Пример #1
0
 public void ProbeHeightAhead(Vector3 Dir)
 {
     if (VSL.Body == null || VSL.Body.pqsController == null)
     {
         return;
     }
     if (LookAheadTime > RAD.LookAheadTime)
     {
         Obstacle = BestPoint;
         rewind();
     }
     else if (LookAheadTimeDelta < 0.1)
     {
         if (BestPoint.Valid)
         {
             Obstacle = BestPoint;
         }
         rewind();
     }
     CurPoint.Update(VSL.Physics.wCoM + Dir * (VSL.Geometry.R + Utils.ClampL(VSL.HorizontalSpeed, 0.1f) * LookAheadTime), VSL.Body);
     if (CurPoint > BestPoint)
     {
         BestPoint = CurPoint;
     }
     if (BestPoint > Obstacle)
     {
         Obstacle = BestPoint;
     }
     if (VSL.Altitude.Absolute - CurPoint.Altitude <= VSL.Geometry.H)
     {
         LookAheadTime      -= LookAheadTimeDelta;
         LookAheadTimeDelta /= 2;
     }
     LookAheadTime += LookAheadTimeDelta;
 }
Пример #2
0
    public TerrainPoint WalkToMaxima(TerrainPoint start) {
      bool atMaxima = false;
      TerrainPoint last = new TerrainPoint(start.x, start.y);

      while (!atMaxima) {
        TerrainPoint max = new TerrainPoint(last.x, last.y);
        float maxValue = this.data[last.x, last.y];
        for (int x = last.x - 1; x <= last.x + 1; x++) {
          for (int y = last.y - 1; y <= last.y + 1; y++) {
            float v = this.data[x, y];
            if (v > maxValue) {
              maxValue = v;
              max.x = x;
              max.y = y;
            }
          }
        }
        if (max.x == last.x && max.y == last.y) {
          atMaxima = true;
        }
        last.x = max.x;
        last.y = max.y;
      }
      return last;
    }
        private double GetSlope(RasterReader reader, TerrainPoint tp)
        {
            double zx = 0, zy = 0, ex = 0;

            if (tp.col - 1 > 0 && tp.row - 1 > 0 && tp.row + 1 < _terrainTile.GetLength(1) && tp.col + 1 < _terrainTile.GetLength(0))
            {
                iTelluro.GlobeEngine.DataSource.Geometry.Point3d d1 = null, d2 = null;
                if (reader.IsProjected)
                {
                    d1 = new Point3d(_terrainTile[tp.col - 1, tp.row].Longitude, tp.Latitude, tp.Altitude);
                    d2 = new Point3d(_terrainTile[tp.col + 1, tp.row].Longitude, tp.Latitude, tp.Altitude);
                }
                else
                {
                    d1 = MathEngine.SphericalToCartesianD(
                        Angle.FromDegrees(tp.Latitude),
                        Angle.FromDegrees(_terrainTile[tp.col - 1, tp.row].Longitude),              //lon - demSpan
                        GlobeTools.CurrentWorld.EquatorialRadius + tp.Altitude
                        );

                    d2 = MathEngine.SphericalToCartesianD(
                        Angle.FromDegrees(tp.Latitude),
                        Angle.FromDegrees(_terrainTile[tp.col + 1, tp.row].Longitude),             //lon + demSpan),
                        GlobeTools.CurrentWorld.EquatorialRadius + tp.Altitude
                        );
                }
                iTelluro.GlobeEngine.DataSource.Geometry.Point3d segment = d2 - d1;
                ex = segment.Length;
                //zx = (elv[1, 2] - elv[1, 0]) / ex;
                //zy = (elv[2, 1] - elv[0, 1]) / ex;
                zx = (_terrainTile[tp.col + 1, tp.row + 0].Altitude - _terrainTile[tp.col - 1, tp.row + 0].Altitude) / ex;
                zy = (_terrainTile[tp.col + 0, tp.row + 1].Altitude - _terrainTile[tp.col + 0, tp.row - 1].Altitude) / ex;
            }
            return(Math.Atan(Math.Sqrt(zx * zx + zy * zy)));
        }
    private void InitializeTerrainPoints(Mesh mesh)
    {
        terrainPoints = new TerrainPoint[planetResolution][];
        for (int i = 0; i < terrainPoints.Length; i++)
        {
            terrainPoints[i] = new TerrainPoint[planetResolution];
            for (int j = 0; j < terrainPoints.Length; j++)
            {
                terrainPoints[i][j] = new TerrainPoint();
            }
        }

        for (int i = 0; i < terrainPoints.Length; i++)
        {
            for (int j = 0; j < terrainPoints.Length; j++)
            {
                //World Position
                terrainPoints[i][j].worldPosition = mesh.vertices[i * planetResolution + j];
                //Face Position
                terrainPoints[i][j].facePosition = new Vector2Int(i, j);
                //Terrain Kind
                float distance = Vector3.Distance(terrainPoints[i][j].worldPosition, Vector3.zero);
                if (distance > planetSeaLevel + 0.005f * planetSeaLevel)
                {
                    terrainPoints[i][j].kind = 0;
                }
                else
                {
                    terrainPoints[i][j].kind = -1;
                }
            }
        }
    }
        private void WatershedArea(string shppath, string rasterpath, ref double _resultProjectArea, ref double?_resultSurfaceArea)
        {
            //获取流域面积形状以及它的外接矩形
            GeoRect _analysisRect = new GeoRect(-90, 90, 180, -180);                                                               //外接矩形

            iTelluroLib.GeoTools.Geometries.Polygon _analysisPolygon = _hydrology.CalLimitAreaPolygon(shppath, ref _analysisRect); //流域面形状

            //在存在流域面积界定的情况下要进行裁剪筛选,不存在默认全部计算
            RasterReader raster      = new RasterReader(rasterpath);
            double       _widthStep  = raster.CellSizeX;
            double       _heightStep = raster.CellSizeY;

