Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

USARBot.USARConverter


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
/*
 * 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
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Do 25.1.2007 19:58:46.000 - Creation time: Mo 16.4.2007 11:20:55.328 - Created with UnCodeX