thrust + correction.x - correction.y + correction.z;
rotorThrust[2] = thrust + correction.x + correction.y - correction.z;
rotorThrust[3] = thrust - correction.x - correction.y - correction.z;
rotorTorque = rotorThrust[0] - rotorThrust[1] + rotorThrust[2] - rotorThrust[3];
// apply thrust to each rotor position
rotorPosition
.Select(p => transform.TransformPoint(p)) // local to world position
.Zip(rotorThrust, (p, f) => new { p, f })
.ToList()
.ForEach(e => rigidbody.AddForceAtPosition(transform.up * e.f, e.p));
rigidbody.AddRelativeTorque(new Vector3(0, rotorTorque, 0));
}
}
}
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