示例#1
0
 // Get zenith angle of sun
 public static float ZenithAngle(Vessel vessel, CelestialBody body)
 {
     // Oh I'm so clever. no need for EoT madness
     return(Mathf.Deg2Rad * (float)Vector3d.Angle(body.position - vessel.GetWorldPos3D(), vessel.GetWorldPos3D() - FlightGlobals.Bodies[0].position));
 }
示例#2
0
        /// <summary>
        /// Automatically guides the ship to face a desired orientation
        /// </summary>
        /// <param name="target">The desired orientation</param>
        /// <param name="c">The FlightCtrlState for the current vessel.</param>
        /// <param name="fc">The flight computer carrying out the slew</param>
        public static void SteerShipToward(Quaternion target, FlightCtrlState c, RemoteTech.FlightComputer fc)
        {
            // Add support for roll-less targets later -- Starstrider42
            var fixedRoll       = true;
            var vessel          = fc.Vessel;
            var momentOfInertia = GetTrueMoI(vessel);
            var vesselReference = vessel.GetTransform();

            //---------------------------------------
            // Copied almost verbatim from MechJeb master on June 27, 2014 -- Starstrider42

            Quaternion delta = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vesselReference.rotation) * target);

            Vector3d torque  = GetTorque(vessel, c.mainThrottle);
            Vector3d inertia = GetEffectiveInertia(vessel, torque);

            //err.Scale(SwapYZ(Vector3d.Scale(MoI, Inverse(torque))));
            Vector3d normFactor = SwapYZ(Vector3d.Scale(momentOfInertia, Inverse(torque)));

            // Find out the real shorter way to turn were we want to.
            // Thanks to HoneyFox

            Vector3d tgtLocalUp = vesselReference.transform.rotation.Inverse() * target * Vector3d.forward;
            Vector3d curLocalUp = Vector3d.up;

            double turnAngle    = Math.Abs(Vector3d.Angle(curLocalUp, tgtLocalUp));
            var    rotDirection = new Vector2d(tgtLocalUp.x, tgtLocalUp.z);

            rotDirection = rotDirection.normalized * turnAngle / 180.0f;

            var err = new Vector3d(
                -rotDirection.y * Math.PI,
                rotDirection.x * Math.PI,
                fixedRoll ?
                ((delta.eulerAngles.z > 180) ?
                 (delta.eulerAngles.z - 360.0F) :
                 delta.eulerAngles.z) * Math.PI / 180.0F
                    : 0F
                );

            err += SwapYZ(inertia) / 2;
            err  = new Vector3d(Math.Max(-Math.PI, Math.Min(Math.PI, err.x)),
                                Math.Max(-Math.PI, Math.Min(Math.PI, err.y)),
                                Math.Max(-Math.PI, Math.Min(Math.PI, err.z)));
            err.Scale(normFactor);

            // angular velocity:
            Vector3d omega = SwapYZ(vessel.angularVelocity);

            omega.Scale(normFactor);

            Vector3d pidAction = fc.pid.Compute(err, omega);

            // low pass filter, wf = 1/Tf:
            Vector3d act = fc.lastAct + (pidAction - fc.lastAct) * (1 / ((fc.Tf / TimeWarp.fixedDeltaTime) + 1));

            fc.lastAct = act;

            // end MechJeb import
            //---------------------------------------

            float precision  = Mathf.Clamp((float)(torque.x * 20f / momentOfInertia.magnitude), 0.5f, 10f);
            float driveLimit = Mathf.Clamp01((float)(err.magnitude * 380.0f / precision));

            act.x = Mathf.Clamp((float)act.x, -driveLimit, driveLimit);
            act.y = Mathf.Clamp((float)act.y, -driveLimit, driveLimit);
            act.z = Mathf.Clamp((float)act.z, -driveLimit, driveLimit);

            c.roll  = Mathf.Clamp((float)(c.roll + act.z), -driveLimit, driveLimit);
            c.pitch = Mathf.Clamp((float)(c.pitch + act.x), -driveLimit, driveLimit);
            c.yaw   = Mathf.Clamp((float)(c.yaw + act.y), -driveLimit, driveLimit);
        }
示例#3
0
        bool CheckPreconditions(Orbit o, double UT)
        {
            errorMessage = "";
            bool error = false;

            string burnAltitude = MuUtils.ToSI(o.Radius(UT) - o.referenceBody.Radius) + "m";

            switch (operation)
            {
            case Operation.CIRCULARIZE:
                break;

            case Operation.ELLIPTICIZE:
                if (o.referenceBody.Radius + newPeA > o.Radius(UT))
                {
                    error        = true;
                    errorMessage = "new periapsis cannot be higher than the altitude of the burn (" + burnAltitude + ")";
                }
                else if (o.referenceBody.Radius + newApA < o.Radius(UT))
                {
                    error        = true;
                    errorMessage = "new apoapsis cannot be lower than the altitude of the burn (" + burnAltitude + ")";
                }
                else if (newPeA < -o.referenceBody.Radius)
                {
                    error        = true;
                    errorMessage = "new periapsis cannot be lower than minus the radius of " + o.referenceBody.theName + "(-" + MuUtils.ToSI(o.referenceBody.Radius, 3) + "m)";
                }
                break;

            case Operation.PERIAPSIS:
                if (o.referenceBody.Radius + newPeA > o.Radius(UT))
                {
                    error        = true;
                    errorMessage = "new periapsis cannot be higher than the altitude of the burn (" + burnAltitude + ")";
                }
                else if (newPeA < -o.referenceBody.Radius)
                {
                    error        = true;
                    errorMessage = "new periapsis cannot be lower than minus the radius of " + o.referenceBody.theName + "(-" + MuUtils.ToSI(o.referenceBody.Radius, 3) + "m)";
                }
                break;

            case Operation.APOAPSIS:
                if (o.referenceBody.Radius + newApA < o.Radius(UT))
                {
                    error        = true;
                    errorMessage = "new apoapsis cannot be lower than the altitude of the burn (" + burnAltitude + ")";
                }
                break;

            case Operation.INCLINATION:
                break;

            case Operation.PLANE:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target to match planes with.";
                }
                else if (o.referenceBody != core.target.Orbit.referenceBody)
                {
                    error        = true;
                    errorMessage = "can only match planes with an object in the same sphere of influence.";
                }
                else if (timeReference == TimeReference.REL_ASCENDING)
                {
                    if (!o.AscendingNodeExists(core.target.Orbit))
                    {
                        error        = true;
                        errorMessage = "ascending node with target doesn't exist.";
                    }
                }
                else
                {
                    if (!o.DescendingNodeExists(core.target.Orbit))
                    {
                        error        = true;
                        errorMessage = "descending node with target doesn't exist.";
                    }
                }
                break;

            case Operation.TRANSFER:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target for the Hohmann transfer.";
                }
                else if (o.referenceBody != core.target.Orbit.referenceBody)
                {
                    error        = true;
                    errorMessage = "target for Hohmann transfer must be in the same sphere of influence.";
                }
                else if (o.eccentricity > 1)
                {
                    error        = true;
                    errorMessage = "starting orbit for Hohmann transfer must not be hyperbolic.";
                }
                else if (core.target.Orbit.eccentricity > 1)
                {
                    error        = true;
                    errorMessage = "target orbit for Hohmann transfer must not be hyperbolic.";
                }
                else if (o.RelativeInclination(core.target.Orbit) > 30 && o.RelativeInclination(core.target.Orbit) < 150)
                {
                    errorMessage = "Warning: target's orbital plane is at a " + o.RelativeInclination(core.target.Orbit).ToString("F0") + "º angle to starting orbit's plane (recommend at most 30º). Planned transfer may not intercept target properly.";
                }
                else if (o.eccentricity > 0.2)
                {
                    errorMessage = "Warning: Recommend starting Hohmann transfers from a near-circular orbit (eccentricity < 0.2). Planned transfer is starting from an orbit with eccentricity " + o.eccentricity.ToString("F2") + " and so may not intercept target properly.";
                }
                break;

            case Operation.COURSE_CORRECTION:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target for the course correction.";
                }
                else if (o.referenceBody != core.target.Orbit.referenceBody)
                {
                    error        = true;
                    errorMessage = "target for course correction must be in the same sphere of influence";
                }
                else if (o.NextClosestApproachTime(core.target.Orbit, UT) < UT + 1 ||
                         o.NextClosestApproachDistance(core.target.Orbit, UT) > core.target.Orbit.semiMajorAxis * 0.2)
                {
                    errorMessage = "Warning: orbit before course correction doesn't seem to approach target very closely. Planned course correction may be extreme. Recommend plotting an approximate intercept orbit and then plotting a course correction.";
                }
                break;

            case Operation.INTERPLANETARY_TRANSFER:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target for the interplanetary transfer.";
                }
                else if (o.referenceBody.referenceBody == null)
                {
                    error        = true;
                    errorMessage = "doesn't make sense to plot an interplanetary transfer from an orbit around " + o.referenceBody.theName + ".";
                }
                else if (o.referenceBody.referenceBody != core.target.Orbit.referenceBody)
                {
                    error = true;
                    if (o.referenceBody == core.target.Orbit.referenceBody)
                    {
                        errorMessage = "use regular Hohmann transfer function to intercept another body orbiting " + o.referenceBody.theName + ".";
                    }
                    else
                    {
                        errorMessage = "an interplanetary transfer from within " + o.referenceBody.theName + "'s sphere of influence must target a body that orbits " + o.referenceBody.theName + "'s parent, " + o.referenceBody.referenceBody.theName + ".";
                    }
                }
                else if (o.referenceBody.orbit.RelativeInclination(core.target.Orbit) > 30)
                {
                    errorMessage = "Warning: target's orbital plane is at a " + o.RelativeInclination(core.target.Orbit).ToString("F0") + "º angle to " + o.referenceBody.theName + "'s orbital plane (recommend at most 30º). Planned interplanetary transfer may not intercept target properly.";
                }
                else
                {
                    double relativeInclination = Vector3d.Angle(o.SwappedOrbitNormal(), o.referenceBody.orbit.SwappedOrbitNormal());
                    if (relativeInclination > 10)
                    {
                        errorMessage = "Warning: Recommend starting interplanetary transfers from " + o.referenceBody.theName + " from an orbit in the same plane as " + o.referenceBody.theName + "'s orbit around " + o.referenceBody.referenceBody.theName + ". Starting orbit around " + o.referenceBody.theName + " is inclined " + relativeInclination.ToString("F1") + "º with respect to " + o.referenceBody.theName + "'s orbit around " + o.referenceBody.referenceBody.theName + " (recommend < 10º). Planned transfer may not intercept target properly.";
                    }
                    else if (o.eccentricity > 0.2)
                    {
                        errorMessage = "Warning: Recommend starting interplanetary transfers from a near-circular orbit (eccentricity < 0.2). Planned transfer is starting from an orbit with eccentricity " + o.eccentricity.ToString("F2") + " and so may not intercept target properly.";
                    }
                }
                break;

            case Operation.MOON_RETURN:
                if (o.referenceBody.referenceBody == null)
                {
                    error        = true;
                    errorMessage = o.referenceBody.theName + " is not orbiting another body you could return to.";
                }
                else if (o.eccentricity > 0.2)
                {
                    errorMessage = "Warning: Recommend starting moon returns from a near-circular orbit (eccentricity < 0.2). Planned return is starting from an orbit with eccentricity " + o.eccentricity.ToString("F2") + " and so may not be accurate.";
                }
                break;

            case Operation.LAMBERT:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target to intercept.";
                }
                else if (o.referenceBody != core.target.Orbit.referenceBody)
                {
                    error        = true;
                    errorMessage = "target must be in the same sphere of influence.";
                }
                break;

            case Operation.KILL_RELVEL:
                if (!core.target.NormalTargetExists)
                {
                    error        = true;
                    errorMessage = "must select a target to match velocities with.";
                }
                else if (o.referenceBody != core.target.Orbit.referenceBody)
                {
                    error        = true;
                    errorMessage = "target must be in the same sphere of influence.";
                }
                break;
            }

            if (error)
            {
                errorMessage = "Couldn't plot maneuver: " + errorMessage;
            }

            return(!error);
        }
示例#4
0
 private double NormaliseAngle(Vector3d vector1, Vector3d vector2)
 {
     vector1 = Vector3d.Project(new Vector3d(vector1.x, 0, vector1.z), vector1);
     vector2 = Vector3d.Project(new Vector3d(vector2.x, 0, vector2.z), vector2);
     return(Vector3d.Angle(vector1, vector2));
 }
示例#5
0
            public override AutopilotStep Drive(FlightCtrlState s)
            {
                if (vessel.LandedOrSplashed)
                {
                    core.landing.StopLanding();
                    return(null);
                }

                // TODO perhaps we should pop the parachutes at this point, or at least consider it depending on the altitude.

                double minalt = Math.Min(vesselState.altitudeBottom, Math.Min(vesselState.altitudeASL, vesselState.altitudeTrue));

                if (vesselState.limitedMaxThrustAccel < vesselState.gravityForce.magnitude)
                {
                    // if we have TWR < 1, just try as hard as we can to decelerate:
                    // (we need this special case because otherwise the calculations spit out NaN's)
                    core.thrust.tmode         = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                    core.thrust.trans_kill_h  = true;
                    core.thrust.trans_spd_act = 0;
                }
                else if (minalt > 200)
                {
                    if ((vesselState.surfaceVelocity.magnitude > 5) && (Vector3d.Angle(vesselState.surfaceVelocity, vesselState.up) < 80))
                    {
                        // if we have positive vertical velocity, point up and don't thrust:
                        core.attitude.attitudeTo(Vector3d.up, AttitudeReference.SURFACE_NORTH, null);
                        core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                        core.thrust.trans_spd_act = 0;
                    }
                    else if ((vesselState.surfaceVelocity.magnitude > 5) && (Vector3d.Angle(vesselState.forward, -vesselState.surfaceVelocity) > 45))
                    {
                        // if we're not facing approximately retrograde, turn to point retrograde and don't thrust:
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                        core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                        core.thrust.trans_spd_act = 0;
                    }
                    else
                    {
                        //if we're above 200m, point retrograde and control surface velocity:
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);

