public void RenderMarkers(DisposableIterator apsis_iterator, MapObject.ObjectType type, NodeSource source, Vessel vessel, CelestialBody celestial) { // We render at most 64 markers of one type and one provenance (e.g., at // most 64 perilunes for the prediction of the active vessel). This is // more than is readable, and keeps the size of the map node pool under // control. for (int i = 0; i < 64 && !apsis_iterator.IteratorAtEnd(); ++i, apsis_iterator.IteratorIncrement()) { QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP(); MapNodeProperties node_properties = new MapNodeProperties { visible = true, object_type = type, vessel = vessel, celestial = celestial, world_position = (Vector3d)apsis.q, velocity = (Vector3d)apsis.p, source = source, time = apsis_iterator.IteratorGetDiscreteTrajectoryTime() }; if (pool_index_ == nodes_.Count) { nodes_.Add(MakePoolNode()); } else if (properties_[nodes_[pool_index_]].object_type != type || properties_[nodes_[pool_index_]].source != source) { // KSP attaches labels to its map nodes, but never detaches them. // If the node changes type, we end up with an arbitrary combination of // labels Ap, Pe, AN, DN. // If the node changes source, the colour of the icon label is not // updated to match the icon (making it unreadable in some cases). // Recreating the node entirely takes a long time (approximately // ð * 70 Ξs, where ð is the total number of map nodes in existence), // instead we manually get rid of the labels. foreach (var component in nodes_[pool_index_].transform.GetComponentsInChildren < TMPro.TextMeshProUGUI>()) { if (component.name == "iconLabel(Clone)") { UnityEngine.Object.Destroy(component.gameObject); } } // Ensure that KSP thinks the type changed, and reattaches icon // labels next time around, otherwise we might end up with no labels. // Null nodes do not have a label, so inducing a type change through // Null does not result in spurious labels. properties_[nodes_[pool_index_]].object_type = MapObject.ObjectType.Null; nodes_[pool_index_].NodeUpdate(); } properties_[nodes_[pool_index_++]] = node_properties; } }
public void RenderMarkers(DisposableIterator apsis_iterator, MapObject.ObjectType type, NodeSource source, Vessel vessel, CelestialBody celestial) { for (; !apsis_iterator.IteratorAtEnd(); apsis_iterator.IteratorIncrement()) { QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP(); MapNodeProperties node_properties; node_properties.object_type = type; node_properties.vessel = vessel; node_properties.celestial = celestial; node_properties.world_position = (Vector3d)apsis.q; node_properties.velocity = (Vector3d)apsis.p; node_properties.source = source; node_properties.time = apsis_iterator.IteratorGetDiscreteTrajectoryTime(); if (pool_index_ == nodes_.Count) { nodes_.Add(MakePoolNode()); } else if (properties_[nodes_[pool_index_]].object_type != type) { // Do not reuse a node for different types, as this results in // overlapping labels on KSP 1.3, e.g. a closest approach marker that // also says "Ap" and "DN". nodes_[pool_index_].Terminate(); properties_.Remove(nodes_[pool_index_]); nodes_[pool_index_] = MakePoolNode(); } properties_[nodes_[pool_index_++]] = node_properties; } }
public Provenance(string vessel_guid, NodeSource source, MapObject.ObjectType type) { this.vessel_guid = vessel_guid; this.source = source; this.type = type; }
public void RenderAndDeleteApsides(IntPtr apsis_iterator, CelestialBody celestial, MapObject.ObjectType type, NodeSource source) { for (; !apsis_iterator.IteratorAtEnd(); apsis_iterator.IteratorIncrement()) { Vector3d apsis = (Vector3d)apsis_iterator.IteratorGetXYZ(); MapNodeProperties node_properties; node_properties.object_type = type; node_properties.celestial = celestial; node_properties.world_position = apsis; node_properties.source = source; if (pool_index_ == nodes_.Count) { UnityEngine.Debug.LogWarning("Adding node to pool"); AddMapNodeToPool(); } properties_[nodes_[pool_index_++]] = node_properties; } Interface.IteratorDelete(ref apsis_iterator); }
