private Vector3d GetDescendingNode(Orbit targetOrbit, Orbit originOrbit)
 {
     return(Vector3d.Cross(originOrbit.GetOrbitNormal(), targetOrbit.GetOrbitNormal()));
 }
        public Quaternion attitudeGetReferenceRotation(AttitudeReference reference)
        {
            Vector3    fwd, up;
            Quaternion rotRef = Quaternion.identity;

            if (core.target.Target == null && (reference == AttitudeReference.TARGET || reference == AttitudeReference.TARGET_ORIENTATION || reference == AttitudeReference.RELATIVE_VELOCITY))
            {
                attitudeDeactivate();
                return(rotRef);
            }

            if ((reference == AttitudeReference.MANEUVER_NODE) && (vessel.patchedConicSolver.maneuverNodes.Count == 0))
            {
                attitudeDeactivate();
                return(rotRef);
            }

            switch (reference)
            {
            case AttitudeReference.ORBIT:
                rotRef = Quaternion.LookRotation(vesselState.orbitalVelocity.normalized, vesselState.up);
                break;

            case AttitudeReference.ORBIT_HORIZONTAL:
                rotRef = Quaternion.LookRotation(Vector3d.Exclude(vesselState.up, vesselState.orbitalVelocity.normalized), vesselState.up);
                break;

            case AttitudeReference.SURFACE_NORTH:
                rotRef = vesselState.rotationSurface;
                break;

            case AttitudeReference.SURFACE_VELOCITY:
                rotRef = Quaternion.LookRotation(vesselState.surfaceVelocity.normalized, vesselState.up);
                break;

            case AttitudeReference.TARGET:
                fwd = (core.target.Position - vessel.GetTransform().position).normalized;
                up  = Vector3d.Cross(fwd, vesselState.normalPlus);
                Vector3.OrthoNormalize(ref fwd, ref up);
                rotRef = Quaternion.LookRotation(fwd, up);
                break;

            case AttitudeReference.RELATIVE_VELOCITY:
                fwd = core.target.RelativeVelocity.normalized;
                up  = Vector3d.Cross(fwd, vesselState.normalPlus);
                Vector3.OrthoNormalize(ref fwd, ref up);
                rotRef = Quaternion.LookRotation(fwd, up);
                break;

            case AttitudeReference.TARGET_ORIENTATION:
                Transform targetTransform = core.target.Transform;
                if (core.target.CanAlign)
                {
                    rotRef = Quaternion.LookRotation(targetTransform.forward, targetTransform.up);
                }
                else
                {
                    rotRef = Quaternion.LookRotation(targetTransform.up, targetTransform.right);
                }
                break;

            case AttitudeReference.MANEUVER_NODE:
                fwd = vessel.patchedConicSolver.maneuverNodes[0].GetBurnVector(orbit);
                up  = Vector3d.Cross(fwd, vesselState.normalPlus);
                Vector3.OrthoNormalize(ref fwd, ref up);
                rotRef = Quaternion.LookRotation(fwd, up);
                break;

            case AttitudeReference.SUN:
                Orbit baseOrbit = vessel.mainBody == Planetarium.fetch.Sun ? vessel.orbit : orbit.TopParentOrbit();
                up     = vesselState.CoM - Planetarium.fetch.Sun.transform.position;
                fwd    = Vector3d.Cross(-baseOrbit.GetOrbitNormal().Reorder(132).normalized, up);
                rotRef = Quaternion.LookRotation(fwd, up);
                break;

            case AttitudeReference.SURFACE_HORIZONTAL:
                rotRef = Quaternion.LookRotation(Vector3d.Exclude(vesselState.up, vesselState.surfaceVelocity.normalized), vesselState.up);
                break;
            }
            return(rotRef);
        }
Пример #3
0
        static ManeuverParameters ComputeEjectionManeuver(Vector3d exit_velocity, Orbit initial_orbit, double UT_0)
        {
            double GM    = initial_orbit.referenceBody.gravParameter;
            double C3    = exit_velocity.sqrMagnitude;
            double sma   = -GM / C3;
            double Rpe   = initial_orbit.semiMajorAxis;
            double ecc   = 1 - Rpe / sma;
            double theta = Math.Acos(-1 / ecc);

            Vector3d intersect_1;
            Vector3d intersect_2;

            // intersect_1 is the optimal position on the orbit assuming the orbit is circular and the sphere of influence is infinite
            IntersectConePlane(exit_velocity, theta, initial_orbit.h, out intersect_1, out intersect_2);

            Vector3d eccvec = initial_orbit.GetEccVector();

            double true_anomaly = AngleAboutAxis(eccvec, intersect_1, initial_orbit.h);
            // GetMeanAnomalyAtTrueAnomaly expects degrees and returns radians
            double mean_anomaly = initial_orbit.GetMeanAnomalyAtTrueAnomaly(true_anomaly * 180 / Math.PI);

            double delta_mean_anomaly = MuUtils.ClampRadiansPi(mean_anomaly - initial_orbit.MeanAnomalyAtUT(UT_0));

            double UT = UT_0 + delta_mean_anomaly / initial_orbit.MeanMotion();

            Vector3d V_0 = initial_orbit.getOrbitalVelocityAtUT(UT);
            Vector3d pos = initial_orbit.getRelativePositionAtUT(UT);

            double final_vel = Math.Sqrt(C3 + 2 * GM / pos.magnitude);

            Vector3d x = pos.normalized;
            Vector3d z = Vector3d.Cross(x, exit_velocity).normalized;
            Vector3d y = Vector3d.Cross(z, x);

            theta = Math.PI / 2;
            double dtheta = 0.001;
            Orbit  sample = new Orbit();

            double theta_err = Double.MaxValue;

            for (int iteration = 0; iteration < 50; ++iteration)
            {
                Vector3d V_1 = final_vel * (Math.Cos(theta) * x + Math.Sin(theta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                theta_err = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);
                if (double.IsNaN(theta_err))
                {
                    return(null);
                }
                if (Math.Abs(theta_err) <= Math.PI / 1800)
                {
                    return(new ManeuverParameters((V_1 - V_0).xzy, UT));
                }

                V_1 = final_vel * (Math.Cos(theta + dtheta) * x + Math.Sin(theta + dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_2 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                V_1 = final_vel * (Math.Cos(theta - dtheta) * x + Math.Sin(theta - dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_3 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                double derr = MuUtils.ClampRadiansPi(theta_err_2 - theta_err_3) / (2 * dtheta);

                theta = MuUtils.ClampRadiansTwoPi(theta - theta_err / derr);

                // if theta > pi, replace with 2pi - theta, the function ejection_angle=f(theta) is symmetrc wrt theta=pi
                if (theta > Math.PI)
                {
                    theta = 2 * Math.PI - theta;
                }
            }

            return(null);
        }
Пример #4
0
    public void Generate()
    {
        int    s       = GridSize + 1;
        double scale   = size / GridSize;
        double invSize = 1.0 / size;

        Vector3d p1, p2, p3, tmp, tan;
        double   n;
        Vector3d offset = new Vector3d(GridSize * .5, 0, GridSize * .5);

        vertices  = new Vector3[s * s];
        normals   = new Vector3[s * s];
        tangents  = new Vector4[s * s];
        texcoord0 = new Vector4[s * s];
        weights   = new Color[s * s];

        Vector3d?[,] vertexCache = new Vector3d?[s, s];
        double?[,] noiseCache    = new double?[s, s];

        bool outwardNormals = type != SurfaceType.Ground;

        hasVisibleVertices = false;

        System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
        sw.Start();
        int j = 0;

        // surface mesh
        for (int x = 0; x < s; x++)
        {
            for (int z = 0; z < s; z++)
            {
                // get normalized cube space vertex (vertices -.5 to .5)
                if (vertexCache[x, z].HasValue)
                {
                    p1 = vertexCache[x, z].Value;
                    n  = noiseCache[x, z].Value;
                }
                else
                {
                    p1 = Vector3d.Normalize(cubePos + rotation * (scale * (new Vector3d(x, 0, z) - offset)));
                    p1 = p1 * GetHeight(p1, out n, ref hasVisibleVertices) - meshPos;
                    vertexCache[x, z] = p1;
                    noiseCache[x, z]  = n;
                }

                if (z + 1 < s && vertexCache[x, z + 1].HasValue)
                {
                    p2 = vertexCache[x, z + 1].Value;
                }
                else
                {
                    p2 = Vector3d.Normalize(cubePos + rotation * (scale * (new Vector3d(x, 0, z + 1) - offset)));
                    p2 = p2 * GetHeight(p2, out n, ref hasVisibleVertices) - meshPos;
                    if (z + 1 < s)
                    {
                        vertexCache[x, z + 1] = p2;
                        noiseCache[x, z + 1]  = n;
                    }
                }

                if (x + 1 < s && vertexCache[x + 1, z].HasValue)
                {
                    p3 = vertexCache[x + 1, z].Value;
                }
                else
                {
                    p3 = Vector3d.Normalize(cubePos + rotation * (scale * (new Vector3d(x + 1, 0, z) - offset)));
                    p3 = p3 * GetHeight(p3, out n, ref hasVisibleVertices) - meshPos;
                    if (x + 1 < s)
                    {
                        vertexCache[x + 1, z] = p3;
                        noiseCache[x + 1, z]  = n;
                    }
                }

                tmp = (p1 + meshPos).normalized;
                tan = Vector3d.Cross(planet.rotation * Vector3d.up, tmp).normalized;

                vertices[j]  = (Vector3)(p1 * invSize);
                normals[j]   = outwardNormals ? (Vector3)tmp : Vector3.Cross((Vector3)Vector3d.Normalize(p2 - p1), (Vector3)Vector3d.Normalize(p3 - p1));
                texcoord0[j] = new Vector4((float)tmp.x, (float)tmp.y, (float)tmp.z, (float)size);
                tangents[j]  = (Vector3)tan;
                weights[j]   = planet.heightWeightGradient.Evaluate((float)n);
                j++;
            }
        }

        sw.Stop();
        lock (sfctimes) sfctimes.Add(sw.Elapsed.TotalMilliseconds);
        sw.Reset();

        // grass, trees, surface objects
        if (type == SurfaceType.Ground)
        {
            // trees
            if (planet.hasTrees &&
                vertexResolution >= planet.treeVertexResolution && vertexResolution * .5 < planet.treeVertexResolution)
            {
                sw.Start();
                trees = new TreeInstance[1];
                System.Random rand = new System.Random(planet.seed ^ (meshPos.GetHashCode()));

                GameObject tree = planet.treePrefabs[0];
                bool       q    = false;

                double           h;
                float            x, z;
                List <Matrix4x4> m = new List <Matrix4x4>();
                for (int i = 0; i < .01 * (size * size); i++)
                {
                    x  = (float)rand.NextDouble() * GridSize;
                    z  = (float)rand.NextDouble() * GridSize;
                    p1 = (cubePos + rotation * (scale * (new Vector3d(x, 0, z) - offset)));
                    p1 = p1.normalized;
                    h  = GetHeight(p1, out n, ref q);
                    if (h > planet.radius + planet.waterHeight)
                    {
                        p2 = p1;
                        p1 = p1 * h - meshPos;
                        m.Add(Matrix4x4.TRS(
                                  (Vector3)p1, Quaternion.FromToRotation(Vector3.up, (Vector3)p2), Vector3.one
                                  ));
                    }
                }

                TreeInstance t = new TreeInstance()
                {
                    instances    = m.ToArray(),
                    tmpinstances = new Matrix4x4[m.Count],
                    prefab       = tree
                };
                trees[0] = t;

                sw.Stop();
                lock (treetimes) treetimes.Add(sw.Elapsed.TotalMilliseconds);
                sw.Reset();
            }

            // grass
            // TODO: grass generation is atrociously slow
            if (planet.hasGrass &&
                vertexResolution >= planet.grassVertexResolution && vertexResolution * .5 < planet.grassVertexResolution)
            {
                sw.Start();

                System.Random rand = new System.Random(~(planet.seed ^ (meshPos.GetHashCode())));

                int        count = (int)(planet.grassDensity * size * size);
                List <int> ginds = new List <int>(count);
                gverts = new List <Vector3>(count);
                gnorms = new List <Vector3>(count);
                guvs   = new List <Vector4>(count);
                double   h2 = (planet.radius + planet.waterHeight) * (planet.radius + planet.waterHeight);
                float    x, z, xr, zr;
                Vector3d pos;
                for (int i = 0; i < count; i++)
                {
                    x = (float)(rand.NextDouble() * GridSize);
                    z = (float)(rand.NextDouble() * GridSize);

                    xr = x - (int)x;
                    zr = z - (int)z;

                    // interpolate height from mesh
                    pos = (Vector3d)bilinear(
                        vertices[(int)x * s + (int)z],
                        vertices[(int)x * s + (int)z + 1],
                        vertices[(int)(x + 1) * s + (int)z],
                        vertices[(int)(x + 1) * s + (int)z + 1],
                        xr, zr) * size;

                    double h = ((pos + meshPos).magnitude - planet.radius) / planet.terrainHeight;
                    if (planet.heightWeightGradient.Evaluate((float)h).g > .5f)
                    {
                        gverts.Add((Vector3)pos);
                        gnorms.Add(bilinear(
                                       normals[(int)x * s + (int)z],
                                       normals[(int)x * s + (int)z + 1],
                                       normals[(int)(x + 1) * s + (int)z],
                                       normals[(int)(x + 1) * s + (int)z + 1],
                                       xr, zr).normalized);
                        guvs.Add(new Vector4((float)rand.NextDouble(), (float)rand.NextDouble(), 1f, (float)rand.NextDouble()));
                        ginds.Add(gverts.Count - 1);
                    }
                }

                grassindices = ginds.ToArray();

                sw.Stop();
                lock (grasstimes) grasstimes.Add(sw.Elapsed.TotalMilliseconds);
                sw.Reset();
            }
        }

        generated = true;
    }
Пример #5
0
        /// <summary>
        /// Builds the piston joint.
        /// </summary>
        /// <returns>The piston joint.</returns>
        /// <param name="simulationObjs">Simulation objects.</param>
        public override List <JacobianConstraint> BuildJacobian()
        {
            var pistonConstraints = new List <JacobianConstraint> ();

            IShape simulationObjectA = ShapeA;
            IShape simulationObjectB = ShapeB;

            #region Init Linear

            Vector3d sliderAxis = GetSliderAxis();

            Vector3d t1 = GeometryUtils.GetPerpendicularVector(sliderAxis).Normalize();
            Vector3d t2 = sliderAxis.Cross(t1).Normalize();

            Vector3d r1 = simulationObjectA.RotationMatrix *
                          StartErrorAxis1;

            Vector3d r2 = simulationObjectB.RotationMatrix *
                          StartErrorAxis2;

            Vector3d p1 = simulationObjectA.Position + r1;
            Vector3d p2 = simulationObjectB.Position + r2;

            Vector3d linearError = p2 - p1;

            #endregion

            Vector3d angularError = sliderAxis.Cross(
                (simulationObjectB.RotationMatrix * PistonAxis));

            #region Jacobian Constraint

            double errorReduction    = ErrorReductionParam;
            double springCoefficient = SpringCoefficient;

            #region Base Constraints

            ConstraintType constraintType = ConstraintType.Joint;

            if (SpringCoefficient > 0)
            {
                constraintType = ConstraintType.SoftJoint;
            }

            //DOF 1

            double angularLimit = errorReduction *
                                  t1.Dot(angularError);

            pistonConstraints.Add(
                JacobianCommon.GetDOF(
                    t1,
                    -1.0 * t1,
                    simulationObjectA,
                    simulationObjectB,
                    0.0,
                    angularLimit,
                    springCoefficient,
                    0.0,
                    constraintType));

            //DOF 2

            angularLimit = errorReduction *
                           t2.Dot(angularError);

            pistonConstraints.Add(
                JacobianCommon.GetDOF(
                    t2,
                    -1.0 * t2,
                    simulationObjectA,
                    simulationObjectB,
                    0.0,
                    angularLimit,
                    springCoefficient,
                    0.0,
                    constraintType));

            //DOF 3

            double constraintLimit = errorReduction * t1.Dot(linearError);

            pistonConstraints.Add(JacobianCommon.GetDOF(
                                      t1,
                                      -1.0 * t1,
                                      r1.Cross(t1),
                                      -1.0 * r2.Cross(t1),
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            //DOF 4

            constraintLimit = errorReduction * Vector3d.Dot(t2, linearError);

            pistonConstraints.Add(JacobianCommon.GetDOF(
                                      t2,
                                      -1.0 * t2,
                                      r1.Cross(t2),
                                      -1.0 * r2.Cross(t2),
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            #endregion

            #region Limit Constraints

            pistonConstraints.AddRange(GetLinearLimit(
                                           simulationObjectA,
                                           simulationObjectB,
                                           sliderAxis,
                                           r1,
                                           r2,
                                           errorReduction));

            pistonConstraints.AddRange(GetAnguarLimit(
                                           simulationObjectA,
                                           simulationObjectB,
                                           sliderAxis,
                                           errorReduction));

            #endregion

            #region Motor Constraint

            pistonConstraints.AddRange(GetMotorConstraint(
                                           simulationObjectA,
                                           simulationObjectB,
                                           sliderAxis));

            #endregion

            #endregion

            return(pistonConstraints);
        }
Пример #6
0
 // Residual torque for given force application point.
 public Vector3d TorqueAt(Vector3d origin)
 {
     return(totalZeroOriginTorque - Vector3d.Cross(origin, totalForce));
 }
Пример #7
0
        public void AddGlyphPoints(List <PositionTexture> pointList, Vector2d size, Rectangle position, Rectangle uv)
        {
            PositionTexture[] points = new PositionTexture[6];

            for (int i = 0; i < 6; i++)
            {
                points[i] = new PositionTexture();
            }



            Vector3d left  = Vector3d.Cross(center, up);
            Vector3d right = Vector3d.Cross(up, center);

            left.Normalize();
            right.Normalize();
            up.Normalize();

            Vector3d upTan = Vector3d.Cross(center, right);

            upTan.Normalize();

            if (alignment == Alignment.Center)
            {
                left.Multiply(width - position.Left * 2);
                right.Multiply(width - ((width * 2) - position.Right * 2));
            }
            else if (alignment == Alignment.Left)
            {
                left.Multiply(-position.Left * 2);
                right.Multiply(position.Right * 2);
            }

            Vector3d top    = upTan.Copy();
            Vector3d bottom = Vector3d.SubtractVectors(Vector3d.Empty, upTan);

            top.Multiply(height - position.Top * 2);
            bottom.Multiply(height - ((height * 2) - position.Bottom * 2));
            Vector3d ul = center.Copy();

            ul.Add(top);
            if (sky)
            {
                ul.Add(left);
            }
            else
            {
                ul.Subtract(left);
            }
            Vector3d ur = center.Copy();

            ur.Add(top);
            if (sky)
            {
                ur.Add(right);
            }
            else
            {
                ur.Subtract(right);
            }
            Vector3d ll = center.Copy();

            if (sky)
            {
                ll.Add(left);
            }
            else
            {
                ll.Subtract(left);
            }

            ll.Add(bottom);

