void AVehiclePawn::OnHandbrakePressed() { AVehiclePlayerController *VehicleController = Cast<AVehiclePlayerController>(GetController()); UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent(); if (VehicleMovement != NULL) { VehicleMovement->SetHandbrakeInput(true); } }
void AVehiclePawn::MoveRight(float Val) { AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController()); UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent(); if (VehicleMovement == NULL || (MyPC && MyPC->IsHandbrakeForced())) { return; } VehicleMovement->SetSteeringInput(Val); }
void UVehiclePathFollowingComponent::OnPathFinished(EPathFollowingResult::Type Result) { #ifdef NDEBUG if (GEngine) { GEngine->AddOnScreenDebugMessage(0, 3.0f, FColor::Green, "Path Following Result: " + FString::FromInt(Result)); } #endif UWheeledVehicleMovementComponent* VehicleMoveComp = Cast<UWheeledVehicleMovementComponent>(MovementComp); InitialDistanceToDestination = -1.0f; VehicleMoveComp->SetThrottleInput(0.0f); VehicleMoveComp->SetSteeringInput(0.0f); VehicleMoveComp->SetHandbrakeInput(true); UPIDController::Clear(VelocityController); UPIDController::Clear(HeadingController); UPathFollowingComponent::OnPathFinished(Result); }
void UVehiclePathFollowingComponent::FollowPathSegment(float DeltaTime) { if (MovementComp) { UWheeledVehicleMovementComponent* VehicleMoveComp = Cast<UWheeledVehicleMovementComponent>(MovementComp); AWheeledVehicle* Owner = Cast<AWheeledVehicle>(VehicleMoveComp->GetOwner()); if (Owner && VehicleMoveComp) { if(DesiredVehicleSpeedInKMH == 0.0f) VehicleMoveComp->SetHandbrakeInput(true); else VehicleMoveComp->SetHandbrakeInput(false); FVector VehicleLocation = Owner->GetActorLocation(); FVector Destination = GetCurrentTargetLocation(); FVector DirectionToDestination = Destination - VehicleLocation; //Vector pointing to current destination (not necessarily the final destination) //____STEERING____ float DesiredSteering = 0.f; float DeltaYaw = (DirectionToDestination.ToOrientationRotator() - Owner->GetActorForwardVector().ToOrientationRotator()).Yaw; bool DestinationToRight = DeltaYaw >= 0; if (DeltaYaw > 180.f || DeltaYaw < -180.f) { DestinationToRight = !DestinationToRight; if (DestinationToRight && DeltaYaw >= -360.f + MaxSteeringAngle) { DesiredSteering = 1.f; } else if (!DestinationToRight && DeltaYaw <= 360.f - MaxSteeringAngle) { DesiredSteering = -1.f; } else if(DestinationToRight) { DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(-360.f, -360.f + MaxSteeringAngle), FVector2D(0, 1.0f), DeltaYaw); } else { DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(360.f - MaxSteeringAngle, 360.f), FVector2D(-1.f, 0.f), DeltaYaw); } } else { if (DestinationToRight && DeltaYaw >= MaxSteeringAngle) { DesiredSteering = 1.f; } else if (!DestinationToRight && DeltaYaw <= -MaxSteeringAngle) { DesiredSteering = -1.f; } else DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(-MaxSteeringAngle, MaxSteeringAngle), FVector2D(-1.f, 1.f), DeltaYaw); } CurrentSteering = DesiredSteering; VehicleMoveComp->SetSteeringInput(CurrentSteering); //____END STEERING____ //____THROTTLE____ float CurrentSpeedInKMH = VehicleMoveComp->GetForwardSpeed() * 0.036f; //Convert to KM/H //TODO: Allow speed to be 0, but never 0 if DesiredSpeed is > 0 float EstiamtedDesiredSpeed = DesiredVehicleSpeedInKMH - (FMath::Abs(CurrentSteering) * DesiredVehicleSpeedInKMH * 0.8); CurrentThrottle += UPIDController::NextValue(VelocityController, EstiamtedDesiredSpeed - CurrentSpeedInKMH, DeltaTime); CurrentThrottle = FMath::Clamp(CurrentThrottle, 0.f, 