            // 网格大小:行、列数
            int _widthNum  = (int)((_analysisRect.East - _analysisRect.West) / _widthStep);
            int _heightNum = (int)((_analysisRect.North - _analysisRect.South) / _heightStep);

            _terrainTile = new TerrainPoint[_widthNum, _heightNum];

            //构建高程矩阵
            for (int i = 0; i < _widthNum; i++)
            {
                for (int j = 0; j < _heightNum; j++)
                {
                    TerrainPoint tp = new TerrainPoint();
                    tp.Longitude       = _analysisRect.West + i * _widthStep;
                    tp.Latitude        = _analysisRect.South + j * _heightStep;
                    tp.Altitude        = ReadBand(raster, i, j);
                    tp.col             = i;
                    tp.row             = j;
                    _terrainTile[i, j] = tp;
                }
            }

            double _cellArea = CaculateCellAera(raster, _widthNum, _heightNum);

            //坡度计算
            if (_resultSurfaceArea == null)
            {
                _resultSurfaceArea = 0;
            }
            for (int i = 0; i < _widthNum; i++)
            {
                for (int j = 0; j < _heightNum; j++)
                {
                    TerrainPoint tp = _terrainTile[i, j];
                    iTelluroLib.GeoTools.Geometries.Point currentPoint = new iTelluroLib.GeoTools.Geometries.Point(tp.Longitude, tp.Latitude);
                    if ((_analysisPolygon != null && _analysisPolygon.Contains(currentPoint)) || _analysisPolygon == null)
                    {
                        _resultProjectArea += _cellArea;
                        //计算坡度
                        double slope           = GetSlope(raster, tp);
                        double currentCellArea = _cellArea / Math.Cos(slope);
                        _resultSurfaceArea += currentCellArea;
                    }
                }
                FormOutput.AppendProress(((i + 1) * 100) / _widthNum);
            }
        }
Пример #6
0
 public void Copy(Sweep s)
 {
     VSL      = s.VSL;
     L        = s.L; C = s.C; R = s.R;
     Obstacle = s.Obstacle;
     Altitude = s.Altitude;
     Maneuver = s.Maneuver;
     Valid    = s.Valid;
 }
Пример #7
0
 public TerrainPoint[] RandomlyWithin(int nPoints) {
   TerrainPoint[] points = new TerrainPoint[nPoints];
   for (int i = 0; i < nPoints; i++) {
     int x = (int)(Random.value * this.GetWidth());
     int y = (int)(Random.value * this.GetHeight());
     points[i] = new TerrainPoint(x, y);
   }
   return points;
 }
        /// <summary>
        /// Gets the density at the given chunk position.
        /// </summary>
        /// <param name="pos">The chunk position.</param>
        /// <returns>The density.</returns>
        public byte GetDensity(Vector3I pos)
        {
            TerrainPoint point = this.Points[pos.X, pos.Y];

            if (point != null)
            {
                return(point.GetDensity(pos.Z));
            }
            else
            {
                return(TerrainPoint.DensityMax);
            }
        }
        private void setYByDifficulty(ref TerrainPoint point, int difficulty)
        {
            pointsCounter++;

            smoothStepTime = (Time.time - startTime) / duration;
            if (isUp)
            {
                // Narrow cave up towards the last points avg
                float nextFloorYGoal = Mathf.Clamp(prevAvg + difficulty / diffToCaveRatio, minFloor, maxCeiling - minGap);
                point.floorY = Mathf.SmoothStep(prevFloorY, nextFloorYGoal, smoothStepTime);
                float floorDiff = Mathf.Abs(prevFloorY - point.floorY);
                point.ceilingY = Random.Range(point.floorY + minGap, maxCeiling);
            }
            else
            {
                // Narrow cave down towards the last points avg
                float nextCeilingYGoal = Mathf.Clamp(prevAvg - difficulty / diffToCaveRatio, minFloor + minGap, maxCeiling);
                point.ceilingY = Mathf.SmoothStep(prevAvg, nextCeilingYGoal, smoothStepTime);
                point.floorY   = Random.Range(minFloor, point.ceilingY - minGap);
            }

            // Calc sliding avg of cave center
            float avg = (point.floorY + point.ceilingY) / 2f;

            midPoints.Enqueue(avg);
            if (midPoints.Count() > midpointsNum)
            {
                midPoints.Dequeue();
            }
            float slidingAvg = midPoints.Average();

            // Toggle up / down direction, make level harder and faster-changing
            if (pointsCounter % caveDirectionToggle == 0)
            {
                isUp = !isUp;
                caveDirectionToggle = (int)Mathf.Clamp((int)caveDirectionToggle - 1, 1, Mathf.Infinity);
                pointsDistance      = Mathf.Max(pointsDistance * disanceDecayRate, minPointsDistance);
                diffToCaveRatio     = Mathf.Clamp(diffToCaveRatio - 4f, 5f, Mathf.Infinity);
                startTime           = Time.time;
                if (player != null)
                {
                    player.incrementSpeed(batIncreaseSpeed);
                }
            }