public void RenderMarkers(DisposableIterator apsis_iterator, MapObject.ObjectType type, NodeSource source, ReferenceFrameSelector reference_frame) { MapObject associated_map_object; UnityEngine.Color colour; switch (type) { case MapObject.ObjectType.Apoapsis: case MapObject.ObjectType.Periapsis: CelestialBody fixed_body = reference_frame.selected_celestial; associated_map_object = fixed_body.MapObject; colour = fixed_body.orbit == null ? XKCDColors.SunshineYellow : fixed_body.orbitDriver.Renderer.nodeColor; break; case MapObject.ObjectType.ApproachIntersect: associated_map_object = reference_frame.target_override.mapObject; colour = XKCDColors.Chartreuse; break; case MapObject.ObjectType.AscendingNode: case MapObject.ObjectType.DescendingNode: if (!reference_frame.target_override && (reference_frame.frame_type == ReferenceFrameSelector.FrameType.BODY_CENTRED_NON_ROTATING || reference_frame.frame_type == ReferenceFrameSelector.FrameType.BODY_SURFACE)) { // In one-body frames, the apsides are shown with the colour of the // body. // The nodes are with respect to the equator, rather than with respect // to an orbit. We show the nodes in a different (but arbitrary) // colour so that they can be distinguished easily. associated_map_object = reference_frame.selected_celestial.MapObject; colour = XKCDColors.Chartreuse; } else { // In two-body frames, if apsides are shown, they are shown with the // colour of the secondary (or in XKCD chartreuse if the secondary is // a vessel). // The nodes are with respect to the orbit of the secondary around the // primary. We show the nodes with the colour of the primary. CelestialBody primary = reference_frame.target_override ? reference_frame.selected_celestial : reference_frame.selected_celestial.referenceBody; associated_map_object = primary.MapObject; colour = primary.orbit == null ? XKCDColors.SunshineYellow : primary.orbitDriver.Renderer.nodeColor; } break; default: throw Log.Fatal($"Unexpected type {type}"); } colour.a = 1; for (int i = 0; i < MaxRenderedNodes && !apsis_iterator.IteratorAtEnd(); ++i, apsis_iterator.IteratorIncrement()) { QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP(); MapNodeProperties node_properties = new MapNodeProperties { visible = true, object_type = type, colour = colour, reference_frame = reference_frame, world_position = (Vector3d)apsis.q, velocity = (Vector3d)apsis.p, source = source, time = apsis_iterator.IteratorGetDiscreteTrajectoryTime(), associated_map_object = associated_map_object, }; if (type == MapObject.ObjectType.Periapsis && reference_frame.selected_celestial.GetAltitude( node_properties.world_position) < 0) { node_properties.object_type = MapObject.ObjectType.PatchTransition; node_properties.colour = XKCDColors.Orange; } if (pool_index_ == nodes_.Count) { nodes_.Add(MakePoolNode()); } else if (properties_[nodes_[pool_index_]].object_type != node_properties.object_type || properties_[nodes_[pool_index_]].colour != node_properties.colour) { // KSP attaches labels to its map nodes, but never detaches them. // If the node changes type, we end up with an arbitrary combination of // labels Ap, Pe, AN, DN. // Similarly, if the node changes colour, the colour of the icon label // is not updated to match the icon (making it unreadable in some // cases). Recreating the node entirely takes a long time // (approximately ð * 70 Ξs, where ð is the total number of map nodes // in existence), instead we manually get rid of the labels. foreach (var component in nodes_[pool_index_].transform.GetComponentsInChildren < TMPro.TextMeshProUGUI>()) { if (component.name == "iconLabel(Clone)") { UnityEngine.Object.Destroy(component.gameObject); } } // Ensure that KSP thinks the type changed, and reattaches icon // labels next time around, otherwise we might end up with no labels. // Null nodes do not have a label, so inducing a type change through // Null does not result in spurious labels. Note that the type is // updated only if the node is visible. properties_[nodes_[pool_index_]].visible = true; properties_[nodes_[pool_index_]].object_type = MapObject.ObjectType.Null; nodes_[pool_index_].NodeUpdate(); } properties_[nodes_[pool_index_++]] = node_properties; } }