            Vector3d lr = center.Copy();

            if (sky)
            {
                lr.Add(right);
            }
            else
            {
                lr.Subtract(right);
            }
            lr.Add(bottom);

            points[0].Position = ul.Copy();
            points[0].Tu       = uv.Left;
            points[0].Tv       = uv.Top;
            //     points[0].Color = Color;

            points[2].Tu       = uv.Left;
            points[2].Tv       = uv.Bottom;
            points[2].Position = ll.Copy();
            //      points[2].Color = Color;

            points[1].Tu       = uv.Right;
            points[1].Tv       = uv.Top;
            points[1].Position = ur.Copy();
            //      points[1].Color = Color;

            points[3].Tu       = uv.Right;
            points[3].Tv       = uv.Bottom;
            points[3].Position = lr.Copy();
            //      points[3].Color = Color;

            points[5].Tu       = uv.Right;
            points[5].Tv       = uv.Top;
            points[5].Position = ur.Copy();
            //     points[5].Color = Color;

            points[4].Tu       = uv.Left;
            points[4].Tv       = uv.Bottom;
            points[4].Position = ll.Copy();
            //     points[4].Color = Color;

            if (Rotation != 0 || Tilt != 0 || Bank != 0)
            {
                if (!matInit)
                {
                    Matrix3d lookAt    = Matrix3d.LookAtLH(center, new Vector3d(), up);
                    Matrix3d lookAtInv = lookAt.Clone();
                    lookAtInv.Invert();

                    rtbMat = Matrix3d.MultiplyMatrix(Matrix3d.MultiplyMatrix(Matrix3d.MultiplyMatrix(Matrix3d.MultiplyMatrix(lookAt, Matrix3d.RotationZ(-Rotation / 180 * Math.PI)), Matrix3d.RotationX(-Tilt / 180 * Math.PI)), Matrix3d.RotationY(-Bank / 180 * Math.PI)), lookAtInv);
                    //todo make this true after debug
                    matInit = true;
                }
                for (int i = 0; i < 6; i++)
                {
                    points[i].Position = Vector3d.TransformCoordinate(points[i].Position, rtbMat);
                }
            }

            foreach (PositionTexture pnt in points)
            {
                pointList.Add(pnt);
            }
        }
        protected override void WindowGUI(int windowID)
        {
            if (btNormal == null)
            {
                btNormal = new GUIStyle(GUI.skin.button);
                btNormal.normal.textColor   = btNormal.focused.textColor = Color.white;
                btNormal.hover.textColor    = btNormal.active.textColor = Color.yellow;
                btNormal.onNormal.textColor = btNormal.onFocused.textColor = btNormal.onHover.textColor = btNormal.onActive.textColor = Color.green;
                btNormal.padding            = new RectOffset(8, 8, 8, 8);

                btActive           = new GUIStyle(btNormal);
                btActive.active    = btActive.onActive;
                btActive.normal    = btActive.onNormal;
                btActive.onFocused = btActive.focused;
                btActive.hover     = btActive.onHover;
            }

            GUILayout.BeginVertical();

            if (autopilot != null)
            {
                if (autopilot.enabled)
                {
                    if (GUILayout.Button("Disengage autopilot"))
                    {
                        autopilot.users.Remove(this);
                    }
                }
                else
                {
                    if (GUILayout.Button("Engage autopilot"))
                    {
                        autopilot.users.Add(this);
                    }
                }
                if (ascentPathIdx == ascentType.PVG)
                {
                    if (GUILayout.Button("Reset Guidance (DO NOT PRESS)"))
                    {
                        core.guidance.Reset();
                    }


                    GUILayout.BeginHorizontal(); // EditorStyles.toolbar);

                    if (GUILayout.Button("TARG", autopilot.showTargeting ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showTargeting = !autopilot.showTargeting;
                    }
                    if (GUILayout.Button("GUID", autopilot.showGuidanceSettings ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showGuidanceSettings = !autopilot.showGuidanceSettings;
                    }
                    if (GUILayout.Button("OPTS", autopilot.showSettings ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showSettings = !autopilot.showSettings;
                    }
                    if (GUILayout.Button("STATUS", autopilot.showStatus ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showStatus = !autopilot.showStatus;
                    }
                    GUILayout.EndHorizontal();
                }
                else if (ascentPathIdx == ascentType.GRAVITYTURN)
                {
                    GUILayout.BeginHorizontal(); // EditorStyles.toolbar);
                    if (GUILayout.Button("TARG", autopilot.showTargeting ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showTargeting = !autopilot.showTargeting;
                    }
                    if (GUILayout.Button("GUID", autopilot.showGuidanceSettings ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showGuidanceSettings = !autopilot.showGuidanceSettings;
                    }
                    if (GUILayout.Button("OPTS", autopilot.showSettings ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showSettings = !autopilot.showSettings;
                    }
                    GUILayout.EndHorizontal();
                }
                else if (ascentPathIdx == ascentType.CLASSIC)
                {
                    GUILayout.BeginHorizontal(); // EditorStyles.toolbar);
                    if (GUILayout.Button("TARG", autopilot.showTargeting ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showTargeting = !autopilot.showTargeting;
                    }
                    if (GUILayout.Button("OPTS", autopilot.showSettings ? btActive : btNormal, GUILayout.ExpandWidth(true)))
                    {
                        autopilot.showSettings = !autopilot.showSettings;
                    }
                    GUILayout.EndHorizontal();
                }

                if (autopilot.showTargeting)
                {
                    if (ascentPathIdx == ascentType.PVG)
                    {
                        GuiUtils.SimpleTextBox("Target Periapsis", autopilot.desiredOrbitAltitude, "km");
                        GuiUtils.SimpleTextBox("Target Apoapsis:", pvgascent.desiredApoapsis, "km");
                        if (pvgascent.desiredApoapsis >= 0 && pvgascent.desiredApoapsis < autopilot.desiredOrbitAltitude)
                        {
                            GUIStyle s = new GUIStyle(GUI.skin.label);
                            s.normal.textColor = Color.yellow;
                            GUILayout.Label("Ap < Pe: circularizing orbit", s);
                        }
                        if (pvgascent.desiredApoapsis < 0)
                        {
                            GUIStyle s = new GUIStyle(GUI.skin.label);
                            s.normal.textColor = XKCDColors.Orange;
                            GUILayout.Label("Hyperbolic target orbit (neg Ap)", s);
                        }
                    }
                    else
                    {
                        GuiUtils.SimpleTextBox("Orbit altitude", autopilot.desiredOrbitAltitude, "km");
                    }

                    GUIStyle si = new GUIStyle(GUI.skin.label);
                    if (Math.Abs(desiredInclination) < Math.Abs(vesselState.latitude) - 2.001)
                    {
                        si.onHover.textColor = si.onNormal.textColor = si.normal.textColor = XKCDColors.Orange;
                    }
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("Orbit inc.", si, GUILayout.ExpandWidth(true));
                    desiredInclination.text = GUILayout.TextField(desiredInclination.text, GUILayout.ExpandWidth(true), GUILayout.Width(100));
                    GUILayout.Label("º", GUILayout.ExpandWidth(false));
                    if (GUILayout.Button("Current"))
                    {
                        desiredInclination.val = vesselState.latitude;
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.BeginHorizontal();
                    if (Math.Abs(desiredInclination) < Math.Abs(vesselState.latitude) - 2.001)
                    {
                        GUILayout.Label(String.Format("inc {0:F1}º below current latitude", Math.Abs(vesselState.latitude) - Math.Abs(desiredInclination)), si);
                    }
                    GUILayout.EndHorizontal();
                    autopilot.desiredInclination = desiredInclination;
                }

                if (autopilot.showGuidanceSettings)
                {
                    if (ascentPathIdx == ascentType.GRAVITYTURN)
                    {
                        GUILayout.BeginVertical();

                        GuiUtils.SimpleTextBox("Turn start altitude:", gtascent.turnStartAltitude, "km");
                        GuiUtils.SimpleTextBox("Turn start velocity:", gtascent.turnStartVelocity, "m/s");
                        GuiUtils.SimpleTextBox("Turn start pitch:", gtascent.turnStartPitch, "deg");
                        GuiUtils.SimpleTextBox("Intermediate altitude:", gtascent.intermediateAltitude, "km");
                        GuiUtils.SimpleTextBox("Hold AP Time:", gtascent.holdAPTime, "s");

                        GUILayout.EndVertical();
                    }
                    else if (ascentPathIdx == ascentType.PVG)
                    {
                        GUILayout.BeginVertical();
                        GuiUtils.SimpleTextBox("Booster Pitch start:", pvgascent.pitchStartVelocity, "m/s");
                        GuiUtils.SimpleTextBox("Booster Pitch rate:", pvgascent.pitchRate, "°/s");
                        GuiUtils.SimpleTextBox("Guidance Interval:", core.guidance.pvgInterval, "s");
                        if (core.guidance.pvgInterval < 1 || core.guidance.pvgInterval > 30)
                        {
                            GUIStyle s = new GUIStyle(GUI.skin.label);
                            s.normal.textColor = Color.yellow;
                            GUILayout.Label("Guidance intervals are limited to between 1s and 30s", s);
                        }
                        GuiUtils.SimpleTextBox("Qα limit", autopilot.limitQa, "Pa-rad");
                        if (autopilot.limitQa < 100 || autopilot.limitQa > 4000)
                        {
                            GUIStyle s = new GUIStyle(GUI.skin.label);
                            s.normal.textColor = Color.yellow;

                            if (autopilot.limitQa < 100)
                            {
                                GUILayout.Label("Qα limit cannot be set to lower than 100 Pa-rad", s);
                            }
                            else if (autopilot.limitQa > 10000)
                            {
                                GUILayout.Label("Qα limit cannot be set to higher than 10000 Pa-rad", s);
                            }
                            else
                            {
                                GUILayout.Label("Qα limit is recommended to be 1000 to 4000 Pa-rad", s);
                            }
                        }
                        pvgascent.omitCoast = GUILayout.Toggle(pvgascent.omitCoast, "Omit Coast");
                        GUILayout.EndVertical();
                    }
                }

                autopilot.limitQaEnabled = (ascentPathIdx == ascentType.PVG);    // this is mandatory for PVG

                if (autopilot.showSettings)
                {
                    ToggleAscentNavballGuidanceInfoItem();
                    if (ascentPathIdx != ascentType.PVG)
                    {
                        core.thrust.LimitToPreventOverheatsInfoItem();
                        //core.thrust.LimitToTerminalVelocityInfoItem();
                        core.thrust.LimitToMaxDynamicPressureInfoItem();
                        core.thrust.LimitAccelerationInfoItem();
                        core.thrust.LimitThrottleInfoItem();
                        core.thrust.LimiterMinThrottleInfoItem();
                        core.thrust.LimitElectricInfoItem();
                    }
                    else
                    {
                        core.thrust.LimitToPreventOverheatsInfoItem();
                        //core.thrust.LimitToTerminalVelocityInfoItem();
                        core.thrust.LimitToMaxDynamicPressureInfoItem();
                        //core.thrust.LimitAccelerationInfoItem();
                        //core.thrust.LimitThrottleInfoItem();
                        core.thrust.LimiterMinThrottleInfoItem();
                        //core.thrust.LimitElectricInfoItem();

                        GUILayout.Label("FIXME: g-limiter is down for maintenance");
                        core.thrust.limitAcceleration       = false;
                        core.thrust.limitThrottle           = false;
                        core.thrust.limitToTerminalVelocity = false;
                        core.thrust.electricThrottle        = false;
                    }

                    GUILayout.BeginHorizontal();
                    autopilot.forceRoll = GUILayout.Toggle(autopilot.forceRoll, "Force Roll");
                    if (autopilot.forceRoll)
                    {
                        GuiUtils.SimpleTextBox("climb", autopilot.verticalRoll, "º", 30f);
                        GuiUtils.SimpleTextBox("turn", autopilot.turnRoll, "º", 30f);
                    }
                    GUILayout.EndHorizontal();

                    if (ascentPathIdx != ascentType.PVG)
                    {
                        GUILayout.BeginHorizontal();
                        GUIStyle s = new GUIStyle(GUI.skin.toggle);
                        if (autopilot.limitingAoA)
                        {
                            s.onHover.textColor = s.onNormal.textColor = Color.green;
                        }
                        autopilot.limitAoA    = GUILayout.Toggle(autopilot.limitAoA, "Limit AoA to", s, GUILayout.ExpandWidth(true));
                        autopilot.maxAoA.text = GUILayout.TextField(autopilot.maxAoA.text, GUILayout.Width(30));
                        GUILayout.Label("º (" + autopilot.currentMaxAoA.ToString("F1") + "°)", GUILayout.ExpandWidth(true));
                        GUILayout.EndHorizontal();

                        GUILayout.BeginHorizontal();
                        GUILayout.Space(25);
                        if (autopilot.limitAoA)
                        {
                            GUIStyle sl = new GUIStyle(GUI.skin.label);
                            if (autopilot.limitingAoA && vesselState.dynamicPressure < autopilot.aoALimitFadeoutPressure)
                            {
                                sl.normal.textColor = sl.hover.textColor = Color.green;
                            }
                            GuiUtils.SimpleTextBox("Dynamic Pressure Fadeout", autopilot.aoALimitFadeoutPressure, "Pa", 50, sl);
                        }
                        GUILayout.EndHorizontal();
                        autopilot.limitQaEnabled = false; // this is only for PVG
                    }

                    if (ascentPathIdx == ascentType.CLASSIC)
                    {
                        // corrective steering only applies to Classic
                        GUILayout.BeginHorizontal();
                        autopilot.correctiveSteering = GUILayout.Toggle(autopilot.correctiveSteering, "Corrective steering", GUILayout.ExpandWidth(false));
                        if (autopilot.correctiveSteering)
                        {
                            GUILayout.Label("Gain", GUILayout.ExpandWidth(false));
                            autopilot.correctiveSteeringGain.text = GUILayout.TextField(autopilot.correctiveSteeringGain.text, GUILayout.Width(40));
                        }
                        GUILayout.EndHorizontal();
                    }

                    autopilot.autostage = GUILayout.Toggle(autopilot.autostage, "Autostage");
                    if (autopilot.autostage)
                    {
                        core.staging.AutostageSettingsInfoItem();
                    }

                    autopilot.autodeploySolarPanels = GUILayout.Toggle(autopilot.autodeploySolarPanels,
                                                                       "Auto-deploy solar panels");

                    autopilot.autoDeployAntennas = GUILayout.Toggle(autopilot.autoDeployAntennas,
                                                                    "Auto-deploy antennas");

                    GUILayout.BeginHorizontal();
                    core.node.autowarp = GUILayout.Toggle(core.node.autowarp, "Auto-warp");
                    if (ascentPathIdx != ascentType.PVG)
                    {
                        autopilot.skipCircularization = GUILayout.Toggle(autopilot.skipCircularization, "Skip Circularization");
                    }
                    else
                    {
                        // skipCircularization is always true for Optimizer
                        autopilot.skipCircularization = true;
                    }
                    GUILayout.EndHorizontal();
                }

                if (autopilot.showStatus)
                {
                    if (ascentPathIdx == ascentType.PVG)
                    {
                        if (core.guidance.solution != null)
                        {
                            for (int i = core.guidance.solution.num_segments; i > 0; i--)
                            {
                                GUILayout.Label(String.Format("{0}: {1}", i, core.guidance.solution.ArcString(vesselState.time, i - 1)));
                            }
                        }

                        GUILayout.BeginHorizontal();
                        GUILayout.Label(String.Format("vgo: {0:F1}", core.guidance.vgo), GUILayout.Width(100));
                        GUILayout.Label(String.Format("heading: {0:F1}", core.guidance.heading), GUILayout.Width(100));
                        GUILayout.EndHorizontal();
                        GUILayout.BeginHorizontal();
                        GUILayout.Label(String.Format("tgo: {0:F3}", core.guidance.tgo), GUILayout.Width(100));
                        GUILayout.Label(String.Format("pitch: {0:F1}", core.guidance.pitch), GUILayout.Width(100));
                        GUILayout.EndHorizontal();
                        GUILayout.BeginHorizontal();
                        GUIStyle si = new GUIStyle(GUI.skin.label);
                        if (core.guidance.isStable())
                        {
                            si.onHover.textColor = si.onNormal.textColor = si.normal.textColor = XKCDColors.Green;
                        }
                        else if (core.guidance.isInitializing() || core.guidance.status == PVGStatus.FINISHED)
                        {
                            si.onHover.textColor = si.onNormal.textColor = si.normal.textColor = XKCDColors.Orange;
                        }
                        else
                        {
                            si.onHover.textColor = si.onNormal.textColor = si.normal.textColor = XKCDColors.Red;
                        }
                        GUILayout.Label("Guidance Status: " + core.guidance.status, si);
                        GUILayout.EndHorizontal();
                        GUILayout.BeginHorizontal();
                        GUILayout.Label("converges: " + core.guidance.successful_converges, GUILayout.Width(100));
                        GUILayout.Label("status: " + core.guidance.last_lm_status, GUILayout.Width(100));
                        GUILayout.EndHorizontal();
                        GUILayout.BeginHorizontal();
                        GUILayout.Label("n: " + core.guidance.last_lm_iteration_count + "(" + core.guidance.max_lm_iteration_count + ")", GUILayout.Width(100));
                        GUILayout.Label("staleness: " + GuiUtils.TimeToDHMS(core.guidance.staleness));
                        GUILayout.EndHorizontal();
                        GUILayout.BeginHorizontal();
                        GUILayout.Label(String.Format("znorm: {0:G5}", core.guidance.last_znorm));
                        GUILayout.EndHorizontal();
                        if (core.guidance.last_failure_cause != null)
                        {
                            GUIStyle s = new GUIStyle(GUI.skin.label);
                            s.normal.textColor = Color.red;
                            GUILayout.BeginHorizontal();
                            GUILayout.Label("LAST FAILURE: " + core.guidance.last_failure_cause, s);
                            GUILayout.EndHorizontal();
                        }

                        if (vessel.situation != Vessel.Situations.LANDED && vessel.situation != Vessel.Situations.PRELAUNCH && vessel.situation != Vessel.Situations.SPLASHED)
                        {
                            double m0     = atmoStats[vessel.currentStage].startMass;
                            double thrust = atmoStats[vessel.currentStage].startThrust;

                            if (Math.Abs(vesselState.mass - m0) / m0 > 0.01)
                            {
                                GUIStyle s = new GUIStyle(GUI.skin.label);
                                s.normal.textColor = Color.yellow;
                                GUILayout.BeginHorizontal();
                                GUILayout.Label(String.Format("MASS IS OFF BY {0:F1}%", (vesselState.mass - m0) / m0 * 100.0), s);
                                GUILayout.EndHorizontal();
                            }