                        core.thrust.tmode = MechJebModuleThrustController.TMode.KEEP_SURFACE;

                        //core.thrust.trans_spd_act = (float)Math.Sqrt((vesselState.maxThrustAccel - vesselState.gravityForce.magnitude) * 2 * minalt) * 0.90F;
                        Vector3d            estimatedLandingPosition = vesselState.CoM + vesselState.surfaceVelocity.sqrMagnitude / (2 * vesselState.limitedMaxThrustAccel) * vesselState.surfaceVelocity.normalized;
                        double              terrainRadius            = mainBody.Radius + mainBody.TerrainAltitude(estimatedLandingPosition);
                        IDescentSpeedPolicy aggressivePolicy         = new GravityTurnDescentSpeedPolicy(terrainRadius, mainBody.GeeASL * 9.81, vesselState.limitedMaxThrustAccel);
                        core.thrust.trans_spd_act = (float)(aggressivePolicy.MaxAllowedSpeed(vesselState.CoM - mainBody.position, vesselState.surfaceVelocity));
                    }
                }
                else
                {
                    // last 200 meters:
                    core.thrust.trans_spd_act = -Mathf.Lerp(0, (float)Math.Sqrt((vesselState.limitedMaxThrustAccel - vesselState.localg) * 2 * 200) * 0.90F, (float)minalt / 200);

                    // take into account desired landing speed:
                    core.thrust.trans_spd_act = (float)Math.Min(-core.landing.touchdownSpeed, core.thrust.trans_spd_act);

//                    core.thrust.tmode = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
//                    core.thrust.trans_kill_h = true;

//                    if (Math.Abs(Vector3d.Angle(-vessel.surfaceVelocity, vesselState.up)) < 10)
                    if (vesselState.speedSurfaceHorizontal < 5)
                    {
                        // if we're falling more or less straight down, control vertical speed and
                        // kill horizontal velocity
                        core.thrust.tmode        = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                        core.thrust.trans_kill_h = true;
                    }
                    else
                    {
                        // if we're falling at a significant angle from vertical, our vertical speed might be
                        // quite small but we might still need to decelerate. Control the total speed instead
                        // by thrusting directly retrograde
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                        core.thrust.tmode          = MechJebModuleThrustController.TMode.KEEP_SURFACE;
                        core.thrust.trans_spd_act *= -1;
                    }
                }

                status = "Final descent: " + vesselState.altitudeBottom.ToString("F0") + "m above terrain";

                // ComputeCourseCorrection doesn't work close to the ground

                /* if (core.landing.landAtTarget)
                 * {
                 *  core.rcs.enabled = true;
                 *  Vector3d deltaV = core.landing.ComputeCourseCorrection(false);
                 *  core.rcs.SetWorldVelocityError(deltaV);
                 *
                 *  status += "\nDV: " + deltaV.magnitude.ToString("F3") + " m/s";
                 * } */

                return(this);
            }
        // provides AoA limiting and roll control
        // provides no ground tracking and should only be called by autopilots like PVG that deeply know what they're doing with yaw control
        // (possibly should be moved into the attitude controller, but right now it collaborates too heavily with the ascent autopilot)
        //
        protected void attitudeTo(double desiredPitch, double desiredHeading)
        {
            /*
             * Vector6 rcs = vesselState.rcsThrustAvailable;
             *
             * // FIXME?  should this be up/down and not forward/back?  seems wrong?  why was i using down before for the ullage direction?
             * bool has_rcs = vessel.hasEnabledRCSModules() && vessel.ActionGroups[KSPActionGroup.RCS] && ( rcs.left > 0.01 ) && ( rcs.right > 0.01 ) && ( rcs.forward > 0.01 ) && ( rcs.back > 0.01 );
             *
             * if ( (vesselState.thrustCurrent / vesselState.thrustAvailable < 0.50) && !has_rcs )
             * {
             *  // if engines are spooled up at less than 50% and we have no RCS in the stage, do not issue any guidance commands yet
             *  return;
             * }
             */

            Vector3d desiredHeadingVector = Math.Sin(desiredHeading * UtilMath.Deg2Rad) * vesselState.east + Math.Cos(desiredHeading * UtilMath.Deg2Rad) * vesselState.north;

            Vector3d desiredThrustVector = Math.Cos(desiredPitch * UtilMath.Deg2Rad) * desiredHeadingVector
                                           + Math.Sin(desiredPitch * UtilMath.Deg2Rad) * vesselState.up;

            desiredThrustVector = desiredThrustVector.normalized;

            thrustVectorForNavball = desiredThrustVector;

            /* old style AoA limiter */
            if (autopilot.limitAoA && !autopilot.limitQaEnabled)
            {
                float fade = vesselState.dynamicPressure < autopilot.aoALimitFadeoutPressure ? (float)(autopilot.aoALimitFadeoutPressure / vesselState.dynamicPressure) : 1;
                autopilot.currentMaxAoA = Math.Min(fade * autopilot.maxAoA, 180d);
                autopilot.limitingAoA   = vessel.altitude <mainBody.atmosphereDepth && Vector3.Angle(vesselState.surfaceVelocity, desiredThrustVector)> autopilot.currentMaxAoA;

                if (autopilot.limitingAoA)
                {
                    desiredThrustVector = Vector3.RotateTowards(vesselState.surfaceVelocity, desiredThrustVector, (float)(autopilot.currentMaxAoA * Mathf.Deg2Rad), 1).normalized;
                }
            }

            /* AoA limiter for PVG */
            if (autopilot.limitQaEnabled)
            {
                double lim = MuUtils.Clamp(autopilot.limitQa, 100, 10000);
                autopilot.limitingAoA = vesselState.dynamicPressure * Vector3.Angle(vesselState.surfaceVelocity, desiredThrustVector) * UtilMath.Deg2Rad > lim;
                if (autopilot.limitingAoA)
                {
                    autopilot.currentMaxAoA = lim / vesselState.dynamicPressure * UtilMath.Rad2Deg;
                    desiredThrustVector     = Vector3.RotateTowards(vesselState.surfaceVelocity, desiredThrustVector, (float)(autopilot.currentMaxAoA * UtilMath.Deg2Rad), 1).normalized;
                }
            }

            double pitch = 90 - Vector3d.Angle(desiredThrustVector, vesselState.up);

            double hdg;

            if (pitch > 89.9)
            {
                hdg = desiredHeading;
            }
            else
            {
                hdg = MuUtils.ClampDegrees360(UtilMath.Rad2Deg * Math.Atan2(Vector3d.Dot(desiredThrustVector, vesselState.east), Vector3d.Dot(desiredThrustVector, vesselState.north)));
            }

            if (autopilot.forceRoll)
            {
                core.attitude.AxisControl(!vessel.Landed, !vessel.Landed, !vessel.Landed && (vesselState.altitudeBottom > 50));
                if (desiredPitch == 90.0)
                {
                    core.attitude.attitudeTo(hdg, pitch, autopilot.verticalRoll, this, !vessel.Landed, !vessel.Landed, !vessel.Landed && (vesselState.altitudeBottom > 50));
                }
                else
                {
                    core.attitude.attitudeTo(hdg, pitch, autopilot.turnRoll, this, !vessel.Landed, !vessel.Landed, !vessel.Landed && (vesselState.altitudeBottom > 50));
                }
            }
            else
            {
                core.attitude.attitudeTo(desiredThrustVector, AttitudeReference.INERTIAL, this);
            }
        }
示例#7
0
        void CalculateSlope(double[] normalMapValues, PQS pqs, int?firstY, int?lastY, ref Texture2D normalMap, ref Texture2D slopeMap)
        {
            double dS = pqs.radius * 2 * Math.PI / width;

            for (int y = 0; y < tile; y++)
            {
                for (var x = 0; x < tile; x++)
                {
                    // force slope = 0 at the poles
                    if (y == firstY || y == lastY)
                    {
                        if (exportNormalMap || exportSatelliteMap)
                        {
                            if (y == firstY)
                            {
                                normalMap.SetPixel(x, y, new Color(1, 0, 0, 1));
                            }

                            if (y == lastY)
                            {
                                normalMap.SetPixel(x, y, new Color(0, 1, 0, 1));
                            }
                        }

                        if (exportSlopeMap)
                        {
                            slopeMap.SetPixel(x, y, slopeMin);
                        }
                    }
                    // otherwise calculate it from the terrain
                    else
                    {
                        int xN = x - 1;
                        int xP = x + 1;

                        int yN = y - 1;
                        int yP = y + 1;

                        // shift all by one since `normalMapValues` has an extra frame of 1 pixel
                        double dX = normalMapValues[((y + 1) * (tile + 2)) + (xP + 1)] - normalMapValues[((y + 1) * (tile + 2)) + (xN + 1)];
                        double dY = normalMapValues[((yP + 1) * (tile + 2)) + (x + 1)] - normalMapValues[((yN + 1) * (tile + 2)) + (x + 1)];

                        if (exportNormalMap || exportSatelliteMap)
                        {
                            double slopeX = (1 + dX / Math.Pow(dX * dX + dS * dS, 0.5) * normalStrength) / 2;
                            double slopeY = (1 - dY / Math.Pow(dY * dY + dS * dS, 0.5) * normalStrength) / 2;

                            normalMap.SetPixel(x, y, new Color((float)slopeY, (float)slopeY, (float)slopeY, (float)slopeX));
                        }

                        if (exportSlopeMap)
                        {
                            Vector3d vX = new Vector3d(dS, 0, dX);
                            Vector3d vY = new Vector3d(0, dS, dY);

                            Vector3d n = Vector3d.Cross(vX, vY);

                            double slope = Vector3d.Angle(new Vector3d(0, 0, 1), n) / 90d;

                            if (slope > 1)
                            {
                                slope = 2 - slope;
                            }

                            slopeMap.SetPixel(x, y, Color.Lerp(slopeMin, slopeMax, (float)slope));
                        }
                    }
                }
            }
        }
        //Computes the time and delta-V of an ejection burn to a Hohmann transfer from one planet to another.
        //It's assumed that the initial orbit around the first planet is circular, and that this orbit
        //is in the same plane as the orbit of the first planet around the sun. It's also assumed that
        //the target planet has a fairly low relative inclination with respect to the first planet. If the
        //inclination change is nonzero you should also do a mid-course correction burn, as computed by
        //DeltaVForCourseCorrection.
        public static Vector3d DeltaVAndTimeForInterplanetaryTransferEjection(Orbit o, double UT, Orbit target, bool syncPhaseAngle, out double burnUT)
        {
            Orbit planetOrbit = o.referenceBody.orbit;

            //Compute the time and dV for a Hohmann transfer where we pretend that we are the planet we are orbiting.
            //This gives us the "ideal" deltaV and UT of the ejection burn, if we didn't have to worry about waiting for the right
            //ejection angle and if we didn't have to worry about the planet's gravity dragging us back and increasing the required dV.
            double   idealBurnUT;
            Vector3d idealDeltaV;

            if (syncPhaseAngle)
            {
                //time the ejection burn to intercept the target
                idealDeltaV = DeltaVAndTimeForHohmannTransfer(planetOrbit, target, UT, out idealBurnUT);
            }
            else
            {
                //don't time the ejection burn to intercept the target; we just care about the final peri/apoapsis
                idealBurnUT = UT;
                if (target.semiMajorAxis < planetOrbit.semiMajorAxis)
                {
                    idealDeltaV = DeltaVToChangePeriapsis(planetOrbit, idealBurnUT, target.semiMajorAxis);
                }
                else
                {
                    idealDeltaV = DeltaVToChangeApoapsis(planetOrbit, idealBurnUT, target.semiMajorAxis);
                }
            }

            //Compute the actual transfer orbit this ideal burn would lead to.
            Orbit transferOrbit = planetOrbit.PerturbedOrbit(idealBurnUT, idealDeltaV);

            //Now figure out how to approximately eject from our current orbit into the Hohmann orbit we just computed.

