void OnCollisionExit2D(Collision2D coll) { updatingNewDirection = false; foreach (GameObject booster in boosters) { BoosterNavigate boosterScript = booster.GetComponent <BoosterNavigate> (); boosterScript.DeActivateBooster(); } print("radar collision exit"); }
void CalculateBoosterForces(Vector2 targetDirection) { float maxThrusterForce = 2.0f; KerbCom.CLP.Problem thrustProblem = new KerbCom.CLP.Problem(); KerbCom.CLP.Constraint directionConstraint, maxThrustConstraint, torqueContstraint; var cnames = new Dictionary <KerbCom.CLP.Constraint, string>(); var vnames = new Dictionary <KerbCom.CLP.BoundedVariable, string>(); thrustProblem.constraints.AddRange(new KerbCom.CLP.Constraint[] { directionConstraint = new KerbCom.CLP.Constraint(), maxThrustConstraint = new KerbCom.CLP.Constraint(), torqueContstraint = new KerbCom.CLP.Constraint() }); directionConstraint.RHS = 0.0; cnames [directionConstraint] = "directionConstraint constraint"; //less than 5 maxthrust maxThrustConstraint.RHS = 5.0; cnames [maxThrustConstraint] = "maxThrustConstraint constraint"; torqueContstraint.RHS = 0.0; cnames [torqueContstraint] = "torqueContstraint constraint"; KerbCom.CLP.BoundedVariable[] allVariables = new KerbCom.CLP.BoundedVariable[boosters.Length + 1]; for (int i = 0; i < boosters.Length + 1; ++i) { if (i == boosters.Length) { allVariables [i] = new KerbCom.CLP.BoundedVariable(); //print ("special set " + i + " thrusterCount: " + thrusterCount); } else { allVariables [i] = new KerbCom.CLP.BoundedVariable(0, maxThrusterForce); } vnames[allVariables [i]] = "var " + i; } for (int boosterNum = 0; boosterNum < boosters.Length; boosterNum++) { BoosterNavigate boosterScript = boosters[boosterNum].GetComponent <BoosterNavigate> (); Vector2 boosterDirection = boosterScript.GetDirection(); //print ("booster direction " + boosters[boosterNum].name + " " + boosterNum + ": " + boosterDirection); KerbCom.CLP.BoundedVariable thrustVar = allVariables [boosterNum]; float dotProduct = Vector2.Dot(boosterDirection, targetDirection); thrustProblem.objective[thrustVar] = dotProduct; maxThrustConstraint.f[thrustVar] = dotProduct; //determined by setting (x0/y0)*var0 + (x1/1)*var1 = (lx/ly) directionConstraint.f[thrustVar] = boosterDirection.x - (targetDirection.x / targetDirection.y) * boosterDirection.y; //create a torque constraint that minimizes torque to 0 //now that we know what the center of mass is we can determine the lever, //which is from the center of the booster to the center of mass/ //keep this as a pending action. if we want to minimize //torque for a direction we will have to do this //failed because of torque constraint // Vector3 boosterToCenterMass = new Vector3( // boosters[boosterNum].transform.position.x - centerOfMassObject.transform.position.x, // boosters[boosterNum].transform.position.y - centerOfMassObject.transform.position.y, // 0); // print (boosters[boosterNum].name + " boosterToCenterMass: " + boosterToCenterMass.x + " " + // boosterToCenterMass.y + " " + boosterToCenterMass.z); // Vector3 boosterDirection3d = new Vector3( // boosterDirection.x, // boosterDirection.y, // 0); // var cross = Vector3.Cross( // boosterToCenterMass, // boosterDirection3d); // print ("cross: " + cross.x + " " + cross.y + " " + cross.z); //similar to our distance constraint, except here //we add all the cross product result vectors and //set that equal to 0 // torqueContstraint.f[thrustVar] = cross.z; //create a new problem that solves for torque in //a direction if we can't go the desired direction //here //modify ship to have 2 torque boosters } var thrustVarLast = allVariables [boosters.Length]; maxThrustConstraint.f[thrustVarLast] = 1; KerbCom.CLP.Solvers.Solver thrustSolver = new KerbCom.CLP.Solvers.MaxLPSolve(thrustProblem, allVariables); thrustSolver.solve(); print(thrustSolver.dump(vnames, cnames)); int valueNum = 0; Vector2 resultVec = Vector2.zero; foreach (double valueD in thrustSolver.values) { print("var " + valueNum + ": " + valueD); if (valueNum < boosters.Length) { float valueF = (float)valueD; Vector2 currentVec; var boosterTransform = boosters[valueNum].transform; BoosterNavigate boosterScript = boosters[valueNum].GetComponent <BoosterNavigate> (); Vector2 boosterDirection = boosterScript.GetDirection(); if (valueF > 0) { currentVec = new Vector2(boosterTransform.position.x + valueF * boosterDirection.x, boosterTransform.position.y + valueF * boosterDirection.y); Color colourrr = Color.white; if (valueNum == 0) { colourrr = Color.magenta; } else if (valueNum == 1) { colourrr = Color.blue; } else if (valueNum == 2) { colourrr = Color.white; } else if (valueNum == 3) { colourrr = Color.black; } Debug.DrawLine(boosterTransform.position, currentVec, colourrr, 1); var resTempVec = new Vector2(valueF * boosterDirection.x, valueF * boosterDirection.y); resultVec += resTempVec; boosterScript.SetCurrentForce(valueF / 10); boosterScript.ActivateBooster(); } else { //currentVec = new Vector2(boosterDirection.x, boosterDirection.y); currentVec = new Vector2(boosterDirection.x + boosterTransform.position.x, boosterDirection.y + boosterTransform.position.y); Debug.DrawLine(boosterTransform.position, currentVec, Color.red, 1); boosterScript.DeActivateBooster(); } } valueNum++; } bool returnStatus = true; var hullPiece = GameObject.Find("HullPiece"); if (thrustSolver.status != KerbCom.CLP.Solvers.Solver.Status.Optimal) { //print ("solve failed, not optimal"); var finalDirection = new Vector2(targetDirection.x + hullPiece.transform.position.x, targetDirection.y + hullPiece.transform.position.y); Debug.DrawLine(hullPiece.transform.position, finalDirection, Color.yellow, 1); returnStatus = false; } else { double maxThrust = thrustSolver.objective_value; if (maxThrust <= 0) { //print ("impossible direction: " + maxThrust); var finalDirection = new Vector2(targetDirection.x + hullPiece.transform.position.x, targetDirection.y + hullPiece.transform.position.y); Debug.DrawLine(hullPiece.transform.position, finalDirection, Color.cyan, 1); returnStatus = false; } else { //print ("maxThrust: " + maxThrust); var finalDirection = new Vector2(resultVec.x + hullPiece.transform.position.x, resultVec.y + hullPiece.transform.position.y); //Debug.DrawLine (hullPiece.transform.position, finalDirection, Color.cyan, 1); Debug.DrawLine(hullPiece.transform.position, finalDirection, Color.green, 1); } } if (returnStatus) { //update booster forces // booster1.SetCurrentForce(booster1MaxForce); // booster2.SetCurrentForce(booster2MaxForce); // booster1.ActivateBooster(); // booster2.ActivateBooster(); } else { //disable all boosters } //return returnStatus; }