            // Save curr as previous
            prevAvg      = slidingAvg;
            prevCeilingY = point.ceilingY;
            prevFloorY   = point.floorY;
        }
Пример #10
0
    void PopulateTerrainMap()
    {
        for (int x = 0; x < width + 1; x++)
        {
            for (int z = 0; z < width + 1; z++)
            {
                for (int y = 0; y < height + 1; y++)
                {
                    float thisHeight;

                    thisHeight = GameData.GetTerrainHeight(x + chunkPosition.x, z + chunkPosition.z);

                    terrainMap[x, y, z] = new TerrainPoint((float)y - thisHeight, Random.Range(0, 2));
                }
            }
        }
    }
    private void CheckNeighbors(TerrainPoint terrainPoint)
    {
        for (int i = 0; i < TRANSFORMS.Length; i++)
        {
            Vector2Int neighborPosition = terrainPoint.facePosition + TRANSFORMS[i];

            if (neighborPosition.x >= 0 && neighborPosition.x < planetResolution &&
                neighborPosition.y >= 0 && neighborPosition.y < planetResolution)
            {
                TerrainPoint neighbor = terrainPoints[neighborPosition.x][neighborPosition.y];
                if (neighbor.kind != -1 && neighbor.kind == 0)
                {
                    neighbor.kind = terrainPoint.kind;
                    listToCheck.Add(neighbor);
                }
            }
        }
    }
Пример #12
0
            public void Cast(Vector3 dir, float angle, float dist)
            {
                Reset();
                if (VSL.refT == null)
                {
                    return;
                }
                //cast the rays
                var side     = Vector3.Cross(VSL.Physics.Up, dir) * VSL.Geometry.R * 1.5f;
                var cast_dir = Quaternion.AngleAxis(angle, side) * dir;

                Valid |= L.Cast(VSL.Physics.wCoM - side, cast_dir, dist, VSL.Geometry.R);
                Valid |= C.Cast(VSL.Physics.wCoM, cast_dir, dist, VSL.Geometry.R);
                Valid |= R.Cast(VSL.Physics.wCoM + side, cast_dir, dist, VSL.Geometry.R);
                if (Valid)
                {
                    L.ClaculateAltitude(dir, angle);
                    C.ClaculateAltitude(dir, angle);
                    R.ClaculateAltitude(dir, angle);
                    Altitude = VSL.Altitude.Absolute - Mathf.Min(L.Altitude, C.Altitude, R.Altitude);
                    Ray ray;
                    if (L.Valid && !R.Valid)
                    {
                        ray = L; Maneuver = ManeuverType.Horizontal;
                    }
                    else if (!L.Valid && R.Valid)
                    {
                        ray = R; Maneuver = ManeuverType.Horizontal;
                    }
                    else if (C.Valid)
                    {
                        ray = C; Maneuver = ManeuverType.Vertical;
                    }
                    else if (L.Valid && R.Valid)
                    {
                        ray = R.Distance < L.Distance? R : L; Maneuver = ManeuverType.Vertical;
                    }
                    else
                    {
                        VSL.Log("Unknown ManevuerType of a Valid Sweep. This should never happen."); return;
                    }
                    Obstacle = new TerrainPoint(Altitude, ray.CollisionPoint);
                }
            }
Пример #13
0
    void PopulateTerrainMap()
    {
        // The data points for terrain are stored at the corners of our "cubes", so the terrainMap needs to be 1 larger
        // than the width/height of our mesh.
        for (int x = 0; x < width + 1; x++)
        {
            for (int z = 0; z < width + 1; z++)
            {
                for (int y = 0; y < height + 1; y++)
                {
                    float thisHeight = GameData.GetTerrainHeight(x + chunkPosition.x, z + chunkPosition.z);

                    if (x > 5 && x < 10 && z > 5 && z < 10)
                    {
                        // Get a terrain height using regular old Perlin noise.
                        thisHeight = 1f;
                    }
                    // Set the value of this point in the terrainMap.
                    terrainMap[x, y, z] = new TerrainPoint((float)y - thisHeight, Random.Range(0, World.Instance.terrainTextures.Length));
                }
            }
        }
    }
    private void Count()
    {
        for (int i = 0; i < terrainPoints.Length; i++)
        {
            for (int j = 0; j < terrainPoints.Length; j++)
            {
                TerrainPoint point = terrainPoints[i][j];

                while (listToCheck.Count > 0)
                {
                    // check points from list
                    CheckNeighbors(terrainPoints[listToCheck[0].facePosition.x][listToCheck[0].facePosition.y]);
                    listToCheck.Remove(listToCheck[0]);
                }

                if (point.kind == 0)
                {
                    counter++;
                    point.kind = counter;
                    listToCheck.Add(point);
                }
            }
        }
    }
        protected override void Update()
        {
            if (!IsActive)
            {
                return;
            }
            var NeededHorVelocity = HSC == null? Vector3d.zero : VSL.HorizontalSpeed.NeededVector;
            var zero_needed       = NeededHorVelocity.sqrMagnitude <= 0.01;

            //check boundary conditions
            if (ViewAngle > RAD.DownViewAngle)
            {
                if (BestHit.Valid)
                {
                    DetectedHit.Copy(BestHit);
                    rewind();
                }
                else
                {
                    reset();
                }
            }
            else if (AngleDelta < RAD.MinAngleDelta || LittleSteps > RAD.MaxLittleSteps)
            {
                if (BestHit.Valid)
                {
                    DetectedHit.Copy(BestHit);
                }
                rewind();
            }
            //calculate closing speed and initial ray direction
            Dir = Vector3.zero;
            var alt_threshold = VSL.Altitude.Absolute - Mathf.Min(CFG.DesiredAltitude, VSL.Geometry.H * RAD.MinAltitudeFactor * (CollisionSpeed < 0? 1 : 2));

