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/* * This class is used to convert units. You can subclass this class and define new * defaultproperties. In the USARBot.ini file, in [USARBot.KRobot] section, change * ConverterClass to your class. * * In this file, we use SI Units. Here UU means Unreal Units. It can be any units used in Unreal. */ class USARConverter extends Object config(USARBot); //Meters <-> UU var config float C_MeterToUU; //Angles <-> UU var config float C_AngleToDegree; var config float C_AngleToURot; //right hand coord or left hand coord var config bool RightHand; var config byte NumberPrecision; //======================================= // Functions used for print out data //....................................... // You possibly needn't overwrite these functions //======================================= static final function String FloatString(float Value, optional int Precision) { local int IntPart; local float FloatPart; local string IntString, FloatString; if ( Precision == 0 ) Precision = Default.NumberPrecision; // default 4 else Precision = Max(Precision, 1); if ( Value < 0 ) { IntString = "-"; Value *= -1; } IntPart = int(Value); FloatPart = Value - IntPart; IntString = IntString$string(IntPart); FloatString = string(int(FloatPart * 10 ** Precision)); while (Len(FloatString) < Precision) FloatString = "0" $ FloatString; return IntString$"."$FloatString; } static final function String VectorString(vector vec, optional int Precision) { return FloatString(vec.X,Precision)$","$FloatString(vec.Y,Precision)$","$FloatString(vec.Z,Precision); } static final function String Str_LengthFromUU(float uu, optional int Precision) { return FloatString(LengthFromUU(uu),Precision); } static final function String Str_SpeedFromUU(float uu, optional int Precision) { return FloatString(SpeedFromUU(uu),Precision); } static final function String Str_AngleFromUU(int uu, optional int Precision) { return FloatString(AngleFromUU(uu),Precision); } static final function String Str_AngleFromDeg(int deg, optional int Precision) { return FloatString(AngleFromDeg(deg),Precision); } static final function String Str_SpinSpeedFromUU(int uu, optional int Precision) { return FloatString(SpinSpeedFromUU(uu),Precision); } static final function String Str_RotatorFromUU(rotator rot, optional int Precision) { return VectorString(RotatorFromUU(rot),Precision); } static final function String Str_LengthVectorFromUU(vector vec, optional int Precision) { return VectorString(LengthVectorFromUU(vec),Precision); } static final function String Str_VelocityVectorFromUU(vector vec, optional int Precision) { return VectorString(VelocityVectorFromUU(vec),Precision); } //========================================= // Functions used to convert data //========================================= static final function float LengthFromUU(float uu) { return uu/default.C_MeterToUU; } static final function float LengthToUU(float m) { return m*default.C_MeterToUU; } static final function float SpeedFromUU(float uu) { return uu/default.C_MeterToUU; } static final function float SpeedToUU(float m) { return m*default.C_MeterToUU; } static final function float AngleFromUU(int uu) { return uu/default.C_AngleToURot; } static final function int AngleToUU(float rad) { return int(rad*default.C_AngleToURot); } static final function float AngleFromDeg(int deg) { return deg/default.C_AngleToDegree; } static final function int AngleToDeg(float rad) { return int(rad*default.C_AngleToDegree); } static final function float SpinSpeedFromUU(int uu) { return uu/default.C_AngleToURot; } static final function int SpinSpeedToUU(float rad) { return int(rad*default.C_AngleToURot); } /* * Convert a rotator holds Picth, Yaw, and Roll in Unreal to a rotator holds Roll, Pitch, and Yaw in the real world * The return value is a vector NOT rotator because roatar only support int element. And we want float number as * element. */ static final function vector RotatorFromUU(rotator rot) { local vector vec; vec.X = rot.Roll/default.C_AngleToURot; vec.Y = rot.Pitch/default.C_AngleToURot; vec.Z = rot.Yaw/default.C_AngleToURot; return vec; } static final function rotator RotatorToUU(vector vec) { local rotator rot; rot.Roll = vec.X*default.C_AngleToURot; rot.Pitch = vec.Y*default.C_AngleToURot; rot.Yaw = vec.Z*default.C_AngleToURot; return rot; } /* * Convert left hand coord in UU to right hand coord for length vector. */ static final function vector LengthVectorFromUU(vector vec) { local vector res; res.X = vec.X/default.C_MeterToUU; res.Y = vec.Y/default.C_MeterToUU; if(default.RightHand) res.Z = -vec.Z/default.C_MeterToUU; else res.Z = vec.Z/default.C_MeterToUU; return res; } static final function vector LengthVectorToUU(vector vec) { local vector res; res.X = vec.X*default.C_MeterToUU; res.Y = vec.Y*default.C_MeterToUU; if(default.RightHand) res.Z = -vec.Z*default.C_MeterToUU; else res.Z = vec.Z*default.C_MeterToUU; return res; } /* * Convert left hand coord in UU to right hand coord for velocity vector. */ static final function vector VelocityVectorFromUU(vector vec) { local vector res; res.X = vec.X/default.C_MeterToUU; res.Y = vec.Y/default.C_MeterToUU; if(default.RightHand) res.Z = -vec.Z/default.C_MeterToUU; else res.Z = vec.Z/default.C_MeterToUU; return res; } static final function vector VelocityVectorToUU(vector vec) { local vector res; res.X = vec.X*default.C_MeterToUU; res.Y = vec.Y*default.C_MeterToUU; if(default.RightHand) res.Z = -vec.Z*default.C_MeterToUU; else res.Z = vec.Z*default.C_MeterToUU; return res; } /* * normRad_ZeroTo2PI * This function normalizes radians value to be between [0,2PI]. * It works for both negative radain values and cumulative values * of radains, values > 2PI and values < -2PI. Positive rotations * are clockwise. */ static final function float normRad_ZeroTo2PI(float rads) { local float nRads; nRads = rads % (2*pi); if( nRads < 0 ) { nRads = nRads + (2*PI); } return nRads; } defaultproperties { // 1m = 250uu , 1uu =4mm C_MeterToUU=250 //Angle = Radians C_AngleToDegree=57.2957795131; C_AngleToURot=10430.3783505; RightHand=true NumberPrecision=4 } |
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