            //Assume we want to exit the SOI with the same velocity as the ideal transfer orbit at idealUT -- i.e., immediately
            //after the "ideal" burn we used to compute the transfer orbit. This isn't quite right.
            //We intend to eject from our planet at idealUT and only several hours later will we exit the SOI. Meanwhile
            //the transfer orbit will have acquired a slightly different velocity, which we should correct for. Maybe
            //just add in (1/2)(sun gravity)*(time to exit soi)^2 ? But how to compute time to exit soi? Or maybe once we
            //have the ejection orbit we should just move the ejection burn back by the time to exit the soi?
            Vector3d soiExitVelocity = idealDeltaV;

            //project the desired exit direction into the current orbit plane to get the feasible exit direction
            Vector3d inPlaneSoiExitDirection = Vector3d.Exclude(o.SwappedOrbitNormal(), soiExitVelocity).normalized;

            //compute the angle by which the trajectory turns between periapsis (where we do the ejection burn)
            //and SOI exit (approximated as radius = infinity)
            double soiExitEnergy  = 0.5 * soiExitVelocity.sqrMagnitude - o.referenceBody.gravParameter / o.referenceBody.sphereOfInfluence;
            double ejectionRadius = o.semiMajorAxis; //a guess, good for nearly circular orbits

            double ejectionKineticEnergy = soiExitEnergy + o.referenceBody.gravParameter / ejectionRadius;
            double ejectionSpeed         = Math.Sqrt(2 * ejectionKineticEnergy);

            //construct a sample ejection orbit
            Vector3d ejectionOrbitInitialVelocity = ejectionSpeed * (Vector3d)o.referenceBody.transform.right;
            Vector3d ejectionOrbitInitialPosition = o.referenceBody.position + ejectionRadius * (Vector3d)o.referenceBody.transform.up;
            Orbit    sampleEjectionOrbit          = MuUtils.OrbitFromStateVectors(ejectionOrbitInitialPosition, ejectionOrbitInitialVelocity, o.referenceBody, 0);
            double   ejectionOrbitDuration        = sampleEjectionOrbit.NextTimeOfRadius(0, o.referenceBody.sphereOfInfluence);
            Vector3d ejectionOrbitFinalVelocity   = sampleEjectionOrbit.SwappedOrbitalVelocityAtUT(ejectionOrbitDuration);

            double turningAngle = Math.Abs(Vector3d.Angle(ejectionOrbitInitialVelocity, ejectionOrbitFinalVelocity));

            //rotate the exit direction by 90 + the turning angle to get a vector pointing to the spot in our orbit
            //where we should do the ejection burn. Then convert this to a true anomaly and compute the time closest
            //to planetUT at which we will pass through that true anomaly.
            Vector3d ejectionPointDirection = Quaternion.AngleAxis(-(float)(90 + turningAngle), o.SwappedOrbitNormal()) * inPlaneSoiExitDirection;
            double   ejectionTrueAnomaly    = o.TrueAnomalyFromVector(ejectionPointDirection);

            burnUT = o.TimeOfTrueAnomaly(ejectionTrueAnomaly, idealBurnUT - o.period);

            if ((idealBurnUT - burnUT > o.period / 2) || (burnUT < UT))
            {
                burnUT += o.period;
            }

            //rotate the exit direction by the turning angle to get a vector pointing to the spot in our orbit
            //where we should do the ejection burn
            Vector3d ejectionBurnDirection = Quaternion.AngleAxis(-(float)(turningAngle), o.SwappedOrbitNormal()) * inPlaneSoiExitDirection;
            Vector3d ejectionVelocity      = ejectionSpeed * ejectionBurnDirection;

            Vector3d preEjectionVelocity = o.SwappedOrbitalVelocityAtUT(burnUT);

            return(ejectionVelocity - preEjectionVelocity);
        }
示例#9
0
        void FixedUpdateDeorbitBurn()
        {
            //if we don't want to deorbit but we're already on a reentry trajectory, we can't wait until the ideal point
            //in the orbit to deorbt; we already have deorbited.
            if (part.vessel.orbit.ApA < part.vessel.mainBody.RealMaxAtmosphereAltitude())
            {
                landStep = LandStep.COURSE_CORRECTIONS;
                core.thrust.targetThrottle = 0;
                return;
            }

            //We aim for a trajectory that
            // a) has the same vertical speed as our current trajectory
            // b) has a horizontal speed that will give it a periapsis of -10% of the body's radius
            // c) has a heading that points toward where the target will be at the end of free-fall, accounting for planetary rotation
            Vector3d   horizontalDV                  = OrbitalManeuverCalculator.DeltaVToChangePeriapsis(orbit, vesselState.time, 0.9 * mainBody.Radius); //Imagine we are going to deorbit now. Find the burn that would lower our periapsis to -10% of the planet's radius
            Orbit      forwardDeorbitTrajectory      = orbit.PerturbedOrbit(vesselState.time, horizontalDV);                                              //Compute the orbit that would put us on
            double     freefallTime                  = forwardDeorbitTrajectory.NextTimeOfRadius(vesselState.time, mainBody.Radius) - vesselState.time;   //Find how long that orbit would take to impact the ground
            double     planetRotationDuringFreefall  = 360 * freefallTime / mainBody.rotationPeriod;                                                      //Find how many degrees the planet will rotate during that time
            Vector3d   currentTargetRadialVector     = mainBody.GetRelSurfacePosition(core.target.targetLatitude, core.target.targetLongitude, 0);        //Find the current vector from the planet center to the target landing site
            Quaternion freefallPlanetRotation        = Quaternion.AngleAxis((float)planetRotationDuringFreefall, mainBody.angularVelocity);               //Construct a quaternion representing the rotation of the planet found above
            Vector3d   freefallEndTargetRadialVector = freefallPlanetRotation * currentTargetRadialVector;                                                //Use this quaternion to find what the vector from the planet center to the target will be when we hit the ground
            Vector3d   freefallEndTargetPosition     = mainBody.position + freefallEndTargetRadialVector;                                                 //Then find the actual position of the target at that time
            Vector3d   freefallEndHorizontalToTarget = Vector3d.Exclude(vesselState.up, freefallEndTargetPosition - vesselState.CoM).normalized;          //Find a horizontal unit vector that points toward where the target will be when we hit the ground
            Vector3d   currentHorizontalVelocity     = Vector3d.Exclude(vesselState.up, vesselState.velocityVesselOrbit);                                 //Find our current horizontal velocity
            double     finalHorizontalSpeed          = (currentHorizontalVelocity + horizontalDV).magnitude;                                              //Find the desired horizontal speed after the deorbit burn
            Vector3d   finalHorizontalVelocity       = finalHorizontalSpeed * freefallEndHorizontalToTarget;                                              //Combine the desired speed and direction to get the desired velocity after the deorbi burn

            //Compute the angle between the location of the target at the end of freefall and the normal to our orbit:
            Vector3d currentRadialVector      = vesselState.CoM - part.vessel.mainBody.position;
            double   targetAngleToOrbitNormal = Vector3d.Angle(orbit.SwappedOrbitNormal(), freefallEndTargetRadialVector);

            targetAngleToOrbitNormal = Math.Min(targetAngleToOrbitNormal, 180 - targetAngleToOrbitNormal);

            double targetAheadAngle = Vector3d.Angle(currentRadialVector, freefallEndTargetRadialVector);       //How far ahead the target is, in degrees
            double planeChangeAngle = Vector3d.Angle(currentHorizontalVelocity, freefallEndHorizontalToTarget); //The plane change required to get onto the deorbit trajectory, in degrees

            //If the target is basically almost normal to our orbit, it doesn't matter when we deorbit; might as well do it now
            //Otherwise, wait until the target is ahead
            if (targetAngleToOrbitNormal < 10 ||
                (targetAheadAngle < 90 && targetAheadAngle > 60 && planeChangeAngle < 90))
            {
                deorbitBurnTriggered = true;
            }

            if (deorbitBurnTriggered)
            {
                if (!MuUtils.PhysicsRunning())
                {
                    core.warp.MinimumWarp(true);                            //get out of warp
                }
                Vector3d deltaV = finalHorizontalVelocity - currentHorizontalVelocity;
                core.attitude.attitudeTo(deltaV.normalized, AttitudeReference.INERTIAL, this);

                if (deltaV.magnitude < 2.0)
                {
                    landStep = LandStep.COURSE_CORRECTIONS;
                }

                status = "Doing high deorbit burn";
            }
            else
            {
                core.attitude.attitudeTo(Vector3d.back, AttitudeReference.ORBIT, this);
                if (core.node.autowarp)
                {
                    core.warp.WarpRegularAtRate((float)(orbit.period / 10));
                }

                status = "Moving to high deorbit burn point";
            }
        }
示例#10
0
        public void AimInDirection(Vector3 targetDirection, bool pitch = true, bool yaw = true)
        {
            if (!yawTransform)
            {
                return;
            }

            float deltaTime = Time.fixedDeltaTime;

            Vector3 yawNormal      = yawTransform.up;
            Vector3 yawComponent   = Vector3.ProjectOnPlane(targetDirection, yawNormal);
            Vector3 pitchNormal    = Vector3.Cross(yawComponent, yawNormal);
            Vector3 pitchComponent = Vector3.ProjectOnPlane(targetDirection, pitchNormal);

            float currentYaw = yawTransform.localEulerAngles.y;
            float yawError   = VectorUtils.SignedAngleDP(
                Vector3.ProjectOnPlane(referenceTransform.forward, yawNormal),
                yawComponent,
                Vector3.Cross(yawNormal, referenceTransform.forward));
            float yawOffset      = Mathf.Abs(yawError);
            float targetYawAngle = Mathf.Clamp((currentYaw + yawError + 180f) % 360f - 180f, -yawRange / 2, yawRange / 2); // clamped target yaw

            float pitchError       = (float)Vector3d.Angle(pitchComponent, yawNormal) - (float)Vector3d.Angle(referenceTransform.forward, yawNormal);
            float currentPitch     = -((pitchTransform.localEulerAngles.x + 180f) % 360f - 180f); // from current rotation transform
            float targetPitchAngle = currentPitch - pitchError;
            float pitchOffset      = Mathf.Abs(targetPitchAngle - currentPitch);

            targetPitchAngle = Mathf.Clamp(targetPitchAngle, minPitch, maxPitch); // clamp pitch

            float linPitchMult = yawOffset > 0 ? Mathf.Clamp01((pitchOffset / yawOffset) * (yawSpeedDPS / pitchSpeedDPS)) : 1;
            float linYawMult   = pitchOffset > 0 ? Mathf.Clamp01((yawOffset / pitchOffset) * (pitchSpeedDPS / yawSpeedDPS)) : 1;

            float yawSpeed;
            float pitchSpeed;

            if (smoothRotation)
            {
                yawSpeed   = Mathf.Clamp(yawOffset * smoothMultiplier, 1f, yawSpeedDPS) * deltaTime;
                pitchSpeed = Mathf.Clamp(pitchOffset * smoothMultiplier, 1f, pitchSpeedDPS) * deltaTime;
            }
            else
            {
                yawSpeed   = yawSpeedDPS * deltaTime;
                pitchSpeed = pitchSpeedDPS * deltaTime;
            }

            yawSpeed   *= linYawMult;
            pitchSpeed *= linPitchMult;

            if (yawRange < 360 && Mathf.Abs(targetYawAngle) > 90 && Mathf.Sign(currentYaw) != Mathf.Sign(targetYawAngle))
            {
                targetYawAngle = 5 * Mathf.Sign(targetYawAngle);
            }

            if (yaw)
            {
                yawTransform.localRotation = Quaternion.RotateTowards(yawTransform.localRotation,
                                                                      Quaternion.Euler(0, targetYawAngle, 0), yawSpeed);
            }
            if (pitch)
            {
                pitchTransform.localRotation = Quaternion.RotateTowards(pitchTransform.localRotation,
                                                                        Quaternion.Euler(-targetPitchAngle, 0, 0), pitchSpeed);
            }
        }
示例#11
0
        /// <summary>
        /// Update rover.
        /// </summary>
        /// <param name="currentTime">Current time.</param>
        public void Update(double currentTime)
        {
            if (vessel.isActiveVessel)
            {
                status = "current";
                return;
            }

            if (!bvActive || vessel.loaded)
            {
                status = "idle";
                return;
            }

            Vector3d vesselPos = vessel.mainBody.position - vessel.GetWorldPos3D();
            Vector3d toKerbol  = vessel.mainBody.position - FlightGlobals.Bodies[0].position;
            double   angle     = Vector3d.Angle(vesselPos, toKerbol);

            // Speed penalties at twighlight and at night
            if (angle > 90 && isManned)
            {
                speedMultiplier = 0.25;
            }
            else if (angle > 85 && isManned)
            {
                speedMultiplier = 0.5;
            }
            else if (angle > 80 && isManned)
            {
                speedMultiplier = 0.75;
            }
            else
            {
                speedMultiplier = 1.0;
            }

            // No moving at night, or when there's not enougth solar light for solar powered rovers
            if (angle > 90 && solarPowered)
            {
                status   = "awaiting sunlight";
                lastTime = currentTime;
                BVModule.SetValue("lastTime", currentTime.ToString());
                vessel.protoVessel = new ProtoVessel(vesselConfigNode, HighLogic.CurrentGame);
                return;
            }

            double deltaT = currentTime - lastTime;

            double deltaS  = AverageSpeed * deltaT;
            double bearing = GeoUtils.InitialBearing(
                vessel.latitude,
                vessel.longitude,
                targetLatitude,
                targetLongitude
                );

            distanceTravelled += deltaS;
            if (distanceTravelled >= distanceToTarget)
            {
//				vessel.latitude = targetLatitude;
//				vessel.longitude = targetLongitude;
                if (!MoveSafe(targetLatitude, targetLongitude))
                {
                    distanceTravelled -= deltaS;
                }
                else
                {
                    distanceTravelled = distanceToTarget;

                    bvActive = false;
                    BVModule.SetValue("isActive", "False");
                    BVModule.SetValue("distanceTravelled", distanceToTarget.ToString());
                    BVModule.SetValue("pathEncoded", "");

//					BVModule.GetNode ("EVENTS").GetNode ("Activate").SetValue ("active", "True");
//					BVModule.GetNode ("EVENTS").GetNode ("Deactivate").SetValue ("active", "False");

                    if (BonVoyage.Instance.AutoDewarp)
                    {
                        if (TimeWarp.CurrentRate > 3)
                        {
                            TimeWarp.SetRate(3, true);
                        }
                        if (TimeWarp.CurrentRate > 0)
                        {
                            TimeWarp.SetRate(0, false);
                        }
                        ScreenMessages.PostScreenMessage(vessel.vesselName + " has arrived to destination at " + vessel.mainBody.name);
                    }
                    HoneyImHome();
                }
                status = "idle";
            }
            else
            {
                int    step      = Convert.ToInt32(Math.Floor(distanceTravelled / PathFinder.StepSize));
                double remainder = distanceTravelled % PathFinder.StepSize;

                if (step < path.Count - 1)
                {
                    bearing = GeoUtils.InitialBearing(
                        path[step].latitude,
                        path[step].longitude,
                        path[step + 1].latitude,
                        path[step + 1].longitude
                        );
                }
                else
                {
                    bearing = GeoUtils.InitialBearing(
                        path[step].latitude,
                        path[step].longitude,
                        targetLatitude,
                        targetLongitude
                        );
                }

                double[] newCoordinates = GeoUtils.GetLatitudeLongitude(
                    path[step].latitude,
                    path[step].longitude,
                    bearing,
                    remainder,
                    vessel.mainBody.Radius
                    );