            SurfaceVelocity = VSL.PredictedSrfVelocity(GLB.CPS.LookAheadTime);
            if ((DistanceAhead < 0 || DistanceAhead > RAD.MinDistanceAhead ||
                 Vector3.Dot(RelObstaclePosition, NeededHorVelocity) < 0) &&
                (VSL.HorizontalSpeed >= RAD.MaxClosingSpeed ||
                 zero_needed &&
                 VSL.HorizontalSpeed >= RAD.MinClosingSpeed))
            {
                Dir = VSL.HorizontalSpeed.normalized;
                if (VSL.IsStateSet(TCAState.LoosingAltitude))
                {
                    Dir = Vector3.Lerp(Dir, SurfaceVelocity.normalized,
                                       RAD.LookAheadTime / (VSL.Altitude / -VSL.VerticalSpeed.Relative) / VSL.OnPlanetParams.MaxDTWR);
                }
            }
            else
            {
                Dir = zero_needed?
                      Vector3d.Exclude(VSL.Physics.Up, VSL.OnPlanetParams.Fwd).normalized :
                      NeededHorVelocity.normalized;
            }
            Dir.Normalize();
            ClosingSpeed = Utils.ClampL(Vector3.Dot(SurfaceVelocity, Dir), RAD.MinClosingSpeed);
            //cast the sweep and the fwd ray
            MaxDistance = (CollisionSpeed < ClosingSpeed? ClosingSpeed : CollisionSpeed) * RAD.LookAheadTime;
            if (ViewAngle < 0)
            {
                MaxDistance = MaxDistance / Mathf.Cos(ViewAngle * Mathf.Deg2Rad) * (1 + ClosingSpeed / RAD.UpViewSlope * Utils.ClampL(-ViewAngle / RAD.UpViewAngle, 0));
            }
            CurHit.Cast(Dir, ViewAngle, MaxDistance);
            ForwardRay.Cast(VSL.Physics.wCoM, SurfaceVelocity.normalized, (float)SurfaceVelocity.magnitude * GLB.CPS.LookAheadTime * 3, VSL.Geometry.D);
            //check the hit
            if (CurHit.BeforeDestination(SurfaceVelocity))
            {
                if (CurHit.Maneuver == Sweep.ManeuverType.Horizontal &&
                    (mode & Mode.Horizontal) == Mode.Horizontal)
                {
                    LastHitValid = false;
                    //check if it is indeed a collision
                    if (CurHit.Altitude > alt_threshold)
                    {
                        //queue avoiding maneuver with CPS
                        SideCollision = true;
                        var      collision_point = Vector3.ProjectOnPlane(CurHit.Obstacle.RelPosition(VSL.Physics.wCoM), VSL.Physics.Up);
                        var      dist            = collision_point.magnitude;
                        Vector3d maneuver;
                        if (CollisionPreventionSystem.AvoidStatic(VSL, collision_point / dist, dist,
                                                                  Vector3d.Exclude(VSL.Physics.Up, SurfaceVelocity), out maneuver))
                        {
                            if (Vector3d.Dot(SideManeuver, maneuver) > 0 ||
                                SideManeuver.sqrMagnitude < maneuver.sqrMagnitude)
                            {
                                SideManeuver = maneuver;
                            }
                        }
                    }
                }
                else
                {
                    if (CurHit > BestHit)
                    {
                        BestHit.Copy(CurHit);
                    }
                    if (BestHit.Valid && BestHit > DetectedHit)
                    {
                        DetectedHit.Copy(BestHit);
                    }
                    //rewind the ray one step and decrease the delta if direct collision detected
                    if (LastHitValid)
                    {
                        ViewAngle -= 2 * AngleDelta;
                    }
                    else
                    {
                        LastHitValid = true;
                        ViewAngle   -= AngleDelta;
                        AngleDelta  /= 2;
                    }
                }
            }
            else if (!CurHit.Valid)
            {
                if (LastHitValid)
                {
                    AngleDelta /= 2;
                }
                LastHitValid = false;
            }
            if (AngleDelta < RAD.AngleDelta)
            {
                LittleSteps++;
            }
            //if on side collision course, correct it
            if (HSC != null && !SideManeuver.IsZero())
            {
                HSC.AddWeightedCorrection(SideManeuver);
            }
            //probe for surface height
            Altimeter.ProbeHeightAhead(Dir);
            //update collision info if detected something
            TimeAhead           = -1;
            DistanceAhead       = -1;
            RelObstaclePosition = Vector3.zero;
            Obstacle            = DetectedHit.Obstacle;
            if (Altimeter.BeforeDestination(SurfaceVelocity) &&
                DetectedHit.Obstacle < Altimeter.Obstacle)
            {
                Obstacle = Altimeter.Obstacle;
            }
            if (ForwardRay.Valid)
            {
                ForwardRay.ClaculateAltitude(VSL.Physics.Up, VSL.Altitude.Absolute);
                if (ForwardRay.Altitude > Obstacle.Altitude || ForwardRay.Altitude > alt_threshold)
                {
                    Obstacle = new TerrainPoint(ForwardRay.Altitude, ForwardRay.CollisionPoint);
                }
            }
            if (Obstacle.Valid)
            {
                VSL.Altitude.Ahead = (float)Obstacle.Altitude;
            }
//			Log("\nCurHit {}\nBestHit {}\nDetectedHit {}\nRObstacle {}\nAObstacle {}\nForwardRay {}",
//			    CurHit, BestHit, DetectedHit, Obstacle, Altimeter.Obstacle, ForwardRay);//debug
            //check for possible stright collision
            if (VSL.Altitude.Ahead > alt_threshold)            //deadzone of twice the detection height
            {
                if (CollisionSpeed < ClosingSpeed)
                {
                    CollisionSpeed = ClosingSpeed;
                }
                RelObstaclePosition = Vector3.ProjectOnPlane(Obstacle.RelPosition(VSL.Physics.wCoM), VSL.Physics.Up);
                DistanceAhead       = Utils.ClampL(RelObstaclePosition.magnitude - VSL.Geometry.R, 0.1f);
                TimeAhead           = DistanceAhead / Vector3.Dot(SurfaceVelocity, RelObstaclePosition.normalized);
                if (HSC != null)
                {
                    Vector3d dV;
                    if (DistanceAhead > RAD.MinDistanceAhead)
                    {
                        dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                             -Math.Sqrt(1 - Utils.ClampH(DistanceAhead / ClosingSpeed / RAD.LookAheadTime * VSL.OnPlanetParams.MaxTWR * RAD.NHVf, 1));
                    }
                    else if (DistanceAhead > RAD.MinDistanceAhead / 2)
                    {
                        dV = -NeededHorVelocity;
                    }
                    else if (Vector3d.Dot(SurfaceVelocity, RelObstaclePosition) > 0)
                    {
                        dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                             -RAD.MinDistanceAhead / DistanceAhead * RAD.PitchRollAAf / VSL.Torque.MaxPitchRoll.AA_rad;
                    }
                    else
                    {
                        dV = -NeededHorVelocity;
                    }
                    HSC.AddRawCorrection(dV);
                }
            }
            else
            {
                CollisionSpeed = -1;
            }
            //update angle for the next ray
            ViewAngle += AngleDelta;
        }
 public void ProbeHeightAhead(Vector3 Dir)
 {
     if(VSL.Body == null || VSL.Body.pqsController == null) return;
     if(LookAheadTime > RAD.LookAheadTime)
     {
         Obstacle = BestPoint;
         rewind();
     }
     else if(LookAheadTimeDelta < 0.1)
     {
         if(BestPoint.Valid)
             Obstacle = BestPoint;
         rewind();
     }
     CurPoint.Update(VSL.Physics.wCoM+Dir*(VSL.Geometry.R+Utils.ClampL(VSL.HorizontalSpeed, 0.1f)*LookAheadTime), VSL.Body);
     if(CurPoint > BestPoint) BestPoint = CurPoint;
     if(BestPoint > Obstacle) Obstacle = BestPoint;
     if(VSL.Altitude.Absolute-CurPoint.Altitude <= VSL.Geometry.H)
     {
         LookAheadTime -= LookAheadTimeDelta;
         LookAheadTimeDelta /= 2;
     }
     LookAheadTime += LookAheadTimeDelta;
 }
 protected override void Update()
 {
     if(!IsActive) return;
