예제 #1
0
    private void DoTestForPhase(double fromPhase, double toPhase)
    {
        const float    mass        = 1000f;
        const bool     reverse     = false;
        GameObject     star        = TestSetupUtils.CreateNBody(mass, new Vector3(0, 0, 0));
        NBody          starNbody   = star.GetComponent <NBody>();
        float          orbitRadius = 20f;
        GameObject     planet      = TestSetupUtils.CreatePlanetInOrbitUniversal(starNbody, 0f, orbitRadius);
        OrbitUniversal orbitU      = planet.GetComponent <OrbitUniversal>();

        orbitU.phase = fromPhase;
        orbitU.SetMajorAxisInspector(orbitRadius);

        orbitRadius = 30.0f;
        GameObject     planet2 = TestSetupUtils.CreatePlanetInOrbitUniversal(starNbody, 0f, orbitRadius);
        OrbitUniversal orbitU2 = planet2.GetComponent <OrbitUniversal>();

        orbitU2.phase = toPhase;
        orbitU2.SetMajorAxisInspector(orbitRadius);

        GravityEngine.Instance().UnitTestAwake();
        GravityEngine.Instance().AddBody(star);
        GravityEngine.Instance().AddBody(planet);
        GravityEngine.Instance().AddBody(planet2);
        GravityEngine.Instance().Setup();

        Debug.Log("Find transfers");
        OrbitData        fromOrbit = new OrbitData(orbitU);
        OrbitData        toOrbit   = new OrbitData(orbitU2);
        LambertUniversal lambertU  = new LambertUniversal(fromOrbit, toOrbit, true);

        Assert.AreNotEqual(lambertU, null);
        double time = 0.8f * lambertU.GetTMin();

        lambertU.ComputeXfer(reverse, false, 0, time);
        LambertBattin lambertB = new LambertBattin(fromOrbit, toOrbit);
        int           error    = lambertB.ComputeXfer(reverse, false, 0, time);

        Assert.AreEqual(error, 0);
        Assert.AreNotEqual(lambertB, null);
        Assert.AreNotEqual(lambertB.GetTransferVelocity(), null);
        Debug.LogFormat("initial velocity {0} vs {1}", lambertU.GetTransferVelocity(), lambertB.GetTransferVelocity());
        Debug.LogFormat("initial velocity mag {0} vs {1}",
                        lambertU.GetTransferVelocity().magnitude, lambertB.GetTransferVelocity().magnitude);
        Debug.LogFormat("final velocity {0} vs {1}", lambertU.GetFinalVelocity(), lambertB.GetFinalVelocity());
        Debug.LogFormat("final velocity mag {0} vs {1}",
                        lambertU.GetFinalVelocity().magnitude, lambertB.GetFinalVelocity().magnitude);
        // best can do for 180 degree case is E-2 accuracy on the magnitude. Not sure why...seems too big
        Assert.IsTrue(GEUnit.DoubleEqual(lambertU.GetTransferVelocity().magnitude,
                                         lambertB.GetTransferVelocity().magnitude,
                                         1E-2));
    }
    /// <summary>
    /// Set up a KeplerSeqeunce to do the three phases of the transfer as Kepler mode conics.
    ///
    /// Leave the existing ship orbit as the first
    /// </summary>
    /// <param name="transferTime"></param>
    private void TransferOnRails(double transferTime, Vector3 shipPos, Vector3 shipVel, float moonOmega)
    {
        // the ship needs to have a KeplerSequence
        KeplerSequence kseq = spaceship.GetComponent <KeplerSequence>();

        if (kseq == null)
        {
            Debug.LogError("Could not find a KeplerSequence on " + spaceship.name);
            return;
        }
        float      moonPhaseDeg = moonOmega * (float)transferTime * Mathf.Rad2Deg;
        Quaternion moonPhaseRot = Quaternion.AngleAxis(moonPhaseDeg, Vector3.forward);

        // Ellipse 1: shipPos/shipvel already phased by the caller.
        double t = ge.GetPhysicalTime();

        KeplerSequence.ElementStarted noCallback = null;
        kseq.AppendElementRVT(new Vector3d(shipPos), new Vector3d(shipVel), t, false, spaceship, planet, noCallback);

        // Hyperbola: start at t + transferTime
        // have targetPoint and final velocity from LambertTransfer. Need to make these wrt moon at this time
        // targetPoint is w.r.t current moon position, but need to rotate around SOI by amount moon will shift
        // as ship transits to moon
        Vector3 targetPos    = targetPoint.ToVector3();
        Vector3 moonPosAtSoi = moonPhaseRot * ge.GetPhysicsPosition(moonBody);
        Vector3 moonVelAtSoi = moonPhaseRot * ge.GetVelocity(moonBody);
        // get the relative positions (i.e. as if moon at the origin with v=0)
        Vector3 adjustedTarget = moonPhaseRot * targetPos - moonPosAtSoi;
        Vector3 adjustedVel    = moonPhaseRot * lambertU.GetFinalVelocity() - moonVelAtSoi;

        // Create moon hyperbola at the moon position after flight to moon. This means the init cannot make reference
        // to the CURRENT moon position.
        Vector3d       soiEnterR  = new Vector3d(adjustedTarget);
        Vector3d       soiEnterV  = new Vector3d(adjustedVel);
        OrbitUniversal hyperOrbit = kseq.AppendElementRVT(soiEnterR,
                                                          soiEnterV,
                                                          t + transferTime,
                                                          true,
                                                          spaceship,
                                                          moonBody,
                                                          EnterMoonSoi);