                            if (Math.Abs(vesselState.thrustCurrent - thrust) / thrust > 0.01)
                            {
                                GUIStyle s = new GUIStyle(GUI.skin.label);
                                s.normal.textColor = Color.yellow;
                                GUILayout.BeginHorizontal();
                                GUILayout.Label(String.Format("THRUST IS OFF BY {0:F1}%", (vesselState.thrustCurrent - thrust) / thrust * 100.0), s);
                                GUILayout.EndHorizontal();
                            }
                        }
                    }
                }

                if (vessel.LandedOrSplashed)
                {
                    if (core.target.NormalTargetExists)
                    {
                        if (core.node.autowarp)
                        {
                            GUILayout.BeginHorizontal();
                            GUILayout.Label("Launch countdown:", GUILayout.ExpandWidth(true));
                            autopilot.warpCountDown.text = GUILayout.TextField(autopilot.warpCountDown.text,
                                                                               GUILayout.Width(60));
                            GUILayout.Label("s", GUILayout.ExpandWidth(false));
                            GUILayout.EndHorizontal();
                        }
                        if (!launchingToPlane && !launchingToRendezvous && !launchingToInterplanetary)
                        {
                            // disable plane/rendezvous/interplanetary for now
                            if (ascentPathIdx != ascentType.PVG)
                            {
                                GUILayout.BeginHorizontal();
                                if (GUILayout.Button("Launch to rendezvous:", GUILayout.ExpandWidth(false)))
                                {
                                    launchingToRendezvous = true;
                                    autopilot.StartCountdown(vesselState.time +
                                                             LaunchTiming.TimeToPhaseAngle(autopilot.launchPhaseAngle,
                                                                                           mainBody, vesselState.longitude, core.target.TargetOrbit));
                                }
                                autopilot.launchPhaseAngle.text = GUILayout.TextField(autopilot.launchPhaseAngle.text,
                                                                                      GUILayout.Width(60));
                                GUILayout.Label("º", GUILayout.ExpandWidth(false));
                                GUILayout.EndHorizontal();
                            }

                            GUILayout.BeginHorizontal();
                            if (GUILayout.Button("Launch into plane of target", GUILayout.ExpandWidth(false)))
                            {
                                launchingToPlane = true;

                                autopilot.StartCountdown(vesselState.time +
                                                         LaunchTiming.TimeToPlane(autopilot.launchLANDifference,
                                                                                  mainBody, vesselState.latitude, vesselState.longitude,
                                                                                  core.target.TargetOrbit));
                            }
                            autopilot.launchLANDifference.text = GUILayout.TextField(
                                autopilot.launchLANDifference.text, GUILayout.Width(60));
                            GUILayout.Label("º", GUILayout.ExpandWidth(false));
                            GUILayout.EndHorizontal();

                            if (core.target.TargetOrbit.referenceBody == orbit.referenceBody.referenceBody)
                            {
                                if (GUILayout.Button("Launch at interplanetary window"))
                                {
                                    launchingToInterplanetary = true;
                                    //compute the desired launch date
                                    OrbitalManeuverCalculator.DeltaVAndTimeForHohmannTransfer(mainBody.orbit,
                                                                                              core.target.TargetOrbit, vesselState.time, out interplanetaryWindowUT);
                                    double desiredOrbitPeriod = 2 * Math.PI *
                                                                Math.Sqrt(
                                        Math.Pow(mainBody.Radius + autopilot.desiredOrbitAltitude, 3)
                                        / mainBody.gravParameter);
                                    //launch just before the window, but don't try to launch in the past
                                    interplanetaryWindowUT -= 3 * desiredOrbitPeriod;
                                    interplanetaryWindowUT  = Math.Max(vesselState.time + autopilot.warpCountDown,
                                                                       interplanetaryWindowUT);
                                    autopilot.StartCountdown(interplanetaryWindowUT);
                                }
                            }
                        }
                    }
                    else
                    {
                        launchingToInterplanetary = launchingToPlane = launchingToRendezvous = false;
                        GUILayout.Label("Select a target for a timed launch.");
                    }

                    if (launchingToInterplanetary || launchingToPlane || launchingToRendezvous)
                    {
                        string message = "";
                        if (launchingToInterplanetary)
                        {
                            message = "Launching at interplanetary window";
                        }
                        else if (launchingToPlane)
                        {
                            desiredInclination  = MuUtils.Clamp(core.target.TargetOrbit.inclination, Math.Abs(vesselState.latitude), 180 - Math.Abs(vesselState.latitude));
                            desiredInclination *=
                                Math.Sign(Vector3d.Dot(core.target.TargetOrbit.SwappedOrbitNormal(),
                                                       Vector3d.Cross(vesselState.CoM - mainBody.position, mainBody.transform.up)));
                            message = "Launching to target plane";
                        }
                        else if (launchingToRendezvous)
                        {
                            message = "Launching to rendezvous";
                        }

                        if (autopilot.tMinus > 3 * vesselState.deltaT)
                        {
                            message += ": T-" + GuiUtils.TimeToDHMS(autopilot.tMinus, 1);
                        }

                        GUILayout.Label(message);

                        if (GUILayout.Button("Abort"))
                        {
                            launchingToInterplanetary =
                                launchingToPlane      = launchingToRendezvous = autopilot.timedLaunch = false;
                        }
                    }
                }

                if (autopilot.enabled)
                {
                    GUILayout.Label("Autopilot status: " + autopilot.status);
                }
            }

            if (!vessel.patchedConicsUnlocked() && ascentPathIdx != ascentType.PVG)
            {
                GUILayout.Label("Warning: MechJeb is unable to circularize without an upgraded Tracking Station.");
            }

            GUILayout.BeginHorizontal();
            autopilot.ascentPathIdxPublic = (ascentType)GuiUtils.ComboBox.Box((int)autopilot.ascentPathIdxPublic, autopilot.ascentPathList, this);
            GUILayout.EndHorizontal();

            if (autopilot.ascentMenu != null)
            {
                autopilot.ascentMenu.enabled = GUILayout.Toggle(autopilot.ascentMenu.enabled, "Edit ascent path");
            }

            GUILayout.EndVertical();

            base.WindowGUI(windowID);
        }
Пример #9
0
        public static void BoxAndBox(CollisionBox one, CollisionBox two, CollisionData data)
        {
            // Make sure we have contacts
            if (data.NoMoreContacts())
            {
                return;
            }
            //if (!IntersectionTests.BoxAndBox(one, two)) return;

            // Find the vector between the two centres
            Vector3d toCentre = two.GetAxis(3) - one.GetAxis(3);

            // We start assuming there is no contact
            double pen  = double.MaxValue;
            int    best = 0xffffff;

            // Now we check each axes, returning if it gives us
            // a separating axis, and keeping track of the axis with
            // the smallest penetration otherwise.
            if (!TryAxis(one, two, one.GetAxis(0), toCentre, 0, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, one.GetAxis(1), toCentre, 1, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, one.GetAxis(2), toCentre, 2, ref pen, ref best))
            {
                return;
            }

            if (!TryAxis(one, two, two.GetAxis(0), toCentre, 3, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, two.GetAxis(1), toCentre, 4, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, two.GetAxis(2), toCentre, 5, ref pen, ref best))
            {
                return;
            }

            // Store the best axis-major, in case we run into almost
            // parallel edge collisions later
            int bestSingleAxis = best;

            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(0), two.GetAxis(0)), toCentre, 6, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(0), two.GetAxis(1)), toCentre, 7, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(0), two.GetAxis(2)), toCentre, 8, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(1), two.GetAxis(0)), toCentre, 9, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(1), two.GetAxis(1)), toCentre, 10, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(1), two.GetAxis(2)), toCentre, 11, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(2), two.GetAxis(0)), toCentre, 12, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(2), two.GetAxis(1)), toCentre, 13, ref pen, ref best))
            {
                return;
            }
            if (!TryAxis(one, two, Vector3d.Cross(one.GetAxis(2), two.GetAxis(2)), toCentre, 14, ref pen, ref best))
            {
                return;
            }

            // Make sure we've got a result.
            if (best == 0xffffff)
            {
                throw new Exception("best == 0xffffff");
            }

            // We now know there's a collision, and we know which
            // of the axes gave the smallest penetration. We now
            // can deal with it in different ways depending on
            // the case.
            if (best < 3)
            {
                // We've got a vertex of box two on a face of box one.
                FillPointFaceBoxBox(one, two, toCentre, data, best, pen);
            }
            else if (best < 6)
            {
                // We've got a vertex of box one on a face of box two.
                // We use the same algorithm as above, but swap around
                // one and two (and therefore also the vector between their
                // centres).
                FillPointFaceBoxBox(two, one, toCentre * -1.0, data, best - 3, pen);
            }
            else
            {
                // We've got an edge-edge contact. Find out which axes
                best -= 6;
                int      oneAxisIndex = best / 3;
                int      twoAxisIndex = best % 3;
                Vector3d oneAxis      = one.GetAxis(oneAxisIndex);
                Vector3d twoAxis      = two.GetAxis(twoAxisIndex);
                Vector3d axis         = Vector3d.Cross(oneAxis, twoAxis);
                axis.Normalize();

                // The axis should point from box one to box two.
                if (Vector3d.Dot(axis, toCentre) > 0)
                {
                    axis *= -1.0;
                }

                // We have the axes, but not the edges: each axis has 4 edges parallel
                // to it, we need to find which of the 4 for each object. We do
                // that by finding the point in the centre of the edge. We know
                // its component in the direction of the box's collision axis is zero
                // (its a mid-point) and we determine which of the extremes in each
                // of the other axes is closest.
                Vector3d ptOnOneEdge = one.HalfSize;
                Vector3d ptOnTwoEdge = two.HalfSize;
                for (int i = 0; i < 3; i++)
                {
                    if (i == oneAxisIndex)
                    {
                        ptOnOneEdge[i] = 0;
                    }
                    else if (Vector3d.Dot(one.GetAxis(i), axis) > 0)
                    {
                        ptOnOneEdge[i] = -ptOnOneEdge[i];
                    }

                    if (i == twoAxisIndex)
                    {
                        ptOnTwoEdge[i] = 0;
                    }
                    else if (Vector3d.Dot(two.GetAxis(i), axis) < 0)
                    {
                        ptOnTwoEdge[i] = -ptOnTwoEdge[i];
                    }
                }

                // Move them into world coordinates (they are already oriented
                // correctly, since they have been derived from the axes).
                ptOnOneEdge = one.Transform * ptOnOneEdge;
                ptOnTwoEdge = two.Transform * ptOnTwoEdge;

                // So we have a point and a direction for the colliding edges.
                // We need to find out point of closest approach of the two
                // line-segments.
                Vector3d vertex = ContactPoint(
                    ptOnOneEdge, oneAxis, one.HalfSize[oneAxisIndex],
                    ptOnTwoEdge, twoAxis, two.HalfSize[twoAxisIndex],
                    bestSingleAxis > 2
                    );

                // We can fill the contact.
                var contact = data.GetContact();

                contact.Penetration   = pen;
                contact.ContactNormal = axis;
                contact.ContactPoint  = vertex;
                contact.SetBodyData(one.Body, two.Body, data.Friction, data.Restitution);
            }
        }
Пример #10
0
        public void Update(double elapsedTime, EntityManager entityManager)
        {
            var delta = (elapsedTime - _lastUpdate) * 5;

            var forward = _camera.Target - _camera.Position;

            forward.Normalize();
            var up = _camera.Up;

            up.Normalize();

            var right = Vector3d.Cross(forward, up);

            right.Normalize();

            if (_keyboardInputProcessor.IsButtonDown(Key.W))
            {
                var result = Vector3d.Multiply(new Vector3d(forward.X, 0, forward.Z), delta);
                _camera.Target   += result;
                _camera.Position += result;
            }
            if (_keyboardInputProcessor.IsButtonDown(Key.S))
            {
                var result = Vector3d.Multiply(new Vector3d(-forward.X, 0, -forward.Z), delta);
                _camera.Target   += result;
                _camera.Position += result;
            }
            if (_keyboardInputProcessor.IsButtonDown(Key.D))
            {
                var result = Vector3d.Multiply(new Vector3d(right.X, 0, right.Z), delta);
                _camera.Target   += result;
                _camera.Position += result;
            }
            if (_keyboardInputProcessor.IsButtonDown(Key.A))
            {
                var result = Vector3d.Multiply(new Vector3d(-right.X, 0, -right.Z), delta);
                _camera.Target   += result;
                _camera.Position += result;
            }

            if (_keyboardInputProcessor.IsButtonDown(Key.E))
            {
                var rotation = Matrix4d.Rotate(new Vector3d(0, 1, 0), -delta * 0.2);
                _camera.Position = _camera.Target + Vector3d.Transform(_camera.Position - _camera.Target, rotation);
            }

            if (_keyboardInputProcessor.IsButtonDown(Key.Q))
            {
                var rotation = Matrix4d.Rotate(new Vector3d(0, 1, 0), delta * 0.2);
                _camera.Position = _camera.Target + Vector3d.Transform(_camera.Position - _camera.Target, rotation);
            }

            if (_keyboardInputProcessor.IsButtonDown(Key.LShift))
            {
                _camera.Position += Vector3d.Multiply(new Vector3d(0, 1, 0), delta);
            }

            if (_keyboardInputProcessor.IsButtonDown(Key.LControl))
            {
                _camera.Position += Vector3d.Multiply(new Vector3d(0, 1, 0), -delta);
            }

            _lastUpdate = elapsedTime;
        }
Пример #11
0
 public Vector3d PointVelocity(Vector3d point)
 {
     return(Vector3d.Cross(Physic.AngularVelocity, point) + Physic.Velocity);
 }
        bool AvoideVessel(VesselWrapper vsl, Vector3d dir, float dist, Vector3d dV,
                          float r2, Bounds exhaust2, Transform refT2,
                          out Vector3d maneuver, float threshold = -1)
        {
            maneuver = Vector3d.zero;
            //filter vessels on non-collision courses
            var dVn            = dV.normalized;
            var cosA           = Mathf.Clamp(Vector3.Dot(dir, dVn), -1, 1);
            var collision_dist = threshold.Equals(0)?
                                 2 * dist - vsl.Geometry.DistToBounds(vsl.Physics.wCoM + dir * dist) -
                                 Mathf.Sqrt(exhaust2.SqrDistance(refT2.InverseTransformPoint(vsl.Physics.wCoM))) :
                                 Mathf.Max(vsl.Geometry.R, dist - vsl.Geometry.DistToBounds(vsl.Physics.wCoM + dir * dist)) +
                                 Mathf.Max(r2, dist - Mathf.Sqrt(exhaust2.SqrDistance(refT2.InverseTransformPoint(vsl.Physics.wCoM))));

//            vsl.Log("R {}, R2 {}; r {}, r2 {}", vsl.Geometry.R, r2,
//                    dist-vsl.DistToBounds(vsl.wCoM+dir*dist),
//                    dist-Mathf.Sqrt(exhaust2.SqrDistance(refT2.InverseTransformPoint(vsl.wCoM))));//debug
//            Utils.Log("{}: cosA: {}, threshold {}", vsl.vessel.vesselName, cosA, threshold);//debug
            if (cosA <= 0)
            {
                goto check_distance;
            }
            if (threshold < 0)
            {
                threshold = C.MinDistance;
            }
            var sinA           = Mathf.Sqrt(1 - cosA * cosA);
            var min_separation = dist * sinA;
            var sep_threshold  = collision_dist + threshold;

//            Utils.Log("{}: min_sep > sep_thresh: {} > {}, threshold {}",
//                      vsl.vessel.vesselName, min_separation, sep_threshold, threshold);//debug
            if (min_separation > sep_threshold)
            {
                goto check_distance;
            }
            //calculate time to collision
            var vDist = 0f;
            var alpha = Mathf.Acos(cosA);
            var dVm   = dV.magnitude;

            if (sinA <= 0)
            {
                vDist = dist - sep_threshold;
            }
            else if (dist > sep_threshold)
            {
                vDist = sep_threshold * Mathf.Sin(Mathf.Asin(min_separation / sep_threshold) - alpha) / sinA;
            }
            var vTime = Utils.ClampL(vDist, 0.1f) / dVm;

//                Utils.Log("{}: vTime > SafeTime: {} > {}",
//                          vsl.vessel.vesselName, vTime, CPS.SafeTime/Utils.Clamp(Mathf.Abs(Vector3.Dot(vsl.wMaxAngularA, dVn)), 0.01f, 1f));//debug
            if (vTime > SafeTime(vsl, dVn))
            {
                goto check_distance;
            }
            //calculate maneuver
            Vector3d side;

            if (cosA < 0.9)
            {
                side = (dVn * cosA - dir).normalized;
            }
            else if (Math.Abs(Vector3d.Dot(dVn, vsl.Physics.Up)) < 0.9)
            {
                side = Vector3d.Cross(dVn, vsl.Physics.Up).normalized;
            }
            else
            {
                side = Vector3d.Cross(dVn, vsl.OnPlanetParams.Fwd).normalized;
            }
//            if(dist > sep_threshold)
//            {
//                var beta = Mathf.Asin(sep_threshold/dist)-alpha;
//                maneuver = (Mathf.Sin(beta)*side + dVn*(Mathf.Cos(beta)-1)).normalized;
//            }
//            else
            maneuver  = side;
            maneuver += vsl.Physics.Up * Mathf.Sign(Vector3.Dot(dir, vsl.Physics.Up)) * (min_separation / sep_threshold - 1);
            maneuver *= (sep_threshold - min_separation) / Math.Sqrt(vTime);
//            maneuver = (-vsl.Up*Mathf.Sign(Vector3.Dot(dir, vsl.Up))*(1-min_separation/sep_threshold) +
//                        (dVn*cosA-dir).normalized).normalized * (sep_threshold-min_separation) / vTime;
//            vsl.Log("\ndist {}\ndV {}\nmaneuver: {}\n" +
//                    "vTime {}, vDist {}, min sep {}, sep_thresh {}",
//                    dir*dist, dV, maneuver, vTime, vDist, min_separation, sep_threshold);//debug
            #if DEBUG
            Collided |= dist < collision_dist;
            #endif
            //if distance is not safe, correct course anyway
check_distance:
            var collision = !maneuver.IsZero();
            dist         -= collision_dist;
            if (dist < threshold)
            {
                var dist_to_safe = Utils.ClampH(dist - threshold, -0.01f);
                var dc           = dir * dist_to_safe;
                if (vsl.HorizontalSpeed.NeededVector.sqrMagnitude > C.LatAvoidMinVelSqr)
                {
                    var lat_avoid = Vector3d.Cross(vsl.Physics.Up, vsl.HorizontalSpeed.NeededVector.normalized);
                    dc = Vector3d.Dot(dc, lat_avoid) >= 0?
                         lat_avoid * dist_to_safe :
                         lat_avoid * -dist_to_safe;
                }
                if (dc.sqrMagnitude > 0.25)
                {
                    maneuver += dc / C.SafeTime * 2;
                }
//                vsl.Log("adding safe distance correction: {}", dc/CPS.SafeTime*2);//debug
            }
//            #if DEBUG
//            Dir = dir*dist;
//            DeltaV = dV;
//            Maneuver = maneuver;
//            #endif
            return(collision);
        }
Пример #13
0
 public InputManager(KeyboardDevice keyboard)
 {
     _config   = new CameraConfig(new Vector3d(10, 0, 0), new Vector3d(-1, 0, 0), new Vector3d(0, 1, 0), 1, 0, 1);
     _keyboard = keyboard;
     _bindings = new Dictionary <Key, Action <float> >
     {
         { Key.W, dt => _config.Position += _config.Lookat * dt * _config.MoveSpeed },
         { Key.S, dt => _config.Position -= _config.Lookat * dt * _config.MoveSpeed },
         { Key.A, dt => _config.Position += Vector3d.Cross(_config.Up, _config.Lookat) * dt * _config.MoveSpeed },
         { Key.D, dt => _config.Position -= Vector3d.Cross(_config.Up, _config.Lookat) * dt * _config.MoveSpeed },
         { Key.ShiftLeft, dt => _config.Position += _config.Up * dt * _config.MoveSpeed },
         { Key.Space, dt => _config.Position -= _config.Up * dt * _config.MoveSpeed },
         { Key.Q, dt => _config.Up = Vector3d.Transform(_config.Up, Matrix4d.CreateFromAxisAngle(_config.Lookat, TurnSpeed * dt)) },
         { Key.E, dt => _config.Up = Vector3d.Transform(_config.Up, Matrix4d.CreateFromAxisAngle(_config.Lookat, -TurnSpeed * dt)) },
         { Key.Left, dt => _config.Lookat = Vector3d.Transform(_config.Lookat, Matrix4d.CreateFromAxisAngle(_config.Up, TurnSpeed * dt * _config.Fov)) },
         { Key.Right, dt => _config.Lookat = Vector3d.Transform(_config.Lookat, Matrix4d.CreateFromAxisAngle(_config.Up, -TurnSpeed * dt * _config.Fov)) },
         { Key.Up, dt => _config.Lookat = Vector3d.Transform(_config.Lookat, Matrix4d.CreateFromAxisAngle(Vector3d.Cross(_config.Up, _config.Lookat), TurnSpeed * dt * _config.Fov)) },
         { Key.Down, dt => _config.Lookat = Vector3d.Transform(_config.Lookat, Matrix4d.CreateFromAxisAngle(Vector3d.Cross(_config.Up, _config.Lookat), -TurnSpeed * dt * _config.Fov)) },
         { Key.R, dt => _config.MoveSpeed *= 1 + dt },
         { Key.F, dt => _config.MoveSpeed *= 1 - dt },
         { Key.N, dt => _config.Fov *= 1 + dt },
         { Key.M, dt => _config.Fov *= 1 - dt }
     };
     _keyboard.KeyDown += KeyboardOnKeyDown;
 }
        /// <summary>
        /// Main control function
        /// </summary>
        /// <param name="desired_vel">Desired velocity direction in surface reference frame.</param>
        /// <param name="desired_acceleration">Desired acceleration.</param>
        public void ApplyControl(FlightCtrlState state, Vector3d desired_vel, Vector3d desired_acceleration)
        {
            Vector3d planet2ves     = vessel.ReferenceTransform.position - vessel.mainBody.position;
            Vector3d planet2vesNorm = planet2ves.normalized;
            Vector3d shift_acc      = Vector3d.zero;