     var NeededHorVelocity = HSC == null? Vector3d.zero : VSL.HorizontalSpeed.NeededVector;
     var zero_needed = NeededHorVelocity.sqrMagnitude <= 0.01;
     //check boundary conditions
     if(ViewAngle > RAD.DownViewAngle)
     {
         if(BestHit.Valid)
         {
             DetectedHit.Copy(BestHit);
             rewind();
         }
         else reset();
     }
     else if(AngleDelta < RAD.MinAngleDelta || LittleSteps > RAD.MaxLittleSteps)
     {
         if(BestHit.Valid)
             DetectedHit.Copy(BestHit);
         rewind();
     }
     //calculate closing speed and initial ray direction
     Dir = Vector3.zero;
     var alt_threshold = VSL.Altitude.Absolute-Mathf.Min(CFG.DesiredAltitude, VSL.Geometry.H*RAD.MinAltitudeFactor*(CollisionSpeed < 0? 1 : 2));
     SurfaceVelocity = VSL.PredictedSrfVelocity(GLB.CPS.LookAheadTime);
     if((DistanceAhead < 0 || DistanceAhead > RAD.MinDistanceAhead ||
         Vector3.Dot(RelObstaclePosition, NeededHorVelocity) < 0) &&
        (VSL.HorizontalSpeed >= RAD.MaxClosingSpeed ||
         zero_needed &&
         VSL.HorizontalSpeed >= RAD.MinClosingSpeed))
     {
         Dir = VSL.HorizontalSpeed.normalized;
         if(VSL.IsStateSet(TCAState.LoosingAltitude))
             Dir = Vector3.Lerp(Dir, SurfaceVelocity.normalized,
                                RAD.LookAheadTime/(VSL.Altitude/-VSL.VerticalSpeed.Relative)/VSL.OnPlanetParams.MaxDTWR);
     }
     else Dir = zero_needed?
             Vector3d.Exclude(VSL.Physics.Up, VSL.OnPlanetParams.Fwd).normalized :
             NeededHorVelocity.normalized;
     Dir.Normalize();
     ClosingSpeed = Utils.ClampL(Vector3.Dot(SurfaceVelocity, Dir), RAD.MinClosingSpeed);
     //cast the sweep and the fwd ray
     MaxDistance = (CollisionSpeed < ClosingSpeed? ClosingSpeed : CollisionSpeed)*RAD.LookAheadTime;
     if(ViewAngle < 0) MaxDistance = MaxDistance/Mathf.Cos(ViewAngle*Mathf.Deg2Rad)*(1+ClosingSpeed/RAD.UpViewSlope*Utils.ClampL(-ViewAngle/RAD.UpViewAngle, 0));
     CurHit.Cast(Dir, ViewAngle, MaxDistance);
     ForwardRay.Cast(VSL.Physics.wCoM, SurfaceVelocity.normalized, (float)SurfaceVelocity.magnitude*GLB.CPS.LookAheadTime*3, VSL.Geometry.D);
     //check the hit
     if(CurHit.BeforeDestination(SurfaceVelocity))
     {
         if(CurHit.Maneuver == Sweep.ManeuverType.Horizontal &&
            (mode & Mode.Horizontal) == Mode.Horizontal)
         {
             LastHitValid = false;
             //check if it is indeed a collision
             if(CurHit.Altitude > alt_threshold)
             {
                 //queue avoiding maneuver with CPS
                 SideCollision = true;
                 var collision_point = Vector3.ProjectOnPlane(CurHit.Obstacle.RelPosition(VSL.Physics.wCoM), VSL.Physics.Up);
                 var dist = collision_point.magnitude;
                 Vector3d maneuver;
                 if(CollisionPreventionSystem.AvoidStatic(VSL, collision_point/dist, dist,
                                                          Vector3d.Exclude(VSL.Physics.Up, SurfaceVelocity), out maneuver))
                 {
                     if(Vector3d.Dot(SideManeuver, maneuver) > 0 ||
                        SideManeuver.sqrMagnitude < maneuver.sqrMagnitude)
                         SideManeuver = maneuver;
                 }
             }
         }
         else
         {
             if(CurHit > BestHit) BestHit.Copy(CurHit);
             if(BestHit.Valid && BestHit > DetectedHit) DetectedHit.Copy(BestHit);
             //rewind the ray one step and decrease the delta if direct collision detected
             if(LastHitValid) ViewAngle -= 2*AngleDelta;
             else
             {
                 LastHitValid = true;
                 ViewAngle -= AngleDelta;
                 AngleDelta /= 2;
             }
         }
     }
     else if(!CurHit.Valid)
     {
         if(LastHitValid) AngleDelta /= 2;
         LastHitValid = false;
     }
     if(AngleDelta < RAD.AngleDelta) LittleSteps++;
     //if on side collision course, correct it
     if(HSC != null && !SideManeuver.IsZero())
         HSC.AddWeightedCorrection(SideManeuver);
     //probe for surface height
     Altimeter.ProbeHeightAhead(Dir);
     //update collision info if detected something
     TimeAhead = -1;
     DistanceAhead = -1;
     RelObstaclePosition = Vector3.zero;
     Obstacle = DetectedHit.Obstacle;
     if(Altimeter.BeforeDestination(SurfaceVelocity) &&
        DetectedHit.Obstacle < Altimeter.Obstacle)
         Obstacle = Altimeter.Obstacle;
     if(ForwardRay.Valid)
     {
         ForwardRay.ClaculateAltitude(VSL.Physics.Up, VSL.Altitude.Absolute);
         if(ForwardRay.Altitude > Obstacle.Altitude || ForwardRay.Altitude > alt_threshold)
             Obstacle = new TerrainPoint(ForwardRay.Altitude, ForwardRay.CollisionPoint);
     }
     if(Obstacle.Valid) VSL.Altitude.Ahead = (float)Obstacle.Altitude;
     //			Log("\nCurHit {}\nBestHit {}\nDetectedHit {}\nRObstacle {}\nAObstacle {}\nForwardRay {}",
     //			    CurHit, BestHit, DetectedHit, Obstacle, Altimeter.Obstacle, ForwardRay);//debug
     //check for possible stright collision
     if(VSL.Altitude.Ahead > alt_threshold) //deadzone of twice the detection height
     {
         if(CollisionSpeed < ClosingSpeed) CollisionSpeed = ClosingSpeed;
         RelObstaclePosition = Vector3.ProjectOnPlane(Obstacle.RelPosition(VSL.Physics.wCoM), VSL.Physics.Up);
         DistanceAhead = Utils.ClampL(RelObstaclePosition.magnitude-VSL.Geometry.R, 0.1f);
         TimeAhead = DistanceAhead/Vector3.Dot(SurfaceVelocity, RelObstaclePosition.normalized);
         if(HSC != null)
         {
             Vector3d dV;
             if(DistanceAhead > RAD.MinDistanceAhead)
                 dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                     -Math.Sqrt(1-Utils.ClampH(DistanceAhead/ClosingSpeed/RAD.LookAheadTime*VSL.OnPlanetParams.MaxTWR*RAD.NHVf, 1));
             else if(DistanceAhead > RAD.MinDistanceAhead/2)
                 dV = -NeededHorVelocity;
             else if(Vector3d.Dot(SurfaceVelocity, RelObstaclePosition) > 0)
                 dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                     -RAD.MinDistanceAhead/DistanceAhead*RAD.PitchRollAAf/VSL.Torque.MaxPitchRoll.AA_rad;
             else dV = -NeededHorVelocity;
             HSC.AddRawCorrection(dV);
         }
     }
     else CollisionSpeed = -1;
     //update angle for the next ray
     ViewAngle += AngleDelta;
 }
 public void Cast(Vector3 dir, float angle, float dist)
 {
     Reset();
     if(VSL.refT == null) return;
     //cast the rays
     var side = Vector3.Cross(VSL.Physics.Up, dir)*VSL.Geometry.R*1.5f;
     var cast_dir = Quaternion.AngleAxis(angle, side)*dir;
     Valid |= L.Cast(VSL.Physics.wCoM-side, cast_dir, dist, VSL.Geometry.R);
     Valid |= C.Cast(VSL.Physics.wCoM,      cast_dir, dist, VSL.Geometry.R);
     Valid |= R.Cast(VSL.Physics.wCoM+side, cast_dir, dist, VSL.Geometry.R);
     if(Valid)
     {
         L.ClaculateAltitude(dir, angle);
         C.ClaculateAltitude(dir, angle);
         R.ClaculateAltitude(dir, angle);
         Altitude = VSL.Altitude.Absolute-Mathf.Min(L.Altitude, C.Altitude, R.Altitude);
         Ray ray;
         if(L.Valid && !R.Valid) { ray = L; Maneuver = ManeuverType.Horizontal; }
         else if(!L.Valid && R.Valid) { ray = R; Maneuver = ManeuverType.Horizontal; }
         else if(C.Valid) { ray = C; Maneuver = ManeuverType.Vertical; }
         else if(L.Valid && R.Valid) { ray = R.Distance < L.Distance? R : L; Maneuver = ManeuverType.Vertical; }
         else { VSL.Log("Unknown ManevuerType of a Valid Sweep. This should never happen."); return; }
         Obstacle = new TerrainPoint(Altitude, ray.CollisionPoint);
     }
 }
 public void Copy(Sweep s)
 {
     VSL = s.VSL;
     L = s.L; C = s.C; R = s.R;
     Obstacle = s.Obstacle;
     Altitude = s.Altitude;
     Maneuver = s.Maneuver;
     Valid = s.Valid;
 }
Пример #20
0
 public void AddChunkAtPoints(TerrainPoint[] points, TerrainChunk chunk, AddMode mode = AddMode.Add) {
   for (int i = 0; i < points.Length; i++) {
     int x = points[i].x;
     int y = points[i].y;
     this.AddChunk(chunk, x - chunk.GetWidth() / 2, y - chunk.GetHeight() / 2, mode);
   }
 }
Пример #21
0
            public bool BeforeDestination(VesselWrapper VSL, Vector3d vel)
            {
                var point = new TerrainPoint(0, CollisionPoint);

