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本文具体操作的录屏视频:https://www.bilibili.com/video/BV14C4y1a7gP/
在之前文章的基础上,继续增加串口功能。
https://blog.csdn.net/chenkaizhao/article/details/106635753
1.新建串口脚本
1.1新建C++脚本,继承Actor类,命名SerialUtls
1.2在SerialUtls.h申明函数和变量
~ASerialUtls();
public:
bool InitPort(UINT portNo = 2, UINT baud = CBR_9600, char parity = ‘N’,
UINT databits = 8, UINT stopsbits = 1, DWORD dwCommEvents = EV_RXCHAR);
bool WriteData(unsigned char* pData, unsigned int length);
private:
bool openPort(UINT portNo);
void ClosePort();
private:
/** 串口句柄 */
HANDLE m_hComm;
1.3增加头文件
#include “Windows/AllowWindowsPlatformTypes.h”
#include “Windows/PreWindowsApi.h”
#include <windows.h> //冲突头文件
#include “Windows/PostWindowsApi.h”
#include “Windows/HideWindowsPlatformTypes.h”
1.4在SerialUtls.cpp定义函数- ASerialUtls::~ASerialUtls()
- {
- ClosePort();
- }
- bool ASerialUtls::InitPort(UINT portNo, UINT baud, char parity, UINT databits, UINT stopsbits, DWORD dwCommEvents)
- {
- /** 临时变量,将制定参数转化为字符串形式,以构造DCB结构 */
- char szDCBparam[50];
- sprintf_s(szDCBparam, "baud=%d parity=%c data=%d stop=%d", baud, parity, databits, stopsbits);
- //** DEBUG
- FString tempString(szDCBparam);
- if (GEngine)
- {
- GEngine->AddOnScreenDebugMessage(1, 5.f, FColor::Red, tempString);
- }
- else
- {
- UE_LOG(LogTemp, Warning, TEXT("baud=%d parity=%c data=%d stop=%d"), baud, parity, databits, stopsbits);
- }
- /** 打开指定串口,该函数内部已经有临界区保护,上面请不要加保护 */
- if (!openPort(portNo))
- {
- return false;
- }
- /** 是否有错误发生 */
- BOOL bIsSuccess = true;
- /** 设置串口的超时时间,均设为0,表示不使用超时限制 */
- COMMTIMEOUTS CommTimeouts;
- CommTimeouts.ReadIntervalTimeout = 0;
- CommTimeouts.ReadTotalTimeoutMultiplier = 0;
- CommTimeouts.ReadTotalTimeoutConstant = 0;
- CommTimeouts.WriteTotalTimeoutMultiplier = 0;
- CommTimeouts.WriteTotalTimeoutConstant = 0;
- if (bIsSuccess)
- {
- bIsSuccess = SetCommTimeouts(m_hComm, &CommTimeouts);
- }
- DCB dcb;
- if (bIsSuccess)
- {
- // 将ANSI字符串转换为UNICODE字符串
- DWORD dwNum = MultiByteToWideChar(CP_ACP, 0, szDCBparam, -1, NULL, 0);
- wchar_t* pwText = new wchar_t[dwNum];
- if (!MultiByteToWideChar(CP_ACP, 0, szDCBparam, -1, pwText, dwNum))
- {
- bIsSuccess = true;
- }
- /** 获取当前串口配置参数,并且构造串口DCB参数 */
- bIsSuccess = GetCommState(m_hComm, &dcb) && BuildCommDCB(pwText, &dcb);
- /** 开启RTS flow控制 */
- dcb.fRtsControl = RTS_CONTROL_ENABLE;
- /** 释放内存空间 */
- delete[] pwText;
- }
- if (bIsSuccess)
- {
- /** 使用DCB参数配置串口状态 */
- bIsSuccess = SetCommState(m_hComm, &dcb);
- }
- /** 清空串口缓冲区 */
- PurgeComm(m_hComm, PURGE_RXCLEAR | PURGE_TXCLEAR | PURGE_RXABORT | PURGE_TXABORT);
- return bIsSuccess;
- }
- bool ASerialUtls::openPort(UINT portNo)
- {
- /** 把串口的编号转换为设备名 */
- char szPort[50];
- sprintf_s(szPort, "COM%d", portNo);
- /** 打开指定的串口 */
- m_hComm = CreateFileA(szPort, /** 设备名,COM1,COM2等 */
- GENERIC_READ | GENERIC_WRITE, /** 访问模式,可同时读写 */
- 0, /** 共享模式,0表示不共享 */
- NULL, /** 安全性设置,一般使用NULL */
- OPEN_EXISTING, /** 该参数表示设备必须存在,否则创建失败 */
- 0,
- 0);
- /** 如果打开失败,释放资源并返回 */
- if (m_hComm == INVALID_HANDLE_VALUE)
- {
- return false;
- }
- return true;
- }
- void ASerialUtls::ClosePort()
- {
- /** 如果有串口被打开,关闭它 */
- if (m_hComm != INVALID_HANDLE_VALUE)
- {
- CloseHandle(m_hComm);
- m_hComm = INVALID_HANDLE_VALUE;
- }
- }
- bool ASerialUtls::WriteData(unsigned char* pData, unsigned int length)
- {
- BOOL bResult = true;
- DWORD BytesToSend = 0;
- if (m_hComm == INVALID_HANDLE_VALUE)
- {
- FString msg("failure!");
- if (GEngine)
- {
- GEngine->AddOnScreenDebugMessage(2, 5.f, FColor::Red, msg);
- }
- return false;
- }
- /** 向缓冲区写入指定量的数据 */
- bResult = WriteFile(m_hComm, pData, length, &BytesToSend, NULL);
- if (!bResult)
- {
- DWORD dwError = GetLastError();
- /** 清空串口缓冲区 */
- PurgeComm(m_hComm, PURGE_RXCLEAR | PURGE_RXABORT);
- //** LeaveCriticalSection(&m_csCommunicationSync);
- return false;
- }
- UE_LOG(LogTemp, Warning, TEXT("pData=%s length=%d"), pData, length);
- return true;
- }
复制代码 1.5在ASerialUtls()增加
m_hComm = INVALID_HANDLE_VALUE;
1.6在BeginPlay()增加
InitPort(3, CBR_9600, ‘N’, 8U, 1U, EV_RXCHAR);
1.7在Tick(float DeltaTime)增加
unsigned char outString[] = “F88F0280808000002000”;
WriteData(outString, 21);
1.8保存,build solution。回到unreal,将脚本拖入。
2.程序调试
2.1打开VSPD,增加虚拟串口COM2和COM3
2.2打开串口调试助手,选择COM2(因为Unreal的程序是COM3),选择和Unreal程序相应的串口设置,打开串口
2.3回到Unreal,点击Play,可以看到串口调试助手接收到相应的信息。**
参考资料:
[1] https://blog.csdn.net/zhuxiaoyang2000/article/details/52096597
[2] https://blog.csdn.net/o0pk2008/article/details/103135421?utm_medium=distribute.pc_relevant_t0.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase&depth_1-utm_source=distribute.pc_relevant_t0.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase |
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