Пример #1
0
            public void RenderMarkers(DisposableIterator apsis_iterator,
                                      MapObject.ObjectType type,
                                      NodeSource source,
                                      Vessel vessel,
                                      CelestialBody celestial)
            {
                for (; !apsis_iterator.IteratorAtEnd();
                     apsis_iterator.IteratorIncrement())
                {
                    QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP();
                    MapNodeProperties node_properties;
                    node_properties.object_type    = type;
                    node_properties.vessel         = vessel;
                    node_properties.celestial      = celestial;
                    node_properties.world_position = (Vector3d)apsis.q;
                    node_properties.velocity       = (Vector3d)apsis.p;
                    node_properties.source         = source;
                    node_properties.time           = apsis_iterator.IteratorGetDiscreteTrajectoryTime();

                    if (pool_index_ == nodes_.Count)
                    {
                        nodes_.Add(MakePoolNode());
                    }
                    else if (properties_[nodes_[pool_index_]].object_type != type)
                    {
                        // Do not reuse a node for different types, as this results in
                        // overlapping labels on KSP 1.3, e.g. a closest approach marker that
                        // also says "Ap" and "DN".
                        nodes_[pool_index_].Terminate();
                        properties_.Remove(nodes_[pool_index_]);
                        nodes_[pool_index_] = MakePoolNode();
                    }
                    properties_[nodes_[pool_index_++]] = node_properties;
                }
            }
Пример #2
0
            public void RenderMarkers(DisposableIterator apsis_iterator,
                                      MapObject.ObjectType type,
                                      NodeSource source,
                                      Vessel vessel,
                                      CelestialBody celestial)
            {
                // We render at most 64 markers of one type and one provenance (e.g., at
                // most 64 perilunes for the prediction of the active vessel).  This is
                // more than is readable, and keeps the size of the map node pool under
                // control.
                for (int i = 0; i < 64 && !apsis_iterator.IteratorAtEnd();
                     ++i, apsis_iterator.IteratorIncrement())
                {
                    QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP();
                    MapNodeProperties node_properties = new MapNodeProperties {
                        visible        = true,
                        object_type    = type,
                        vessel         = vessel,
                        celestial      = celestial,
                        world_position = (Vector3d)apsis.q,
                        velocity       = (Vector3d)apsis.p,
                        source         = source,
                        time           = apsis_iterator.IteratorGetDiscreteTrajectoryTime()
                    };

                    if (pool_index_ == nodes_.Count)
                    {
                        nodes_.Add(MakePoolNode());
                    }
                    else if (properties_[nodes_[pool_index_]].object_type != type ||
                             properties_[nodes_[pool_index_]].source != source)
                    {
                        // KSP attaches labels to its map nodes, but never detaches them.
                        // If the node changes type, we end up with an arbitrary combination of
                        // labels Ap, Pe, AN, DN.
                        // If the node changes source, the colour of the icon label is not
                        // updated to match the icon (making it unreadable in some cases).
                        // Recreating the node entirely takes a long time (approximately
                        // 𝑁 * 70 μs, where 𝑁 is the total number of map nodes in existence),
                        // instead we manually get rid of the labels.
                        foreach (var component in
                                 nodes_[pool_index_].transform.GetComponentsInChildren <
                                     TMPro.TextMeshProUGUI>())
                        {
                            if (component.name == "iconLabel(Clone)")
                            {
                                UnityEngine.Object.Destroy(component.gameObject);
                            }
                        }
                        // Ensure that KSP thinks the type changed, and reattaches icon
                        // labels next time around, otherwise we might end up with no labels.
                        // Null nodes do not have a label, so inducing a type change through
                        // Null does not result in spurious labels.
                        properties_[nodes_[pool_index_]].object_type =
                            MapObject.ObjectType.Null;
                        nodes_[pool_index_].NodeUpdate();
                    }
                    properties_[nodes_[pool_index_++]] = node_properties;
                }
            }
Пример #3
0
            public static void PlotRP2Lines(DisposableIterator rp2_lines_iterator,
                                            UnityEngine.Color colour,
                                            Style style)
            {
                UnityEngine.GL.Color(colour);

                // First evaluate the total size of the lines.
                int size = 0;

                for (;
                     !rp2_lines_iterator.IteratorAtEnd();
                     rp2_lines_iterator.IteratorIncrement())
                {
                    using (DisposableIterator rp2_line_iterator =
                               rp2_lines_iterator.IteratorGetRP2LinesIterator()) {
                        size += rp2_line_iterator.IteratorSize();
                    }
                }