                return(point.BeforeDestination(VSL, vel));
            }
Пример #22
0
        protected override void Update()
        {
            NeededHorVelocity = HSC == null? Vector3d.zero : VSL.HorizontalSpeed.NeededVector;
            var zero_needed = NeededHorVelocity.sqrMagnitude <= 0.01;

            //check boundary conditions
            if (ViewAngle > RAD.DownViewAngle)
            {
                if (BestHit.Valid)
                {
                    DetectedHit.Copy(BestHit);
                    rewind();
                }
                else
                {
                    Reset();
                }
            }
            else if (AngleDelta < RAD.MinAngleDelta || LittleSteps > RAD.MaxLittleSteps)
            {
                if (BestHit.Valid)
                {
                    DetectedHit.Copy(BestHit);
                }
                rewind();
            }
            //calculate closing speed and initial ray direction
            Dir             = Vector3.zero;
            LookAheadTime   = Utils.ClampL(RAD.LookAheadTime / VSL.OnPlanetParams.MaxTWR * VSL.Engines.AccelerationTime90, 10);
            SurfaceVelocity = VSL.PredictedSrfVelocity(GLB.CPS.LookAheadTime);
            var SurfaceVelocityDir = SurfaceVelocity.normalized;
            var SurfaceSpeed       = (float)SurfaceVelocity.magnitude;
            var alt_threshold      = VSL.Altitude.Absolute -
                                     Mathf.Min(Utils.ClampL(CFG.DesiredAltitude - 1, 0), VSL.Geometry.H * RAD.MinAltitudeFactor * (CollisionSpeed < 0? 1 : 2));

