Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Control manual camera speed through the keyboard #3221

Merged
merged 3 commits into from
Jun 7, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
26 changes: 24 additions & 2 deletions Unreal/Plugins/AirSim/Source/ManualPoseController.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,8 @@ void UManualPoseController::initializeForPlay()
right_roll_mapping_ = FInputAxisKeyMapping("inputManualRightRoll", EKeys::E);
up_pitch_mapping_ = FInputAxisKeyMapping("inputManualUpPitch", EKeys::W);
down_pitch_mapping_ = FInputAxisKeyMapping("inputManualDownPitch", EKeys::S);

inc_speed_mapping_ = FInputAxisKeyMapping("inputManualSpeedIncrease", EKeys::LeftShift);
dec_speed_mapping_ = FInputAxisKeyMapping("inputManualSpeedDecrease", EKeys::LeftControl);
input_positive_ = inpute_negative_ = last_velocity_ = FVector::ZeroVector;
}

Expand All @@ -27,6 +28,7 @@ void UManualPoseController::clearBindings()
left_binding_ = right_binding_ = up_binding_ = down_binding_ = nullptr;
forward_binding_ = backward_binding_ = left_yaw_binding_ = up_pitch_binding_ = nullptr;
right_yaw_binding_ = down_pitch_binding_ = left_roll_binding_ = right_roll_binding_ = nullptr;
inc_speed_binding_ = dec_speed_binding_ = nullptr;
}

void UManualPoseController::setActor(AActor* actor)
Expand Down Expand Up @@ -102,6 +104,10 @@ void UManualPoseController::removeInputBindings()
UAirBlueprintLib::RemoveAxisBinding(up_pitch_mapping_, up_pitch_binding_, actor_);
if (down_pitch_binding_)
UAirBlueprintLib::RemoveAxisBinding(down_pitch_mapping_, down_pitch_binding_, actor_);
if (inc_speed_binding_)
UAirBlueprintLib::RemoveAxisBinding(inc_speed_mapping_, inc_speed_binding_, actor_);
if (dec_speed_binding_)
UAirBlueprintLib::RemoveAxisBinding(dec_speed_mapping_, dec_speed_binding_, actor_);

clearBindings();
}
Expand All @@ -122,14 +128,16 @@ void UManualPoseController::setupInputBindings()
right_roll_binding_ = &UAirBlueprintLib::BindAxisToKey(right_roll_mapping_, actor_, this, &UManualPoseController::inputManualRightRoll);
up_pitch_binding_ = &UAirBlueprintLib::BindAxisToKey(up_pitch_mapping_, actor_, this, &UManualPoseController::inputManualUpPitch);
down_pitch_binding_ = &UAirBlueprintLib::BindAxisToKey(down_pitch_mapping_, actor_, this, &UManualPoseController::inputManualDownPitch);
inc_speed_binding_ = &UAirBlueprintLib::BindAxisToKey(inc_speed_mapping_, actor_, this, &UManualPoseController::inputManualSpeedIncrease);
dec_speed_binding_ = &UAirBlueprintLib::BindAxisToKey(dec_speed_mapping_, actor_, this, &UManualPoseController::inputManualSpeedDecrease);
}

void UManualPoseController::updateDeltaPosition(float dt)
{
FVector input = input_positive_ - inpute_negative_;
if (!FMath::IsNearlyZero(input.SizeSquared())) {
if (FMath::IsNearlyZero(acceleration_))
last_velocity_ = input * 1000;
last_velocity_ = input * speed_scaler_;
else
last_velocity_ += input * (acceleration_ * dt);
delta_position_ += actor_->GetActorRotation().RotateVector(last_velocity_ * dt);
Expand All @@ -139,6 +147,20 @@ void UManualPoseController::updateDeltaPosition(float dt)
}
}

void UManualPoseController::inputManualSpeedIncrease(float val)
{
if (!FMath::IsNearlyEqual(val, 0.f))
speed_scaler_ += val * 20;
}
void UManualPoseController::inputManualSpeedDecrease(float val)
{
if (!FMath::IsNearlyEqual(val, 0.f))
speed_scaler_ -= val * 20;

if (speed_scaler_ <= 0.0)
speed_scaler_ = 20.0;
}

void UManualPoseController::inputManualLeft(float val)
{
inpute_negative_.Y = val;
Expand Down
6 changes: 5 additions & 1 deletion Unreal/Plugins/AirSim/Source/ManualPoseController.h
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,8 @@ class AIRSIM_API UManualPoseController : public UObject
void inputManualRightRoll(float val);
void inputManualUpPitch(float val);
void inputManualDownPitch(float val);
void inputManualSpeedIncrease(float val);
void inputManualSpeedDecrease(float val);

void setupInputBindings();
void removeInputBindings();
Expand All @@ -42,17 +44,19 @@ class AIRSIM_API UManualPoseController : public UObject
FInputAxisBinding *left_binding_, *right_binding_, *up_binding_, *down_binding_;
FInputAxisBinding *forward_binding_, *backward_binding_, *left_yaw_binding_, *right_yaw_binding_;
FInputAxisBinding *up_pitch_binding_, *down_pitch_binding_, *left_roll_binding_, *right_roll_binding_;
FInputAxisBinding *inc_speed_binding_, *dec_speed_binding_;

FInputAxisKeyMapping left_mapping_, right_mapping_, up_mapping_, down_mapping_;
FInputAxisKeyMapping forward_mapping_, backward_mapping_, left_yaw_mapping_, right_yaw_mapping_;
FInputAxisKeyMapping up_pitch_mapping_, down_pitch_mapping_, left_roll_mapping_, right_roll_mapping_;
FInputAxisKeyMapping inc_speed_mapping_, dec_speed_mapping_;

FVector delta_position_;
FRotator delta_rotation_;

AActor* actor_;

float acceleration_ = 0;
float acceleration_ = 0, speed_scaler_ = 1000;
FVector input_positive_, inpute_negative_;
FVector last_velocity_;
};