                // Reset the iterator and do the actual plotting.
                rp2_lines_iterator.IteratorReset();
                int index = 0;

                for (;
                     !rp2_lines_iterator.IteratorAtEnd();
                     rp2_lines_iterator.IteratorIncrement())
                {
                    using (DisposableIterator rp2_line_iterator =
                               rp2_lines_iterator.IteratorGetRP2LinesIterator()) {
                        XY?previous_rp2_point = null;
                        for (;
                             !rp2_line_iterator.IteratorAtEnd();
                             rp2_line_iterator.IteratorIncrement())
                        {
                            XY current_rp2_point = ToScreen(
                                rp2_line_iterator.IteratorGetRP2LineXY());
                            if (previous_rp2_point.HasValue)
                            {
                                if (style == Style.Faded)
                                {
                                    colour.a = 1 - (float)(4 * index) / (float)(5 * size);
                                    UnityEngine.GL.Color(colour);
                                }
                                if (style != Style.Dashed || index % 2 == 1)
                                {
                                    UnityEngine.GL.Vertex3((float)previous_rp2_point.Value.x,
                                                           (float)previous_rp2_point.Value.y,
                                                           0);
                                    UnityEngine.GL.Vertex3((float)current_rp2_point.x,
                                                           (float)current_rp2_point.y,
                                                           0);
                                }
                            }
                            previous_rp2_point = current_rp2_point;
                            ++index;
                        }
                    }
                }
            }
Пример #4
0
            public void RenderMarkers(DisposableIterator apsis_iterator,
                                      MapObject.ObjectType type,
                                      NodeSource source,
                                      ReferenceFrameSelector reference_frame)
            {
                MapObject associated_map_object;

                UnityEngine.Color colour;
                switch (type)
                {
                case MapObject.ObjectType.Apoapsis:
                case MapObject.ObjectType.Periapsis:
                    CelestialBody fixed_body = reference_frame.selected_celestial;
                    associated_map_object = fixed_body.MapObject;
                    colour = fixed_body.orbit == null
              ? XKCDColors.SunshineYellow
              : fixed_body.orbitDriver.Renderer.nodeColor;
                    break;

                case MapObject.ObjectType.ApproachIntersect:
                    associated_map_object = reference_frame.target_override.mapObject;
                    colour = XKCDColors.Chartreuse;
                    break;

                case MapObject.ObjectType.AscendingNode:
                case MapObject.ObjectType.DescendingNode:
                    if (!reference_frame.target_override &&
                        (reference_frame.frame_type ==
                         ReferenceFrameSelector.FrameType.BODY_CENTRED_NON_ROTATING ||
                         reference_frame.frame_type ==
                         ReferenceFrameSelector.FrameType.BODY_SURFACE))
                    {
                        // In one-body frames, the apsides are shown with the colour of the
                        // body.
                        // The nodes are with respect to the equator, rather than with respect
                        // to an orbit. We show the nodes in a different (but arbitrary)
                        // colour so that they can be distinguished easily.
                        associated_map_object = reference_frame.selected_celestial.MapObject;
                        colour = XKCDColors.Chartreuse;
                    }
                    else
                    {
                        // In two-body frames, if apsides are shown, they are shown with the
                        // colour of the secondary (or in XKCD chartreuse if the secondary is
                        // a vessel).
                        // The nodes are with respect to the orbit of the secondary around the
                        // primary. We show the nodes with the colour of the primary.
                        CelestialBody primary = reference_frame.target_override
              ? reference_frame.selected_celestial
              : reference_frame.selected_celestial.referenceBody;
                        associated_map_object = primary.MapObject;
                        colour = primary.orbit == null
              ? XKCDColors.SunshineYellow
              : primary.orbitDriver.Renderer.nodeColor;
                    }
                    break;

                default:
                    throw Log.Fatal($"Unexpected type {type}");
                }
                colour.a = 1;

                for (int i = 0; i < MaxRenderedNodes && !apsis_iterator.IteratorAtEnd();
                     ++i, apsis_iterator.IteratorIncrement())
                {
                    QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP();
                    MapNodeProperties node_properties = new MapNodeProperties {
                        visible               = true,
                        object_type           = type,
                        colour                = colour,
                        reference_frame       = reference_frame,
                        world_position        = (Vector3d)apsis.q,
                        velocity              = (Vector3d)apsis.p,
                        source                = source,
                        time                  = apsis_iterator.IteratorGetDiscreteTrajectoryTime(),
                        associated_map_object = associated_map_object,
                    };
                    if (type == MapObject.ObjectType.Periapsis &&
                        reference_frame.selected_celestial.GetAltitude(
                            node_properties.world_position) < 0)
                    {
                        node_properties.object_type = MapObject.ObjectType.PatchTransition;
                        node_properties.colour      = XKCDColors.Orange;
                    }