            if ((DistanceAhead < 0 || DistanceAhead > RAD.MinDistanceAhead ||
                 Vector3.Dot(RelObstaclePosition, NeededHorVelocity) < 0) &&
                (VSL.HorizontalSpeed >= RAD.MaxClosingSpeed ||
                 zero_needed &&
                 VSL.HorizontalSpeed >= RAD.MinClosingSpeed))
            {
                Dir = VSL.HorizontalSpeed.normalized;
                if (VSL.IsStateSet(TCAState.LoosingAltitude))
                {
                    Dir = Vector3.Lerp(Dir, SurfaceVelocityDir,
                                       LookAheadTime / (VSL.Altitude / -VSL.VerticalSpeed.Relative) / VSL.OnPlanetParams.MaxDTWR);
                }
            }
            else
            {
                Dir = zero_needed?
                      Vector3d.Exclude(VSL.Physics.Up, VSL.OnPlanetParams.Fwd).normalized :
                      NeededHorVelocity.normalized;
            }
            Dir.Normalize();
            ClosingSpeed = Utils.ClampL(SurfaceSpeed > NeededHorVelocity.magnitude?
                                        Vector3.Dot(SurfaceVelocity, Dir) :
                                        Vector3.Dot(NeededHorVelocity, Dir), 0);
            //calculate ray length
            var ray_speed = CollisionSpeed < ClosingSpeed? ClosingSpeed : CollisionSpeed;

