} // disable standard ctor public VehicleControllerComponent(AttitudeAndAccelerationControlResponsibility attitudeAndAccelerationControlResponsibility) { this.attitudeAndAccelerationControlResponsibility = attitudeAndAccelerationControlResponsibility; }
static void Main(string[] args) { { double[][] arr; arr = new double[3][]; arr[0] = new double[4] { 9, 8, 7, 6 }; arr[1] = new double[4] { 42, 13, 7, 2 }; arr[2] = new double[4] { 101, 102, 103, 104 }; MeshAttributeCLASSES meshComponent2 = MeshAttributeCLASSES.makeDouble4(arr); double[] readback = meshComponent2.getDouble4Accessor()[1]; int breakPointHere = 42; } // test solver for trivial cases { double one = 1.0; double J11 = 1.0, J22 = 1.0, J33 = 1.0, // principal moments of inertia of the body w1 = 0, w2 = 0, w3 = 0, // angular velocity of spacecraft in spacecraft frame // result values q1Dot, q2Dot, q3Dot, q4Dot, w1Dot, w2Dot, w3Dot, // coeefficients, taken from the paper gamma = 0.7, aCoefficient = 1.25, d = 7.5, k = 3.0, betaOne = 0.001; Quaternion spacecraftOrientationError; // set to identity /* * spacecraftOrientationError.i = 0; * spacecraftOrientationError.j = 0; * spacecraftOrientationError.k = 0; * spacecraftOrientationError.scalar = 1; */ spacecraftOrientationError = QuaternionUtilities.makeFromAxisAndAngle(new SpatialVectorDouble(new double[] { 1, 0, 0 }), 1.0); QuaternionFeedbackRegulatorForSpacecraft.calcControl( J11, J22, J33, spacecraftOrientationError.i, spacecraftOrientationError.j, spacecraftOrientationError.k, spacecraftOrientationError.scalar, w1, w2, w3, out q1Dot, out q2Dot, out q3Dot, out q4Dot, out w1Dot, out w2Dot, out w3Dot, aCoefficient, gamma, d, k, betaOne ); // changes must be zero Debug.Assert(q1Dot == 0); Debug.Assert(q2Dot == 0); Debug.Assert(q3Dot == 0); Debug.Assert(q4Dot == 0); Debug.Assert(w1Dot == 0); Debug.Assert(w2Dot == 0); Debug.Assert(w3Dot == 0); int breakPointHere = 42; } SimplexSolver simplexSolver = new SimplexSolver(); /* first example from video tutorial, https://www.youtube.com/watch?v=Axg9OhJ4cjg, bottom row is negative unlike in the video */ simplexSolver.matrix = Matrix.makeByRowsAndColumns(3, 5); simplexSolver.matrix[0, 0] = 4; simplexSolver.matrix[0, 1] = 8; simplexSolver.matrix[0, 2] = 1; simplexSolver.matrix[0, 3] = 0; simplexSolver.matrix[0, 4] = 24; simplexSolver.matrix[1, 0] = 2; simplexSolver.matrix[1, 1] = 1; simplexSolver.matrix[1, 2] = 0; simplexSolver.matrix[1, 3] = 1; simplexSolver.matrix[1, 4] = 10; simplexSolver.matrix[2, 0] = -3; simplexSolver.matrix[2, 1] = -4; simplexSolver.matrix[2, 2] = 0; simplexSolver.matrix[2, 3] = 0; simplexSolver.matrix[2, 4] = 0; simplexSolver.iterate(); // result must be ~16.67 Debug.Assert(simplexSolver.matrix[2, 4] > 16.6 && simplexSolver.matrix[2, 4] < 16.8); // TODO< move into unittest for Matrix > Matrix toInverseMatrix = new Matrix(2, 2); toInverseMatrix[0, 0] = 2.0f; toInverseMatrix[0, 1] = 1.0f; toInverseMatrix[1, 0] = 2.0f; toInverseMatrix[1, 1] = 2.0f; Matrix inversedMatrix = toInverseMatrix.inverse(); Debug.Assert(System.Math.Abs(inversedMatrix[0, 0] - 1.0f) < 0.001f); Debug.Assert(System.Math.Abs(inversedMatrix[0, 1] - -0.5f) < 0.001f); Debug.Assert(System.Math.Abs(inversedMatrix[1, 0] - -1.0f) < 0.001f); Debug.Assert(System.Math.Abs(inversedMatrix[1, 1] - 1.0f) < 0.001f); // test pid controller if (false) { Pid.Configuration pidConfiguration = new Pid.Configuration(); pidConfiguration.integral = 0; pidConfiguration.derivative = 0.1; pidConfiguration.proportial = 0.3; Pid pid = Pid.makeByTargetAndConfiguration(0, pidConfiguration); double value = 1.0; double control; control = pid.step(value, 0.5); value += control; for (int i = 0; i < 10; i++) { control = pid.step(value, 0.5); value += control; Console.WriteLine("value={0} control={1}", value, control); } int breakPointHere0 = 1; } EntityManager entityManager = new EntityManager(); SolidResponsibility solidResponsibility; EffectResponsibility effectResponsibility; ThrusterResponsibility thrusterResponsibility; AttitudeAndAccelerationControlResponsibility attitudeAndAccelerationControlResponsibility; thrusterResponsibility = new ThrusterResponsibility(); attitudeAndAccelerationControlResponsibility = new AttitudeAndAccelerationControlResponsibility(thrusterResponsibility); effectResponsibility = new EffectResponsibility(); solidResponsibility = new SolidResponsibility(); solidResponsibility.mapping = new PhysicsObjectIdToSolidClusterMapping(); EntityController entityController = new EntityController(); IKeyboardInputHandler keyboardInputHandler = new PlayerShipControlInputHandler(entityController); KeyboardInputRemapper keyboardInputRemapper = new KeyboardInputRemapper(keyboardInputHandler); SoftwareRenderer softwareRenderer = new SoftwareRenderer(); PrototypeForm prototypeForm = new PrototypeForm(); prototypeForm.softwareRenderer = softwareRenderer; IGuiRenderer guiRenderer = prototypeForm.softwareGuiRenderer; GuiContext guiContext = new GuiContext(guiRenderer); prototypeForm.guiContext = guiContext; KeyboardEventRouterOfGui keyboardEventRouterOfGui = new KeyboardEventRouterOfGui(guiContext.selectionTracker); KeyboardInputRouter keyboardInputRouter = new KeyboardInputRouter(keyboardInputRemapper, keyboardEventRouterOfGui); prototypeForm.keyboardInputRouter = keyboardInputRouter; prototypeForm.Show(); PhysicsEngine physicsEngine = new PhysicsEngine(); solidResponsibility.physicsEngine = physicsEngine; physicsEngine.collisionHandlers.Add(new DefaultCollisionHandler()); // add the default collision handler for absorbing all particles AttachedForce thruster = new AttachedForce( new SpatialVectorDouble(new double[] { 0, 1, 0 }), // localLocation new SpatialVectorDouble(new double[] { 1, 0, 0 }) // localDirection ); PhysicsComponent physicsComponent; { double mass = 1.0; Matrix inertiaTensor = InertiaHelper.calcInertiaTensorForCube(mass, 1.0, 1.0, 1.0); physicsComponent = physicsEngine.createPhysicsComponent(new SpatialVectorDouble(new double[] { 0, 0, 10 }), new SpatialVectorDouble(new double[] { 0, 0, 0 }), mass, inertiaTensor); } physicsComponent.attachedForces.Add(thruster); MeshComponent meshComponent = new MeshComponent(); meshComponent.mesh = new MeshWithExplicitFaces(); meshComponent.mesh.faces = new MeshWithExplicitFaces.Face[1]; meshComponent.mesh.faces[0] = new MeshWithExplicitFaces.Face(); meshComponent.mesh.faces[0].verticesIndices = new uint[] { 0, 1, 2 }; { // create a VerticesWithAttributes with just positions MutableMeshAttribute positionMeshAttribute = MutableMeshAttribute.makeDouble4ByLength(4); positionMeshAttribute.getDouble4Accessor()[0] = new double[] { -1, -1, 0, 1 }; positionMeshAttribute.getDouble4Accessor()[1] = new double[] { 1, -1, 0, 1 }; positionMeshAttribute.getDouble4Accessor()[2] = new double[] { 0, 1, 0, 1 }; positionMeshAttribute.getDouble4Accessor()[3] = new double[] { 0, 0, 1, 1 }; VerticesWithAttributes verticesWithAttributes = new VerticesWithAttributes(new