Exemple #1
0
 public static Vector3D Transform(Matrix3D m, Vector3D v)
 {
     return new Vector3D(v.X * m.M11 + v.Y * m.M12 + v.Z * m.M13,
                         v.X * m.M21 + v.Y * m.M22 + v.Z * m.M23,
                         v.X * m.M31 + v.Y * m.M32 + v.Z * m.M33);
 }
Exemple #2
0
        static void Drive(Func<Tuple<FlightData, double>> source, TextWriter recordWriter, Action<String> transmit, Action<Stats> reportStats)
        {
            // How long to sleep between polling, in ms
            int interval = 10;

            int history = 3;
            double[] ts = new double[history];
            Vector3D[] pos = new Vector3D[history];
            // Yaw, pitch, roll
            Vector3D[] seats = new Vector3D[history];
            Vector3D[] vAirframe = new Vector3D[history];
            Vector3D[] vSeats = new Vector3D[history];
            Vector3D[] fs = new Vector3D[history];
            long counter = 0;

            double deg20 = ToRadians(20);
            double deg6 = ToRadians(6);
            double G = 32.174F;

            Vector3D gravity = new Vector3D(0, 0, G);

            // Where the seat is relative to the center of rotation,
            // in feet, in aircraft coords.
            Vector3D seatPos = new Vector3D(10, 0, -3);

            // The G force on the various parts of the seat when at rest.
            double backNeutralG = sin(deg20);
            double seatNeutralG = cos(deg6);

            Vector3D blNormal = Transform(YPR(deg20, deg20, 0),
                                          new Vector3D(-1, 0, 0));
            Vector3D brNormal = Transform(YPR(-deg20, deg20, 0),
                                          new Vector3D(-1, 0, 0));
            Vector3D slNormal = Transform(YPR(0, deg6, deg20),
                                          new Vector3D(0, 0, 1));
            Vector3D srNormal = Transform(YPR(0, deg6, -deg20),
                                          new Vector3D(0, 0, 1));

            while (true)
            {
                long index = counter % history;

                var sourceData = source();
                FlightData data = sourceData.Item1;
                double t = sourceData.Item2;

                double x = data.x;
                double y = data.y;
                double z = data.z;
                double yaw = data.yaw;
                double pitch = data.pitch;
                double roll = data.roll;

                // Rotating index into the various history arrays
                int[] ago = new int[history];
                for (int n = 0; n < history; ++n)
                {
                    ago[n] = (int) ((index - n + history) % history);
                }
                int now = ago[0];

                ts[now] = t;
                pos[now] = new Vector3D(x, y, z);

                // If position hasn't changed, we've probably read the
                // same sampled data twice - skip updating, since it's
                // going to look like we've instantly gone to zero
                // speed.
                if (!pos[now].Equals(pos[ago[1]]))
                {

                    Matrix3D xform = YPR(yaw, pitch, roll);
                    seats[now] = Transform(xform, seatPos);

                    vAirframe[now] = new Vector3D(data.xDot, data.yDot, data.zDot);
                    //vAirframe[now] = Subtract(pos[now], pos[ago[1]]);
                    vSeats[now] = Scale(Subtract(seats[now], seats[ago[1]]), ts[now] - ts[ago[1]]);

                    Vector3D bln = Transform(xform, blNormal);
                    Vector3D brn = Transform(xform, brNormal);
                    Vector3D sln = Transform(xform, slNormal);
                    Vector3D srn = Transform(xform, srNormal);

                    // ft/sec/sec
                    double deltaT = ts[now] - ts[ago[1]];
                    Vector3D aAirframe = Scale(Subtract(vAirframe[now], vAirframe[ago[1]]), 1.0 / deltaT);
                    Vector3D aSeat = Scale(Subtract(vSeats[now], vSeats[ago[1]]), 1.0 / deltaT);
                    Vector3D acc = Add(aAirframe, aSeat);

                    // Turns out the position and velocity data coming
                    // from Falcon is pretty noisy. We smooth things out
                    // to help with this.
                    double smoothing = 0.9;
                    fs[now] = Add(Scale(fs[ago[1]], smoothing),
                                  Scale(Add(gravity, Scale(acc, -1.0)), 1.0 - smoothing));

                    Vector3D f = fs[now];

                    double bl = Dot(f, bln);
                    double br = Dot(f, brn);
                    double sl = Dot(f, sln);
                    double sr = Dot(f, srn);

                    double blG = bl / G;
                    double brG = br / G;
                    double slG = sl / G;
                    double srG = sr / G;

                    // TODO: Map the neutral (1G) position as .25
                    long commandBL = Position(blG, backNeutralG);
                    long commandBR = Position(brG, backNeutralG);
                    long commandSL = Position(slG, seatNeutralG);
                    long commandSR = Position(srG, seatNeutralG);

                    Stats stats;
                    stats.Forces.BL = bl;
                    stats.Forces.BR = br;
                    stats.Forces.SL = sl;
                    stats.Forces.SR = sr;
                    stats.G.BL = blG;
                    stats.G.BR = brG;
                    stats.G.SL = slG;
                    stats.G.SR = srG;
                    stats.Commands.BL = commandBL;
                    stats.Commands.BR = commandBR;
                    stats.Commands.SL = commandSL;
                    stats.Commands.SR = commandSR;
                    stats.Yaw = yaw;
                    stats.Pitch = pitch;
                    stats.Roll = roll;
                    stats.VAC = vAirframe[now];
                    stats.DVAC = aAirframe;
                    stats.DVSeat = aSeat;
                    stats.DVTot = f;
                    stats.T = ts[now];
                    stats.DeltaT = ts[now] - ts[ago[1]];

                    // We skip the first few frames until we have enough
                    // history to do calculation
                    if (counter > history)
                    {
                        reportStats(stats);
                        //ts[now] - ts[ago[1]], brG, blG, srG, slG);

                        if (recordWriter != null)
                        {
                            if (_recordFlushOp != null)
                            {
                                _recordFlushOp.Wait();
                            }
                            recordWriter.WriteLine("{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11}, {12}, {13}, {14}, {15}, {16}, {17}",
                                                   t,
                                                   data.x, data.y, data.z,
                                                   data.xDot, data.yDot, data.zDot,
                                                   yaw, pitch, roll,
                                                   commandBL, commandBR,
                                                   commandSL, commandSR,
                                                   acc.X, acc.Y, acc.Z,
                                                   data.alpha);

                            _recordFlushOp = recordWriter.FlushAsync();
                        }

                        transmit(String.Format("M BL {0}", commandBL));
                        transmit(String.Format("M BR {0}", commandBR));
                        transmit(String.Format("M SL {0}", commandSL));
                        transmit(String.Format("M SR {0}", commandSR));
                    }
                    ++counter;
                }
                Sleep(interval);
            }
        }
Exemple #3
0
 public static Vector3D Subtract(Vector3D a, Vector3D b)
 {
     return new Vector3D(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
 }
Exemple #4
0
 public static Vector3D Scale(Vector3D v, double s)
 {
     return new Vector3D(v.X * s, v.Y * s, v.Z * s);
 }
Exemple #5
0
 public static double Dot(Vector3D a, Vector3D b)
 {
     return (double) (a.X * b.X + a.Y * b.Y + a.Z * b.Z);
 }
Exemple #6
0
 public static Vector3D Add(Vector3D a, Vector3D b)
 {
     return new Vector3D(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
 }
Exemple #7
0
 public bool Equals(Vector3D that)
 {
     return this.X == that.X && this.Y == that.Y && this.Z == that.Z;
 }