waypoints | 用python实现大疆无人机M600航点规划任务 | Robotics library
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用python实现大疆无人机M600航点规划任务
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- creates waypoint task
- Creates a MissionWaypoint object
- main entry point
- load and start mission
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Community Discussions
Trending Discussions on waypoints
QUESTION
I'm developing a simple navigator with mapbox API for Android.
I'm creating some routes using https://docs.mapbox.com/playground/directions/ playground and i would like to use the generated JSON to generate a DirectionsRoute
object.
So i call DirectionsRoute.fromJson()
but when i do it, the application crashes with this error:
ANSWER
Answered 2021-Jun-15 at 08:12The response from the mapbox API is not DirectionsRoute
. It is DirectionsResponse
, a structure that looks like this:
QUESTION
I'm using the following to animate the route being drawn in React Leaflet, which works nicely. However I'd like to use onAnimationEnd
for the CSS. I can't figure out where to find the element and attach the eventListener.
ANSWER
Answered 2021-Jun-11 at 21:08You've set this up very nicely. Your RoutingMachine
component is well written, and you already have your ref to it. Great. Let's examine RoutingMachineRef
in the console:
As you can see, if you dig through, the svg path component can be found at RoutingMachineRef.current._line._layers[some_layer_id]._path
. But watch out because sometimes leaflet routing machine will draw multiple layers (separate svg layers for rounded line caps, etc). You can actually access these dom elements directly through the RoutingMachineRef.
I'm not sure which one of these gets the .animate
css class in your code, but you can probably just add your event listener to each of these. I imagine only one of them is going to actually animate (potentially a problematic assumption there), so the event listener will only fire once, when the one that has the .animate
class stops animating:
QUESTION
I am using Here SDK version 4.7.4 for the Android navigation app. So, We calculate the route using our web portal and want to use the same route that we calculated(using the web portal by calling here REST API) in the Android Navigation app.
I have searched online for this and unfortunately did not find anything worthful.
Currently, In the Here map Navigation example, It calculates the route using the below lines of code:
...ANSWER
Answered 2021-Jun-07 at 20:53You cannot convert the Route
object that you have received from the REST API call to a Java or Kotlin object that the HERE SDK can understand - as JavaScript/JSON vs. Java / Kotlin are not compatible, and most importantly, the Route
object cannot be generated on app side from scratch as no constructor is publicly accessible.
You can only try to create the route again with the same parameters that you have used on your web portal. The results may differ, as it is a new calculation and time and traffic situation may change the route.
A better solution may be to talk to the HERE support team and ask them to allow creating routes from a given RouteHandle
. The route handle uniquely identifies a route and it is just a String
representation of a route. The REST API can generate the handle and the HERE SDK can then consume it, in theory ...
QUESTION
I have the following problem:
I built an app that has 6 buttons and each of these buttons is assigned a CL region. I have a GPS track file that provides the app with locations and simulates a walk.
Now buttons should turn yellow when the region assigned to them is reached. It works so far, but the problem is that I don't know where to ask whether or not to reach the Region of Button. I tried .onAppear () {if ...}, but that is only triggered once and I need something that monitors the If statement all the time.
Is there anything?
Thanks in advance
here my code:
...ANSWER
Answered 2021-Jun-04 at 15:45You can use onChange
to monitor the status of RegionIndex
. It might look like this (replacing your onAppear
):
QUESTION
I have a Blazor site, I am using an HTML template that has CSS and JS for styling.
I have imported the assets into the wwwroot, and I have made a reference to them in the _Host.cshtml file; The styling and certain elements seem to be working... However I've noticed the animations and other portions of the javascript are not working as intended...
For example, I have an accordion, and it doesn't expand or close.
I made the same page in an HTML format and put that in the wwwroot... When I run the code and navigate to that page, it seems to be working just fine. But on my razor page, it is not...
This is it on the .razor component
This is it on the .html file I made in the wwwroot
_Host.cshtml
...ANSWER
Answered 2021-Feb-10 at 18:19Good afternoon,
From my experience calling Javascript in a Blazor Component requires use of the IJS runtime. Here is the Microsoft Blazor Documentation for this issue:
https://docs.microsoft.com/en-us/aspnet/core/blazor/call-javascript-from-dotnet?view=aspnetcore-5.0
Essentially you use the IJS runtime to call specific methods from your custom JS documents.
QUESTION
Error
NoReverseMatch at /cart/
Reverse for 'ProductView' not found. 'ProductView' is not a valid view function or pattern name.
Request Method: GET
Request URL: http://127.0.0.1:8000/cart/
Django Version: 3.2.3
Exception Type: NoReverseMatch
Exception Value:
Reverse for 'ProductView' not found. 'ProductView' is not a valid view function or pattern name.
Error Screenshot
ProductApp Templates 'app/base.html'
...ANSWER
Answered 2021-May-26 at 05:41The issue is with this commented line,
QUESTION
Following the offical reference for Higher Level Component Factory to update props for a Control Component
The core APIs export other high-level component factories that can be used in a similar way.
I've mimicked the example - but I get a syntax error for the following:
...ANSWER
Answered 2021-May-24 at 14:37You will notice that in the docs, createcontrolcomponent
lists only one argument, which is a function to create the instance. You are expecting it to behave like createlayercomponent
, which takes two arguments. In createlayercomponent, the second argument is a function to update the layer component when the props change. However, createcontrolcomponent
offers no such functionality. react-leaflet is assuming, much like vanilla leaflet, that once your control is added to the map, you won't need to alter it directly.