//				vessel.latitude = newCoordinates[0];
//				vessel.longitude = newCoordinates[1];
                if (!MoveSafe(newCoordinates [0], newCoordinates [1]))
                {
                    distanceTravelled -= deltaS;
                    status             = "idle";
                }
                else
                {
                    status = "roving";
                }
            }
//			vessel.altitude = GeoUtils.TerrainHeightAt(vessel.latitude, vessel.longitude, vessel.mainBody);
            Save(currentTime);
        }
示例#12
0
        /// <summary>
        /// Automatically guides the ship to face a desired orientation
        /// </summary>
        /// <param name="target">The desired orientation</param>
        /// <param name="c">The FlightCtrlState for the current vessel.</param>
        /// <param name="p">The Processor carrying out the slew</param>
        /// <param name="ignoreRoll">[optional] to ignore the roll</param>
        public static void SteerShipToward(Quaternion target, FlightCtrlState c, Processor p, bool ignoreRoll)
        {
            Vessel vessel = p.parentVessel;
            // Add support for roll-less targets later -- Starstrider42
            bool      fixedRoll       = !ignoreRoll;
            Vector3d  momentOfInertia = GetTrueMoI(vessel);
            Transform vesselReference = vessel.GetTransform();

            //---------------------------------------
            // Copied almost verbatim from MechJeb master on June 27, 2014 -- Starstrider42

            Quaternion delta = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vesselReference.rotation) * target);

            Vector3d torque     = GetTorque(vessel, c.mainThrottle);
            Vector3d spinMargin = GetStoppingAngle(vessel, torque);

            // Allow for zero torque around some but not all axes
            Vector3d normFactor;

            normFactor.x = (torque.x != 0 ? momentOfInertia.x / torque.x : 0.0);
            normFactor.y = (torque.y != 0 ? momentOfInertia.y / torque.y : 0.0);
            normFactor.z = (torque.z != 0 ? momentOfInertia.z / torque.z : 0.0);
            normFactor   = SwapYZ(normFactor);

            // Find out the real shorter way to turn were we want to.
            // Thanks to HoneyFox

            Vector3d tgtLocalUp = vesselReference.transform.rotation.Inverse() * target * Vector3d.forward;
            Vector3d curLocalUp = Vector3d.up;

            double turnAngle    = Math.Abs(Vector3d.Angle(curLocalUp, tgtLocalUp));
            var    rotDirection = new Vector2d(tgtLocalUp.x, tgtLocalUp.z);

            rotDirection = rotDirection.normalized * turnAngle / 180.0f;

            var err = new Vector3d(
                -rotDirection.y * Math.PI,
                rotDirection.x * Math.PI,
                fixedRoll ?
                ((delta.eulerAngles.z > 180) ?
                 (delta.eulerAngles.z - 360.0F) :
                 delta.eulerAngles.z) * Math.PI / 180.0F
                    : 0F
                );

            err += SwapYZ(spinMargin);
            err  = new Vector3d(Math.Max(-Math.PI, Math.Min(Math.PI, err.x)),
                                Math.Max(-Math.PI, Math.Min(Math.PI, err.y)),
                                Math.Max(-Math.PI, Math.Min(Math.PI, err.z)));
            err.Scale(normFactor);

            // angular velocity:
            Vector3d omega = SwapYZ(vessel.angularVelocity);

            omega.Scale(normFactor);

            Vector3d pidAction = p.pid.Compute(err, omega);

            // low pass filter, wf = 1/Tf:
            Vector3d act = p.lastAct + (pidAction - p.lastAct) * (1 / ((p.Tf / TimeWarp.fixedDeltaTime) + 1));

            p.lastAct = act;

            // end MechJeb import
            //---------------------------------------

            float precision  = Mathf.Clamp((float)(torque.x * 20f / momentOfInertia.magnitude), 0.5f, 10f);
            float driveLimit = Mathf.Clamp01((float)(err.magnitude * 380.0f / precision));

            act.x = Mathf.Clamp((float)act.x, -driveLimit, driveLimit);
            act.y = Mathf.Clamp((float)act.y, -driveLimit, driveLimit);
            act.z = Mathf.Clamp((float)act.z, -driveLimit, driveLimit);

            c.roll  = Mathf.Clamp((float)(c.roll + act.z), -driveLimit, driveLimit);
            c.pitch = Mathf.Clamp((float)(c.pitch + act.x), -driveLimit, driveLimit);
            c.yaw   = Mathf.Clamp((float)(c.yaw + act.y), -driveLimit, driveLimit);
        }
示例#13
0
        public override void Drive(FlightCtrlState s)
        {
            if (useSAS)
            {
                // TODO : This most likely require some love to use all the new SAS magic

                _requestedAttitude = attitudeGetReferenceRotation(attitudeReference) * attitudeTarget * Quaternion.Euler(90, 0, 0);
                if (!part.vessel.ActionGroups[KSPActionGroup.SAS])
                {
                    part.vessel.ActionGroups.SetGroup(KSPActionGroup.SAS, true);
                    part.vessel.Autopilot.SAS.SetTargetOrientation(_requestedAttitude * Vector3.up, false);
                    lastSAS = _requestedAttitude;
                }
                else if (Quaternion.Angle(lastSAS, _requestedAttitude) > 10)
                {
                    part.vessel.Autopilot.SAS.SetTargetOrientation(_requestedAttitude * Vector3.up, false);
                    lastSAS = _requestedAttitude;
                }
                else
                {
                    part.vessel.Autopilot.SAS.SetTargetOrientation(_requestedAttitude * Vector3.up, true);
                }

                core.thrust.differentialThrottleDemandedTorque = Vector3d.zero;
            }
            else
            {
                // Direction we want to be facing
                _requestedAttitude = attitudeGetReferenceRotation(attitudeReference) * attitudeTarget;
                Transform vesselTransform = vessel.ReferenceTransform;
                //Quaternion delta = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vesselTransform.rotation) * _requestedAttitude);

                // Find out the real shorter way to turn where we wan to.
                // Thanks to HoneyFox
                Vector3d tgtLocalUp = vesselTransform.transform.rotation.Inverse() * _requestedAttitude * Vector3d.forward;
                Vector3d curLocalUp = Vector3d.up;

                double   turnAngle    = Math.Abs(Vector3d.Angle(curLocalUp, tgtLocalUp));
                Vector2d rotDirection = new Vector2d(tgtLocalUp.x, tgtLocalUp.z);
                rotDirection = rotDirection.normalized * turnAngle / 180.0;

                // And the lowest roll
                // Thanks to Crzyrndm
                Vector3    normVec         = Vector3.Cross(_requestedAttitude * Vector3.forward, vesselTransform.up);
                Quaternion targetDeRotated = Quaternion.AngleAxis((float)turnAngle, normVec) * _requestedAttitude;
                float      rollError       = Vector3.Angle(vesselTransform.right, targetDeRotated * Vector3.right) * Math.Sign(Vector3.Dot(targetDeRotated * Vector3.right, vesselTransform.forward));

                // From here everything should use MOI order for Vectors (pitch, roll, yaw)

                error = new Vector3d(
                    -rotDirection.y * Math.PI,
                    rollError * Mathf.Deg2Rad,
                    rotDirection.x * Math.PI
                    );

                error.Scale(_axisControl);

                Vector3d err = error + inertia * 0.5;
                err = new Vector3d(
                    Math.Max(-Math.PI, Math.Min(Math.PI, err.x)),
                    Math.Max(-Math.PI, Math.Min(Math.PI, err.y)),
                    Math.Max(-Math.PI, Math.Min(Math.PI, err.z)));

                // ( MoI / available torque ) factor:
                Vector3d NormFactor = Vector3d.Scale(vesselState.MoI, torque.InvertNoNaN());

                err.Scale(NormFactor);

                // angular velocity:
                Vector3d omega = vessel.angularVelocity;
                //omega.x = vessel.angularVelocity.x;
                //omega.y = vessel.angularVelocity.z; // y <=> z
                //omega.z = vessel.angularVelocity.y; // z <=> y
                omega.Scale(NormFactor);

                if (Tf_autoTune)
                {
                    tuneTf(torque);
                }
                setPIDParameters();

                // angular velocity limit:
                var Wlimit = new Vector3d(Math.Sqrt(NormFactor.x * Math.PI * kWlimit),
                                          Math.Sqrt(NormFactor.y * Math.PI * kWlimit),
                                          Math.Sqrt(NormFactor.z * Math.PI * kWlimit));

                pidAction = pid.Compute(err, omega, Wlimit);

                // deadband
                pidAction.x = Math.Abs(pidAction.x) >= deadband ? pidAction.x : 0.0;
                pidAction.y = Math.Abs(pidAction.y) >= deadband ? pidAction.y : 0.0;
                pidAction.z = Math.Abs(pidAction.z) >= deadband ? pidAction.z : 0.0;

                // low pass filter,  wf = 1/Tf:
                Vector3d act = lastAct;
                if (lowPassFilter)
                {
                    act.x += (pidAction.x - lastAct.x) * (1.0 / ((TfV.x / TimeWarp.fixedDeltaTime) + 1.0));
                    act.y += (pidAction.y - lastAct.y) * (1.0 / ((TfV.y / TimeWarp.fixedDeltaTime) + 1.0));
                    act.z += (pidAction.z - lastAct.z) * (1.0 / ((TfV.z / TimeWarp.fixedDeltaTime) + 1.0));
                }
                else
                {
                    act = pidAction;
                }
                lastAct = act;

                Vector3d deltaEuler = error * UtilMath.Rad2Deg;

                SetFlightCtrlState(act, deltaEuler, s, 1);

                act = new Vector3d(s.pitch, s.roll, s.yaw);

                // Feed the control torque to the differential throttle
                if (core.thrust.differentialThrottleSuccess)
                {
                    core.thrust.differentialThrottleDemandedTorque = -Vector3d.Scale(act, vesselState.torqueDiffThrottle * vessel.ctrlState.mainThrottle);
                }
            }
        }
示例#14
0
        public void Update()
        {
            if (lastUpdated.AddSeconds(1) > DateTime.Now)
            {
                return;
            }

            lastUpdated = DateTime.Now;

            double currentTime = Planetarium.GetUniversalTime();

            foreach (var rover in activeRovers)
            {
                if (rover.vessel.isActiveVessel)
                {
                    rover.status = "current";
                    continue;
                }

                if (!rover.bvActive || rover.vessel.loaded)
                {
                    rover.status = "idle";
                    continue;
                }

                Vector3d vesselPos = rover.vessel.mainBody.position - rover.vessel.GetWorldPos3D();
                Vector3d toKerbol  = rover.vessel.mainBody.position - FlightGlobals.Bodies[0].position;
                double   angle     = Vector3d.Angle(vesselPos, toKerbol);

                // No moving at night, or when there's not enougth solar light
                if (angle >= 85 && rover.solarPowered)
                {
                    rover.status   = "awaiting sunlight";
                    rover.lastTime = currentTime;
                    rover.BVModule.SetValue("lastTime", currentTime.ToString());
                    rover.vessel.protoVessel = new ProtoVessel(rover.vesselConfigNode, HighLogic.CurrentGame);
                    continue;
                }

                double deltaT = currentTime - rover.lastTime;

                double deltaS  = rover.averageSpeed * deltaT;
                double bearing = GeoUtils.InitialBearing(
                    rover.vessel.latitude,
                    rover.vessel.longitude,
                    rover.targetLatitude,
                    rover.targetLongitude
                    );
                rover.distanceTravelled += deltaS;
                if (rover.distanceTravelled >= rover.distanceToTarget)
                {
                    rover.distanceTravelled = rover.distanceToTarget;
                    rover.vessel.latitude   = rover.targetLatitude;
                    rover.vessel.longitude  = rover.targetLongitude;

                    rover.bvActive = false;
                    rover.BVModule.SetValue("isActive", "False");
                    rover.BVModule.SetValue("distanceTravelled", rover.distanceToTarget.ToString());

                    rover.BVModule.GetNode("EVENTS").GetNode("Activate").SetValue("active", "True");
                    rover.BVModule.GetNode("EVENTS").GetNode("Deactivate").SetValue("active", "False");

                    if (autoDewarp)
                    {
                        TimeWarp.SetRate(0, false);
                        ScreenMessages.PostScreenMessage(rover.vessel.vesselName + " has arrived to destination at " + rover.vessel.mainBody.name);
                    }

                    MessageSystem.Message message = new MessageSystem.Message(
                        "Rover arrived",
                        //------------------------------------------
                        rover.vessel.vesselName + " has arrived to destination\nLAT:" +
                        rover.targetLatitude.ToString("F2") + "\nLON:" + rover.targetLongitude.ToString("F2") +
                        "\nAt " + rover.vessel.mainBody.name + ". \n" +
                        "Distance travelled: " + rover.distanceTravelled.ToString("N") + " meters",
                        //------------------------------------------
                        MessageSystemButton.MessageButtonColor.GREEN,
                        MessageSystemButton.ButtonIcons.COMPLETE
                        );
                    MessageSystem.Instance.AddMessage(message);
                    rover.status = "idle";
                }
                else
                {
                    int    step      = Convert.ToInt32(Math.Floor(rover.distanceTravelled / 1000));
                    double remainder = rover.distanceTravelled % 1000;

                    if (step < rover.path.Count - 1)
                    {
                        bearing = GeoUtils.InitialBearing(
                            rover.path[step].latitude,
                            rover.path[step].longitude,
                            rover.path[step + 1].latitude,
                            rover.path[step + 1].longitude
                            );
                    }
                    else
                    {
                        bearing = GeoUtils.InitialBearing(
                            rover.path[step].latitude,
                            rover.path[step].longitude,
                            rover.targetLatitude,
                            rover.targetLongitude
                            );
                    }

                    double[] newCoordinates = GeoUtils.GetLatitudeLongitude(
                        rover.path[step].latitude,
                        rover.path[step].longitude,
                        bearing,
                        remainder,
                        rover.vessel.mainBody.Radius
                        );

                    rover.vessel.latitude  = newCoordinates[0];
                    rover.vessel.longitude = newCoordinates[1];
                    rover.status           = "roving";
                }
                rover.vessel.altitude = GeoUtils.TerrainHeightAt(rover.vessel.latitude, rover.vessel.longitude, rover.vessel.mainBody);
//				rover.toTravel = rover.distanceToTarget - rover.distanceTravelled;
                rover.lastTime = currentTime;

