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Remove steer angle conversion.
This is basically the same as lgsvl/simulator#1372, except that the target wheel angle is left unmodified (assumed to be in range `[-1, 1]`) instead of treating it as radians. While this is in conflict with the comment on the `lgsvl_msgs` repo, it seems to match the implementation of the `lgsvl_interface` in `AutowareAuto`.
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Ros2Conversions.cs

Lines changed: 1 addition & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -523,34 +523,12 @@ public static Detected3DObjectArray ConvertTo(Detection3DArray data)
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public static Data.VehicleControlData ConvertTo(Data.Lgsvl.VehicleControlData data)
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{
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float Deg2Rad = UnityEngine.Mathf.Deg2Rad;
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float MaxSteeringAngle = 39.4f * Deg2Rad;
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float wheelAngle = 0f;
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if (data.target_wheel_angle > MaxSteeringAngle)
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{
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wheelAngle = MaxSteeringAngle;
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}
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else if (data.target_wheel_angle < -MaxSteeringAngle)
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{
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wheelAngle = -MaxSteeringAngle;
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}
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else
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{
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wheelAngle = data.target_wheel_angle;
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}
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// ratio between -MaxSteeringAngle and MaxSteeringAngle
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var k = (float)(wheelAngle + MaxSteeringAngle) / (MaxSteeringAngle*2);
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// target_gear are not supported on simulator side
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return new Data.VehicleControlData()
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{
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TimeStampSec = Convert(data.header.stamp),
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Acceleration = data.acceleration_pct,
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Braking = data.braking_pct,
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SteerAngle = UnityEngine.Mathf.Lerp(-1f, 1f, k),
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SteerAngle = data.target_wheel_angle,
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SteerInput = data.target_wheel_angular_rate,
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TargetGear = (GearPosition)(int)data.target_gear,
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};

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