            // centrifugal acceleration to stay on desired altitude
            //Vector3d level_acc = -planet2vesNorm * (imodel.surface_v - Vector3d.Project(imodel.surface_v, planet2vesNorm)).sqrMagnitude / planet2ves.magnitude;

            // Rotation vector
            Vector3d desired_turn_acc_dir = Vector3d.Cross(
                Vector3d.Cross(imodel.surface_v, desired_vel).normalized,
                imodel.surface_v).normalized;

            angular_error = Vector3d.Angle(imodel.surface_v.normalized, desired_vel) * dgr2rad;

            max_lift_acc     = Math.Max(0.01, max_lift_acceleration(PITCH));
            max_sideslip_acc = Math.Max(0.001, max_lift_acceleration(YAW));

            // let's find this craft's maximum acceleration toward desired_turn_acc_dir without stalling
            // it can be solved from simple quadratic equation
            Vector3d max_turn_acc = non_stall_turn_acceleration(desired_turn_acc_dir, max_lift_acc);

            max_turn_acc = strength * max_turn_acc * ((vessel == FlightGlobals.ActiveVessel && FlightInputHandler.fetch.precisionMode) ? 0.4 : 1.0);

            // now let's take roll speed and relaxation into account
            double max_angular_v  = max_turn_acc.magnitude / imodel.surface_v_magnitude;
            double t1             = max_roll_v / roll_acc_factor;
            double t2             = (90.0 * dgr2rad - t1 * max_roll_v) / max_roll_v;
            double stop_time_roll = roll_stop_k * (2.0 * t1 + t2);

            if (double.IsNaN(stop_time_roll) || double.IsInfinity(stop_time_roll))
            {
                stop_time_roll = 2.0;
            }
            if (stop_time_roll <= 0.0)
            {
                stop_time_roll = 0.5;
            }

            // now let's generate desired acceleration
            if (angular_error / max_angular_v > stop_time_roll)
            {
                // we're far away from relaxation, let's simply produce maximum acceleration
                shift_acc = max_turn_acc;
            }
            else
            {
                // we're relaxing now, quadratic descend is good approximation
                {
                    double tk = (angular_error / max_angular_v) / stop_time_roll;
                    if (Math.Abs(angular_error) < relaxation_margin)
                    {
                        tk *= Mathf.Lerp(1.0f, angle_relaxation_k, (float)(1.0f - Math.Abs(angular_error) / relaxation_margin));
                    }
                    shift_acc = max_turn_acc * tk;
                }
            }

            //if (angular_error > 0.2 || Vector3d.Dot(desired_acceleration, shift_acc) < -0.1)
            //    target_acc = shift_acc;
            //else
            target_acc = desired_acceleration + shift_acc;
            //current_acc = imodel.sum_acc;

            // we need aoa moderation for AoA controllers to work
            pitch_c.moderate_aoa = true;
            yaw_c.moderate_aoa   = true;

            Vector3d neutral_acc            = -imodel.gravity_acc - imodel.noninert_acc;
            Vector3d target_lift_acc        = target_acc + neutral_acc;
            Vector3d target_normal_lift_acc = target_lift_acc - Vector3d.Project(target_lift_acc, imodel.surface_v);

            // prevent rolling on small errors
            if (angular_error < 2e-2 && target_normal_lift_acc.magnitude < neutral_acc.magnitude * 0.3)
            {
                target_lift_acc        = Vector3d.Project(target_lift_acc, neutral_acc);
                target_normal_lift_acc = target_lift_acc - Vector3d.Project(target_lift_acc, imodel.surface_v);
            }

            Vector3d desired_right_direction = Vector3d.Cross(target_normal_lift_acc, vessel.ReferenceTransform.up).normalized;

            // let's apply roll to maintain desired_right_direction
            Vector3 right_vector   = imodel.virtualRotation * Vector3.right;
            double  new_roll_error = Math.Sign(Vector3d.Dot(right_vector, target_normal_lift_acc)) *
                                     Math.Acos(Math.Min(Math.Max(Vector3d.Dot(desired_right_direction, right_vector), -1.0), 1.0));
            // rolling to pitch up is not always as efficient as pitching down
            double spine_to_zenith = Vector3d.Dot(desired_right_direction, Vector3d.Cross(imodel.surface_v, imodel.gravity_acc));

            if (target_normal_lift_acc.magnitude < max_neg_g * 9.81 || !allow_spine_down || vessel.heightFromTerrain < min_rollover_alt)
            {
                if (Math.Abs(new_roll_error) > 90.0 * dgr2rad && spine_to_zenith < 0.0)
                {
                    new_roll_error = new_roll_error - 180.0 * dgr2rad * Math.Sign(new_roll_error);
                }
            }
            // filter it
            if ((Math.Abs(new_roll_error) < roll_error_filter_margin * dgr2rad) && (Math.Abs(roll_error) < roll_error_filter_margin * dgr2rad))
            {
                roll_error = Common.simple_filter(new_roll_error, roll_error, roll_error_filter_k);
            }
            else
            {
                roll_error = new_roll_error;
            }
            // generate desired roll angular_v
            roll_c.user_controlled = false;
            roll_c.ApplyControl(state, get_desired_roll_v(roll_error));

            // now let's apply pitch and yaw AoA controls

            // pitch AoA

            desired_pitch_lift = 0.0;
            if (Math.Abs(roll_error) < 30.0 * dgr2rad || Math.Abs(roll_error - 180.0) < 30.0 * dgr2rad)
            {
                desired_pitch_lift = Vector3.Dot(imodel.pitch_tangent, target_normal_lift_acc);
            }
            else
            {
                desired_pitch_lift = Vector3.Dot(imodel.pitch_tangent, neutral_acc);
            }
            desired_pitch_acc = desired_pitch_lift + imodel.pitch_gravity_acc + imodel.pitch_noninert_acc;
            desired_pitch_v   = desired_pitch_acc / imodel.surface_v_magnitude;
            // let's find equilibrium AoA for desired lift
            desired_aoa = get_desired_aoa(imodel.pitch_rot_model_gen, desired_pitch_v, 0.0);
            if (float.IsNaN(desired_aoa) || float.IsInfinity(desired_aoa))
            {
                desired_aoa = 0.0f;
            }
            aoa_c.user_controlled = false;
            aoa_c.ApplyControl(state, desired_aoa, 0.0f);

            // yaw sideslip

            //if (Math.Abs(roll_angle) > 3.0 * dgr2rad)
            //{
            //    desired_yaw_lift = 0.0;
            //    desired_sideslip = 0.0f;
            //}
            //else
            //{
            desired_yaw_lift = 0.0; // Vector3.Dot(imodel.yaw_tangent, normal_lift_acc);
            desired_yaw_acc  = desired_yaw_lift + imodel.yaw_gravity_acc + imodel.yaw_noninert_acc;
            desired_yaw_v    = desired_yaw_acc / imodel.surface_v_magnitude;
            // let's find equilibrium sideslip for desired lift
            //if (Math.Abs(desired_yaw_lift) < 0.01f)
            desired_sideslip = (float)Common.simple_filter(get_desired_aoa(imodel.yaw_rot_model_gen, desired_yaw_v, 0.0), desired_sideslip, sideslip_filter_k);
            if (float.IsNaN(desired_sideslip) || float.IsInfinity(desired_sideslip) || Math.Abs(desired_sideslip) < 0.001f)
            {
                desired_sideslip = 0.0f;
            }
            desired_sideslip = 0.0f;
            //}
            //desired_sideslip = 0.0f;
            side_c.user_controlled = false;
            side_c.ApplyControl(state, desired_sideslip, 0.0f);
        }
Пример #15
0
            private void RenderUpcomingEvents()
            {
                string vessel_guid           = vessel_.id.ToString();
                double current_time          = plugin_.CurrentTime();
                bool   should_clear_guidance = true;

                for (int i = 0; i < burn_editors_.Count; ++i)
                {
                    NavigationManoeuvre manoeuvre =
                        plugin_.FlightPlanGetManoeuvre(vessel_guid, i);
                    if (manoeuvre.final_time > current_time)
                    {
                        if (manoeuvre.burn.initial_time > current_time)
                        {
                            UnityEngine.GUILayout.TextArea("Upcoming manœuvre: #" + (i + 1));
                            UnityEngine.GUILayout.Label(
                                "Ignition " + FormatTimeSpan(TimeSpan.FromSeconds(
                                                                 current_time - manoeuvre.burn.initial_time)));
                        }
                        else
                        {
                            UnityEngine.GUILayout.TextArea("Ongoing manœuvre: #" + (i + 1));
                            UnityEngine.GUILayout.Label(
                                "Cutoff " + FormatTimeSpan(TimeSpan.FromSeconds(
                                                               current_time - manoeuvre.final_time)));
                        }
                        show_guidance_ =
                            UnityEngine.GUILayout.Toggle(show_guidance_, "Show on navball");
                        if (show_guidance_ &&
                            !double.IsNaN(manoeuvre.inertial_direction.x +
                                          manoeuvre.inertial_direction.y +
                                          manoeuvre.inertial_direction.z))
                        {
                            if (guidance_node_ == null)
                            {
                                guidance_node_ = vessel_.patchedConicSolver.AddManeuverNode(
                                    manoeuvre.burn.initial_time);
                            }
                            Vector3d stock_velocity_at_node_time =
                                vessel_.orbit.getOrbitalVelocityAtUT(
                                    manoeuvre.burn.initial_time).xzy;
                            Vector3d stock_displacement_from_parent_at_node_time =
                                vessel_.orbit.getRelativePositionAtUT(
                                    manoeuvre.burn.initial_time).xzy;
                            UnityEngine.Quaternion stock_frenet_frame_to_world =
                                UnityEngine.Quaternion.LookRotation(
                                    stock_velocity_at_node_time,
                                    Vector3d.Cross(stock_velocity_at_node_time,
                                                   stock_displacement_from_parent_at_node_time));
                            guidance_node_.OnGizmoUpdated(
                                ((Vector3d)manoeuvre.burn.delta_v).magnitude *
                                (Vector3d)(stock_frenet_frame_to_world.Inverse() *
                                           (Vector3d)manoeuvre.inertial_direction),
                                manoeuvre.burn.initial_time);
                            should_clear_guidance = false;
                        }
                        break;
                    }
                }
                if (should_clear_guidance && guidance_node_ != null)
                {
                    vessel_.patchedConicSolver.RemoveManeuverNode(guidance_node_);
                    guidance_node_ = null;
                }
            }
Пример #16
0
        public void GetClCdCmSteady(
            InstantConditionSimInput input,
            out InstantConditionSimOutput output,
            bool clear,
            bool reset_stall = false
            )
        {
            output = new InstantConditionSimOutput();

            double area = 0;
            double MAC  = 0;
            double b_2  = 0;

            Vector3d forward = Vector3.forward;
            Vector3d up      = Vector3.up;
            Vector3d right   = Vector3.right;

            Vector3d CoM = Vector3d.zero;

            if (EditorDriver.editorFacility == EditorFacility.VAB)
            {
                forward = Vector3.up;
                up      = -Vector3.forward;
            }

            double      mass      = 0;
            List <Part> partsList = EditorLogic.SortedShipList;

            foreach (Part p in partsList)
            {
                if (FARAeroUtil.IsNonphysical(p))
                {
                    continue;
                }

                double partMass = p.mass;
                if (p.Resources.Count > 0)
                {
                    partMass += p.GetResourceMass();
                }

                // If you want to use GetModuleMass, you need to start from p.partInfo.mass, not p.mass
                CoM  += partMass * (Vector3d)p.transform.TransformPoint(p.CoMOffset);
                mass += partMass;
            }

            CoM /= mass;

            // Rodhern: The original reference directions (velocity, liftVector, sideways) did not form an orthonormal
            //  basis. That in turn produced some counterintuitive calculation results, such as coupled yaw and pitch
            //  derivatives. A more thorough discussion of the topic can be found on the KSP forums:
            //  https://forum.kerbalspaceprogram.com/index.php?/topic/19321-131-ferram-aerospace-research-v01591-liepmann-4218/&do=findComment&comment=2781270
            //  The reference directions have been replaced by new ones that are orthonormal by construction.
            //  In dkavolis branch Vector3.Cross() and Vector3d.Normalize() are used explicitly. There is no apparent
            //  benefit to this other than possibly improved readability.

            double sinAlpha = Math.Sin(input.alpha * Math.PI / 180);
            double cosAlpha = Math.Sqrt(Math.Max(1 - sinAlpha * sinAlpha, 0));

            double sinBeta = Math.Sin(input.beta * Math.PI / 180);
            double cosBeta = Math.Sqrt(Math.Max(1 - sinBeta * sinBeta, 0));

            double sinPhi = Math.Sin(input.phi * Math.PI / 180);
            double cosPhi = Math.Sqrt(Math.Max(1 - sinPhi * sinPhi, 0));

            double alphaDot = input.alphaDot * Math.PI / 180;
            double betaDot  = input.betaDot * Math.PI / 180;
            double phiDot   = input.phiDot * Math.PI / 180;

            Vector3d velocity = forward * cosAlpha * cosBeta;

            velocity += right * (sinPhi * sinAlpha * cosBeta + cosPhi * sinBeta);
            velocity += -up * (cosPhi * sinAlpha * cosBeta - sinPhi * sinBeta);
            velocity.Normalize();

            Vector3d liftDown = -forward * sinAlpha;

            liftDown += right * sinPhi * cosAlpha;
            liftDown += -up * cosPhi * cosAlpha;
            liftDown.Normalize();

            Vector3d sideways = Vector3.Cross(velocity, liftDown);

            sideways.Normalize();

            Vector3d angVel = forward * (phiDot - sinAlpha * betaDot);

            angVel += right * (cosPhi * alphaDot + cosAlpha * sinPhi * betaDot);
            angVel += up * (sinPhi * alphaDot - cosAlpha * cosPhi * betaDot);


            foreach (FARWingAerodynamicModel w in _wingAerodynamicModel)
            {
                if (!(w && w.part))
                {
                    continue;
                }

                w.ComputeForceEditor(velocity, input.machNumber, 2);

                if (clear)
                {
                    w.EditorClClear(reset_stall);
                }

                Vector3d relPos = w.GetAerodynamicCenter() - CoM;

                Vector3d vel = velocity + Vector3d.Cross(angVel, relPos);

                if (w is FARControllableSurface controllableSurface)
                {
                    controllableSurface.SetControlStateEditor(CoM,
                                                              vel,
                                                              (float)input.pitchValue,
                                                              0,
                                                              0,
                                                              input.flaps,
                                                              input.spoilers);
                }
                else if (w.isShielded)
                {
                    continue;
                }

                Vector3d force = w.ComputeForceEditor(vel.normalized, input.machNumber, 2) * 1000;

                output.Cl += -Vector3d.Dot(force, liftDown);
                output.Cy += Vector3d.Dot(force, sideways);
                output.Cd += -Vector3d.Dot(force, velocity);

                Vector3d moment = -Vector3d.Cross(relPos, force);

                output.Cm     += Vector3d.Dot(moment, sideways);
                output.Cn     += Vector3d.Dot(moment, liftDown);
                output.C_roll += Vector3d.Dot(moment, velocity);

                area += w.S;
                MAC  += w.GetMAC() * w.S;
                b_2  += w.Getb_2() * w.S;
            }

            var center = new FARCenterQuery();

            foreach (FARAeroSection aeroSection in _currentAeroSections)
            {
                aeroSection.PredictionCalculateAeroForces(2,
                                                          (float)input.machNumber,
                                                          10000,
                                                          0,
                                                          0.005f,
                                                          velocity.normalized,
                                                          center);
            }

            Vector3d centerForce = center.force * 1000;

            output.Cl += -Vector3d.Dot(centerForce, liftDown);
            output.Cy += Vector3d.Dot(centerForce, sideways);
            output.Cd += -Vector3d.Dot(centerForce, velocity);

            Vector3d centerMoment = -center.TorqueAt(CoM) * 1000;

            output.Cm     += Vector3d.Dot(centerMoment, sideways);
            output.Cn     += Vector3d.Dot(centerMoment, liftDown);
            output.C_roll += Vector3d.Dot(centerMoment, velocity);

            if (area.NearlyEqual(0))
            {
                area = _maxCrossSectionFromBody;
                b_2  = 1;
                MAC  = _bodyLength;
            }

            double recipArea = 1 / area;