                // Save data to protovessel
                rover.vesselConfigNode.SetValue("lat", rover.vessel.latitude.ToString());
                rover.vesselConfigNode.SetValue("lon", rover.vessel.longitude.ToString());
                rover.vesselConfigNode.SetValue("alt", rover.vessel.altitude.ToString());
                rover.vesselConfigNode.SetValue("landedAt", rover.vessel.mainBody.theName);
                rover.BVModule.SetValue("distanceTravelled", (rover.distanceTravelled).ToString());
                rover.BVModule.SetValue("lastTime", currentTime.ToString());
                rover.vessel.protoVessel = new ProtoVessel(rover.vesselConfigNode, HighLogic.CurrentGame);
            }
        }
示例#15
0
 public static double GetRelativeInclination(this Orbit orbit, Orbit target)
 {
     return(Vector3d.Angle(orbit.GetOrbitNormal(), target.GetOrbitNormal()));
 }
示例#16
0
        public void DriveUntargetedLanding(FlightCtrlState s)
        {
            if (vessel.LandedOrSplashed)
            {
                core.thrust.ThrustOff();
                core.thrust.users.Remove(this);
                StopLanding();
                return;
            }

            double minalt = Math.Min(vesselState.altitudeBottom, Math.Min(vesselState.altitudeASL, vesselState.altitudeTrue));

            if (!deployedGears && (minalt < 1000))
            {
                DeployLandingGears();
            }

            if (vesselState.limitedMaxThrustAccel < vesselState.gravityForce.magnitude)
            {
                //if we have TWR < 1, just try as hard as we can to decelerate:
                //(we need this special case because otherwise the calculations spit out NaN's)
                core.thrust.tmode         = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                core.thrust.trans_kill_h  = true;
                core.thrust.trans_spd_act = 0;
            }
            else if (minalt > 200)
            {
                if ((vesselState.velocityVesselSurface.magnitude > 5) && (Vector3d.Angle(vesselState.velocityVesselSurface, vesselState.up) < 80))
                {
                    //if we have positive vertical velocity, point up and don't thrust:
                    core.attitude.attitudeTo(Vector3d.up, AttitudeReference.SURFACE_NORTH, null);
                    core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                    core.thrust.trans_spd_act = 0;
                }
                else if ((vesselState.velocityVesselSurface.magnitude > 5) && (Vector3d.Angle(vesselState.forward, -vesselState.velocityVesselSurface) > 45))
                {
                    //if we're not facing approximately retrograde, turn to point retrograde and don't thrust:
                    core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                    core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                    core.thrust.trans_spd_act = 0;
                }
                else
                {
                    //if we're above 200m, point retrograde and control surface velocity:
                    core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);

                    core.thrust.tmode = MechJebModuleThrustController.TMode.KEEP_SURFACE;

                    //core.thrust.trans_spd_act = (float)Math.Sqrt((vesselState.maxThrustAccel - vesselState.gravityForce.magnitude) * 2 * minalt) * 0.90F;
                    Vector3d            estimatedLandingPosition = vesselState.CoM + vesselState.velocityVesselSurface.sqrMagnitude / (2 * vesselState.limitedMaxThrustAccel) * vesselState.velocityVesselSurfaceUnit;
                    double              terrainRadius            = mainBody.Radius + mainBody.TerrainAltitude(estimatedLandingPosition);
                    IDescentSpeedPolicy aggressivePolicy         = new GravityTurnDescentSpeedPolicy(terrainRadius, mainBody.GeeASL * 9.81, vesselState.limitedMaxThrustAccel);
                    core.thrust.trans_spd_act = (float)(aggressivePolicy.MaxAllowedSpeed(vesselState.CoM - mainBody.position, vesselState.velocityVesselSurface));
                }
            }
            else
            {
                //last 200 meters:
                core.thrust.trans_spd_act = -Mathf.Lerp(0, (float)Math.Sqrt((vesselState.limitedMaxThrustAccel - vesselState.gravityForce.magnitude) * 2 * 200) * 0.90F, (float)minalt / 200);

                //take into account desired landing speed:
                core.thrust.trans_spd_act = (float)Math.Min(-touchdownSpeed, core.thrust.trans_spd_act);

                if (Math.Abs(Vector3d.Angle(-vesselState.velocityVesselSurface, vesselState.up)) < 10)
                {
                    //if we're falling more or less straight down, control vertical speed and
                    //kill horizontal velocity
                    core.thrust.tmode        = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                    core.thrust.trans_kill_h = true;
                }
                else
                {
                    //if we're falling at a significant angle from vertical, our vertical speed might be
                    //quite small but we might still need to decelerate. Control the total speed instead
                    //by thrusting directly retrograde
                    core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                    core.thrust.tmode          = MechJebModuleThrustController.TMode.KEEP_SURFACE;
                    core.thrust.trans_spd_act *= -1;
                }
            }

            status = "Final descent: " + vesselState.altitudeBottom.ToString("F0") + "m above terrain";
        }
 protected double srfvelPitch()
 {
     return(90.0 - Vector3d.Angle(vesselState.surfaceVelocity, vesselState.up));
 }
示例#18
0
        public override void Drive(FlightCtrlState s)
        {
            if (useSAS)
            {
                Quaternion target = attitudeGetReferenceRotation(attitudeReference) * attitudeTarget * Quaternion.Euler(90, 0, 0);
                if (!part.vessel.ActionGroups[KSPActionGroup.SAS])
                {
                    part.vessel.ActionGroups.SetGroup(KSPActionGroup.SAS, true);
                    part.vessel.Autopilot.SAS.LockHeading(target);
                    lastSAS = target;
                }
                else if (Quaternion.Angle(lastSAS, target) > 10)
                {
                    part.vessel.Autopilot.SAS.LockHeading(target);
                    lastSAS = target;
                }
                else
                {
                    part.vessel.Autopilot.SAS.LockHeading(target, true);
                }
            }
            else
            {
                // Direction we want to be facing
                Quaternion target = attitudeGetReferenceRotation(attitudeReference) * attitudeTarget;
                Quaternion delta  = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vessel.GetTransform().rotation) * target);

                Vector3d deltaEuler = new Vector3d(
                    (delta.eulerAngles.x > 180) ? (delta.eulerAngles.x - 360.0F) : delta.eulerAngles.x,
                    -((delta.eulerAngles.y > 180) ? (delta.eulerAngles.y - 360.0F) : delta.eulerAngles.y),
                    (delta.eulerAngles.z > 180) ? (delta.eulerAngles.z - 360.0F) : delta.eulerAngles.z
                    );

                Vector3d torque = vesselState.torqueAvailable + vesselState.torqueFromEngine * vessel.ctrlState.mainThrottle;

                Vector3d inertia = Vector3d.Scale(
                    vesselState.angularMomentum.Sign(),
                    Vector3d.Scale(
                        Vector3d.Scale(vesselState.angularMomentum, vesselState.angularMomentum),
                        Vector3d.Scale(torque, vesselState.MoI).Invert()
                        )
                    );

                // ( MoI / avaiable torque ) factor:
                Vector3d NormFactor = Vector3d.Scale(vesselState.MoI, torque.Invert()).Reorder(132);

                // Find out the real shorter way to turn were we wan to.
                // Thanks to HoneyFox

                Vector3d tgtLocalUp = vessel.ReferenceTransform.transform.rotation.Inverse() * target * Vector3d.forward;
                Vector3d curLocalUp = Vector3d.up;

                double   turnAngle    = Math.Abs(Vector3d.Angle(curLocalUp, tgtLocalUp));
                Vector2d rotDirection = new Vector2d(tgtLocalUp.x, tgtLocalUp.z);
                rotDirection = rotDirection.normalized * turnAngle / 180.0f;

                Vector3d err = new Vector3d(
                    -rotDirection.y * Math.PI,
                    rotDirection.x * Math.PI,
                    attitudeRollMatters?((delta.eulerAngles.z > 180) ? (delta.eulerAngles.z - 360.0F) : delta.eulerAngles.z) * Math.PI / 180.0F : 0F
                    );

                err += inertia.Reorder(132) / 2;
                err  = new Vector3d(Math.Max(-Math.PI, Math.Min(Math.PI, err.x)),
                                    Math.Max(-Math.PI, Math.Min(Math.PI, err.y)),
                                    Math.Max(-Math.PI, Math.Min(Math.PI, err.z)));
                err.Scale(NormFactor);

                // angular velocity:
                Vector3d omega;
                omega.x = vessel.angularVelocity.x;
                omega.y = vessel.angularVelocity.z; // y <=> z
                omega.z = vessel.angularVelocity.y; // z <=> y
                omega.Scale(NormFactor);

                pidAction = pid.Compute(err, omega);

                // low pass filter,  wf = 1/Tf:
                Vector3d act = lastAct + (pidAction - lastAct) * (1 / ((Tf / TimeWarp.fixedDeltaTime) + 1));
                lastAct = act;

                SetFlightCtrlState(act, deltaEuler, s, 1);
                act = new Vector3d(s.pitch, s.yaw, s.roll);
            }
        }
示例#19
0
        /// <summary>
        /// Computes and returns the target vector for approach and autoland.
        /// </summary>
        /// <returns></returns>
        public Vector3d GetAutolandTargetVector()
        {
            // positions of the start and end of the runway
            Vector3d runwayStart = runway.GetVectorToTouchdown();
            Vector3d runwayEnd   = runway.End();

            // get the initial and final approach vectors
            Vector3d initialApproachVector = GetInitialApproachPoint();
            Vector3d finalApproachVector   = GetFinalApproachPoint();

            // determine whether the vessel is within the approach cone or not
            Vector3d finalApproachVectorProjectedOnGroundPlane   = finalApproachVector.ProjectOnPlane(runway.Up());
            Vector3d initialApproachVectorProjectedOnGroundPlane = initialApproachVector.ProjectOnPlane(runway.Up());
            Vector3d runwayDirectionVectorProjectedOnGroundPlane = (runwayEnd - runwayStart).ProjectOnPlane(runway.Up());

            double lateralAngleOfFinalApproachVector   = Vector3d.Angle(finalApproachVectorProjectedOnGroundPlane, runwayDirectionVectorProjectedOnGroundPlane);
            double lateralAngleOfInitialApproachVector = Vector3d.Angle(initialApproachVectorProjectedOnGroundPlane, runwayDirectionVectorProjectedOnGroundPlane);

            if (approachState == AutolandApproachState.START)
            {
                if (lateralAngleOfFinalApproachVector < lateralApproachConeAngle)
                {
                    // We are within the approach cone, we can skip IAP and
                    // instead start intercepting the glideslope.
                    approachState = AutolandApproachState.GLIDESLOPEINTERCEPT;
                    return(FindVectorToGlideslopeIntercept(finalApproachVector, lateralAngleOfFinalApproachVector));
                }

                approachState = AutolandApproachState.IAP;
                return(initialApproachVector);
            }
            else if (approachState == AutolandApproachState.IAP)
            {
                if (lateralAngleOfInitialApproachVector > 180 - lateralApproachConeAngle)
                {
                    // We are within the "bad" cone. We have to go all the way
                    // to IAP without cutting corners.
                    return(initialApproachVector);
                }

                if (lateralAngleOfFinalApproachVector < lateralApproachConeAngle)
                {
                    // We are in the approach cone, start glideslope intercept.
                    approachState = AutolandApproachState.GLIDESLOPEINTERCEPT;
                    return(FindVectorToGlideslopeIntercept(finalApproachVector, lateralAngleOfFinalApproachVector));
                }

                return(initialApproachVector);
            }
            else if (approachState == AutolandApproachState.GLIDESLOPEINTERCEPT)
            {
                Vector3d vectorToGlideslopeIntercept = FindVectorToGlideslopeIntercept(finalApproachVector, lateralAngleOfFinalApproachVector);

                // Determine whether we should start turning towards FAP.
                double estimatedTimeToTurn       = lateralInterceptAngle / GetAutolandMaxRateOfTurn();
                double timeToGlideslopeIntercept = LateralDistance(vesselState.CoM, vectorToGlideslopeIntercept) / vesselState.speedSurfaceHorizontal;

                if (estimatedTimeToTurn >= timeToGlideslopeIntercept)
                {
                    approachState = AutolandApproachState.FAP;
                    return(finalApproachVector);
                }