AbstractMeshAttribute[] { positionMeshAttribute }, 0); meshComponent.mesh.verticesWithAttributes = verticesWithAttributes; } //TransformedMeshComponent transformedMeshComponentForPhysics = new TransformedMeshComponent(); //transformedMeshComponentForPhysics.meshComponent = meshComponent; IList <ColliderComponent> colliderComponents = new List <ColliderComponent>(); { SpatialVectorDouble colliderComponentSize = new SpatialVectorDouble(new double[] { 2, 2, 2 }); SpatialVectorDouble colliderComponentLocalPosition = new SpatialVectorDouble(new double[] { 0, 0, 0 }); SpatialVectorDouble colliderComponentLocalRotation = new SpatialVectorDouble(new double[] { 0, 0, 0 }); ColliderComponent colliderComponent0 = ColliderComponent.makeBox(colliderComponentSize, colliderComponentLocalPosition, colliderComponentLocalRotation); colliderComponents.Add(colliderComponent0); } ///physicsEngine.physicsAndMeshPairs.Add(new PhysicsComponentAndCollidersPair(physicsComponent, colliderComponents)); // same mesh for the visualization TransformedMeshComponent transformedMeshComponentForRendering = new TransformedMeshComponent(); transformedMeshComponentForRendering.meshComponent = meshComponent; ///softwareRenderer.physicsAndMeshPairs.Add(new PhysicsComponentAndMeshPair(physicsComponent, transformedMeshComponentForRendering)); physicsEngine.tick(); // TODO< read object description from json and create physics and graphics objects > // TODO< read and create solid description from json > // create and store solids of rocket // refactored /* * if ( true ) { * * * SolidCluster solidClusterOfRocket = new SolidCluster(); * * // create solid of rocket * { * SpatialVectorDouble solidSize = new SpatialVectorDouble(new double[] { 2, 2, 2 }); * double massOfSolidInKilogram = 1.0; * IList<CompositionFraction> solidCompositionFractions = new List<CompositionFraction>() { new CompositionFraction(new Isotope("Fe56"), massOfSolidInKilogram) }; * Composition solidComposition = new Composition(solidCompositionFractions); * * physics.solid.Solid solid = physics.solid.Solid.makeBox(solidComposition, solidSize); * * SpatialVectorDouble solidLocalPosition = new SpatialVectorDouble(new double[] { 0, 0, 0 }); * SpatialVectorDouble solidLocalRotation = new SpatialVectorDouble(new double[] { 0, 0, 0 }); * * solidClusterOfRocket.solids.Add(new SolidCluster.SolidWithPositionAndRotation(solid, solidLocalPosition, solidLocalRotation)); * } * * /// TODO, uncommented because it uses the not existing physics object * /// solidResponsibility.mapping.physicsObjectIdToSolidCluster[rocketPhysicsObject.id] = solidClusterOfRocket; * } */ // add test particle if (false) { SpatialVectorDouble particlePosition = new SpatialVectorDouble(new double[] { 0, 0, 0 }); SpatialVectorDouble particleVelocity = new SpatialVectorDouble(new double[] { 0, 0, 1 }); PhysicsComponent particlePhysicsComponent = physicsEngine.createPhysicsComponent(particlePosition, particleVelocity, 1.0, null); physicsEngine.addParticle(particlePhysicsComponent); } // write game object for TestMissile if (true) { DemoObjectSerializer.seralizeAndWriteShip(); DemoObjectSerializer.serializeAndWriteMissile(); } GameObjectBuilder gameObjectBuilder = new GameObjectBuilder(); gameObjectBuilder.physicsEngine = physicsEngine; gameObjectBuilder.softwareRenderer = softwareRenderer; gameObjectBuilder.solidResponsibility = solidResponsibility; gameObjectBuilder.effectResponsibility = effectResponsibility; gameObjectBuilder.thrusterResponsibility = thrusterResponsibility; gameObjectBuilder.attitudeAndAccelerationControlResponsibility = attitudeAndAccelerationControlResponsibility; // load missile game object from json and construct it if (false) { GameObjectTemplate deserilizedGameObjectTemplate; // load { List <string> uriParts = new List <string>(AssemblyDirectory.Uri.Segments); uriParts.RemoveAt(0); // remove first "/" uriParts.RemoveRange(uriParts.Count - 4, 4); uriParts.AddRange(new string[] { "gameResources/", "prototypingMissile.json" }); string path = string.Join("", uriParts).Replace('/', '\\').Replace("%20", " "); string fileContent = File.ReadAllText(path); deserilizedGameObjectTemplate = GameObjectTemplate.deserialize(fileContent); } // build game object from template Entity createdEntity; { SpatialVectorDouble globalPosition = new SpatialVectorDouble(new double[] { 0, 0, 5 }); SpatialVectorDouble globalVelocity = new SpatialVectorDouble(new double[] { 0, 0, 0 }); createdEntity = gameObjectBuilder.buildFromTemplate(deserilizedGameObjectTemplate, globalPosition, globalVelocity); entityManager.addEntity(createdEntity); } // manually add components { // TODO< chemical explosive ignition component > DummyComponent chemicalExplosiveIgnitionComponent = new DummyComponent(); // remap proximityEnter to explode EventRemapperComponent eventRemapper = new EventRemapperComponent(chemicalExplosiveIgnitionComponent); eventRemapper.eventTypeMap["proximityEnter"] = "explode"; // TODO< blacklist somehow other missiles > PhysicsComponent parentPhysicsComponent = createdEntity.getSingleComponentsByType <PhysicsComponent>(); ProximityDetectorComponent proximityDetector = ProximityDetectorComponent.makeSphereDetector(physicsEngine, parentPhysicsComponent, 20.0, eventRemapper); entityManager.addComponentToEntity(createdEntity, proximityDetector); } } Entity playerShip; if (true) { GameObjectTemplate deserilizedGameObjectTemplate; // load { List <string> uriParts = new List <string>(AssemblyDirectory.Uri.Segments); uriParts.RemoveAt(0); // remove first "/" uriParts.RemoveRange(uriParts.Count - 4, 4); uriParts.AddRange(new string[] { "gameResources/", "prototypingShip.json" }); string path = string.Join("", uriParts).Replace('/', '\\').Replace("%20", " "); string fileContent = File.ReadAllText(path); deserilizedGameObjectTemplate = GameObjectTemplate.deserialize(fileContent); } // build game object from template { SpatialVectorDouble globalPosition = new SpatialVectorDouble(new double[] { 0, 0, 10 }); SpatialVectorDouble globalVelocity = new SpatialVectorDouble(new double[] { 0, 0, 0 }); Entity createdEntity = gameObjectBuilder.buildFromTemplate(deserilizedGameObjectTemplate, globalPosition, globalVelocity); entityManager.addEntity(createdEntity); playerShip = createdEntity; } } Entity aiShip = null; EntityController aiShipController = new EntityController(); VehicleAlignToCommand command = null; bool withTestAiShip = true; if (withTestAiShip) { GameObjectTemplate deserilizedGameObjectTemplate; // load { List <string> uriParts = new List <string>(AssemblyDirectory.Uri.Segments); uriParts.RemoveAt(0); // remove first "/" uriParts.RemoveRange(uriParts.Count - 4, 4); uriParts.AddRange(new string[] { "gameResources/", "prototypingShip.json" }); string path = string.Join("", uriParts).Replace('/', '\\').Replace("%20", " "); string fileContent = File.ReadAllText(path); deserilizedGameObjectTemplate = GameObjectTemplate.deserialize(fileContent); } // build