            MAC           *= recipArea;
            b_2           *= recipArea;
            output.Cl     *= recipArea;
            output.Cd     *= recipArea;
            output.Cm     *= recipArea / MAC;
            output.Cy     *= recipArea;
            output.Cn     *= recipArea / b_2;
            output.C_roll *= recipArea / b_2;
        }
Пример #17
0
 // Feed an force to the accumulator.
 public void AddForce(Vector3d applicationPoint, Vector3d force)
 {
     totalForce            += force;
     totalZeroOriginTorque += Vector3d.Cross(applicationPoint, force);
     avgApplicationPoint.Add(applicationPoint, force.magnitude);
 }
Пример #18
0
        // Show exit orbital predictions
        private void ShowExitOrbit(Vessel nearObject, Vessel farObject)
        {
            // Recenter map, save previous state.
            wasInMapView = MapView.MapIsEnabled;
            if (!MapView.MapIsEnabled)
            {
                MapView.EnterMapView();
            }
            //log.Debug("Finding target.");
            MapObject farTarget = FindVesselBody(farObject);

            if (farTarget != null)
            {
                MapView.MapCamera.SetTarget(farTarget);
            }
            Vector3 mapCamPos = ScaledSpace.ScaledToLocalSpace(MapView.MapCamera.transform.position);
            Vector3 farTarPos = ScaledSpace.ScaledToLocalSpace(farTarget.transform.position);
            float   dirScalar = Vector3.Distance(mapCamPos, farTarPos);

            //log.Debug("Initializing, camera distance is " + dirScalar);

            // Initialize projection stuff.
            if (!IsPatchedConicsAvailable)
            {
                HideExitOrbit();
                return;
            }
            predictionsDrawn = true;

            //log.Debug("Beginning orbital projection.");
            Vector3d exitTraj = ESLDBeacon.GetJumpVelOffset(nearObject, farObject);

            if (predictionGameObject != null)
            {
                Destroy(predictionGameObject);
            }
            predictionGameObject  = new GameObject("OrbitRendererGameObject");
            predictionOrbitDriver = predictionGameObject.AddComponent <OrbitDriver>();
            predictionOrbitDriver.orbit.referenceBody = farObject.mainBody;
            predictionOrbitDriver.orbit              = new Orbit();
            predictionOrbitDriver.referenceBody      = farObject.mainBody;
            predictionOrbitDriver.upperCamVsSmaRatio = 999999;  // Took forever to figure this out - this sets at what zoom level the orbit appears.  Was causing it not to appear at small bodies.
            predictionOrbitDriver.lowerCamVsSmaRatio = 0.0001f;
            predictionOrbitDriver.orbit.UpdateFromStateVectors(farObject.orbit.pos, exitTraj, farObject.mainBody, Planetarium.GetUniversalTime());
            predictionOrbitDriver.orbit.Init();
            Vector3d p = predictionOrbitDriver.orbit.getRelativePositionAtUT(Planetarium.GetUniversalTime());
            Vector3d v = predictionOrbitDriver.orbit.getOrbitalVelocityAtUT(Planetarium.GetUniversalTime());

            predictionOrbitDriver.orbit.h    = Vector3d.Cross(p, v);
            predictionOrbitDriver.updateMode = OrbitDriver.UpdateMode.TRACK_Phys;
            predictionOrbitDriver.orbitColor = Color.red;
            //log.Debug("Displaying orbital projection.");
            predictionOrbitRenderer = predictionGameObject.AddComponent <OrbitRenderer>();
            predictionOrbitRenderer.SetColor(Color.red);
            predictionOrbitRenderer.vessel             = this.vessel;
            predictionOrbitDriver.vessel               = this.vessel;
            predictionOrbitRenderer.upperCamVsSmaRatio = 999999;
            predictionOrbitRenderer.lowerCamVsSmaRatio = 0.0001f;
            predictionOrbitRenderer.celestialBody      = farObject.mainBody;
            predictionOrbitRenderer.driver             = predictionOrbitDriver;
            predictionOrbitDriver.Renderer             = predictionOrbitRenderer;

            if (true)
            {
                // This draws the full Patched Conics prediction.
                predictionPatchedConicSolver      = predictionGameObject.AddComponent <PatchedConicSolver>();
                predictionPatchedConicRenderer    = predictionGameObject.AddComponent <PatchedConicRenderer>();
                predictionOrbitRenderer.drawIcons = OrbitRendererBase.DrawIcons.NONE;
                predictionOrbitRenderer.drawMode  = OrbitRendererBase.DrawMode.OFF;
            }
            else
            {
                // This draws just the first patch, similar to a Level 1 tracking station.
                predictionOrbitRenderer.driver.drawOrbit = true;
                predictionOrbitRenderer.drawIcons        = OrbitRenderer.DrawIcons.OBJ_PE_AP;
                predictionOrbitRenderer.drawMode         = OrbitRenderer.DrawMode.REDRAW_AND_RECALCULATE;
                predictionOrbitRenderer.enabled          = true;
            }
            this.StartCoroutine(NullOrbitDriverVessels());
            // Splash some color on it.

            // Directional indicator.

            /*
             * float baseWidth = 20.0f;
             * double baseStart = 10;
             * double baseEnd = 50;
             * oDirObj = new GameObject("Indicator");
             * oDirObj.layer = 10; // Map layer!
             * oDirection = oDirObj.AddComponent<LineRenderer>();
             * oDirection.useWorldSpace = false;
             * oOrigin = null;
             * foreach (Transform sstr in ScaledSpace.Instance.scaledSpaceTransforms)
             * {
             *  if (sstr.name == far.mainBody.name)
             *  {
             *      oOrigin = sstr;
             *      log.debug("Found origin: " + sstr.name);
             *      break;
             *  }
             * }
             * oDirection.transform.parent = oOrigin;
             * oDirection.transform.position = ScaledSpace.LocalToScaledSpace(far.transform.position);
             * oDirection.material = new Material(Shader.Find("Particles/Additive"));
             * oDirection.SetColors(Color.clear, Color.red);
             * if (dirScalar / 325000 > baseWidth) baseWidth = dirScalar / 325000f;
             * oDirection.SetWidth(baseWidth, 0.01f);
             * log.debug("Base Width set to " + baseWidth);
             * oDirection.SetVertexCount(2);
             * if (dirScalar / 650000 > baseStart) baseStart = dirScalar / 650000;
             * if (dirScalar / 130000 > baseEnd) baseEnd = dirScalar / 130000;
             * log.debug("Base Start set to " + baseStart);
             * log.debug("Base End set to " + baseEnd);
             * oDirection.SetPosition(0, Vector3d.zero + exitTraj.xzy.normalized * baseStart);
             * oDirection.SetPosition(1, exitTraj.xzy.normalized * baseEnd);
             * oDirection.enabled = true;
             */
        }
Пример #19
0
        // fixed-time maximal energy from https://doi.org/10.2514/2.5045
        private void flightangle3constraintMAXE(double[] yT, double[] z, bool terminal)
        {
            Vector3d rf  = new Vector3d(yT[0], yT[1], yT[2]);
            Vector3d vf  = new Vector3d(yT[3], yT[4], yT[5]);
            Vector3d pvf = new Vector3d(yT[6], yT[7], yT[8]);
            Vector3d prf = new Vector3d(yT[9], yT[10], yT[11]);

            Vector3d n  = new Vector3d(0, -1, 0); /* angular momentum vectors point south in KSP and we're in xzy coords */
            Vector3d hf = Vector3d.Cross(rf, vf);

            if (!terminal)
            {
                z[0] = (rf.sqrMagnitude - rTm * rTm) / 2.0;
                z[1] = Vector3d.Dot(n, hf) - hf.magnitude * Math.Cos(incT);
                z[2] = Vector3d.Dot(rf, vf) - rf.magnitude * vf.magnitude * Math.Sin(gammaT);

                z[3] = Vector3d.Dot(vf, prf) * rf.sqrMagnitude - Vector3d.Dot(rf, pvf) * vf.sqrMagnitude + Vector3d.Dot(rf, vf) * (vf.sqrMagnitude - Vector3d.Dot(rf, prf));
                z[4] = Vector3d.Dot(vf, pvf) - vf.sqrMagnitude;
                z[5] = Vector3d.Dot(hf, prf) * Vector3d.Dot(hf, Vector3d.Cross(rf, n)) + Vector3d.Dot(hf, pvf) * Vector3d.Dot(hf, Vector3d.Cross(vf, n));
            }
            else
            {
                z[0] = z[1] = z[2] = z[3] = z[4] = z[5] = 0.0;
            }
        }
Пример #20
0
        public void FixedUpdate()
        {
            var vessel = GetComponent <Vessel>();

            if (vessel != FlightGlobals.ActiveVessel)
            {
                Destroy(this);
                return;
            }

            if (TimeWarp.CurrentRateIndex != 0)
            {
                TimeWarp.SetRate(0, true);
                Telemagic.logTM("cancel time warp");
            }

            if (AlreadyTeleported)
            {
                if (vessel.LandedOrSplashed)
                {
                    Destroy(this);
                }
                else
                {
                    var accel = (vessel.srf_velocity + vessel.upAxis) * -0.5;
                    vessel.ChangeWorldVelocity(accel);
                }
            }
            else
            {
                //NOT AlreadyTeleported
                //Still calculating
                var pqs = Body.pqsController;
                if (pqs == null)           // The sun has no terrain.  Everthing else has a PQScontroller.
                {
                    Destroy(this);
                    return;
                }

                var alt    = pqs.GetSurfaceHeight(Body.GetRelSurfaceNVector(Latitude, Longitude)) - Body.Radius;
                var tmpAlt = Body.TerrainAltitude(Latitude, Longitude);

                double landHeight = FlightGlobals.ActiveVessel.altitude - FlightGlobals.ActiveVessel.pqsAltitude;

                double finalAltitude = 0.0;

                var    checkAlt    = FlightGlobals.ActiveVessel.altitude;
                var    checkPQSAlt = FlightGlobals.ActiveVessel.pqsAltitude;
                double terrainAlt  = GetTerrainAltitude();

                Telemagic.logTM("-------------------");
                Telemagic.logTM($"m1. Body.Radius  = {Body.Radius}");
                Telemagic.logTM("m2. PQS SurfaceHeight = " + pqs.GetSurfaceHeight(Body.GetRelSurfaceNVector(Latitude, Longitude)));
                Telemagic.logTM("alt ( m2 - m1 ) = " + alt);
                Telemagic.logTM("Body.TerrainAltitude = " + tmpAlt);
                Telemagic.logTM("checkAlt    = " + checkAlt);
                Telemagic.logTM("checkPQSAlt = " + checkPQSAlt);
                Telemagic.logTM("landheight  = " + landHeight);
                Telemagic.logTM("terrainAlt  = " + terrainAlt);
                Telemagic.logTM("-------------------");
                Telemagic.logTM($"Latitude: {Latitude} Longitude: {Longitude}");
                Telemagic.logTM("-------------------");

                alt = Math.Max(alt, 0d);

                // HoldVesselUnpack is in display frames, not physics frames

                Vector3d teleportPosition;

                if (!teleportedToLandingAlt)
                {
                    Telemagic.logTM("teleportedToLandingAlt == false");
                    Telemagic.logTM("interimAltitude: " + InterimAltitude);
                    Telemagic.logTM("Altitude: " + Altitude);

                    if (InterimAltitude > Altitude)
                    {
                        if (Planetarium.GetUniversalTime() - lastUpdate >= 0.5)
                        {
                            InterimAltitude = InterimAltitude / 10;
                            terrainAlt      = GetTerrainAltitude();

                            if (InterimAltitude < terrainAlt)
                            {
                                InterimAltitude = terrainAlt + Altitude;
                            }

                            //InterimAltitude = terrainAlt + Altitude;

                            teleportPosition = Body.GetWorldSurfacePosition(Latitude, Longitude, InterimAltitude) - Body.position;

                            Telemagic.logTM("1. teleportPosition = " + teleportPosition);
                            Telemagic.logTM("1. interimAltitude: " + InterimAltitude);

                            if (lastUpdate != 0)
                            {
                                InterimAltitude = Altitude;
                            }
                            lastUpdate = Planetarium.GetUniversalTime();
                        }
                        else
                        {
                            Telemagic.logTM("teleportPositionAltitude (no time change):");

                            teleportPosition = Body.GetWorldSurfacePosition(Latitude, Longitude, alt + InterimAltitude) - Body.position;

                            Telemagic.logTM("2. teleportPosition = " + teleportPosition);
                            Telemagic.logTM("2. alt: " + alt);
                            Telemagic.logTM("2. interimAltitude: " + InterimAltitude);
                        }
                    }
                    else
                    {
                        //InterimAltitude <= Altitude
                        Telemagic.logTM("3. teleportedToLandingAlt sets to true");

                        landHeight = FlightGlobals.ActiveVessel.altitude - FlightGlobals.ActiveVessel.pqsAltitude;
                        terrainAlt = GetTerrainAltitude();

                        //trying to find the correct altitude here.

                        if (checkPQSAlt > terrainAlt)
                        {
                            alt = checkPQSAlt;
                        }
                        else
                        {
                            alt = terrainAlt;
                        }

                        if (alt == 0.0)
                        {
                            //now what?
                        }

                        teleportedToLandingAlt = true;
                        //finalAltitude = alt + Altitude;
                        if (alt < 0)
                        {
                            finalAltitude = Altitude;
                        }
                        else if (alt > 0)
                        {
                            finalAltitude = alt + Altitude;
                        }
                        else
                        {
                            finalAltitude = alt + Altitude;
                        }

                        teleportPosition = Body.GetWorldSurfacePosition(Latitude, Longitude, finalAltitude) - Body.position;

                        Telemagic.logTM("3. teleportPosition = " + teleportPosition);
                        Telemagic.logTM($"3. alt = {alt} Altitude = {Altitude} InterimAltitude = {InterimAltitude}");
                        Telemagic.logTM($"3. TerrainAlt = {terrainAlt} landHeight = {landHeight}");
                    }
                }
                else
                {
                    Telemagic.logTM("teleportedToLandingAlt == true");

                    landHeight = FlightGlobals.ActiveVessel.altitude - FlightGlobals.ActiveVessel.pqsAltitude;
                    terrainAlt = GetTerrainAltitude();

                    Telemagic.logTM($"4. finalAltitude = {finalAltitude}");

                    //finalAltitude = alt + Altitude;
                    if (alt < 0)
                    {
                        finalAltitude = Altitude;
                    }
                    else if (alt > 0)
                    {
                        finalAltitude = alt + Altitude;
                    }
                    else
                    {
                        finalAltitude = alt + Altitude;
                    }

                    //teleportPosition = Body.GetRelSurfacePosition(Latitude, Longitude, finalAltitude);
                    teleportPosition = Body.GetWorldSurfacePosition(Latitude, Longitude, finalAltitude) - Body.position;

                    Telemagic.logTM("4. teleportPosition = " + teleportPosition);
                    Telemagic.logTM($"4. alt = {alt} Altitude = { Altitude} InterimAltitude = { InterimAltitude}");
                    Telemagic.logTM($"4. TerrainAlt = {terrainAlt} landHeight = {landHeight}");
                    Telemagic.logTM("4. finalAltitude = " + finalAltitude);
                }

                var teleportVelocity = Vector3d.Cross(Body.angularVelocity, teleportPosition);

                // convert from world space to orbit space

                teleportPosition = teleportPosition.xzy;
                teleportVelocity = teleportVelocity.xzy;

                Telemagic.logTM("0. teleportPosition(xzy): " + teleportPosition);
                Telemagic.logTM("0. teleportVelocity(xzy): " + teleportVelocity);
                Telemagic.logTM("0. Body                 : " + Body);

                // counter for the momentary fall when on rails (about one second)
                teleportVelocity += teleportPosition.normalized * (Body.gravParameter / teleportPosition.sqrMagnitude);

                Quaternion rotation;


                if (SetRotation)
                {
                    // Need to check vessel and find up for the root command pod
                    vessel.ActionGroups.SetGroup(KSPActionGroup.SAS, false); //hopefully this disables SAS as it causes unknown results!

                    var from = Vector3d.up;                                  //Sensible default for all vessels

                    if (vessel.displaylandedAt == "Runway" || vessel.vesselType.ToString() == "Plane")
                    {
                        from = vessel.vesselTransform.up;
                    }


                    var to = teleportPosition.xzy.normalized;
                    rotation = Quaternion.FromToRotation(from, to);
                }
                else
                {
                    var oldUp = vessel.orbit.pos.xzy.normalized;
                    var newUp = teleportPosition.xzy.normalized;
                    rotation = Quaternion.FromToRotation(oldUp, newUp) * vessel.vesselTransform.rotation;
                }

                var orbit = Telemagic.Clone(vessel.orbitDriver.orbit);
                orbit.UpdateFromStateVectors(teleportPosition, teleportVelocity, Body, Planetarium.GetUniversalTime());

                Telemagic.SetOrbit(vessel, orbit);
                vessel.SetRotation(rotation);

                if (teleportedToLandingAlt)
                {
                    AlreadyTeleported = true;
                    Telemagic.logTM(" :FINISHED TELEPORTING:");
                }
            }
        }
 // Compensating torque at different origin.
 public Vector3d TorqueAt(Vector3d origin)
 {
     return(torque - Vector3d.Cross(origin, force));
 }
Пример #22
0
        /// <summary>
        /// Runs a timer. If the refresh time is exceed updates all vessel data and
        /// triggers a VesselDataInvalidated event.
        /// </summary>
        public void UpdateVesselData()
        {
            if (FlightGlobals.ActiveVessel != null)
            {
                bool vesselChanged = false;
                if (_activeVessel == null || _activeVessel.id != FlightGlobals.ActiveVessel.id)
                {
                    vesselChanged = true;
                }
                if (vesselChanged)
                {
                    _activeVessel = FlightGlobals.ActiveVessel;
                    _vData.vesselSync++;
                    if (_vData.vesselSync == 0)
                    {
                        _vData.vesselSync++;
                    }
                    _vesselSync = _vData.vesselSync;
                }

                _theTime = Time.unscaledTime;
                if ((_theTime - _lastUpdate) * 1000 > _refreshrate)
                {
                    IOResource TempR = new IOResource();

                    Vessel ActiveVessel = FlightGlobals.ActiveVessel;

                    _lastUpdate = _theTime;

                    List <Part> ActiveEngines = new List <Part>();
                    ActiveEngines = GetListOfActivatedEngines(ActiveVessel);

                    _vData.AP            = (float)ActiveVessel.orbit.ApA;
                    _vData.PE            = (float)ActiveVessel.orbit.PeA;
                    _vData.SemiMajorAxis = (float)ActiveVessel.orbit.semiMajorAxis;
                    _vData.SemiMinorAxis = (float)ActiveVessel.orbit.semiMinorAxis;
                    _vData.e             = (float)ActiveVessel.orbit.eccentricity;
                    _vData.inc           = (float)ActiveVessel.orbit.inclination;
                    _vData.VVI           = (float)ActiveVessel.verticalSpeed;
                    _vData.G             = (float)ActiveVessel.geeForce;
                    _vData.TAp           = (int)Math.Round(ActiveVessel.orbit.timeToAp);
                    _vData.TPe           = (int)Math.Round(ActiveVessel.orbit.timeToPe);
                    _vData.Density       = (float)ActiveVessel.atmDensity;
                    _vData.TrueAnomaly   = (float)ActiveVessel.orbit.trueAnomaly;
                    _vData.period        = (int)Math.Round(ActiveVessel.orbit.period);

                    double ASL = ActiveVessel.mainBody.GetAltitude(ActiveVessel.CoM);
                    double AGL = (ASL - ActiveVessel.terrainAltitude);

                    if (AGL < ASL)
                    {
                        _vData.RAlt = (float)AGL;
                    }
                    else
                    {
                        _vData.RAlt = (float)ASL;
                    }