1.f); VehicleMoveComp->SetThrottleInput(CurrentThrottle); //____END THROTTLE____ //Direction the wheel is facing DesiredMoveDirection = Owner->GetActorForwardVector().ToOrientationRotator().Add(0.f, FMath::GetMappedRangeValueClamped(FVector2D(-1.f, 1.f), FVector2D(-90.f, 90.f), CurrentSteering), 0.f).Vector(); ABikeV3Pawn* BikePawn = Cast<ABikeV3Pawn>(Owner); if(BikePawn) BikePawn->CurrentHandlingInput = CurrentSteering; #ifdef NDEBUG float DistanceToDestination = DirectionToDestination.Size(); DrawDebugPoint(GetWorld(), Destination, 50.0f, FColor::Blue); DrawDebugLine(GetWorld(), VehicleLocation, VehicleLocation + DirectionToDestination, FColor::Yellow); if (GEngine) { GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Cyan, FString::Printf(TEXT("Throttle %0.3f Steering: %0.3f"), CurrentThrottle, CurrentSteering)); GEngine->AddOnScreenDebugMessage(1, 1.0f, FColor::Cyan, FString::Printf(TEXT("Distance to destination: %0.2f"), DistanceToDestination)); GEngine->AddOnScreenDebugMessage(2, 1.0f, FColor::Cyan, FString::Printf(TEXT("Current Speed in KM/H: %0.2f"), CurrentSpeedInKMH)); GEngine->AddOnScreenDebugMessage(3, 1.0f, FColor::Cyan, FString::Printf(TEXT("DeltaYaw %0.3f"), DeltaYaw)); } #endif } } }
void UVehiclePathFollowingComponent::FollowPathSegment(float DeltaTime) { if (MovementComp) { UWheeledVehicleMovementComponent* VehicleMoveComp = Cast<UWheeledVehicleMovementComponent>(MovementComp); AWheeledVehicle* Owner = Cast<AWheeledVehicle>(VehicleMoveComp->GetOwner()); if (Owner && VehicleMoveComp) { FVector VehicleLocation = Owner->GetActorLocation(); FVector Destination = GetCurrentTargetLocation(); FVector DirectionToDestion = Destination - VehicleLocation; float DistanceToDestination = DirectionToDestion.Size(); FRotator RotatorToDestination = FRotationMatrix::MakeFromX(DirectionToDestion.GetSafeNormal2D()).Rotator(); float DeltaYaw = (RotatorToDestination - Owner->GetActorRotation()).Yaw; bool DestinationInFront = DeltaYaw - 70.0f <= EPSILON && DeltaYaw + 70.0f >= EPSILON; float DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(-180.0f, 180.0f), FVector2D(-1.0f, 1.0f), DeltaYaw); if (!DestinationInFront && DistanceToDestination < 1e3) // reverse DesiredSteering = -DesiredSteering; VehicleMoveComp->SetHandbrakeInput(false); // The DesiredSteering includes the sensed steering already CurrentSteering += UPIDController::NextValue(HeadingController, DesiredSteering - CurrentSteering, DeltaTime); VehicleMoveComp->SetSteeringInput(CurrentSteering); float PercentDistanceLeft = DistanceToDestination / InitialDistanceToDestination; float DesiredThrottle = 0.0f; // #TODO Turn hardcoded values into variables if (DestinationInFront) DesiredThrottle = FMath::Clamp(PercentDistanceLeft, 0.35f, 0.8f); else DesiredThrottle = -0.5f; // default throttle when going in reverse /* #TODO Fix Math: Allow user to specify a maximum vehicle speed that the PID controller should approach. */ CurrentThrottle += UPIDController::NextValue(VelocityController, DesiredThrottle - CurrentThrottle, DeltaTime); VehicleMoveComp->SetThrottleInput(CurrentThrottle); #ifdef NDEBUG DrawDebugPoint(GetWorld(), Destination, 50.0f, FColor::Blue); DrawDebugLine(GetWorld(), VehicleLocation, VehicleLocation + DirectionToDestion, FColor::Yellow); if (GEngine) { GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Cyan, FString::Printf(TEXT("Throttle %0.3f Steering: %0.3f"), CurrentThrottle, CurrentSteering)); GEngine->AddOnScreenDebugMessage(1, 1.0f, FColor::Cyan, FString::Printf(TEXT("Distance to destination: %0.2f"), DistanceToDestination)); } #endif } } }