Fix visibility
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@@ -9,22 +9,22 @@ import Foundation
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import SwiftyGPIO
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protocol Vehicle2D{
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public protocol Vehicle2D{
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var throttle: Float {get set}
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var steering: Float {get set}
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}
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class MockVehicle: Vehicle2D {
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var throttle: Float = 0
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var steering: Float = 0
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public var throttle: Float = 0
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public var steering: Float = 0
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}
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public class RPiVehicle2D: Vehicle2D{
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open class RPiVehicle2D: Vehicle2D{
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public var pwmThrottle: Servo
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public var pwmSteering: Servo
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var pwmThrottle: Servo
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var pwmSteering: Servo
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var throttle: Float{
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public var throttle: Float{
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get{
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return pwmThrottle.value
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}
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@@ -33,7 +33,7 @@ public class RPiVehicle2D: Vehicle2D{
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}
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}
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var steering: Float{
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public var steering: Float{
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get{
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return pwmSteering.value
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}
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@@ -54,46 +54,3 @@ public class RPiVehicle2D: Vehicle2D{
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}
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}
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public typealias ThrottleHandler = (_ magnitude: Float) -> Float
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public typealias SteeringHandler = (_ angle: Float) -> Float
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public class IntelligentPiCar : RPiVehicle2D {
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private var vehicleLength: Float?
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private var throttleFunc: ThrottleHandler?
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private var steeringFunc: SteeringHandler?
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/**:
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Calibration function for how the car moves (acoording to a bicycle model) for a given throttle/steering angle. This sets the way the
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- Parameters
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- carLength
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*/
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func calibrate(vehicleLength: Float, throttleFunc: @escaping ThrottleHandler, steeringFunc: @escaping SteeringHandler){
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// Define a function that indicates how the throttle/steering should be set for given magnitude/angle to move.
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self.vehicleLength = vehicleLength
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self.throttleFunc = throttleFunc
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self.steeringFunc = steeringFunc
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}
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/**
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Move the car by the given magnitude and angle, depending on how the is known to move with apriori throttle/steering.
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*/
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func move2D(magnitude: Float, angle: Float) {
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if let throttleFunc = self.throttleFunc {
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self.pwmThrottle.value = throttleFunc(magnitude)
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}
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if let steeringFunc = steeringFunc {
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self.pwmSteering.value = steeringFunc(angle)
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}
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}
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/**
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Move to the coordinates relative to the car. You must first calibrate the car. A bicycle model is assumed.
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*/
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func moveRelativeTo2D(x: Float, y: Float) {
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// TODO: This function, has a lot of edge cases. Also is really
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}
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}
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