                    _vData.Alt   = (float)ASL;
                    _vData.Vsurf = (float)ActiveVessel.srfSpeed;
                    _vData.Lat   = (float)ActiveVessel.latitude;
                    _vData.Lon   = (float)ActiveVessel.longitude;

                    TempR = GetResourceTotal(ActiveVessel, "LiquidFuel");
                    _vData.LiquidFuelTot = TempR.Max;
                    _vData.LiquidFuel    = TempR.Current;

                    _vData.LiquidFuelTotS = (float)ProspectForResourceMax("LiquidFuel", ActiveEngines);
                    _vData.LiquidFuelS    = (float)ProspectForResource("LiquidFuel", ActiveEngines);

                    TempR = GetResourceTotal(ActiveVessel, "Oxidizer");
                    _vData.OxidizerTot = TempR.Max;
                    _vData.Oxidizer    = TempR.Current;

                    _vData.OxidizerTotS = (float)ProspectForResourceMax("Oxidizer", ActiveEngines);
                    _vData.OxidizerS    = (float)ProspectForResource("Oxidizer", ActiveEngines);

                    TempR               = GetResourceTotal(ActiveVessel, "ElectricCharge");
                    _vData.EChargeTot   = TempR.Max;
                    _vData.ECharge      = TempR.Current;
                    TempR               = GetResourceTotal(ActiveVessel, "MonoPropellant");
                    _vData.MonoPropTot  = TempR.Max;
                    _vData.MonoProp     = TempR.Current;
                    TempR               = GetResourceTotal(ActiveVessel, "IntakeAir");
                    _vData.IntakeAirTot = TempR.Max;
                    _vData.IntakeAir    = TempR.Current;
                    TempR               = GetResourceTotal(ActiveVessel, "SolidFuel");
                    _vData.SolidFuelTot = TempR.Max;
                    _vData.SolidFuel    = TempR.Current;
                    TempR               = GetResourceTotal(ActiveVessel, "XenonGas");
                    _vData.XenonGasTot  = TempR.Max;
                    _vData.XenonGas     = TempR.Current;

                    _missionTime    = ActiveVessel.missionTime;
                    _deltaT         = _missionTime - _missionTimeOld;
                    _missionTimeOld = _missionTime;

                    _vData.MissionTime = (UInt32)Math.Round(_missionTime);
                    _vData.deltaTime   = (float)_deltaT;

                    _vData.VOrbit = (float)ActiveVessel.orbit.GetVel().magnitude;

                    Vector3d   CoM, north, up, east;
                    Quaternion rotationSurface;
                    CoM             = ActiveVessel.CoM;
                    up              = (CoM - ActiveVessel.mainBody.position).normalized;
                    north           = Vector3d.Exclude(up, (ActiveVessel.mainBody.position + ActiveVessel.mainBody.transform.up * (float)ActiveVessel.mainBody.Radius) - CoM).normalized;
                    east            = Vector3d.Cross(up, north);
                    rotationSurface = Quaternion.LookRotation(north, up);
                    Vector3d attitude = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(ActiveVessel.GetTransform().rotation) * rotationSurface).eulerAngles;

                    _vData.Roll    = ToScaledUInt((attitude.z > 180) ? (attitude.z - 360.0) : attitude.z);
                    _vData.Pitch   = ToScaledUInt((attitude.x > 180) ? (attitude.x - 360.0) : attitude.x);
                    _vData.Heading = ToScaledUInt((attitude.y > 180) ? (attitude.y - 360.0) : attitude.y);

                    Vector3d prograde = new Vector3d(0, 0, 0);
                    switch (FlightGlobals.speedDisplayMode)
                    {
                    case FlightGlobals.SpeedDisplayModes.Surface:
                        prograde = ActiveVessel.srf_velocity.normalized;
                        break;

                    case FlightGlobals.SpeedDisplayModes.Orbit:
                        prograde = ActiveVessel.obt_velocity.normalized;
                        break;

                    case FlightGlobals.SpeedDisplayModes.Target:
                        prograde = FlightGlobals.ship_tgtVelocity;
                        break;
                    }

                    NavHeading zeroHeading; zeroHeading.Pitch = zeroHeading.Heading = 0;
                    NavHeading Prograde = WorldVecToNavHeading(up, north, east, prograde), Target = zeroHeading, Maneuver = zeroHeading;

                    _vData.ProgradeHeading = ToScaledUInt(Prograde.Heading);
                    _vData.ProgradePitch   = ToScaledUInt(Prograde.Pitch);

                    if (TargetExists())
                    {
                        _vData.TargetDist = (float)Vector3.Distance(FlightGlobals.fetch.VesselTarget.GetVessel().transform.position, ActiveVessel.transform.position);
                        _vData.TargetV    = (float)FlightGlobals.ship_tgtVelocity.magnitude;
                        Target            = WorldVecToNavHeading(up, north, east, ActiveVessel.targetObject.GetTransform().position - ActiveVessel.transform.position);
                    }
                    _vData.TargetHeading = ToScaledUInt(Target.Heading);
                    _vData.TargetPitch   = ToScaledUInt(Target.Pitch);

                    _vData.NormalHeading = ToScaledUInt(WorldVecToNavHeading(up, north, east, Vector3d.Cross(ActiveVessel.obt_velocity.normalized, up)).Heading);


                    _vData.MNTime   = 0;
                    _vData.MNDeltaV = 0;
                    if (ActiveVessel.patchedConicSolver != null)
                    {
                        if (ActiveVessel.patchedConicSolver.maneuverNodes != null)
                        {
                            if (ActiveVessel.patchedConicSolver.maneuverNodes.Count > 0)
                            {
                                _vData.MNTime   = (UInt32)Math.Round(ActiveVessel.patchedConicSolver.maneuverNodes[0].UT - Planetarium.GetUniversalTime());
                                _vData.MNDeltaV = (float)ActiveVessel.patchedConicSolver.maneuverNodes[0].GetBurnVector(ActiveVessel.patchedConicSolver.maneuverNodes[0].patch).magnitude; //Added JS

                                Maneuver = WorldVecToNavHeading(up, north, east, ActiveVessel.patchedConicSolver.maneuverNodes[0].GetBurnVector(ActiveVessel.patchedConicSolver.maneuverNodes[0].patch));
                            }
                        }
                    }
                    _vData.ManeuverHeading = ToScaledUInt(Maneuver.Heading);
                    _vData.ManeuverPitch   = ToScaledUInt(Maneuver.Pitch);



                    ControlStatus((int)EnumAG.SAS, ActiveVessel.ActionGroups[KSPActionGroup.SAS]);
                    ControlStatus((int)EnumAG.RCS, ActiveVessel.ActionGroups[KSPActionGroup.RCS]);
                    ControlStatus((int)EnumAG.Light, ActiveVessel.ActionGroups[KSPActionGroup.Light]);
                    ControlStatus((int)EnumAG.Gear, ActiveVessel.ActionGroups[KSPActionGroup.Gear]);
                    ControlStatus((int)EnumAG.Brakes, ActiveVessel.ActionGroups[KSPActionGroup.Brakes]);
                    ControlStatus((int)EnumAG.Abort, ActiveVessel.ActionGroups[KSPActionGroup.Abort]);
                    ControlStatus((int)EnumAG.Custom01, ActiveVessel.ActionGroups[KSPActionGroup.Custom01]);
                    ControlStatus((int)EnumAG.Custom02, ActiveVessel.ActionGroups[KSPActionGroup.Custom02]);
                    ControlStatus((int)EnumAG.Custom03, ActiveVessel.ActionGroups[KSPActionGroup.Custom03]);
                    ControlStatus((int)EnumAG.Custom04, ActiveVessel.ActionGroups[KSPActionGroup.Custom04]);
                    ControlStatus((int)EnumAG.Custom05, ActiveVessel.ActionGroups[KSPActionGroup.Custom05]);
                    ControlStatus((int)EnumAG.Custom06, ActiveVessel.ActionGroups[KSPActionGroup.Custom06]);
                    ControlStatus((int)EnumAG.Custom07, ActiveVessel.ActionGroups[KSPActionGroup.Custom07]);
                    ControlStatus((int)EnumAG.Custom08, ActiveVessel.ActionGroups[KSPActionGroup.Custom08]);
                    ControlStatus((int)EnumAG.Custom09, ActiveVessel.ActionGroups[KSPActionGroup.Custom09]);
                    ControlStatus((int)EnumAG.Custom10, ActiveVessel.ActionGroups[KSPActionGroup.Custom10]);

                    if (ActiveVessel.orbit.referenceBody != null)
                    {
                        _vData.SOINumber = GetSOINumber(ActiveVessel.orbit.referenceBody.name);
                    }

                    _vData.MaxOverHeat  = GetMaxOverHeat(ActiveVessel);
                    _vData.MachNumber   = (float)ActiveVessel.mach;
                    _vData.IAS          = (float)ActiveVessel.indicatedAirSpeed;
                    _vData.CurrentStage = (byte)StageManager.CurrentStage;
                    _vData.TotalStage   = (byte)StageManager.StageCount;

                    _vData.NavballSASMode = (byte)(((int)FlightGlobals.speedDisplayMode + 1) << 4); //get navball speed display mode
                    if (ActiveVessel.ActionGroups[KSPActionGroup.SAS])
                    {
                        _vData.NavballSASMode = (byte)(((int)FlightGlobals.ActiveVessel.Autopilot.Mode + 1) | _vData.NavballSASMode);
                    }


                    //target distance and velocity stuff

                    _vData.TargetDist = 0;
                    _vData.TargetV    = 0;

                    if (TargetExists())
                    {
                        _vData.TargetDist = (float)Vector3.Distance(FlightGlobals.fetch.VesselTarget.GetVessel().transform.position, ActiveVessel.transform.position);
                        _vData.TargetV    = (float)FlightGlobals.ship_tgtVelocity.magnitude;
                    }


                    _vData.NavballSASMode = (byte)(((int)FlightGlobals.speedDisplayMode + 1) << 4); //get navball speed display mode
                    if (ActiveVessel.ActionGroups[KSPActionGroup.SAS])
                    {
                        _vData.NavballSASMode = (byte)(((int)FlightGlobals.ActiveVessel.Autopilot.Mode + 1) | _vData.NavballSASMode);
                    }


                    //Notify listeners
                    NotifyInvalidate(_vData);
                }
            }
        }
Пример #23
0
        void update_formation_info()
        {
            tVSL = CFG.Target.GetVessel();
            if (tVSL == null)
            {
                reset_formation();
                CanManeuver = false;
                return;
            }
            if (tPN == null || !tPN.Valid)
            {
                tTCA = ModuleTCA.EnabledTCA(tVSL);
                tPN  = tTCA != null?tTCA.GetModule <PointNavigator>() : null;
            }
            var only_count = false;

            if (tVSL.srf_velocity.sqrMagnitude < C.FormationSpeedSqr)
            {
                reset_formation(); CanManeuver = false; only_count = true;
            }
            //update followers
            var offset       = 0f;
            var can_maneuver = true;

            all_followers.Clear();
            for (int i = 0, num_vessels = FlightGlobals.Vessels.Count; i < num_vessels; i++)
            {
                var v = FlightGlobals.Vessels[i];
                if (v == null || v.packed || !v.loaded)
                {
                    continue;
                }
                var tca = ModuleTCA.EnabledTCA(v);
                if (tca != null &&
                    (tca.vessel == VSL.vessel ||
                     tca.CFG.Nav[Navigation.FollowTarget] &&
                     tca.CFG.Target.GetTarget() != null &&
                     tca.CFG.Target.GetTarget() == CFG.Target.GetTarget()))
                {
                    var vPN = tca.GetModule <PointNavigator>();
                    if (vPN == null)
                    {
                        continue;
                    }
                    all_followers.Add(v.id, vPN);
                    if (offset < vPN.VSL.Geometry.R)
                    {
                        offset = vPN.VSL.Geometry.R;
                    }
                    if (v.id != VSL.vessel.id)
                    {
                        can_maneuver &= !vPN.Maneuvering ||
                                        (Maneuvering && VSL.vessel.id.CompareTo(v.id) > 0);
                    }
                }
            }
            if (only_count)
            {
                return;
            }
            CanManeuver = can_maneuver;
            var follower_index = all_followers.IndexOfKey(VSL.vessel.id);

            if (follower_index == 0)
            {
                var forward     = tVSL == null? Vector3d.zero : -tVSL.srf_velocity.normalized;
                var side        = Vector3d.Cross(VSL.Physics.Up, forward).normalized;
                var num_offsets = all_followers.Count + (all_followers.Count % 2);
                offset *= 2;
                var target_size = tTCA != null? tTCA.VSL.Geometry.D : Utils.ClampL(Math.Pow(tVSL.totalMass, 1 / 3f), 1);
                if (offset < target_size)
                {
                    offset = (float)target_size;
                }
                offset *= C.MinDistance;
                if (Formation == null || Formation.Count != num_offsets || FormationUpdateTimer.TimePassed)
                {
                    FormationUpdateTimer.Reset();
                    Formation = new List <FormationNode>(num_offsets);
                    for (int i = 0; i < num_offsets; i++)
                    {
                        Formation.Add(new FormationNode(tVSL, i, forward, side, offset));
                    }
                    all_followers.ForEach(p => p.Value.UpdateFormation(Formation));
                }
                else
                {
                    for (int i = 0; i < num_offsets; i++)
                    {
                        Formation[i].Update(forward, side, offset);
                    }
                }
            }
            keep_formation = Formation != null;
            if (Formation == null || fnode != null)
            {
                return;
            }
            //compute follower offset
            var min_d   = -1f;
            var min_off = 0;

            for (int i = 0; i < Formation.Count; i++)
            {
                var node = Formation[i];
                if (node.Follower != null)
                {
                    continue;
                }
                var d = node.Distance(VSL.vessel);
                if (min_d < 0 || min_d > d)
                {
                    min_d   = d;
                    min_off = i;
                }
            }
            Formation[min_off].Follower = VSL.vessel;
            fnode = Formation[min_off];
        }
Пример #24
0
        // Analysis disable once UnusedParameter
        public bool RenderOrbit(RenderTexture screen, float cameraAspect)
        {
            if (!startupComplete)
            {
                JUtil.AnnoyUser(this);
            }

            // Make sure the parameters fit on the screen.
            Vector4 displayPosition = orbitDisplayPosition;

            displayPosition.z = Mathf.Min(screen.width - displayPosition.x, displayPosition.z);
            displayPosition.w = Mathf.Min(screen.height - displayPosition.y, displayPosition.w);

            // Here is our pixel budget in each direction:
            double horizPixelSize = displayPosition.z - iconPixelSize;
            double vertPixelSize  = displayPosition.w - iconPixelSize;

            // Find a basis for transforming values into the framework of
            // vessel.orbit.  The rendering framework assumes the periapsis
            // is drawn directly to the right of the mainBody center of mass.
            // It assumes the orbit's prograde direction is "up" (screen
            // relative) at the periapsis, providing a counter-clockwise
            // motion for vessel.
            // Once we have the basic transform, we will add in scalars
            // that will ultimately transform an arbitrary point (relative to
            // the planet's center) into screen space.
            Matrix4x4 screenTransform = Matrix4x4.identity;
            double    now             = Planetarium.GetUniversalTime();
            double    timeAtPe        = vessel.orbit.NextPeriapsisTime(now);

            // Get the 3 direction vectors, based on Pe being on the right of the screen
            // OrbitExtensions provides handy utilities to get these.
            Vector3d right   = vessel.orbit.Up(timeAtPe);
            Vector3d forward = vessel.orbit.SwappedOrbitNormal();
            // MOARdV: OrbitExtensions.Horizontal is unstable.  I've seen it
            // become (0, 0, 0) intermittently in flight.  Instead, use the
            // cross product of the other two.
            // We flip the sign of this vector because we are using an inverted
            // y coordinate system to keep the icons right-side up.
            Vector3d up = -Vector3d.Cross(forward, right);

            //Vector3d up = -vessel.orbit.Horizontal(timeAtPe);

            screenTransform.SetRow(0, new Vector4d(right.x, right.y, right.z, 0.0));
            screenTransform.SetRow(1, new Vector4d(up.x, up.y, up.z, 0.0));
            screenTransform.SetRow(2, new Vector4d(forward.x, forward.y, forward.z, 0.0));

            // Figure out our bounds.  First, make sure the entire planet
            // fits on the screen.  We define the center of the vessel.mainBody
            // as the origin of our coodinate system.
            double maxX = vessel.mainBody.Radius;
            double minX = -maxX;
            double maxY = maxX;
            double minY = -maxX;

            if (vessel.mainBody.atmosphere)
            {
                maxX += vessel.mainBody.maxAtmosphereAltitude;
                minX  = -maxX;
                maxY  = maxX;
                minY  = -maxX;
            }

            // Now make sure the entire orbit fits on the screen.
            Vector3 vesselPos;

            // The PeR, ApR, and semiMinorAxis are all one dimensional, so we
            // can just apply them directly to these values.
            maxX = Math.Max(maxX, vessel.orbit.PeR);
            if (vessel.orbit.eccentricity < 1.0)
            {
                minX = Math.Min(minX, -vessel.orbit.ApR);

                maxY = Math.Max(maxY, vessel.orbit.semiMinorAxis);
                minY = Math.Min(minY, -vessel.orbit.semiMinorAxis);
            }
            else if (vessel.orbit.EndUT > 0.0)
            {
                // If we're hyperbolic, let's get the SoI transition
                vesselPos = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(vessel.orbit.EndUT));
                maxX      = Math.Max(maxX, vesselPos.x);
                minX      = Math.Min(minX, vesselPos.x);
                maxY      = Math.Max(maxY, vesselPos.y);
                minY      = Math.Min(minY, vesselPos.y);
            }

            // Make sure the vessel shows up on-screen.  Since a hyperbolic
            // orbit doesn't have a meaningful ApR, we use this as a proxy for
            // how far we need to extend the bounds to show the vessel.
            vesselPos = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(now));
            maxX      = Math.Max(maxX, vesselPos.x);
            minX      = Math.Min(minX, vesselPos.x);
            maxY      = Math.Max(maxY, vesselPos.y);
            minY      = Math.Min(minY, vesselPos.y);

