Пример #1
0
        // Analysis disable once UnusedParameter
        public bool RenderOrbit(RenderTexture screen, float cameraAspect)
        {
            if (!startupComplete || HighLogic.LoadedSceneIsEditor)
            {
                return(false);
            }
            // 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 && targetVessel.mainBody != vessel.mainBody)
            {
                // We only care about tgtVessel if it is in the same SoI.
                targetVessel = null;
            }
            if (targetVessel != null && !targetVessel.LandedOrSplashed)
            {
                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);
                }
            }

            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 && !targetVessel.LandedOrSplashed)
            {
                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.  Reset color to white, so we don't mess up anyone else.
            GL.Color(Color.white);
            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();

                double tClosestApproach, dClosestApproach;

                if (targetVessel != null && targetVessel.LandedOrSplashed)
                {
                    orbit = JUtil.ClosestApproachSrfOrbit(vessel.orbit, targetVessel, out tClosestApproach, out dClosestApproach);
                }
                else
                {
                    dClosestApproach = JUtil.GetClosestApproach(vessel.orbit, orbit, out tClosestApproach);

                    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);
                    }
                }

                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);
        }