        // Find the hyperbola exit SOI position/vel
        OrbitUtils.OrbitElements oe = OrbitUtils.RVtoCOE(soiEnterR, soiEnterV, moonBody, true);
        Vector3d soiExitR           = new Vector3d();
        Vector3d soiExitV           = new Vector3d();

        Debug.Log("oe=" + oe);
        // Gives position and velocity in relative position
        OrbitUtils.COEtoRVMirror(oe, moonBody, ref soiExitR, ref soiExitV, true);

        // Determine hyperbola transit time to the soiExit position
        double hyperTOF = hyperOrbit.TimeOfFlight(soiEnterR, soiExitR);

        //Debug.LogFormat("Hyper TOF={0} r0={1} r1={2} p={3}", hyperTOF, adjustedTarget, soiExitR,
        //    hyperOrbit.p);

        // Ellipse 2:
        // Adjust phase to allow for moon travel during hyperbola transit
        // Need to set position and vel relative to the planet using position relative to moon at 0
        moonPhaseDeg = moonOmega * (float)hyperTOF * Mathf.Rad2Deg;
        Quaternion moonHyperRot     = Quaternion.AngleAxis(moonPhaseDeg, Vector3.forward);
        Vector3    moonAtExit       = moonHyperRot * moonPosAtSoi;
        Vector3    moonVelAtExit    = moonHyperRot * moonVelAtSoi;
        Vector3    soiExitwrtPlanet = soiExitR.ToVector3() + moonAtExit;
        // soiexitV is relative to moon at (0,0,0) BUT frame of hyperbola does not rotate
        Vector3 soiExitVelwrtPlanet = moonHyperRot * soiExitV.ToVector3() + moonVelAtExit;

        Debug.LogFormat("Ellipse2: soiExitV={0} moonV={1} net={2}", soiExitV, moonVelAtExit, soiExitVelwrtPlanet);

        kseq.AppendElementRVT(new Vector3d(soiExitwrtPlanet),
                              new Vector3d(soiExitVelwrtPlanet),
                              t + transferTime + hyperTOF,
                              true,
                              spaceship,
                              planet,
                              ExitMoonSoi);
        running = true;
    }
    /// <summary>
    /// Computes the transfer with the moon on the +X axis without accounting for the moon motion during
    /// transit. (That is accounted for in the ExecuteTransfer routine).
    ///
    /// This allows a co-rotating visualization of the orbit.
    /// </summary>
    /// <returns></returns>
    private Vector3 ComputeTransfer()
    {
        OrbitData shipOrbit = new OrbitData();

        shipOrbit.SetOrbitForVelocity(spaceship, planet);

        // compute the min energy path (this will be in the short path direction)
        lambertU = new LambertUniversal(shipOrbit, startPoint, targetPoint, shortPath);

        // apply any time of flight change
        double t_flight = tflightFactor * lambertU.GetTMin();
        bool   reverse  = !shortPath;

        const bool df    = false;
        const int  nrev  = 0;
        int        error = lambertU.ComputeXfer(reverse, df, nrev, t_flight);

        if (error != 0)
        {
            Debug.LogWarning("Lambert failed to find solution.");
            aroundMoonSegment.gameObject.SetActive(false);
            return(Vector3.zero);
        }
        // Check Lambert is going in the correct direction
        Vector3 shipOrbitAxis = Vector3.Cross(ge.GetVelocity(spaceship), ge.GetPhysicsPosition(spaceship)).normalized;
        Vector3 tliOrbitAxis  = Vector3.Cross(lambertU.GetTransferVelocity(), startPoint.ToVector3());

        if (Vector3.Dot(shipOrbitAxis, tliOrbitAxis) < 0)
        {
            error = lambertU.ComputeXfer(!reverse, df, nrev, t_flight);
            if (error != 0)
            {
                Debug.LogWarning("Lambert failed to find solution for reverse path. error=" + error);
                return(Vector3.zero);
            }
        }

        Vector3 tliVelocity = lambertU.GetTransferVelocity();

        toMoonOrbit.SetVelocity(tliVelocity);
        toMoonSegment.SetVelocity(tliVelocity);
        aroundMoonSegment.gameObject.SetActive(true);

        // Set velocity for orbit around moon
        Vector3 soiEnterVel = lambertU.GetFinalVelocity();

        aroundMoonSegment.SetVelocity(soiEnterVel);

        // update shipEnterSOI object
        ge.UpdatePositionAndVelocity(shipEnterSOI, targetPoint.ToVector3(), soiEnterVel);

        // Find the orbit around the moon. By using the mirror position we're assuming it's
        // a hyperbola (since there is no course correction at SOI this is true).
        // (Moon is in correct position for these calcs so can use world positions, relativePos=false)
        Vector3d soiEnterV = new Vector3d(lambertU.GetFinalVelocity());

        OrbitUtils.OrbitElements oe = OrbitUtils.RVtoCOE(targetPoint, soiEnterV, moonBody, false);
        Vector3d soiExitR           = new Vector3d();
        Vector3d soiExitV           = new Vector3d();

        OrbitUtils.COEtoRVMirror(oe, moonBody, ref soiExitR, ref soiExitV, false);
        // Set position and vel for exit ship, so exit orbit predictor can run. Moon offset/vel already added.
        ge.SetPositionDoubleV3(shipExitSOI, soiExitR);
        ge.SetVelocityDoubleV3(shipExitSOI, soiExitV);
        aroundMoonSegment.UpdateOrbit();
        return(tliVelocity);
    }