            // Account for a target vessel
            var targetBody   = FlightGlobals.fetch.VesselTarget as CelestialBody;
            var targetVessel = FlightGlobals.fetch.VesselTarget as Vessel;

            if (targetVessel != null)
            {
                if (targetVessel.mainBody == vessel.mainBody)
                {
                    double tgtPe = targetVessel.orbit.NextPeriapsisTime(now);

                    vesselPos = screenTransform.MultiplyPoint3x4(targetVessel.orbit.SwappedRelativePositionAtUT(tgtPe));
                    maxX      = Math.Max(maxX, vesselPos.x);
                    minX      = Math.Min(minX, vesselPos.x);
                    maxY      = Math.Max(maxY, vesselPos.y);
                    minY      = Math.Min(minY, vesselPos.y);

                    if (targetVessel.orbit.eccentricity < 1.0)
                    {
                        vesselPos = screenTransform.MultiplyPoint3x4(targetVessel.orbit.SwappedRelativePositionAtUT(targetVessel.orbit.NextApoapsisTime(now)));
                        maxX      = Math.Max(maxX, vesselPos.x);
                        minX      = Math.Min(minX, vesselPos.x);
                        maxY      = Math.Max(maxY, vesselPos.y);
                        minY      = Math.Min(minY, vesselPos.y);
                    }

                    vesselPos = screenTransform.MultiplyPoint3x4(targetVessel.orbit.SwappedRelativePositionAtUT(now));
                    maxX      = Math.Max(maxX, vesselPos.x);
                    minX      = Math.Min(minX, vesselPos.x);
                    maxY      = Math.Max(maxY, vesselPos.y);
                    minY      = Math.Min(minY, vesselPos.y);
                }
                else
                {
                    // We only care about tgtVessel if it is in the same SoI.
                    targetVessel = null;
                }
            }

            if (targetBody != null)
            {
                // Validate some values up front, so we don't need to test them later.
                if (targetBody.GetOrbit() == null)
                {
                    targetBody = null;
                }
                else if (targetBody.orbit.referenceBody == vessel.orbit.referenceBody)
                {
                    // If the target body orbits our current world, let's at
                    // least make sure the body's location is visible.
                    vesselPos = screenTransform.MultiplyPoint3x4(targetBody.GetOrbit().SwappedRelativePositionAtUT(now));
                    maxX      = Math.Max(maxX, vesselPos.x);
                    minX      = Math.Min(minX, vesselPos.x);
                    maxY      = Math.Max(maxY, vesselPos.y);
                    minY      = Math.Min(minY, vesselPos.y);
                }
            }

            ManeuverNode node = (vessel.patchedConicSolver.maneuverNodes.Count > 0) ? vessel.patchedConicSolver.maneuverNodes[0] : null;

            if (node != null)
            {
                double nodePe = node.nextPatch.NextPeriapsisTime(now);
                vesselPos = screenTransform.MultiplyPoint3x4(node.nextPatch.SwappedRelativePositionAtUT(nodePe));
                maxX      = Math.Max(maxX, vesselPos.x);
                minX      = Math.Min(minX, vesselPos.x);
                maxY      = Math.Max(maxY, vesselPos.y);
                minY      = Math.Min(minY, vesselPos.y);

                if (node.nextPatch.eccentricity < 1.0)
                {
                    double nodeAp = node.nextPatch.NextApoapsisTime(now);
                    vesselPos = screenTransform.MultiplyPoint3x4(node.nextPatch.SwappedRelativePositionAtUT(nodeAp));
                    maxX      = Math.Max(maxX, vesselPos.x);
                    minX      = Math.Min(minX, vesselPos.x);
                    maxY      = Math.Max(maxY, vesselPos.y);
                    minY      = Math.Min(minY, vesselPos.y);
                }
                else if (node.nextPatch.EndUT > 0.0)
                {
                    // If the next patch is hyperbolic, include the endpoint.
                    vesselPos = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(node.nextPatch.EndUT));
                    maxX      = Math.Max(maxX, vesselPos.x);
                    minX      = Math.Min(minX, vesselPos.x);
                    maxY      = Math.Max(maxY, vesselPos.y);
                    minY      = Math.Min(minY, vesselPos.y);
                }
            }

            // Add translation.  This will ensure that all of the features
            // under consideration above will be displayed.
            screenTransform[0, 3] = -0.5f * (float)(maxX + minX);
            screenTransform[1, 3] = -0.5f * (float)(maxY + minY);

            double neededWidth  = maxX - minX;
            double neededHeight = maxY - minY;

            // Pick a scalar that will fit the bounding box we just created.
            float pixelScalar = (float)Math.Min(horizPixelSize / neededWidth, vertPixelSize / neededHeight);

            screenTransform = Matrix4x4.Scale(new Vector3(pixelScalar, pixelScalar, pixelScalar)) * screenTransform;

            GL.Clear(true, true, backgroundColorValue);
            GL.PushMatrix();
            GL.LoadPixelMatrix(-displayPosition.z * 0.5f, displayPosition.z * 0.5f, displayPosition.w * 0.5f, -displayPosition.w * 0.5f);
            GL.Viewport(new Rect(displayPosition.x, screen.height - displayPosition.y - displayPosition.w, displayPosition.z, displayPosition.w));

            lineMaterial.SetPass(0);
            GL.Begin(GL.LINES);

            // Draw the planet:
            Vector3 focusCenter = screenTransform.MultiplyPoint3x4(new Vector3(0.0f, 0.0f, 0.0f));

            // orbitDriver is null on the sun, so we'll just use white instead.
            GL.Color((vessel.mainBody.orbitDriver == null) ? new Color(1.0f, 1.0f, 1.0f) : vessel.mainBody.orbitDriver.orbitColor);
            DrawCircle(focusCenter.x, focusCenter.y, (float)(vessel.mainBody.Radius * pixelScalar), orbitPoints);
            if (vessel.mainBody.atmosphere)
            {
                // Use the atmospheric ambient to color the atmosphere circle.
                GL.Color(vessel.mainBody.atmosphericAmbientColor);

                DrawCircle(focusCenter.x, focusCenter.y, (float)((vessel.mainBody.Radius + vessel.mainBody.maxAtmosphereAltitude) * pixelScalar), orbitPoints);
            }

            if (targetVessel != null)
            {
                GL.Color(iconColorTargetValue);
                if (!targetVessel.orbit.activePatch && targetVessel.orbit.eccentricity < 1.0 && targetVessel.orbit.referenceBody == vessel.orbit.referenceBody)
                {
                    // For some reason, activePatch is false for targetVessel.
                    // If we have a stable orbit for the target, use a fallback
                    // rendering method:
                    ReallyDrawOrbit(targetVessel.orbit, vessel.orbit.referenceBody, screenTransform, orbitPoints);
                }
                else
                {
                    DrawOrbit(targetVessel.orbit, vessel.orbit.referenceBody, screenTransform, orbitPoints);
                }
            }

            foreach (CelestialBody moon in vessel.orbit.referenceBody.orbitingBodies)
            {
                if (moon != targetBody)
                {
                    GL.Color(moon.orbitDriver.orbitColor);
                    ReallyDrawOrbit(moon.GetOrbit(), vessel.orbit.referenceBody, screenTransform, orbitPoints);
                }
            }

            if (targetBody != null)
            {
                GL.Color(iconColorTargetValue);
                ReallyDrawOrbit(targetBody.GetOrbit(), vessel.orbit.referenceBody, screenTransform, orbitPoints);
            }

            if (node != null)
            {
                GL.Color(orbitColorNextNodeValue);
                DrawOrbit(node.nextPatch, vessel.orbit.referenceBody, screenTransform, orbitPoints);
            }

            if (vessel.orbit.nextPatch != null && vessel.orbit.nextPatch.activePatch)
            {
                GL.Color(orbitColorNextNodeValue);
                DrawOrbit(vessel.orbit.nextPatch, vessel.orbit.referenceBody, screenTransform, orbitPoints);
            }

            // Draw the vessel orbit
            GL.Color(orbitColorSelfValue);
            DrawOrbit(vessel.orbit, vessel.orbit.referenceBody, screenTransform, orbitPoints);

            // Done drawing lines.
            GL.End();

            // Draw target vessel icons.
            Vector3 transformedPosition;

            foreach (CelestialBody moon in vessel.orbit.referenceBody.orbitingBodies)
            {
                if (moon != targetBody)
                {
                    transformedPosition = screenTransform.MultiplyPoint3x4(moon.getTruePositionAtUT(now) - vessel.orbit.referenceBody.getTruePositionAtUT(now));
                    DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, moon.orbitDriver.orbitColor, MapIcons.OtherIcon.PLANET);
                }
            }

            if (targetVessel != null || targetBody != null)
            {
                var orbit = (targetVessel != null) ? targetVessel.GetOrbit() : targetBody.GetOrbit();
                DrawNextPe(orbit, vessel.orbit.referenceBody, now, iconColorTargetValue, screenTransform);

                DrawNextAp(orbit, vessel.orbit.referenceBody, now, iconColorTargetValue, screenTransform);

                if (targetBody != null)
                {
                    transformedPosition = screenTransform.MultiplyPoint3x4(targetBody.getTruePositionAtUT(now) - vessel.orbit.referenceBody.getTruePositionAtUT(now));
                    DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, iconColorTargetValue, MapIcons.OtherIcon.PLANET);
                }
                else
                {
                    transformedPosition = screenTransform.MultiplyPoint3x4(orbit.SwappedRelativePositionAtUT(now));
                    DrawIcon(transformedPosition.x, transformedPosition.y, targetVessel.vesselType, iconColorTargetValue);
                }

                if (vessel.orbit.AscendingNodeExists(orbit))
                {
                    double anTime = vessel.orbit.TimeOfAscendingNode(orbit, now);
                    if (anTime < vessel.orbit.EndUT || (vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ESCAPE && vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ENCOUNTER))
                    {
                        transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(anTime));
                        DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorSelfValue, MapIcons.OtherIcon.AN);
                    }
                }
                if (vessel.orbit.DescendingNodeExists(orbit))
                {
                    double dnTime = vessel.orbit.TimeOfDescendingNode(orbit, now);
                    if (dnTime < vessel.orbit.EndUT || (vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ESCAPE && vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ENCOUNTER))
                    {
                        transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(dnTime));
                        DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorSelfValue, MapIcons.OtherIcon.DN);
                    }
                }

                double tClosestApproach;
                double dClosestApproach = JUtil.GetClosestApproach(vessel.orbit, orbit, out tClosestApproach);
                Orbit  o = GetPatchAtUT(vessel.orbit, tClosestApproach);
                if (o != null)
                {
                    Vector3d encounterPosition = o.SwappedRelativePositionAtUT(tClosestApproach) + o.referenceBody.getTruePositionAtUT(tClosestApproach) - vessel.orbit.referenceBody.getTruePositionAtUT(tClosestApproach);
                    transformedPosition = screenTransform.MultiplyPoint3x4(encounterPosition);
                    DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, iconColorClosestApproachValue, MapIcons.OtherIcon.SHIPATINTERCEPT);
                }

                // Unconditionally try to draw the closest approach point on
                // the target orbit.
                transformedPosition = screenTransform.MultiplyPoint3x4(orbit.SwappedRelativePositionAtUT(tClosestApproach));
                DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, iconColorClosestApproachValue, MapIcons.OtherIcon.TGTATINTERCEPT);
            }
            else
            {
                if (vessel.orbit.AscendingNodeEquatorialExists())
                {
                    double anTime = vessel.orbit.TimeOfAscendingNodeEquatorial(now);
                    if (anTime < vessel.orbit.EndUT || (vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ESCAPE && vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ENCOUNTER))
                    {
                        transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(anTime));
                        DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorSelfValue, MapIcons.OtherIcon.AN);
                    }
                }
                if (vessel.orbit.DescendingNodeEquatorialExists())
                {
                    double dnTime = vessel.orbit.TimeOfDescendingNodeEquatorial(now);
                    if (dnTime < vessel.orbit.EndUT || (vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ESCAPE && vessel.orbit.patchEndTransition != Orbit.PatchTransitionType.ENCOUNTER))
                    {
                        transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(dnTime));
                        DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorSelfValue, MapIcons.OtherIcon.DN);
                    }
                }
            }

            // Draw orbital features
            DrawNextPe(vessel.orbit, vessel.orbit.referenceBody, now, iconColorPEValue, screenTransform);

            DrawNextAp(vessel.orbit, vessel.orbit.referenceBody, now, iconColorAPValue, screenTransform);

            if (vessel.orbit.nextPatch != null && vessel.orbit.nextPatch.activePatch)
            {
                transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(vessel.orbit.EndUT));
                DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorSelfValue, MapIcons.OtherIcon.EXITSOI);

                Orbit nextPatch = vessel.orbit.nextPatch.nextPatch;
                if (nextPatch != null && nextPatch.activePatch)
                {
                    transformedPosition = screenTransform.MultiplyPoint3x4(nextPatch.SwappedRelativePositionAtUT(nextPatch.EndUT) + nextPatch.referenceBody.getTruePositionAtUT(nextPatch.EndUT) - vessel.orbit.referenceBody.getTruePositionAtUT(nextPatch.EndUT));
                    DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorNextNodeValue, MapIcons.OtherIcon.EXITSOI);
                }
            }

            if (node != null && node.nextPatch.activePatch)
            {
                DrawNextPe(node.nextPatch, vessel.orbit.referenceBody, now, orbitColorNextNodeValue, screenTransform);

                DrawNextAp(node.nextPatch, vessel.orbit.referenceBody, now, orbitColorNextNodeValue, screenTransform);

                transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(node.UT));
                DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, orbitColorNextNodeValue, MapIcons.OtherIcon.NODE);
            }

            // Draw ownship icon
            transformedPosition = screenTransform.MultiplyPoint3x4(vessel.orbit.SwappedRelativePositionAtUT(now));
            DrawIcon(transformedPosition.x, transformedPosition.y, vessel.vesselType, iconColorSelfValue);

            GL.PopMatrix();
            GL.Viewport(new Rect(0, 0, screen.width, screen.height));

            return(true);
        }
Пример #25
0
        public static ManeuverParameters ComputeEjectionManeuver(Vector3d exit_velocity, Orbit initial_orbit, double UT_0)
        {
            double GM  = initial_orbit.referenceBody.gravParameter;
            double C3  = exit_velocity.sqrMagnitude;
            double Mh  = initial_orbit.referenceBody.sphereOfInfluence;
            double Rpe = initial_orbit.semiMajorAxis;

            double isma = 2 / Mh - C3 / GM; //inverted Semi-major Axis, will work for parabolic orbit
            double ecc  = 1.0 - Rpe * isma;

            //double vstart = Math.Sqrt(GM * (2 / Rpe - isma)); //{ total start boost}
            //double slat = Rpe * Rpe * vstart * vstart / GM;

            //the problem here should be R for circular orbit instead of Rpe
            double slat = 2 * Rpe - isma * Rpe * Rpe; //but we don't know start point (yet) in elliptic orbit

            double theta = Math.Acos((slat / Mh - 1) / ecc);


            /*
             * //old way infinity hyperbolic:
             * //problems: it's not necessary hyperbolic (in case of low speed exit_velocity),
             * //and exit_velocity appears not infinite far from celestial body, but only sphereOfInfluence far
             * //i.e. Mh in previous statements(theta, isma) is not infinity!
             *
             * double sma = -GM / C3;
             *
             * double ecc = 1 - Rpe / sma;
             * double theta = Math.Acos(-1 / ecc);
             *
             */
            Vector3d intersect_1;
            Vector3d intersect_2;

            // intersect_1 is the optimal position on the orbit assuming the orbit is circular and the sphere of influence is infinite
            IntersectConePlane(exit_velocity, theta, initial_orbit.h, out intersect_1, out intersect_2);

            Vector3d eccvec = initial_orbit.GetEccVector();

            double true_anomaly = AngleAboutAxis(eccvec, intersect_1, initial_orbit.h);
            // GetMeanAnomalyAtTrueAnomaly expects degrees and returns radians
            double mean_anomaly = initial_orbit.GetMeanAnomalyAtTrueAnomaly(true_anomaly * UtilMath.Rad2Deg);

            double delta_mean_anomaly = MuUtils.ClampRadiansPi(mean_anomaly - initial_orbit.MeanAnomalyAtUT(UT_0));

            double UT = UT_0 + delta_mean_anomaly / initial_orbit.MeanMotion();

            Vector3d V_0 = initial_orbit.getOrbitalVelocityAtUT(UT);
            Vector3d pos = initial_orbit.getRelativePositionAtUT(UT);

            double final_vel = Math.Sqrt(C3 + 2 * GM / pos.magnitude);

            Vector3d x = pos.normalized;
            Vector3d z = Vector3d.Cross(x, exit_velocity).normalized;
            Vector3d y = Vector3d.Cross(z, x);

            theta = Math.PI / 2;
            double dtheta = 0.001;
            Orbit  sample = new Orbit();

            double theta_err = Double.MaxValue;

            for (int iteration = 0; iteration < 50; ++iteration)
            {
                Vector3d V_1 = final_vel * (Math.Cos(theta) * x + Math.Sin(theta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                theta_err = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);
                if (double.IsNaN(theta_err))
                {
                    return(null);
                }
                if (Math.Abs(theta_err) <= 0.1 * UtilMath.Deg2Rad)
                {
                    return(new ManeuverParameters((V_1 - V_0).xzy, UT));
                }

                V_1 = final_vel * (Math.Cos(theta + dtheta) * x + Math.Sin(theta + dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_2 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                V_1 = final_vel * (Math.Cos(theta - dtheta) * x + Math.Sin(theta - dtheta) * y);
                sample.UpdateFromStateVectors(pos, V_1, initial_orbit.referenceBody, UT);
                double theta_err_3 = AngleAboutAxis(exit_velocity, sample.getOrbitalVelocityAtUT(OrbitExtensions.NextTimeOfRadius(sample, UT, sample.referenceBody.sphereOfInfluence)), z);

                double derr = MuUtils.ClampRadiansPi(theta_err_2 - theta_err_3) / (2 * dtheta);

                theta = MuUtils.ClampRadiansTwoPi(theta - theta_err / derr);

                // if theta > pi, replace with 2pi - theta, the function ejection_angle=f(theta) is symmetrc wrt theta=pi
                if (theta > Math.PI)
                {
                    theta = 2 * Math.PI - theta;
                }
            }

            return(null);
        }
Пример #26
0
        public void FixedUpdate()
        {
            //Debug.Log ("LanderAttachment.FixedUpdate");

            var vessel = GetComponent <Vessel>();

            if (vessel != FlightGlobals.ActiveVessel)
            {
                Destroy(this);
                return;
            }
            if (AlreadyTeleported)
            {
                //Debug.Log ("FixedUpdate: AlreadyTeleported");
                if (vessel.LandedOrSplashed)
                {
                    Destroy(this);
                }
                else
                {
                    var accel = (vessel.srf_velocity + vessel.upAxis) * -0.5;
                    vessel.ChangeWorldVelocity(accel);
                    RateLimitedLogger.Log(_accelLogObject,
                                          $"(Happening every frame) Soft-lander changed ship velocity this frame by vector {accel.x},{accel.y},{accel.z} (mag {accel.magnitude})");
                }
            }
            else
            {
                //Debug.Log ("FixedUpdate: not AlreadyTeleported");
                var pqs = Body.pqsController;
                if (pqs == null)
                {
                    Destroy(this);
                    return;
                }
                var alt = pqs.GetSurfaceHeight(Body.GetRelSurfaceNVector(Latitude, Longitude)) - Body.Radius;
                alt = Math.Max(alt, 0); // Underwater!
                if (TimeWarp.CurrentRateIndex != 0)
                {
                    TimeWarp.SetRate(0, true);
                    Extensions.Log("Set time warp to index 0");
                }
                // HoldVesselUnpack is in display frames, not physics frames
                //Debug.Log("alt: " + alt.ToString() + "   Altitude: " + Altitude.ToString());
                //Debug.Log ("Latitude: " + Latitude.ToString () + "   Longitude: " + Longitude.ToString ());