                // Otherwise, continue flying towards the glideslope intercept.
                return(vectorToGlideslopeIntercept);
            }
            else if (approachState == AutolandApproachState.FAP)
            {
                if (lateralAngleOfFinalApproachVector > lateralInterceptAngle)
                {
                    // Cancel final approach, go back to initial approach.
                    approachState = AutolandApproachState.IAP;
                    return(initialApproachVector);
                }

                double timeToFAP = LateralDistance(vesselState.CoM, finalApproachVector) / vesselState.speedSurfaceHorizontal;

                if (GetAutolandAlignmentError(finalApproachVector) < 3.0 && timeToFAP < secondsThresholdToNextWaypoint)
                {
                    approachState = AutolandApproachState.TOUCHDOWN;
                    return(runway.GetVectorToTouchdown());
                }

                return(finalApproachVector);
            }
            else if (approachState == AutolandApproachState.TOUCHDOWN)
            {
                double timeToTouchdown = LateralDistance(vesselState.CoM, runway.GetVectorToTouchdown()) / vesselState.speedSurfaceHorizontal;

                if (vesselState.altitudeTrue < startFlareAtAltitude + 10)
                {
                    approachState = AutolandApproachState.WAITINGFORFLARE;
                    return(runway.End());
                }

                return(runway.GetVectorToTouchdown());
            }
            else if (approachState == AutolandApproachState.WAITINGFORFLARE)
            {
                if (vesselState.altitudeTrue < startFlareAtAltitude)
                {
                    approachState = AutolandApproachState.FLARE;
                    flareStartAoA = vesselState.AoA;
                }

                return(runway.End());
            }
            else if (approachState == AutolandApproachState.FLARE)
            {
                if (vessel.Landed)
                {
                    touchdownMomentAoA   = vesselState.AoA;
                    touchdownMomentSpeed = vesselState.speedSurfaceHorizontal;
                    approachState        = AutolandApproachState.ROLLOUT;
                }

                return(runway.End());
            }
            else if (approachState == AutolandApproachState.ROLLOUT)
            {
                if (vesselState.speedSurface < 1.0)
                {
                    AutopilotOff();
                    // disable the actual autopilot so we dont takeoff again after we landed
                    Autopilot.enabled = false;
                }

                return(runway.End());
            }

            Debug.Assert(false);
            return(runway.Start());
        }
示例#20
0
        /// <summary>
        /// This routine was originally meant to actually do the raycast entirely by itself,
        /// but the KSP API method pqs.RayIntersection() does not do what it sounds like it does.
        /// It only finds the sea-level intersection, not the terrain intersection.  So now this
        /// method is only the initial starting point of the algorithm - it just finds the sea level
        /// intersect that's under the actual terrain.
        /// </summary>
        /// <param name="origin">Location to start the ray from</param>
        /// <param name="rayVec">A vector describing the direction of the ray relative from origin</param>
        /// <param name="inBody">The body to check for.  Pass in null to try all the bodies in the game.</param>
        /// <param name="hitBody">The body that the hit was found for (=inBody if inBody wasn't null).</param>
        /// <param name="lowerBoundDist">The minimum possible distance the terrain hit might be found.</param>
        /// <param name="upperBoundDist">The maximum possible distance the terrain hit might be found.</param>
        /// <returns>True if there is a hit that seems likely, where the ray intersects the area between a body'd radiusMin and radiusMax.</returns>
        private bool raySphereLevelCast(
            Vector3d origin,
            Vector3d rayVec,
            CelestialBody inBody,
            out CelestialBody hitBody,
            out double lowerBoundDist,
            out double upperBoundDist)
        {
            DebugMsg("raySphereLevelCast( " + origin + "," + rayVec + "," + inBody + "(out hitBody),(out dist));");

            List <CelestialBody> bodies;

            if (inBody == null)
            {
                DebugMsg("raySphereLevelCast checking all bodies.");
                bodies = FlightGlobals.Bodies;
            }
            else
            {
                DebugMsg("raySphereLevelCast checking body " + inBody + ".");
                bodies = new List <CelestialBody>();
                bodies.Add(inBody);
            }

            double        bestLowerHitDist = -1.0;
            double        bestUpperHitDist = -1.0;
            CelestialBody bestHitBody      = null;
            double        hitDist          = -1.0;
            double        now = Planetarium.GetUniversalTime();

            // For each body in the game, find if there's a hit with its surface calculator,
            // and if there is, then keep the hit that's closest (just in case two
            // bodies are in line of sight where a ray hits both of them, we want the
            // nearer of those hits.)
            foreach (CelestialBody body in bodies)
            {
                DebugMsg("raySphereLevelCast Now checking for " + body + ".");
                PQS pqs = body.pqsController;
                if (pqs != null)
                {
                    upperBoundDist = -1;

                    double nearDist;
                    double farDist;

                    // The ray must at least intersect the max radius sphere of the body or it can't be a hit.
                    // If it does intersect the max radius sphere then the real hit must be between the two intersects
                    // (near and far) of that sphere.
                    bool upperFound = GetRayIntersectSphere(origin, rayVec, body.position, body.pqsController.radiusMax, out nearDist, out farDist);
                    if (upperFound)
                    {
                        upperBoundDist = farDist;
                        lowerBoundDist = nearDist;

                        // If the ray also hits the min radius of the sphere of the body, the the real hit must be bounded by
                        // the near hit of that intersect:
                        bool lowerFound = GetRayIntersectSphere(origin, rayVec, body.position, body.pqsController.radiusMin, out nearDist, out farDist);
                        if (lowerFound)
                        {
                            upperBoundDist = nearDist;
                        }

                        Vector3d vecToUpperBound = upperBoundDist * rayVec;
                        // Check to see if the hit is in front of the ray instead of behind it:
                        if (Vector3d.Angle(vecToUpperBound, rayVec) <= 90)
                        {
                            if (bestUpperHitDist < 0 || bestUpperHitDist > hitDist)
                            {
                                bestLowerHitDist = lowerBoundDist;
                                bestUpperHitDist = upperBoundDist;
                                bestHitBody      = body;
                            }
                        }
                    }
                }
            }
            hitBody        = bestHitBody;
            upperBoundDist = bestUpperHitDist;
            lowerBoundDist = bestLowerHitDist;
            bool hitFound = (upperBoundDist > 0);

            if (hitFound)
            {
                // A hit has to be maintained steadily, long enough to to last a full lightspeed
                // round trip, or it doesn't really count as a hit yet:
                if (now < lastFailTime + ((upperBoundDist * 2) / lightspeed))
                {
                    hitFound = false;
                }
            }
            else
            {
                lastFailTime = now;
            }
            DebugMsg("raySphereLevelCast returning " + hitFound + ", out hitBody=" + hitBody + ", out dist=" + upperBoundDist);
            return(hitFound);
        }
示例#21
0
 private double CalcRelativeInclination(Orbit origin, Orbit target)
 {
     return(Vector3d.Angle(origin.GetOrbitNormal(), target.GetOrbitNormal()));
 }
示例#22
0
        /// <summary>
        /// Homemade routine to calculate the intersection of a ray with a sphere.
        /// </summary>
        /// <param name="rayStart">position of the ray's start</param>
        /// <param name="rayVec">vector describing the ray's look direction</param>
        /// <param name="center">position of the sphere's center</param>
        /// <param name="radius">length of the sphere's radius</param>
        /// <param name="nearDist">returns the distance from rayStart to the near intersect</param>
        /// <param name="farDist">returns the distance from raystart to the far intersect</param>
        /// <returns>True if intersect found, false if no intersect was detected (in which case nearDist and farDist are both returned as -1.0)</returns>
        private bool GetRayIntersectSphere(Vector3d rayStart, Vector3d rayVec, Vector3d center, double radius, out double nearDist, out double farDist)
        {
            DebugMsg("GetRayIntersectSphere(" + rayStart + "," + rayVec + "," + center + "," + radius + ",(out),(out));");

            // The math algorithm is explained in this long ascii art comment:
            //
            // (original ascii art circle copied from ascii.co.uk/art/circle)
            //
            //                       ,,----~""""~----,,
            //                  ,---""'              `""--,
            //      /     L2 ,--!"         C1            "~--, L1         L0          P0
            //     <--------@----------------@----------------@-------------@<==========@---
            //      \    ,-!"                :            __- "~-,    | theta  ___---
            //          ,|"                  :          _-      "|,    \ ___---
            //         ,|'                   :     r __-         `|___---
            //        ,|'                    :     _-        ___---|,
            //        -'                     :  __-    ___---      `-
            //        |                    C0:_- ___---             |
            //        |                      @---                   |
            //        |                       \                     |
            //        |                        \                    |
            //        ~,                        \                  ,!
            //        `|,                        \ r              ,|'
            //         `|,                        \              ,|'
            //          `|-                        \             |'
            //           `~--                       \         --!'
            //             "~--                      \      --~"
            //               `"~--,                   \ ,--!"'
            //                  `"~|--,             ,--\!"'
            //                       ``""~~-----!!""''
            //
            // Knowns:
            //    P0 = Position of ray start
            //    L0 = Position of "lookat" that represents the ray direction.
            //    C0 = Position of sphere center
            //    r = radius of sphere
            //
            // Not known, but trivial to calculate with built-ins:
            //    theta = angle between the ray and a line to the sphere center.
            //
            // Unknowns:
            //    L1, L2 = the interesect points - finding these is the goal.
            //    C1 = The point on the ray in the center of its chord through the sphere
            //         It represents the point where the line from center to the ray is
            //  perpendicular with the ray - so it can be used to form right triangles
            //  which helps because it means we can use trig.
            //
            // Notation used (since ascii can't do some things well):
            //
            //    _____\ = the "vector" symbol, vector from P0 to L0.
            //    P0.L0
            //
            //    |   |   = The "absolute value" symbol, or "vector magnitude" symbol.
            //    |   |
            //
            // We'll use theta to do some trig, so finding it is key.  It's just the
            // angle between these two vectors, which is trivial to calculate with
            // a Unity built-in or with a dot-product:
            //
            //    theta = angle between | _____\ |   and   | _____\ |
            //                          | P0.L0  |         | P0.C0  |
            //
            //
            // Length of the two legs of the large triangle can be found by simple trig:
            //
            //    | _____\ |                   | _____\ |
            //    | C0.C1  |   =  sin(theta) * | P0.C0  |
            //
            //    | _____\ |                   | _____\ |
            //    | P0.C1  |   =  cos(theta) * | P0.C0  |
            //
            // At this point if the length of C0.C1 is bigger than r, we can abort here
            // as there are no solutions, because it means the ray is entirely outside
            // the sphere.
            //
            // Length of the distance from C1 to L1 can be found by Pythagoras A^2 + B^2 = C^2:
            //
            //    | _____\ |
            //    | C0.L1  |   =  r  (just the radius of the sphere)
            //
            //                          .------------------------
            //    | _____\ |       /\  /   2     | _____\ | 2
            //    | C1.L1  |   =     \/   r   -  | C0.C1  |
            //
            //
            // With that, we know the lengths needed:
            //
            //    | _____\ |     | _____\ |     | _____\ |
            //    | P0.L1  |   = | P0.C1  |  -  | C1.L1  |
            //
            //    | _____\ |     | _____\ |     | _____\ |
            //    | P0.L2  |   = | P0.C1  |  +  | C1.L1  |
            //
            // Knowing those two lengths is really the point of the algorithm.  Getting
            // the actual points in question is just a matter of multiplying them by the
            // lookat unit vector, but that's left for the caller to do.

            double thetaRadians     = Vector3d.Angle(rayVec, center - rayStart) * 0.0174532925; // 0.0174532925 = Pi/180
            double lengthHypotenuse = (center - rayStart).magnitude;
            double lengthC0ToC1     = Math.Sin(thetaRadians) * lengthHypotenuse;

            DebugMsg("GetRayIntersectSphere: thetaRadians=" + thetaRadians + " lengthHyp=" + lengthHypotenuse + " lengthC0ToC1=" + lengthC0ToC1);
            if (lengthC0ToC1 > radius)
            {
                nearDist = -1.0;
                farDist  = -1.0;
                DebugMsg("GetRayIntersectSphere returning: " + false + ", nearDist=" + nearDist + ", farDist=" + farDist);
                return(false);
            }
            double lengthP0ToC1 = Math.Cos(thetaRadians) * lengthHypotenuse;
            double lengthC1ToL1 = Math.Sqrt(Math.Pow(radius, 2) - Math.Pow(lengthC0ToC1, 2));

            DebugMsg("GetRayIntersectSphere: legnthP0ToC1=" + lengthP0ToC1 + " lengthC1ToL1=" + lengthC1ToL1);

            nearDist = lengthP0ToC1 - lengthC1ToL1;
            farDist  = lengthP0ToC1 + lengthC1ToL1;
            DebugMsg("GetRayIntersectSphere returning: " + true + ", nearDist=" + nearDist + ", farDist=" + farDist);
            return(true);
        }
示例#23
0
            public override AutopilotStep Drive(FlightCtrlState s)
            {
                if (vessel.LandedOrSplashed)
                {
                    core.landing.StopLanding();
                    return(null);
                }

                // TODO perhaps we should pop the parachutes at this point, or at least consider it depending on the altitude.

                double minalt = Math.Min(vesselState.altitudeBottom, Math.Min(vesselState.altitudeASL, vesselState.altitudeTrue));

                if (vesselState.limitedMaxThrustAccel < vesselState.gravityForce.magnitude)
                {
                    // if we have TWR < 1, just try as hard as we can to decelerate:
                    // (we need this special case because otherwise the calculations spit out NaN's)
                    core.thrust.tmode         = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                    core.thrust.trans_kill_h  = true;
                    core.thrust.trans_spd_act = 0;
                }
                else if (minalt > 200)
                {
                    if ((vesselState.surfaceVelocity.magnitude > 5) && (Vector3d.Angle(vesselState.surfaceVelocity, vesselState.up) < 80))
                    {
                        // if we have positive vertical velocity, point up and don't thrust:
                        core.attitude.attitudeTo(Vector3d.up, AttitudeReference.SURFACE_NORTH, null);
                        core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                        core.thrust.trans_spd_act = 0;
                    }
                    else if ((vesselState.surfaceVelocity.magnitude > 5) && (Vector3d.Angle(vesselState.forward, -vesselState.surfaceVelocity) > 45))
                    {
                        // if we're not facing approximately retrograde, turn to point retrograde and don't thrust:
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                        core.thrust.tmode         = MechJebModuleThrustController.TMode.DIRECT;
                        core.thrust.trans_spd_act = 0;
                    }
                    else
                    {
                        //if we're above 200m, point retrograde and control surface velocity:
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);

                        core.thrust.tmode = MechJebModuleThrustController.TMode.KEEP_SURFACE;