This gets a bit confusing in terms of leaflet-routing-machine, because you don't need to change the instance of the control, but rather you need to call a method on it which affects the map presentation.
IMO, the best way to go is to use a state variable to keep track of whether or not your waypoints have changed, and use a ref to access the underlying leaflet instance of the routing machine, and call setWayPoints
on that:
QUESTION
The old way of doing things in react-leaflet 2.8.0 was to use MapLayer
and withLeaflet
.
But now in react-leaflet:
MapLayer
andwithLeaflet
are deprecated as of version 3.
I'm trying to grasp the documentation for core: https://react-leaflet.js.org/docs/core-introduction
but the following doesn't work, I get
...The provided object is not a Layer.
ANSWER
Answered 2021-May-24 at 10:41You're using createLayerComponent
, but the routing machine is actually a control. Use createControlComponent
.
I also recommend making this as a separate custom component, as described in the docs, rather than putting it in a useEffect. The docs are hard. Feel free to read How to extend TileLayer component in react-leaflet v3? to see if that helps in understanding how to make custom components with react-leaflet v3.
Here's how you'd do it:
QUESTION
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsFollower : MonoBehaviour
{
public float speed;
public Waypoints waypoints;
public Transform capsule;
public bool go;
public bool goForward;
public float rotationSpeed;
private int index = 0;
private int counter = 0;
private int c = 0;
private List curvedLinePoints = new List();
public int numofposbetweenpoints;
private bool getonce;
private bool getBackwardIndexOnce = true;
private void Start()
{
waypoints = GameObject.Find("Waypoints").GetComponent();
curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();
if(waypoints.moveInReverse == false)
{
goForward = true;
}
else
{
goForward = false;
}
if(goForward)
{
index = 0;
}
}
private void Update()
{
if (getonce == false)
{
numofposbetweenpoints = curvedLinePoints.Count;
getonce = true;
}
if (go == true && waypoints.lineRendererPositions.Count > 0)
{
if(goForward == false && getBackwardIndexOnce)
{
index = waypoints.lineRendererPositions.Count - 1;
getBackwardIndexOnce = false;
}
Move();
}
}
private void Move()
{
Vector3 newPos = transform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
// error exception out of bound on line 55 to check !!!!!
newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == waypoints.lineRendererPositions[index]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = index >= waypoints.lineRendererPositions.Count - 1;
if (!atLastOne)
{
index++;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index--; goForward = false; }
}
else
{ // going backwards:
bool atFirstOne = index <= 0;
if (!atFirstOne)
{
index--;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index++; goForward = true; }
}
}
else
{
stillTraveling = false;
}
}
transform.position = newPos;
}
private void RotateTo()
{
// Determine which direction to rotate towards
Vector3 targetDirection = -capsule.position;
// The step size is equal to speed times frame time.
float singleStep = rotationSpeed * Time.deltaTime;
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(capsule.forward, targetDirection, singleStep, 0.0f);
// Draw a ray pointing at our target in
Debug.DrawRay(capsule.position, newDirection, Color.red);
// Calculate a rotation a step closer to the target and applies rotation to this object
capsule.rotation = Quaternion.LookRotation(newDirection);
}
}
...ANSWER
Answered 2021-May-20 at 23:43To answer your two newly added questions:
- Even if I set the rotationSpeed to 30 it's still rotating kind of slow. Why 30 is so slow?
Your current timestep is set to rotationSpeed * Time.deltaTime
. As you mentioned, rotationSpeed
is now 30, but what is Time.deltaTime
? Time.deltaTime
is the amount of seconds between frames, meaning it is 1 / framesPerSecond. Generally framerate is ~60, so for the example we'll call it 1/60
or 0.016666667
. When multiplied by your constant of 30
, we get 30/60
or 0.5
.
The parameter you are using in RotateTowards
is maxRadiansDelta
. From the wiki, this parameter is:
The maximum angle in radians allowed for this rotation.
As to why your rotation could be defined as slow, is you are moving at roughly 0.5
radians per second. If you increase this value from 30
to something like 60
, you then move to 1.0 radians per second and so on.
- The rotation is on all the axis like in this screenshot but I want it to rotate only on the Y but because to make the capsule stand I have to set the X to -90 when rotating on the Y it's changing the capsule-like scaling it. I want the capsule to like spin around itself.
The issue here is that RotateTowards
will orient your object on all axes to directly take the forward direction and point it at your goal transform. I believe something like this could work?
QUESTION
The post is a bit long but both scripts are connected to each other. I tried to reduce the amount of code.
The Waypoints script is attached to empty GameObject and I added to it a rotation part :
...ANSWER
Answered 2021-May-19 at 22:32I saw your previous post before it was deleted, so here is the answer I had for your original question of moving between waypoints by both rotating and movement with the option of what occurs at the end of the motion. I can answer your current question if answering your last deleted question has still not solved your issue.
Instead of using the Update
function to handle the rotation and movement between a series of waypoints in a list, I would recommend using a Coroutine
. If you are unfamiliar, think of them as a process that handles small increments of work overtime and will jump back where it leaves off. It should simplify the issue of rotation and movement into smaller bite-sized pieces of logic, allowing an easier time to understand your issue.
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Install waypoints
You can use waypoints like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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