                    if (pool_index_ == nodes_.Count)
                    {
                        nodes_.Add(MakePoolNode());
                    }
                    else if (properties_[nodes_[pool_index_]].object_type !=
                             node_properties.object_type ||
                             properties_[nodes_[pool_index_]].colour !=
                             node_properties.colour)
                    {
                        // KSP attaches labels to its map nodes, but never detaches them.
                        // If the node changes type, we end up with an arbitrary combination of
                        // labels Ap, Pe, AN, DN.
                        // Similarly, if the node changes colour, the colour of the icon label
                        // is not updated to match the icon (making it unreadable in some
                        // cases).  Recreating the node entirely takes a long time
                        // (approximately 𝑁 * 70 μs, where 𝑁 is the total number of map nodes
                        // in existence), instead we manually get rid of the labels.
                        foreach (var component in
                                 nodes_[pool_index_].transform.GetComponentsInChildren <
                                     TMPro.TextMeshProUGUI>())
                        {
                            if (component.name == "iconLabel(Clone)")
                            {
                                UnityEngine.Object.Destroy(component.gameObject);
                            }
                        }
                        // Ensure that KSP thinks the type changed, and reattaches icon
                        // labels next time around, otherwise we might end up with no labels.
                        // Null nodes do not have a label, so inducing a type change through
                        // Null does not result in spurious labels.  Note that the type is
                        // updated only if the node is visible.
                        properties_[nodes_[pool_index_]].visible     = true;
                        properties_[nodes_[pool_index_]].object_type =
                            MapObject.ObjectType.Null;
                        nodes_[pool_index_].NodeUpdate();
                    }
                    properties_[nodes_[pool_index_++]] = node_properties;
                }
            }
Пример #5
0
            public void RenderMarkers(DisposableIterator apsis_iterator,
                                      Provenance provenance,
                                      ReferenceFrameSelector reference_frame)
            {
                if (!nodes_.ContainsKey(provenance))
                {
                    nodes_.Add(provenance, new SingleProvenancePool());
                }
                var       pool = nodes_[provenance];
                MapObject associated_map_object;

                UnityEngine.Color colour;
                switch (provenance.type)
                {
                case MapObject.ObjectType.Apoapsis:
                case MapObject.ObjectType.Periapsis:
                    CelestialBody fixed_body = reference_frame.Centre();
                    associated_map_object = fixed_body.MapObject;
                    colour = fixed_body.orbit == null
                     ? XKCDColors.SunshineYellow
                     : fixed_body.orbitDriver.Renderer.nodeColor;
                    break;

                case MapObject.ObjectType.ApproachIntersect:
                    associated_map_object = reference_frame.target.mapObject;
                    colour = XKCDColors.Chartreuse;
                    break;

                case MapObject.ObjectType.AscendingNode:
                case MapObject.ObjectType.DescendingNode:
                    if (reference_frame.Centre() == null)
                    {
                        // In two-body frames, if apsides are shown, they are shown with the
                        // colour of the secondary (or in XKCD chartreuse if the secondary is
                        // a vessel).
                        // The nodes are with respect to the orbit of the secondary around the
                        // primary. We show the nodes with the colour of the primary.
                        CelestialBody primary = reference_frame.OrientingBody();
                        associated_map_object = primary.MapObject;
                        colour = primary.orbit == null
                        ? XKCDColors.SunshineYellow
                        : primary.orbitDriver.Renderer.nodeColor;
                    }
                    else
                    {
                        // In one-body frames, the apsides are shown with the colour of the
                        // body.
                        // The nodes are with respect to the equator, rather than with respect
                        // to an orbit. We show the nodes in a different (but arbitrary)
                        // colour so that they can be distinguished easily.
                        associated_map_object = reference_frame.Centre().MapObject;
                        colour = XKCDColors.Chartreuse;
                    }
                    break;

                default:
                    throw Log.Fatal($"Unexpected type {provenance.type}");
                }
                colour.a = 1;

                for (int i = 0;
                     i < MaxNodesPerProvenance && !apsis_iterator.IteratorAtEnd();
                     ++i, apsis_iterator.IteratorIncrement())
                {
                    QP apsis = apsis_iterator.IteratorGetDiscreteTrajectoryQP();
                    MapNodeProperties node_properties = new MapNodeProperties {
                        visible               = true,
                        object_type           = provenance.type,
                        colour                = colour,
                        reference_frame       = reference_frame,
                        world_position        = (Vector3d)apsis.q,
                        velocity              = (Vector3d)apsis.p,
                        source                = provenance.source,
                        time                  = apsis_iterator.IteratorGetDiscreteTrajectoryTime(),
                        associated_map_object = associated_map_object,
                    };
                    if (provenance.type == MapObject.ObjectType.Periapsis &&
                        reference_frame.Centre().GetAltitude(
                            node_properties.world_position) < 0)
                    {
                        node_properties.object_type = MapObject.ObjectType.PatchTransition;
                        node_properties.colour      = XKCDColors.Orange;
                    }

                    if (pool.nodes_used == pool.nodes.Count)
                    {
                        pool.nodes.Add(MakePoolNode());
                    }
                    properties_[pool.nodes[pool.nodes_used++]] = node_properties;
                }
            }