                        //core.thrust.trans_spd_act = (float)Math.Sqrt((vesselState.maxThrustAccel - vesselState.gravityForce.magnitude) * 2 * minalt) * 0.90F;
                        Vector3d estimatedLandingPosition = vesselState.CoM + vesselState.surfaceVelocity.sqrMagnitude / (2 * vesselState.limitedMaxThrustAccel) * vesselState.surfaceVelocity.normalized;
                        double   terrainRadius            = mainBody.Radius + mainBody.TerrainAltitude(estimatedLandingPosition);
                        aggressivePolicy          = new GravityTurnDescentSpeedPolicy(terrainRadius, mainBody.GeeASL * 9.81, vesselState.limitedMaxThrustAccel); // this constant policy creation is wastefull...
                        core.thrust.trans_spd_act = (float)(aggressivePolicy.MaxAllowedSpeed(vesselState.CoM - mainBody.position, vesselState.surfaceVelocity));
                        thrustAt200Meters         = (float)vesselState.limitedMaxThrustAccel;                                                                    // this gets updated until we are below 200 meters
                    }
                }
                else
                {
                    float previous_trans_spd_act = Math.Abs(core.thrust.trans_spd_act); // avoid issues going from KEEP_SURFACE mode to KEEP_VERTICAL mode

                    // Last 200 meters, at this point the rocket has a TWR that will rise rapidly, so be sure to use the same policy based on an older
                    // TWR. Otherwise we would suddenly get a large jump in desired speed leading to a landing that is too fast.
                    core.thrust.trans_spd_act = Mathf.Lerp(0, (float)Math.Sqrt((thrustAt200Meters - vesselState.localg) * 2 * 200) * 0.90F, (float)minalt / 200);

                    // Sometimes during the descent we end up going up a bit due to overthrusting during breaking, avoid thrusting up even more and destabilizing the rocket
                    core.thrust.trans_spd_act = (float)Math.Min(previous_trans_spd_act, core.thrust.trans_spd_act);

                    // take into account desired landing speed:
                    core.thrust.trans_spd_act = (float)Math.Max(core.landing.touchdownSpeed, core.thrust.trans_spd_act);

                    // Prevent that we switch back from Vertical mode to KeepSurface mode
                    // When that happens the rocket will start tilting and end up falling over
                    if (vesselState.speedSurfaceHorizontal < 5)
                    {
                        forceVerticalMode = true;
                    }

                    if (forceVerticalMode)
                    {
                        // if we're falling more or less straight down, control vertical speed and
                        // kill horizontal velocity
                        core.thrust.tmode          = MechJebModuleThrustController.TMode.KEEP_VERTICAL;
                        core.thrust.trans_spd_act *= -1;
                        core.thrust.trans_kill_h   = false; // rockets are long, and will fall over if you attempt to do any manouvers to kill that last bit of horizontal speed
                        if (core.landing.rcsAdjustment)     // If allowed, use RCS to stablize the rocket
                        {
                            core.rcs.enabled = true;
                        }
                        // Turn on SAS because we are likely to have a bit of horizontal speed left that needs to stabilize
                        // Use SmartASS, because Mechjeb doesn't expect SAS to be used (i.e. it is automatically turned off again)
                        core.EngageSmartASSControl(MechJebModuleSmartASS.Mode.SURFACE, MechJebModuleSmartASS.Target.VERTICAL_PLUS, true);
                    }
                    else
                    {
                        // if we're falling at a significant angle from vertical, our vertical speed might be
                        // quite small but we might still need to decelerate. Control the total speed instead
                        // by thrusting directly retrograde
                        core.attitude.attitudeTo(Vector3d.back, AttitudeReference.SURFACE_VELOCITY, null);
                        core.thrust.tmode = MechJebModuleThrustController.TMode.KEEP_SURFACE;
                    }
                }

                status = "Final descent: " + vesselState.altitudeBottom.ToString("F0") + "m above terrain";

                // ComputeCourseCorrection doesn't work close to the ground

                /* if (core.landing.landAtTarget)
                 * {
                 *  core.rcs.enabled = true;
                 *  Vector3d deltaV = core.landing.ComputeCourseCorrection(false);
                 *  core.rcs.SetWorldVelocityError(deltaV);
                 *
                 *  status += "\nDV: " + deltaV.magnitude.ToString("F3") + " m/s";
                 * } */

                return(this);
            }
示例#24
0
        //--------------------------------------------------------------------
        // CheckDraw
        // Checks if the given mesh should be drawn.
        private void CheckDraw(GameObject flareMesh, MeshRenderer flareMR, Vector3d position, CelestialBody referenceBody, Vector4 hslColor, double objRadius, FlareType flareType)
        {
            Vector3d targetVectorToSun = FlightGlobals.Bodies[0].position - position;
            Vector3d targetVectorToRef = referenceBody.position - position;
            double   targetRelAngle    = Vector3d.Angle(targetVectorToSun, targetVectorToRef);
            double   targetDist        = Vector3d.Distance(position, camPos);
            double   targetSize;

            if (flareType == FlareType.Celestial)
            {
                targetSize = objRadius;
            }
            else
            {
                targetSize = Math.Atan2(objRadius, targetDist) * Mathf.Rad2Deg;
            }
            double targetRefDist = Vector3d.Distance(position, referenceBody.position);
            double targetRefSize = Math.Acos(Math.Sqrt(Math.Pow(targetRefDist, 2.0) - Math.Pow(referenceBody.Radius, 2.0)) / targetRefDist) * Mathf.Rad2Deg;

            bool inShadow = false;

            if (referenceBody != FlightGlobals.Bodies[0] && targetRelAngle < targetRefSize)
            {
                inShadow = true;
            }

            bool isVisible;

            if (inShadow)
            {
                isVisible = false;
            }
            else
            {
                isVisible = true;

                // See if the sun obscures our target
                if (sunDistanceFromCamera < targetDist && sunSizeInDegrees > targetSize && Vector3d.Angle(cameraToSunUnitVector, position - camPos) < sunSizeInDegrees)
                {
                    isVisible = false;
                }

                if (isVisible)
                {
                    for (int i = 0; i < bodyFlares.Count; ++i)
                    {
                        if (bodyFlares[i].body.bodyName != flareMesh.name && bodyFlares[i].distanceFromCamera <targetDist && bodyFlares[i].sizeInDegrees> targetSize && Vector3d.Angle(bodyFlares[i].cameraToBodyUnitVector, position - camPos) < bodyFlares[i].sizeInDegrees)
                        {
                            isVisible = false;
                            break;
                        }
                    }
                }
            }

            if (targetSize < (camFOV / 500.0f) && isVisible && !MapView.MapIsEnabled)
            {
                // Work in HSL space.  That allows us to do dimming of color
                // by adjusting the lightness value without any hue shifting.
                // We apply atmospheric dimming using alpha.  Although maybe
                // I don't need to - it could be done by dimming, too.
                float alpha   = hslColor.w;
                float dimming = 1.0f;
                alpha   *= atmosphereFactor;
                dimming *= dimFactor;
                if (targetSize > (camFOV / 1000.0f))
                {
                    dimming *= (float)(((camFOV / targetSize) / 500.0) - 1.0);
                }
                if (flareType == FlareType.Debris && DistantObjectSettings.DistantFlare.debrisBrightness < 1.0f)
                {
                    dimming *= DistantObjectSettings.DistantFlare.debrisBrightness;
                }
                // Uncomment this to help with debugging
                //alpha = 1.0f;
                //dimming = 1.0f;
                flareMR.material.color = ResourceUtilities.HSL2RGB(hslColor.x, hslColor.y, hslColor.z * dimming, alpha);
            }
            else
            {
                flareMesh.SetActive(false);
            }
        }
示例#25
0
        public void CalculateNewOrbitData()
        {
            isDirty = false;
            var MG = attractorMass * gravConst;

            attractorDistance = position.magnitude;
            var angularMomentumVector = CelestialBodyUtils.CrossProduct(position, velocity);

            orbitNormal = angularMomentumVector.normalized;
            Vector3d eccVector;

            if (orbitNormal.sqrMagnitude < 0.9 || orbitNormal.sqrMagnitude > 1.1)              //check if zero lenght
            {
                orbitNormal = CelestialBodyUtils.CrossProduct(position, eclipticUp).normalized;
                eccVector   = new Vector3d();
            }
            else
            {
                eccVector = CelestialBodyUtils.CrossProduct(velocity, angularMomentumVector) / MG - position / attractorDistance;
            }
            orbitNormalDotEclipticNormal = CelestialBodyUtils.DotProduct(orbitNormal, eclipticNormal);
            focalParameter = angularMomentumVector.sqrMagnitude / MG;
            eccentricity   = eccVector.magnitude;
            //if (debug) {
            //	string format = "0.0000000000";
            //	Debug.Log(
            //		"ECC: " + eccVector.ToString(format) + " LEN: " + eccVector.magnitude.ToString(format) + "\n" +
            //		"POS: " + position.ToString(format) + " LEN: " + position.magnitude.ToString(format) + "\n" +
            //		"POSNORM: " + ( position / attractorDistance ).ToString(format) + " LEN: " + ( position / attractorDistance ).magnitude.ToString(format) + "\n" +
            //		"VEL: " + velocity.ToString(format) + " LEN: " + velocity.magnitude.ToString(format) + "\n" +
            //		"POScrossVEL: " + angularMomentumVector.ToString(format) + " LEN: " + angularMomentumVector.magnitude.ToString(format) + "\n"
            //		);
            //}
            energyTotal        = velocity.sqrMagnitude - 2 * MG / attractorDistance;
            semiMinorAxisBasis = CelestialBodyUtils.CrossProduct(angularMomentumVector, eccVector).normalized;
            if (semiMinorAxisBasis.sqrMagnitude < 0.5)
            {
                semiMinorAxisBasis = CelestialBodyUtils.CrossProduct(orbitNormal, position).normalized;
            }
            semiMajorAxisBasis = CelestialBodyUtils.CrossProduct(orbitNormal, semiMinorAxisBasis).normalized;
            inclination        = Vector3d.Angle(orbitNormal, eclipticNormal) * Mathd.Deg2Rad;
            if (eccentricity < 1)
            {
                orbitCompressionRatio = 1 - eccentricity * eccentricity;
                semiMajorAxis         = focalParameter / orbitCompressionRatio;
                semiMinorAxis         = semiMajorAxis * System.Math.Sqrt(orbitCompressionRatio);
                centerPoint           = -semiMajorAxis * eccVector;
                period            = Mathd.PI_2 * Mathd.Sqrt(Mathd.Pow(semiMajorAxis, 3) / MG);
                apoapsis          = centerPoint + semiMajorAxisBasis * semiMajorAxis;
                periapsis         = centerPoint - semiMajorAxisBasis * semiMajorAxis;
                periapsisDistance = periapsis.magnitude;
                apoapsisDistance  = apoapsis.magnitude;
                trueAnomaly       = Vector3d.Angle(position, -semiMajorAxisBasis) * Mathd.Deg2Rad;
                if (CelestialBodyUtils.DotProduct(CelestialBodyUtils.CrossProduct(position, semiMajorAxisBasis), orbitNormal) < 0)
                {
                    trueAnomaly = Mathd.PI_2 - trueAnomaly;
                }
                eccentricAnomaly = CelestialBodyUtils.ConvertTrueToEccentricAnomaly(trueAnomaly, eccentricity);
                meanAnomaly      = eccentricAnomaly - eccentricity * System.Math.Sin(eccentricAnomaly);
            }
            else
            {
                orbitCompressionRatio = eccentricity * eccentricity - 1;
                semiMajorAxis         = focalParameter / orbitCompressionRatio;
                semiMinorAxis         = semiMajorAxis * System.Math.Sqrt(orbitCompressionRatio);
                centerPoint           = semiMajorAxis * eccVector;
                period            = double.PositiveInfinity;
                apoapsis          = new Vector3d(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity);
                periapsis         = centerPoint + semiMajorAxisBasis * (semiMajorAxis);
                periapsisDistance = periapsis.magnitude;
                apoapsisDistance  = double.PositiveInfinity;
                trueAnomaly       = Vector3d.Angle(position, eccVector) * Mathd.Deg2Rad;
                if (CelestialBodyUtils.DotProduct(CelestialBodyUtils.CrossProduct(position, semiMajorAxisBasis), orbitNormal) < 0)
                {
                    trueAnomaly = -trueAnomaly;
                }
                eccentricAnomaly = CelestialBodyUtils.ConvertTrueToEccentricAnomaly(trueAnomaly, eccentricity);
                meanAnomaly      = System.Math.Sinh(eccentricAnomaly) * eccentricity - eccentricAnomaly;
            }
        }
示例#26
0
        //--------------------------------------------------------------------
        // UpdateVar()
        // Update atmosphereFactor and dimFactor
        private void UpdateVar()
        {
            Vector3d sunBodyAngle = (FlightGlobals.Bodies[0].position - camPos).normalized;
            double   sunBodyDist  = FlightGlobals.Bodies[0].GetAltitude(camPos) + FlightGlobals.Bodies[0].Radius;
            double   sunBodySize  = Math.Acos(Math.Sqrt(Math.Pow(sunBodyDist, 2.0) - Math.Pow(FlightGlobals.Bodies[0].Radius, 2.0)) / sunBodyDist) * Mathf.Rad2Deg;

            atmosphereFactor = 1.0f;

            if (FlightGlobals.currentMainBody != null && FlightGlobals.currentMainBody.atmosphere)
            {
                double camAltitude          = FlightGlobals.currentMainBody.GetAltitude(camPos);
                double atmAltitude          = FlightGlobals.currentMainBody.atmosphereDepth;
                double atmCurrentBrightness = (Vector3d.Distance(camPos, FlightGlobals.Bodies[0].position) - Vector3d.Distance(FlightGlobals.currentMainBody.position, FlightGlobals.Bodies[0].position)) / (FlightGlobals.currentMainBody.Radius);