game object from template { SpatialVectorDouble globalPosition = new SpatialVectorDouble(new double[] { 0, 0, 10 }); SpatialVectorDouble globalVelocity = new SpatialVectorDouble(new double[] { 0, 0, 0 }); Entity createdEntity = gameObjectBuilder.buildFromTemplate(deserilizedGameObjectTemplate, globalPosition, globalVelocity); entityManager.addEntity(createdEntity); aiShip = createdEntity; } { // control aiShip.getSingleComponentsByType <VehicleControllerComponent>().controller = aiShipController; } { // AI initialization double dt = 1.0 / 60.0; SpatialVectorDouble targetDirection = new SpatialVectorDouble(new double[] { 1, 0, 0.1 }).normalized(); double targetDerivationDistance = 0.001; ulong targetPhysicsObjectId = aiShip.getSingleComponentsByType <PhysicsComponent>().id; command = VehicleAlignToCommand.makeByGettingPidConfigurationFromAttitudeAndAccelerationControlResponsibility( attitudeAndAccelerationControlResponsibility, physicsEngine, dt, targetDirection, aiShipController, targetPhysicsObjectId, targetDerivationDistance); } } // { } playerShip.getSingleComponentsByType <VehicleControllerComponent>().controller = entityController; // create test GUI { Button button = new subsystems.gui.Button(); button.position = new SpatialVectorDouble(new double[] { 0.2, 0.2 }); button.size = new SpatialVectorDouble(new double[] { 0.3, 0.1 }); button.text = "[Gamesave05-res.save](35)"; button.textScale = new SpatialVectorDouble(new double[] { 0.05, 0.08 }); guiContext.addGuiElement(button); } ulong frameCounter = 0; ulong debugFrameCounter = 0; // used to limit the frames we do for debugging a scenario bool isFixedScenarioDebugMode = false; // TODO< use logger > StreamWriter debugLogFileOfVariables = null; // used to debug variables and coeeficients of the debug scenario if (isFixedScenarioDebugMode) { if (!File.Exists("E:\\myLogShipOrientation.txt")) { using (var stream = File.Create("E:\\myLogShipOrientation.txt")); } debugLogFileOfVariables = File.AppendText("E:\\myLogShipOrientation.txt"); } for (;;) { Console.WriteLine("frame={0}", frameCounter); guiContext.tick(); physicsEngine.tick(); if (!isFixedScenarioDebugMode) { prototypeForm.Refresh(); Application.DoEvents(); // HACK, EVIL } // AI { // we just do this small AI because we are testing if (false && aiShip != null) { command.process(); } } // AI - attitude control test // we change the rotation velocity of the spacecraft directly to simulate "perfect" thruster control { PhysicsComponent objectOfControlledSpacecraft = aiShip.getSingleComponentsByType <PhysicsComponent>(); double // principal moments of inertia of the body // the controller assumes that the body has an inertia tensor like an box, but small derivations are propably fine, too J11 = objectOfControlledSpacecraft.inertiaTensor[0, 0], J22 = objectOfControlledSpacecraft.inertiaTensor[1, 1], J33 = objectOfControlledSpacecraft.inertiaTensor[2, 2], // angular velocity of spacecraft in spacecraft frame w1 = objectOfControlledSpacecraft.eulerLocalAngularVelocity.x, w2 = objectOfControlledSpacecraft.eulerLocalAngularVelocity.y, w3 = objectOfControlledSpacecraft.eulerLocalAngularVelocity.z, // result values q1Dot, q2Dot, q3Dot, q4Dot, w1Dot, w2Dot, w3Dot, // coeefficients, taken from the paper gamma = 0.7, aCoefficient = 1.25, d = 7.5, k = 3.0, betaOne = 0.001; // calculate the rotation delta to our target orientation from the current orientation double debugMagnitude = objectOfControlledSpacecraft.rotation.magnitude; Quaternion spacecraftOrientationError = objectOfControlledSpacecraft.rotation.difference(QuaternionUtilities.makeFromEulerAngles(0, 0.5, 0)); QuaternionFeedbackRegulatorForSpacecraft.calcControl( J11, J22, J33, spacecraftOrientationError.i, spacecraftOrientationError.j, spacecraftOrientationError.k, spacecraftOrientationError.scalar, w1, w2, w3, out q1Dot, out q2Dot, out q3Dot, out q4Dot, out w1Dot, out w2Dot, out w3Dot, aCoefficient, gamma, d, k, betaOne ); Console.WriteLine( "w1dot={0}, w2dot={1}, w3dot={2}", w1Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture), w2Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture), w3Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture) ); if (isFixedScenarioDebugMode) { debugLogFileOfVariables.WriteLine("w1dot={0}, w2dot={1}, w3dot={2}", w1Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture), w2Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture), w3Dot.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture)); debugLogFileOfVariables.Flush(); } // access directly objectOfControlledSpacecraft.eulerLocalAngularVelocity.x += (w1Dot * (1.0 / 60.0)); objectOfControlledSpacecraft.eulerLocalAngularVelocity.y += (w2Dot * (1.0 / 60.0)); objectOfControlledSpacecraft.eulerLocalAngularVelocity.z += (w3Dot * (1.0 / 60.0)); } attitudeAndAccelerationControlResponsibility.resetAllThrusters(); entityManager.updateAllEntities(); // order after update is important attitudeAndAccelerationControlResponsibility.limitAllThrusters(); attitudeAndAccelerationControlResponsibility.transferThrusterForce(); //thruster.forceInNewton = 0.5 * entityController.inputAcceleration; if (!isFixedScenarioDebugMode) { Thread.Sleep((int)((1.0 / 60.0) * 1000.0)); } if (isFixedScenarioDebugMode) { debugLogFileOfVariables.WriteLine("{0},", aiShip.getSingleComponentsByType <PhysicsComponent>().rotation.j.ToString("0.0000", System.Globalization.CultureInfo.InvariantCulture)); debugLogFileOfVariables.Flush(); } //File.AppendText("E:\\myLogShipOrientation.txt").WriteLine("{0},", aiShip.getSingleComponentsByType<PhysicsComponent>().rotation.y); if (isFixedScenarioDebugMode && debugFrameCounter >= 8000) // 30000 { break; } debugFrameCounter++; frameCounter++; } }
public static VehicleAlignToCommand makeByGettingPidConfigurationFromAttitudeAndAccelerationControlResponsibility(AttitudeAndAccelerationControlResponsibility attitudeAndAccelerationControlResponsibility, PhysicsEngine physicsEngine, double dt, SpatialVectorDouble targetDirection, EntityController controller, ulong controlledObjectId, double targetDerivationDistance) { Pid.Configuration yawPidConfiguration, pitchPidConfiguration; bool keyExists = attitudeAndAccelerationControlResponsibility.PidControlConfigurationByPhysicsObjectId.ContainsKey(controlledObjectId); if (!keyExists) { throw new System.Exception("AttitudeAndAccelerationControlResponsibility has to know the controlled object Id!"); } AttitudeAndAccelerationControlResponsibility.PidControlConfigurationOfEntity pidControlConfigurationOfEntity = attitudeAndAccelerationControlResponsibility.PidControlConfigurationByPhysicsObjectId[controlledObjectId]; yawPidConfiguration = pidControlConfigurationOfEntity.ofYaw; pitchPidConfiguration = pidControlConfigurationOfEntity.ofPitch; return(new VehicleAlignToCommand(physicsEngine, dt, targetDirection, controller, controlledObjectId, targetDerivationDistance, yawPidConfiguration, pitchPidConfiguration)); }