                //var teleportPosition = Body.GetRelSurfacePosition(Latitude, Longitude, alt +Altitude);
                Vector3d teleportPosition;
                if (!teleportedToLandingAlt)
                {
                    //Debug.Log("teleportedToLandingAlt == false, intermAltitude: " + intermAltitude.ToString() + "  Altitude: " + Altitude.ToString());
                    if (intermAltitude > Altitude)
                    {
                        if (Planetarium.GetUniversalTime() - lastUpdate >= 0.5)
                        {
                            intermAltitude = intermAltitude / 10;
                            //Debug.Log("Planetarium.GetUniversalTime (): " + Planetarium.GetUniversalTime ().ToString() + "   lastUpdate: " + lastUpdate.ToString());
                            //Debug.Log("intermAltitude: " + intermAltitude.ToString());
                            teleportPosition = Body.GetRelSurfacePosition(Latitude, Longitude, alt + intermAltitude);
                            if (lastUpdate != 0)
                            {
                                intermAltitude = Altitude;
                            }
                            lastUpdate = Planetarium.GetUniversalTime();
                        }
                        else
                        {
                            //Debug.Log("teleportPositionAltitude (no time change): alt: " + alt.ToString() + "   intermAltitude: " + intermAltitude.ToString());
                            teleportPosition = Body.GetRelSurfacePosition(Latitude, Longitude, alt + intermAltitude);
                        }
                    }
                    else
                    {
                        //Debug.Log("teleportedToLandingAlt set to true");
                        teleportedToLandingAlt = true;
                        teleportPosition       = Body.GetRelSurfacePosition(Latitude, Longitude, alt + Altitude);
                    }
                }
                else
                {
                    teleportPosition = Body.GetRelSurfacePosition(Latitude, Longitude, alt + Altitude);
                }

                var teleportVelocity = Vector3d.Cross(Body.angularVelocity, teleportPosition);
                //var teleportVelocity = Vector3d.Cross(Vector3d.down, teleportPosition.normalized)*
                //                       (Math.Cos(L atitude*(Math.PI/180))*teleportPosition.magnitude*
                //                        (Math.PI*2)/(Body.rotationPeriod));

                // convert from world space to orbit space
                teleportPosition = teleportPosition.xzy;
                teleportVelocity = teleportVelocity.xzy;
                // counter for the momentary fall when on rails (about one second)
                teleportVelocity += teleportPosition.normalized * (Body.gravParameter / teleportPosition.sqrMagnitude);

                Quaternion rotation;
                if (SetRotation)
                {
                    var from = Vector3d.up;
                    var to   = teleportPosition.xzy.normalized;
                    rotation = Quaternion.FromToRotation(from, to);
                }
                else
                {
                    var oldUp = vessel.orbit.pos.xzy.normalized;
                    var newUp = teleportPosition.xzy.normalized;
                    rotation = Quaternion.FromToRotation(oldUp, newUp) * vessel.vesselTransform.rotation;
                }

                var orbit = vessel.orbitDriver.orbit.Clone();
                orbit.UpdateFromStateVectors(teleportPosition, teleportVelocity, Body, Planetarium.GetUniversalTime());
                vessel.SetOrbit(orbit);
                vessel.SetRotation(rotation);
                if (teleportedToLandingAlt)
                {
                    AlreadyTeleported = true;
                }
            }
        }
Пример #27
0
        public override List <JacobianConstraint> BuildJacobian()
        {
            var angularConstraints = new List <JacobianConstraint>();

            IShape simulationObjectA = ShapeA;
            IShape simulationObjectB = ShapeB;

            double errorReduction                = ErrorReductionParam;
            double springCoefficientHingeAxis    = SpringCoefficientHingeAxis;
            double springCoefficientRotationAxis = SpringCoefficientRotationAxis;

            #region Init Angular

            Vector3d hingeAxis    = GetHingeAxis();
            Vector3d rotationAxis = GetRotationAxis();

            double   k = hingeAxis.Dot(rotationAxis);
            Vector3d tempPerpendicular = rotationAxis - k * hingeAxis;
            Vector3d t1 = hingeAxis.Cross(tempPerpendicular).Normalize();

            double hingeAngle = GetAngle1(
                hingeAxis,
                rotationAxis,
                HingeAxis,
                simulationObjectA.RotationStatus,
                RelativeOrientation1);

            double twistAngle = GetAngle2(
                hingeAxis,
                rotationAxis,
                RotationAxis,
                simulationObjectB.RotationStatus,
                RelativeOrientation2);

            #endregion

            #region Jacobian Constraint

            double angularLimit = errorReduction * hingeAngle;

            angularConstraints.Add(JacobianCommon.GetDOF(
                                       hingeAxis,
                                       -1.0 * hingeAxis,
                                       simulationObjectA,
                                       simulationObjectB,
                                       0.0,
                                       angularLimit,
                                       springCoefficientHingeAxis,
                                       0.0,
                                       ConstraintType.Joint));

            angularLimit = errorReduction * twistAngle;

            angularConstraints.Add(JacobianCommon.GetDOF(
                                       rotationAxis,
                                       -1.0 * rotationAxis,
                                       simulationObjectA,
                                       simulationObjectB,
                                       0.0,
                                       angularLimit,
                                       springCoefficientRotationAxis,
                                       0.0,
                                       ConstraintType.Joint));

            #endregion

            return(angularConstraints);
        }
Пример #28
0
        public void Init(CatOrbiter parent, float soi)
        {
            TimingManager.FixedUpdateAdd(TimingManager.TimingStage.Earlyish, DoForces);

            orbiters.Add(this);
            rb             = gameObject.AddComponent <Rigidbody2D>();
            rb.isKinematic = true;

            if (orbiters.Count == 1)
            {
                sun = this;
                Vector3 spos = new Vector3(Screen.width * 0.5f, Screen.height * 0.5f, -1);
                transform.position = KSP.UI.UIMainCamera.Camera.ScreenToWorldPoint(spos);
                Mass  = 2E17;
                pos.x = transform.position.x;
                pos.y = transform.position.y;
            }
            else
            {
                Vector2 relativePos = Random.insideUnitCircle;
                if (relativePos.magnitude < 0.2)
                {
                    relativePos = relativePos.normalized * 0.3f;
                }
                Vector3 spos = UIMainCamera.Camera.WorldToScreenPoint(parent.transform.position) + (Vector3)(relativePos * soi);
                spos.z             = -1;
                transform.position = UIMainCamera.Camera.ScreenToWorldPoint(spos);

                pos.x = transform.position.x;
                pos.y = transform.position.y;

                //int scaleRange = 10;
                //
                //float factor = (1 + (scaleRange - 1) * Random.value);
                //
                //scale = parent.scale * factor / scaleRange;
                scale = parent.scale * 0.6f;

                transform.localScale *= scale;
                TrailRenderer trail = gameObject.GetComponent <TrailRenderer>();
                trail.colorGradient = new Gradient()
                {
                    alphaKeys = new GradientAlphaKey[3] {
                        new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 0.7f), new GradientAlphaKey(0, 1)
                    }
                };
                trail.startWidth *= scale;
                //trail.endWidth *= scale;
                trail.widthCurve = new AnimationCurve(new Keyframe(0, trail.startWidth), new Keyframe(0.7f, trail.startWidth), new Keyframe(1, trail.startWidth * 0.9f));

                //Mass = factor * 2E16;

                Mass = parent.Mass * 0.025;

                Vector2d dist        = parent.pos - pos;
                double   circularVel = Math.Sqrt(G * (Mass + parent.Mass) / dist.magnitude);
                if (parent == sun)
                {
                    circularVel *= Random.Range(0.9f, 1.1f);
                }
                CatManager.LOG.info("CatOrbiter {0} {1} {2} {3}", circularVel.ToString("F3"), Mass.ToString("F2"), orbiters[0].Mass.ToString("F2"), dist.magnitude.ToString("F2"));

                Vector3d normal = (Random.value >= 0.3) ? Vector3d.back : Vector3d.forward;

                Vector3d vel3d = Vector3d.Cross(dist, normal).normalized *circularVel;
                vel.x = parent.vel.x + vel3d.x;
                vel.y = parent.vel.y + vel3d.y;
            }

            rb.MovePosition(new Vector2((float)pos.x, (float)pos.y));
        }
        public void GetClCdCmSteady(InstantConditionSimInput input, out InstantConditionSimOutput output, bool clear, bool reset_stall = false)
        {
            output = new InstantConditionSimOutput();

            double area = 0;
            double MAC  = 0;
            double b_2  = 0;

            Vector3d forward = Vector3.forward;
            Vector3d up      = Vector3.up;
            Vector3d right   = Vector3.right;

            Vector3d    CoM       = Vector3d.zero;
            double      mass      = 0;
            List <Part> partsList = EditorLogic.SortedShipList;

            for (int i = 0; i < partsList.Count; i++)
            {
                Part p = partsList[i];

                if (FARAeroUtil.IsNonphysical(p))
                {
                    continue;
                }

                double partMass = p.mass;
                if (p.Resources.Count > 0)
                {
                    partMass += p.GetResourceMass();
                }

                //partMass += p.GetModuleMass(p.mass);
                // If you want to use GetModuleMass, you need to start from p.partInfo.mass, not p.mass
                CoM  += partMass * (Vector3d)p.transform.TransformPoint(p.CoMOffset);
                mass += partMass;
            }
            CoM /= mass;

            if (EditorDriver.editorFacility == EditorFacility.VAB)
            {
                forward = Vector3.up;
                up      = -Vector3.forward;
            }

            double sinAlpha = Math.Sin(input.alpha * Math.PI / 180);
            double cosAlpha = Math.Sqrt(Math.Max(1 - sinAlpha * sinAlpha, 0));

            double sinBeta = Math.Sin(input.beta * Math.PI / 180);
            double cosBeta = Math.Sqrt(Math.Max(1 - sinBeta * sinBeta, 0));

            double sinPhi = Math.Sin(input.phi * Math.PI / 180);
            double cosPhi = Math.Sqrt(Math.Max(1 - sinPhi * sinPhi, 0));

            double alphaDot = input.alphaDot * Math.PI / 180;
            double betaDot  = input.betaDot * Math.PI / 180;
            double phiDot   = input.phiDot * Math.PI / 180;

            Vector3d AngVel = (phiDot - sinAlpha * betaDot) * forward;

            AngVel += (cosPhi * alphaDot + cosAlpha * sinPhi * betaDot) * right;
            AngVel += (sinPhi * alphaDot - cosAlpha * cosPhi * betaDot) * up;

            Vector3d velocity = forward * cosAlpha * cosBeta;

            velocity += right * (sinPhi * cosAlpha * cosBeta + cosPhi * sinBeta);
            velocity += -up * cosPhi * (sinAlpha * cosBeta + sinBeta);

            velocity.Normalize();

            //this is negative wrt the ground
            Vector3d liftVector = -forward * sinAlpha + right * sinPhi * cosAlpha - up * cosPhi * cosAlpha;

            Vector3d sideways = Vector3.Cross(velocity, liftVector).normalized;


            for (int i = 0; i < _wingAerodynamicModel.Count; i++)
            {
                FARWingAerodynamicModel w = _wingAerodynamicModel[i];
                if (!(w && w.part))
                {
                    continue;
                }

                w.ComputeForceEditor(velocity.normalized, input.machNumber, 2);

                if (clear)
                {
                    w.EditorClClear(reset_stall);
                }

                Vector3d relPos = w.GetAerodynamicCenter() - CoM;

                Vector3d vel = velocity + Vector3d.Cross(AngVel, relPos);

                if (w is FARControllableSurface)
                {
                    (w as FARControllableSurface).SetControlStateEditor(CoM, vel, (float)input.pitchValue, 0, 0, input.flaps, input.spoilers);
                }
                else if (w.isShielded)
                {
                    continue;
                }


                //w.ComputeForceEditor(velocity, input.machNumber);     //do this just to get the AC right

                Vector3d force = w.ComputeForceEditor(vel.normalized, input.machNumber, 2) * 1000;

                output.Cl += -Vector3d.Dot(force, liftVector);
                output.Cy += Vector3d.Dot(force, sideways);
                output.Cd += -Vector3d.Dot(force, velocity);

                Vector3d moment = -Vector3d.Cross(relPos, force);

                output.Cm     += Vector3d.Dot(moment, sideways);
                output.Cn     += Vector3d.Dot(moment, liftVector);
                output.C_roll += Vector3d.Dot(moment, velocity);

                //w.ComputeClCdEditor(vel.normalized, input.machNumber);

                /*double tmpCl = w.GetCl() * w.S;
                 * output.Cl += tmpCl * -Vector3d.Dot(w.GetLiftDirection(), liftVector);
                 * output.Cy += tmpCl * -Vector3d.Dot(w.GetLiftDirection(), sideways);
                 * double tmpCd = w.GetCd() * w.S;
                 * output.Cd += tmpCd;
                 * output.Cm += tmpCl * Vector3d.Dot((relPos), velocity) * -Vector3d.Dot(w.GetLiftDirection(), liftVector) + tmpCd * -Vector3d.Dot((relPos), liftVector);
                 * output.Cn += tmpCd * Vector3d.Dot((relPos), sideways) + tmpCl * Vector3d.Dot((relPos), velocity) * -Vector3d.Dot(w.GetLiftDirection(), sideways);
                 * output.C_roll += tmpCl * Vector3d.Dot((relPos), sideways) * -Vector3d.Dot(w.GetLiftDirection(), liftVector);*/
                area += w.S;
                MAC  += w.GetMAC() * w.S;
                b_2  += w.Getb_2() * w.S;
            }
            FARCenterQuery center = new FARCenterQuery();

            for (int i = 0; i < _currentAeroSections.Count; i++)
            {
                _currentAeroSections[i].PredictionCalculateAeroForces(2, (float)input.machNumber, 10000, 0.005f, velocity.normalized, center);
            }

            Vector3d centerForce = center.force * 1000;

            output.Cl += -Vector3d.Dot(centerForce, liftVector);
            output.Cy += Vector3d.Dot(centerForce, sideways);
            output.Cd += -Vector3d.Dot(centerForce, velocity);

            Vector3d centerMoment = -center.TorqueAt(CoM) * 1000;

            output.Cm     += Vector3d.Dot(centerMoment, sideways);
            output.Cn     += Vector3d.Dot(centerMoment, liftVector);
            output.C_roll += Vector3d.Dot(centerMoment, velocity);


            /*for (int i = 0; i < FARAeroUtil.CurEditorParts.Count; i++)
             * {
             *  Part p = FARAeroUtil.CurEditorParts[i];
             *  if (FARAeroUtil.IsNonphysical(p))
             *      continue;
             *
             *  Vector3 part_pos = p.transform.TransformPoint(p.CoMOffset) - CoM;
             *  double partMass = p.mass;
             *  if (p.Resources.Count > 0)
             *      partMass += p.GetResourceMass();
             *
             *  double stock_drag = partMass * p.maximum_drag * FlightGlobals.DragMultiplier * 1000;
             *  output.Cd += stock_drag;
             *  output.Cm += stock_drag * -Vector3d.Dot(part_pos, liftVector);
             *  output.Cn += stock_drag * Vector3d.Dot(part_pos, sideways);
             * }*/

            if (area == 0)
            {
                area = _maxCrossSectionFromBody;
                b_2  = 1;
                MAC  = _bodyLength;
            }

            double recipArea = 1 / area;

            MAC           *= recipArea;
            b_2           *= recipArea;
            output.Cl     *= recipArea;
            output.Cd     *= recipArea;
            output.Cm     *= recipArea / MAC;
            output.Cy     *= recipArea;
            output.Cn     *= recipArea / b_2;
            output.C_roll *= recipArea / b_2;
        }
Пример #30
0
        /// <summary>
        /// Builds the slider joint.
        /// </summary>
        /// <returns>The slider joint.</returns>
        /// <param name="simulationObjs">Simulation objects.</param>
        public override List <JacobianConstraint> BuildJacobian()
        {
            var sliderConstraints = new List <JacobianConstraint> ();

            IShape simulationObjectA = ShapeA;
            IShape simulationObjectB = ShapeB;

            #region Init Linear

            Vector3d sliderAxis = GetSliderAxis();

            Vector3d t1 = GeometryUtils.GetPerpendicularVector(sliderAxis).Normalize();
            Vector3d t2 = sliderAxis.Cross(t1).Normalize();

            Vector3d r1 = simulationObjectA.RotationMatrix *
                          StartErrorAxis1;

            Vector3d r2 = simulationObjectB.RotationMatrix *
                          StartErrorAxis2;

            Vector3d p1 = simulationObjectA.Position + r1;
            Vector3d p2 = simulationObjectB.Position + r2;

            Vector3d linearError = p2 - p1;

            #endregion

            #region Init Angular

            Vector3d angularError = JacobianCommon.GetFixedAngularError(
                simulationObjectA,
                simulationObjectB,
                RelativeOrientation);

            #endregion

            #region Jacobian Constraint

            double errorReduction    = ErrorReductionParam;
            double springCoefficient = SpringCoefficient;

            #region Base Constraints

            ConstraintType constraintType = ConstraintType.Joint;

            if (SpringCoefficient > 0)
            {
                constraintType = ConstraintType.SoftJoint;
            }

            double constraintLimit = errorReduction * 2.0 * angularError.x;

            //DOF 1

            sliderConstraints.Add(JacobianCommon.GetDOF(
                                      xVecNeg,
                                      xVec,
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            //DOF 2

            constraintLimit = errorReduction * 2.0 * angularError.y;

            sliderConstraints.Add(JacobianCommon.GetDOF(
                                      yVecNeg,
                                      yVec,
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            //DOF 3

            constraintLimit = errorReduction * 2.0 * angularError.z;

            sliderConstraints.Add(JacobianCommon.GetDOF(
                                      zVecNeg,
                                      zVec,
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            //DOF 4

            constraintLimit = errorReduction * t1.Dot(linearError);

            sliderConstraints.Add(JacobianCommon.GetDOF(
                                      t1,
                                      -1.0 * t1,
                                      r1.Cross(t1),
                                      -1.0 * r2.Cross(t1),
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            //DOF 5

            constraintLimit = errorReduction * t2.Dot(linearError);

            sliderConstraints.Add(JacobianCommon.GetDOF(
                                      t2,
                                      -1.0 * t2,
                                      r1.Cross(t2),
                                      -1.0 * r2.Cross(t2),
                                      simulationObjectA,
                                      simulationObjectB,
                                      0.0,
                                      constraintLimit,
                                      springCoefficient,
                                      0.0,
                                      constraintType));

            #endregion

            #region Limit Constraints

            // Limit extraction
            if (LinearLimitMin.HasValue &&
                LinearLimitMax.HasValue)
            {
                sliderConstraints.Add(
                    JacobianCommon.GetLinearLimit(
                        simulationObjectA,
                        simulationObjectB,
                        sliderAxis,
                        r1,
                        r2,
                        errorReduction,
                        0.0,
                        LinearLimitMin.Value,
                        LinearLimitMax.Value));
            }

            #endregion

            #region Motor Constraint

            if (ForceLimit.HasValue &&
                SpeedValue.HasValue)
            {
                sliderConstraints.Add(JacobianCommon.GetDOF(
                                          sliderAxis,
                                          -1.0 * sliderAxis,
                                          new Vector3d(),
                                          new Vector3d(),
                                          simulationObjectA,
                                          simulationObjectB,
                                          SpeedValue.Value,
                                          0.0,
                                          0.0,
                                          ForceLimit.Value,
                                          ConstraintType.JointMotor));
            }

            #endregion

            #endregion

            return(sliderConstraints);
        }