                if (camAltitude > (atmAltitude / 2.0) || atmCurrentBrightness > 0.15)
                {
                    atmosphereFactor = 1.0f;
                }
                else if (camAltitude < (atmAltitude / 10.0) && atmCurrentBrightness < 0.05)
                {
                    atmosphereFactor = 0.0f;
                }
                else
                {
                    if (camAltitude < (atmAltitude / 2.0) && camAltitude > (atmAltitude / 10.0) && atmCurrentBrightness < 0.15)
                    {
                        atmosphereFactor *= (float)((camAltitude - (atmAltitude / 10.0)) / (atmAltitude - (atmAltitude / 10.0)));
                    }
                    if (atmCurrentBrightness < 0.15 && atmCurrentBrightness > 0.05 && camAltitude < (atmAltitude / 2.0))
                    {
                        atmosphereFactor *= (float)((atmCurrentBrightness - 0.05) / (0.10));
                    }
                    if (atmosphereFactor > 1.0f)
                    {
                        atmosphereFactor = 1.0f;
                    }
                }
                // atmDensityASL isn't an exact match for atmosphereMultiplier from KSP 0.90, I think, but it
                // provides a '1' for Kerbin (1.2, actually)
                float atmThickness = (float)Math.Min(Math.Sqrt(FlightGlobals.currentMainBody.atmDensityASL), 1);
                atmosphereFactor = (atmThickness) * (atmosphereFactor) + (1.0f - atmThickness);
            }

            float sunDimFactor = 1.0f;
            float skyboxDimFactor;

            if (DistantObjectSettings.SkyboxBrightness.changeSkybox == true)
            {
                // Apply fudge factors here so people who turn off the skybox don't turn off the flares, too.
                // And avoid a divide-by-zero.
                skyboxDimFactor = Mathf.Max(0.5f, GalaxyCubeControl.Instance.maxGalaxyColor.r / Mathf.Max(0.0078125f, DistantObjectSettings.SkyboxBrightness.maxBrightness));
            }
            else
            {
                skyboxDimFactor = 1.0f;
            }

            // This code applies a fudge factor to flare dimming based on the
            // angle between the camera and the sun.  We need to do this because
            // KSP's sun dimming effect is not applied to maxGalaxyColor, so we
            // really don't know how much dimming is being done.
            float angCamToSun = Vector3.Angle(FlightCamera.fetch.mainCamera.transform.forward, sunBodyAngle);

            if (angCamToSun < (camFOV * 0.5f))
            {
                bool isVisible = true;
                for (int i = 0; i < bodyFlares.Count; ++i)
                {
                    if (bodyFlares[i].distanceFromCamera <sunBodyDist && bodyFlares[i].sizeInDegrees> sunBodySize && Vector3d.Angle(bodyFlares[i].cameraToBodyUnitVector, FlightGlobals.Bodies[0].position - camPos) < bodyFlares[i].sizeInDegrees)
                    {
                        isVisible = false;
                        break;
                    }
                }
                if (isVisible)
                {
                    // Apply an arbitrary minimum value - the (x^4) function
                    // isn't right, but it does okay on its own.
                    float sunDimming = Mathf.Max(0.2f, Mathf.Pow(angCamToSun / (camFOV * 0.5f), 4.0f));
                    sunDimFactor *= sunDimming;
                }
            }
            dimFactor = DistantObjectSettings.DistantFlare.flareBrightness * Mathf.Min(skyboxDimFactor, sunDimFactor);
        }
示例#27
0
 //angle in degrees between the vessel's current pointing direction and the attitude target, ignoring roll
 public double attitudeAngleFromTarget()
 {
     return(enabled ? Math.Abs(Vector3d.Angle(attitudeGetReferenceRotation(attitudeReference) * attitudeTarget * Vector3d.forward, vesselState.forward)) : 0);
 }
示例#28
0
        //--------------------------------------------------------------------
        // UpdateNameShown
        // Update the mousever name (if applicable)
        private void UpdateNameShown()
        {
            showNameTransform = null;
            if (DistantObjectSettings.DistantFlare.showNames)
            {
                Ray mouseRay = FlightCamera.fetch.mainCamera.ScreenPointToRay(Input.mousePosition);

                // Detect CelestialBody mouseovers
                double bestRadius = -1.0;
                foreach (BodyFlare bodyFlare in bodyFlares)
                {
                    if (bodyFlare.body == FlightGlobals.ActiveVessel.mainBody)
                    {
                        continue;
                    }

                    if (bodyFlare.meshRenderer.material.color.a > 0.0f)
                    {
                        Vector3d vectorToBody   = bodyFlare.body.position - mouseRay.origin;
                        double   mouseBodyAngle = Vector3d.Angle(vectorToBody, mouseRay.direction);
                        if (mouseBodyAngle < 1.0)
                        {
                            if (bodyFlare.body.Radius > bestRadius)
                            {
                                double distance    = Vector3d.Distance(FlightCamera.fetch.mainCamera.transform.position, bodyFlare.body.position);
                                double angularSize = Mathf.Rad2Deg * bodyFlare.body.Radius / distance;
                                if (angularSize < 0.2)
                                {
                                    bestRadius        = bodyFlare.body.Radius;
                                    showNameTransform = bodyFlare.body.transform;
                                    showNameString    = KSP.Localization.Localizer.Format("<<1>>", bodyFlare.body.bodyDisplayName);
                                    showNameColor     = bodyFlare.color;
                                }
                            }
                        }
                    }
                }

                if (showNameTransform == null)
                {
                    // Detect Vessel mouseovers
                    float bestBrightness = 0.01f; // min luminosity to show vessel name
                    foreach (VesselFlare vesselFlare in vesselFlares.Values)
                    {
                        if (vesselFlare.flareMesh.activeSelf && vesselFlare.meshRenderer.material.color.a > 0.0f)
                        {
                            Vector3d vectorToVessel   = vesselFlare.referenceShip.transform.position - mouseRay.origin;
                            double   mouseVesselAngle = Vector3d.Angle(vectorToVessel, mouseRay.direction);
                            if (mouseVesselAngle < 1.0)
                            {
                                float brightness = vesselFlare.brightness;
                                if (brightness > bestBrightness)
                                {
                                    bestBrightness    = brightness;
                                    showNameTransform = vesselFlare.referenceShip.transform;
                                    showNameString    = vesselFlare.referenceShip.vesselName;
                                    showNameColor     = Color.white;
                                }
                            }
                        }
                    }
                }
            }
        }
示例#29
0
 //Computes the angle between two orbital planes. This will be a number between 0 and 180
 //Note that in the convention used two objects orbiting in the same plane but in
 //opposite directions have a relative inclination of 180 degrees.
 public static double RelativeInclination(this Orbit a, Orbit b)
 {
     return(Math.Abs(Vector3d.Angle(a.SwappedOrbitNormal(), b.SwappedOrbitNormal())));
 }
示例#30
0
        public void FixedUpdate()
        {
            if (vesselGuid != Guid.Empty)
            {
                missionTime = Math.Max(missionTime, vessel.missionTime);
                //Log.Info("Old vesselGuid: " + vesselGuid + ", missiontime: " + missionTime);
            }
            else
            {
                vesselGuid = this.vessel.id;
                //Log.Info("vesselGuid: " + vesselGuid);
                //Log.Info("guid missionTime: " + vessel.missionTime);
            }
            if (HighLogic.LoadedSceneIsFlight)
            {
                missionTime = vessel.missionTime;
                var vm = this;
                //Vessel v = lastActiveVessel;
                Vessel v = this.vessel;
                //if (v != lastActiveVessel)
                //{
                //    lastActiveVessel = v;
                //    vm = v.GetComponent<BPB_VesselModule>();
                //}

                //if (vm.armed && !vm.aborted && !v.ActionGroups[KSPActionGroup.Abort])
                if (armed && !aborted && !v.ActionGroups[KSPActionGroup.Abort] && missionTime > 0)
                {
                    // Check to be sure it should still be active
                    //if (v.missionTime <= vm.disableAfter && v.altitude <= vm.disableAtAltitudeKm * 1000)
                    //if (v.missionTime <= disableAfter && v.altitude <= disableAtAltitudeKm * 1000)
                    if (this.missionTime <= disableAfter && v.altitude <= disableAtAltitude)
                    {
                        // check for negative vertical speed
                        //if (v.verticalSpeed < vm.vertSpeed && vm.vertSpeedTriggerEnabled)
                        if (v.verticalSpeed < vertSpeed && vertSpeedTriggerEnabled)
                        {
                            //if (this.vessel == FlightGlobals.ActiveVessel)
                            if (this.vessel.isActiveVessel)
                            {
                                ScreenMessages.PostScreenMessage("<color=red>ABORTING - Negative Vertical Velocity Detected!</color>", 10f);
                            }
                            else
                            {
                                ScreenMessages.PostScreenMessage("ABORTING - Negative Vertical Velocity Detected!");
                            }

                            ScreenMessages.PostScreenMessage(v.verticalSpeed + " m/s", 10f);
                            v.ActionGroups.SetGroup(KSPActionGroup.Abort, true);
                            //vm.SetAllActive(true, false, "Aborted! Negative Vertical Velocity Detected");
                            SetAllActive(true, false, "Aborted! Negative Vertical Velocity Detected");
                        }

                        // Check for G forces too high
                        //if (v.geeForce > vm.gForceTrigger && vm.gForceTriggerEnabled)
                        if (v.geeForce > gForceTrigger && gForceTriggerEnabled)
                        {
                            //if (this.vessel == FlightGlobals.ActiveVessel)
                            if (this.vessel.isActiveVessel)
                            {
                                ScreenMessages.PostScreenMessage("<color=red>ABORTING - High G-Force Detected!</color>", 10f);
                            }
                            else
                            {
                                ScreenMessages.PostScreenMessage("ABORTING - High G-Force Detected!");
                            }

                            ScreenMessages.PostScreenMessage(v.geeForce + " Gs", 10f);
                            v.ActionGroups.SetGroup(KSPActionGroup.Abort, true);
                            vm.SetAllActive(true, false, "Aborted! High G-Force Detected");
                        }

                        // Check for AoA too high.  Also make sure that the velocity is >10 to avoid the
                        // inevitable jitter before launch
                        //if (vm.exceedingAoA && v.GetSrfVelocity().magnitude > 10 && v.missionTime > 1)
                        if (vm.exceedingAoA && v.GetSrfVelocity().magnitude > 10 && missionTime > 10 && v.altitude <= vm.ignoreAoAAboveAltitude)
                        {
                            var v3d1 = Vector3d.Angle(v.GetTransform().up, v.GetSrfVelocity());
                            if (v3d1 > vm.maxAoA)
                            {
                                //if (this.vessel == FlightGlobals.ActiveVessel)
                                if (this.vessel.isActiveVessel)
                                {
                                    ScreenMessages.PostScreenMessage("<color=red>ABORTING - Max AoA Exceeded!</color>", 10f);
                                }
                                else
                                {
                                    ScreenMessages.PostScreenMessage("ABORTING - Max AoA Exceeded!");
                                }
                                ScreenMessages.PostScreenMessage(vm.maxAoA + " degrees", 10f);
                                v.ActionGroups.SetGroup(KSPActionGroup.Abort, true);
                                vm.SetAllActive(true, false, "Aborted! Max AoA Exceeded");
                            }
                        }
                    }
                    else
                    {
                        if (!timeoutInProgress)
                        {
                            timeoutInProgress = true;
                        }
                        if (timeoutInProgress && v.geeForce <= vm.maxTimeoutActionG)
                        {
                            vm.armed          = false;
                            timeoutInProgress = false;
                            //if (v.missionTime > vm.disableAfter)
                            if (this.missionTime > vm.disableAfter)
                            {
                                //if (this.vessel == FlightGlobals.ActiveVessel)
                                if (this.vessel.isActiveVessel)
                                {
                                    ScreenMessages.PostScreenMessage("Bob's Panic Box disabled due to timeout", 10f);
                                }
                                Log.Info("Bob's Panic Box disabled due to timeout");
                            }
                            if (v.altitude > vm.disableAtAltitude)
                            {
                                //if (this.vessel == FlightGlobals.ActiveVessel)
                                if (this.vessel.isActiveVessel)
                                {
                                    ScreenMessages.PostScreenMessage("Bob's Panic Box disabled due to altitude", 10f);
                                }
                                Log.Info("Bob's Panic Box disabled due to altitude");
                            }

                            if (vm.actionAfterTimeout > 0)
                            {
                                var kg = GetActionGroup((int)vm.actionAfterTimeout);
                                v.ActionGroups.SetGroup(kg, true);
                            }
                        }
                    }
                }

                if (vm.aborted && vm.postAbortAction != 0 && !vm.postAbortActionCompleted)
                {
                    //if (vm.abortTime + vm.postAbortDelay <= v.missionTime)
                    if (vm.abortTime + vm.postAbortDelay <= this.missionTime)

                    {
                        // Check for safechute
                        // check for chutes
                        var pa = v.FindPartModulesImplementing <ModuleParachute>();
                        if (pa != null && pa.Count > 0)
                        {
                            foreach (ModuleParachute chute in pa)
                            {
                                if (chute.deploymentState == ModuleParachute.deploymentStates.STOWED && FlightGlobals.ActiveVessel.atmDensity > 0)
                                {
                                    if (chute.deploySafe == "Safe")
                                    {
                                        var kg = GetActionGroup(vm.postAbortAction);
                                        v.ActionGroups.SetGroup(kg, true);
                                        vm.postAbortActionCompleted = true;
                                    }
                                }
                            }
                        }
                        else
                        {
                            var kg = GetActionGroup(vm.postAbortAction);
                            v.ActionGroups.SetGroup(kg, true);
                            vm.postAbortActionCompleted = true;
                        }
                    }
                }
            }
        }