            if (VSL.Info.Destination.IsZero())
            {
                MaxDistance = ray_speed * LookAheadTime;
            }
            else
            {
                MaxDistance = VSL.Info.Destination.magnitude + ray_speed * GLB.CPS.LookAheadTime;
            }
            if (ViewAngle < 0)
            {
                MaxDistance /= Mathf.Cos(ViewAngle * Mathf.Deg2Rad);
                if (ClosingSpeed > RAD.MinClosingSpeed)
                {
                    MaxDistance *= Utils.ClampL((ClosingSpeed - RAD.MinClosingSpeed) / RAD.UpViewSlope * (-ViewAngle / RAD.UpViewAngle), 1);
                }
            }
            MaxDistance = Mathf.Max(MaxDistance, VSL.Geometry.D);
            //cast the sweep, the velocity and direct path rays
            if (ViewAngle < 0 && !zero_needed)
            {
                DirectPathRay.Cast(VSL.Physics.wCoM, Dir, MaxDistance, VSL.Geometry.R * 1.1f);
                if (!DirectPathRay.Valid || !DirectPathRay.BeforeDestination(VSL, NeededHorVelocity))
                {
                    ViewAngle = 0;
                }
            }
            CurHit.Cast(Dir, ViewAngle, MaxDistance);
            VelocityRay.Cast(VSL.Physics.wCoM, VSL.vessel.srf_vel_direction, (float)VSL.vessel.srfSpeed * GLB.CPS.LookAheadTime * 3, VSL.Geometry.R * 1.1f);
            //check the hit
            if (CurHit.BeforeDestination(SurfaceVelocity))
            {
                if (CurHit.Maneuver == Sweep.ManeuverType.Horizontal &&
                    (mode & Mode.Horizontal) == Mode.Horizontal)
                {
                    LastHitValid = false;
                    //check if it is indeed a collision
                    if (CurHit.Altitude > alt_threshold)
                    {
                        //queue avoiding maneuver with CPS
                        SideCollision = true;
                        var      collision_point = Vector3.ProjectOnPlane(CurHit.Obstacle.RelPosition(VSL.Physics.wCoM), VSL.Physics.Up);
                        var      dist            = collision_point.magnitude;
                        Vector3d maneuver;
                        if (CollisionPreventionSystem.AvoidStatic(VSL, collision_point / dist, dist,
                                                                  Vector3d.Exclude(VSL.Physics.Up, SurfaceVelocity), out maneuver))
                        {
                            if (Vector3d.Dot(SideManeuver, maneuver) > 0 ||
                                SideManeuver.sqrMagnitude < maneuver.sqrMagnitude)
                            {
                                SideManeuver = maneuver;
                            }
                        }
                    }
                }
                else
                {
                    if (CurHit > BestHit)
                    {
                        BestHit.Copy(CurHit);
                    }
                    if (BestHit.Valid && BestHit > DetectedHit)
                    {
                        DetectedHit.Copy(BestHit);
                    }
                    //rewind the ray one step and decrease the delta if direct collision detected
                    if (LastHitValid)
                    {
                        ViewAngle -= 2 * AngleDelta;
                    }
                    else
                    {
                        LastHitValid = true;
                        ViewAngle   -= AngleDelta;
                        AngleDelta  /= 2;
                    }
                }
            }
            else if (!CurHit.Valid)
            {
                if (LastHitValid)
                {
                    AngleDelta /= 2;
                }
                LastHitValid = false;
            }
            if (AngleDelta < RAD.AngleDelta)
            {
                LittleSteps++;
            }
            //probe for surface height
            Altimeter.ProbeHeightAhead(Dir);
            //update collision info if detected something
            TimeAhead           = -1;
            DistanceAhead       = -1;
            RelObstaclePosition = Vector3.zero;
            Obstacle            = DetectedHit.Obstacle;
            if (Altimeter.BeforeDestination(SurfaceVelocity) &&
                DetectedHit.Obstacle < Altimeter.Obstacle)
            {
                Obstacle = Altimeter.Obstacle;
            }
            if (VelocityRay.Valid)
            {
                VelocityRay.ClaculateAltitude(VSL.Physics.Up, VSL.Altitude.Absolute);
                VelocityHit = new TerrainPoint(VelocityRay.Altitude, VelocityRay.CollisionPoint);
                if (VelocityRay.Altitude > Obstacle.Altitude || VelocityRay.Altitude > alt_threshold)
                {
                    Obstacle = VelocityHit;
                }
            }
            if (Obstacle.Valid)
            {
                VSL.Altitude.Ahead  = (float)Obstacle.Altitude;
                RelObstaclePosition = Obstacle.HorPosition(VSL);
                DistanceAhead       = Utils.ClampL(RelObstaclePosition.magnitude - VSL.Geometry.R, 0.1f);
            }
//			if(Obstacle.Valid) VSL.Info.AddCustopWaypoint(Obstacle.Position, "Obstacle: "+Utils.formatBigValue((float)Obstacle.Altitude, "m"));//debug
            //if on side collision course, correct it
            if (HSC != null && !SideManeuver.IsZero())
            {
                HSC.AddWeightedCorrection(SideManeuver);
            }
//			Log("Obstacle! {}, SrfSpeed {}, NeedeSpeed {}, ClosingSpeed {}, MaxDistance {}\n" +
//				"CurHit {}\nBestHit {}\nDetectedHit {}\nRayObstacle {}\nAltObstacle {}\nForwardRay {}",
//			    VSL.Altitude.Ahead > alt_threshold, SurfaceSpeed, NeededHorVelocity.magnitude, ClosingSpeed, MaxDistance,
//			    CurHit, BestHit, DetectedHit, Obstacle, Altimeter.Obstacle, ForwardRay);//debug
            //check for possible stright collision
            if (VSL.Altitude.Ahead > alt_threshold)
            {
                if (CollisionSpeed < ClosingSpeed)
                {
                    CollisionSpeed = ClosingSpeed;
                }

                TimeAhead = DistanceAhead / Utils.ClampL(Vector3.Dot(SurfaceVelocity, RelObstaclePosition.normalized), 1e-5f);
//				Log("DistAhead {}, Speed {}, Time {}", DistanceAhead,
//				    Utils.ClampL(Vector3.Dot(SurfaceVelocity, RelObstaclePosition.normalized), 1e-5f),
//				    TimeAhead);//debug
                if (HSC != null)
                {
                    Vector3d dV;
                    if (DistanceAhead > RAD.MinDistanceAhead)
                    {
                        dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                             -Math.Sqrt(1 - Utils.ClampH(DistanceAhead / ClosingSpeed / LookAheadTime * VSL.OnPlanetParams.MaxTWR * RAD.NHVf, 1));
                    }
                    else if (DistanceAhead > RAD.MinDistanceAhead / 2)
                    {
                        dV = -NeededHorVelocity;
                    }
                    else if (Vector3d.Dot(SurfaceVelocity, RelObstaclePosition) > 0)
                    {
                        dV = Vector3d.Project(SurfaceVelocity, RelObstaclePosition) *
                             -RAD.MinDistanceAhead / DistanceAhead * RAD.PitchRollAAf / VSL.Torque.MaxPitchRoll.AA_rad;
                    }
                    else
                    {
                        dV = -NeededHorVelocity;
                    }
                    HSC.AddRawCorrection(dV);
                }
            }
            else
            {
                if (VelocityHit.Valid)
                {
//					VSL.Info.AddCustopWaypoint(DirectHit.Position, "DirectHit");//debug
                    VSL.Altitude.LowerThreshold = (float)VelocityHit.Altitude;
                    var rel_pos = VelocityHit.HorPosition(VSL);
                    if (HSC != null &&
                        !VSL.HorizontalSpeed.MoovingFast && !VSL.Info.Destination.IsZero() &&
                        VelocityHit.Altitude - VSL.Altitude.TerrainAltitude > 1 &&
                        Vector3.Dot(VSL.Info.Destination, rel_pos - VSL.Info.Destination) < 0)
                    {
                        var dV = rel_pos.normalized * GLB.HSC.TranslationMaxDeltaV;
                        if (Vector3.Dot(rel_pos, VSL.Info.Destination) > 0)
                        {
                            HSC.AddRawCorrection(Vector3.Project(dV, VSL.Info.Destination) * 2 - dV);
                        }
                        else
                        {
                            HSC.AddRawCorrection(-dV);
                        }
                    }
                    if (!VelocityRay.Valid &&
                        (VSL.HorizontalSpeed.MoovingFast || rel_pos.magnitude > VSL.Geometry.R))
                    {
                        VelocityHit.Reset();
                    }
                }
                CollisionSpeed = -1;
            }
            //update angle for the next ray
            ViewAngle += AngleDelta;
        }