Example #1
0
        /// <summary>
        /// Compute target angular velocity in pitch,roll,yaw axes
        /// </summary>
        Vector3 ComputeTargetAngularVelocity(Vector3d torque, Vector3d moi)
        {
            var internalVessel   = vessel.InternalVessel;
            var currentRotation  = ReferenceFrame.RotationFromWorldSpace(internalVessel.ReferenceTransform.rotation);
            var currentDirection = ReferenceFrame.DirectionFromWorldSpace(internalVessel.ReferenceTransform.up);

            QuaternionD rotation;

            if (!double.IsNaN(TargetRoll))
            {
                // Roll angle set => use rotation from currentRotation -> targetRotation
                rotation = targetRotation * currentRotation.Inverse();
            }
            else
            {
                // Roll angle not set => use rotation from currentDirection -> targetDirection
                //FIXME: QuaternionD.FromToRotation method not available at runtime
                rotation = Quaternion.FromToRotation(currentDirection, targetDirection);
            }

            // Compute angles for the rotation in pitch (x), roll (y), yaw (z) axes
            float   angleFloat;
            Vector3 axisFloat;

            //FIXME: QuaternionD.ToAngleAxis method not available at runtime
            ((Quaternion)rotation).ToAngleAxis(out angleFloat, out axisFloat);
            double   angle  = GeometryExtensions.ClampAngle180(angleFloat);
            Vector3d axis   = axisFloat;
            var      angles = axis * angle;

            angles = vessel.ReferenceFrame.DirectionFromWorldSpace(ReferenceFrame.DirectionToWorldSpace(angles));
            return(AnglesToAngularVelocity(angles, torque, moi));
        }
Example #2
0
        /// <summary>
        /// Compute current angular velocity in pitch,roll,yaw axes
        /// </summary>
        Vector3 ComputeCurrentAngularVelocity()
        {
            var worldAngularVelocity = vessel.InternalVessel.GetComponent <Rigidbody> ().angularVelocity;
            var localAngularVelocity = ReferenceFrame.AngularVelocityFromWorldSpace(worldAngularVelocity);

            //TODO: why does this need to be negative?
            return(-vessel.ReferenceFrame.DirectionFromWorldSpace(ReferenceFrame.DirectionToWorldSpace(localAngularVelocity)));
        }
        /// <summary>
        /// Compute current angular velocity in pitch,roll,yaw axes
        /// </summary>
        Vector3 ComputeCurrentAngularVelocity()
        {
            var worldAngularVelocity = vessel.InternalVessel.GetComponent <Rigidbody> ().angularVelocity;
            var localAngularVelocity = ReferenceFrame.AngularVelocityFromWorldSpace(worldAngularVelocity);

            // TODO: why does this need to be negative?
            var ret = -vessel.ReferenceFrame.DirectionFromWorldSpace(ReferenceFrame.DirectionToWorldSpace(localAngularVelocity));

            if (PlaneMode)
            {
                var tav = TurnAngularVelocity();
                if (vessel.InternalVessel.GetSrfVelocity().magnitude < 1200)
                {
                    var up = new Vector3d(1, 0, 0);
                    up  = vessel.ReferenceFrame.Rotation.Inverse() * vessel.SurfaceReferenceFrame.Rotation * up;
                    tav = Vector3d.Dot(up, tav) * up;
                }
                ret = ret - tav;
            }
            ret = transitionMat.MultiplyVector(ret);
            return(ret);
        }
Example #4
0
 public static Tuple3 TransformDirection (Tuple3 direction, ReferenceFrame from, ReferenceFrame to)
 {
     CheckReferenceFrames (from, to);
     return to.DirectionFromWorldSpace (from.DirectionToWorldSpace (direction.ToVector ())).ToTuple ();
 }
        /// <summary>
        /// Compute target angular velocity in pitch,roll,yaw axes
        /// </summary>
        Vector3 ComputeTargetAngularVelocity(Vector3d torque, Vector3d moi)
        {
            var internalVessel     = vessel.InternalVessel;
            var currentRotation    = ReferenceFrame.RotationFromWorldSpace(internalVessel.ReferenceTransform.rotation);
            var tmpTargetRotation  = TargetRotation;
            var tmpTargetDirection = TargetDirection;

            var phr     = DirectionBias;
            var right   = currentRotation * Vector3d.right;
            var forward = currentRotation * Vector3d.forward;
            var up      = currentRotation * Vector3d.up;
            var q       = QuaternionD.AngleAxis(phr.x, right);

            q = q * QuaternionD.AngleAxis(phr.y, forward);
            q = q * QuaternionD.AngleAxis(phr.z, up);
            QuaternionD directionBiasQuaternion = q;

            currentRotation = directionBiasQuaternion * currentRotation;
            var currentDirection = currentRotation * Vector3d.up;

            if (PlaneMode)
            {
                var tmpdirection = internalVessel.GetSrfVelocity();
                if (tmpdirection.magnitude <= 0)
                {
                    tmpdirection = ReferenceFrame.Rotation * currentDirection;
                }
                tmpdirection = vessel.SurfaceReferenceFrame.Rotation.Inverse() * tmpdirection;
                var sq = GeometryExtensions.ToQuaternion(tmpdirection.normalized, TargetRoll);
                sq      = ReferenceFrame.Rotation.Inverse() * vessel.SurfaceReferenceFrame.Rotation * sq;
                right   = sq * Vector3d.right;
                forward = sq * Vector3d.forward;
                var tmpq = QuaternionD.AngleAxis(-(float)TargetPitch, right);
                tmpTargetRotation = tmpq * sq;
                tmpq = QuaternionD.AngleAxis(-(float)TargetHeading, forward);
                tmpTargetRotation  = tmpq * tmpTargetRotation;
                tmpTargetDirection = tmpTargetRotation * Vector3d.up;
            }


            QuaternionD rotation = Quaternion.FromToRotation(currentDirection, tmpTargetDirection);
            // Compute angles for the rotation in pitch (x), roll (y), yaw (z) axes
            float   angleFloat;
            Vector3 axisFloat;

            // FIXME: QuaternionD.ToAngleAxis method not available at runtime
            ((Quaternion)rotation).ToAngleAxis(out angleFloat, out axisFloat);
            double   angle  = GeometryExtensions.ClampAngle180(angleFloat);
            Vector3d axis   = axisFloat;
            var      angles = new Vector3d(0, 0, 0);

            angles = angles + axis * angle;
            if (!double.IsNaN(TargetRoll))
            {
                // Roll angle set => use rotation from currentRotation -> targetRotation
                rotation = rotation.Inverse() * tmpTargetRotation;
                rotation = rotation * currentRotation.Inverse();
                ((Quaternion)rotation).ToAngleAxis(out angleFloat, out axisFloat);
                if (!float.IsInfinity(axisFloat.magnitude))
                {
                    angle  = GeometryExtensions.ClampAngle180(angleFloat);
                    axis   = axisFloat;
                    angles = angles + axis * angle;
                }
            }
            // else Roll angle not set => use rotation from currentDirection -> targetDirection
            // FIXME: QuaternionD.FromToRotation method not available at runtime
            angles = directionBiasQuaternion * angles;
            angles = vessel.ReferenceFrame.DirectionFromWorldSpace(ReferenceFrame.DirectionToWorldSpace(angles));
            angles = transitionMat.MultiplyVector(angles);
            return(AnglesToAngularVelocity(angles, torque, moi));
        }