Exemple #1
0
        public static void PlanMoveTo(Queue <IManeuver> maneuvers, Vector3 position, float yaw, float pitch, Vector3 target, float maxLinearAcceleration, float maxAngularAcceleration)
        {
            // 1. Point in the right direction
            // 2. Accelerate by performing a prograde burn
            // 3. Rotate so that the rocket points in the opposite direction of the velocity vector
            // 4. Decelerate by performing a retrograde burn
            // 5. Make tiny adjustments to correct floating point math errors
            PlanPointAt(maneuvers, position, yaw, pitch, target, maxAngularAcceleration);

            var distance = Vector3.Distance(position, target);

            if (distance > MinMoveDistance)
            {
                var direction = Vector3.Normalize(target - position);

                var targetYaw           = AngleMath.YawFromVector(-direction);
                var yawDistance         = Math.PI;
                var yawRotationDuration = ComputeRotationDuration(yawDistance, maxAngularAcceleration);

                var currentPitch          = AngleMath.PitchFromVector(direction);
                var targetPitch           = AngleMath.PitchFromVector(-direction);
                var pitchDistance         = AngleMath.DistanceRadians(currentPitch, targetPitch);
                var pitchRotationDuration = ComputeRotationDuration(pitchDistance, maxAngularAcceleration);

                var burnDuration      = ComputeBurnDuration(distance, maxLinearAcceleration, yawRotationDuration);
                var velocityAfterBurn = maxLinearAcceleration * burnDuration * direction;

                var progradeBurn   = new BurnManeuver(direction, Vector3.Zero, maxLinearAcceleration, burnDuration);
                var rotation       = new RotationManeuver(velocityAfterBurn, Math.Sign(yawDistance), yawRotationDuration, Math.Sign(pitchDistance), pitchRotationDuration, maxAngularAcceleration);
                var retrogradeBurn = new BurnManeuver(-direction, velocityAfterBurn, maxLinearAcceleration, burnDuration);
                var adjust         = new LerpManeuver(target, targetYaw, targetPitch, new Seconds(1.0f));

                maneuvers.Enqueue(progradeBurn);
                maneuvers.Enqueue(rotation);
                maneuvers.Enqueue(retrogradeBurn);
                maneuvers.Enqueue(adjust);
            }
        }
Exemple #2
0
        public static void PlanPointAt(Queue <IManeuver> maneuvers, Vector3 position, float yaw, float pitch, Vector3 target, float maxAngularAcceleration)
        {
            if (Vector3.DistanceSquared(target, position) > 0)
            {
                var targetDirection = Vector3.Normalize(target - position);

                var targetYaw   = AngleMath.YawFromVector(targetDirection);
                var yawDistance = AngleMath.DistanceRadians(yaw, targetYaw);

                var targetPitch   = AngleMath.PitchFromVector(targetDirection);
                var pitchDistance = AngleMath.DistanceRadians(pitch, targetPitch);

                if (Math.Abs(yawDistance) > MinRotateDistance || Math.Abs(pitchDistance) > MinRotateDistance)
                {
                    var yawRotationDuration   = ComputeRotationDuration(yawDistance, maxAngularAcceleration);
                    var pitchRotationDuration = ComputeRotationDuration(pitchDistance, maxAngularAcceleration);
                    var rotation = new RotationManeuver(Vector3.Zero, Math.Sign(yawDistance), yawRotationDuration, Math.Sign(pitchDistance), pitchRotationDuration, maxAngularAcceleration);
                    maneuvers.Enqueue(rotation);
                }

                var adjust = new LerpManeuver(position, targetYaw, targetPitch, new Seconds(0.2f));
                maneuvers.Enqueue(adjust);
            }
        }