示例#1
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        public Direction GetPrograde()
        {
            var up = (Vessel.findLocalMOI(Vessel.findWorldCenterOfMass()) - Vessel.mainBody.position).normalized;

            var d = new Direction {Rotation = Quaternion.LookRotation(Vessel.orbit.GetVel().normalized, up)};
            return d;
        }
示例#2
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        public Direction GetRetrograde()
        {
            var up = (Target.findLocalMOI(Target.findWorldCenterOfMass()) - Target.mainBody.position).normalized;

            var d = new Direction {Rotation = Quaternion.LookRotation(Target.orbit.GetVel().normalized*-1, up)};
            return d;
        }
示例#3
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        public override void Execute(SharedObjects shared)
        {
            double roll = GetDouble(PopValueAssert(shared));
            double yaw = GetDouble(PopValueAssert(shared));
            double pitch = GetDouble(PopValueAssert(shared));
            AssertArgBottomAndConsume(shared);

            var result = new Direction(new Vector3d(pitch, yaw, roll), true);
            ReturnValue = result;
        }
示例#4
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        public override void Execute(SharedObjects shared)
        {
            double angle = GetDouble(PopValueAssert(shared));
            double roll = GetDouble(PopValueAssert(shared));
            double yaw = GetDouble(PopValueAssert(shared));
            double pitch = GetDouble(PopValueAssert(shared));
            AssertArgBottomAndConsume(shared);

            var result = new Direction(new UnityEngine.Quaternion((float)pitch, (float)yaw, (float)roll, (float)angle));
            ReturnValue = result;
        }
示例#5
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文件: Suffixed.cs 项目: EbbiDos/KOS
        public override void Execute(SharedObjects shared)
        {
            double pitchAboveHorizon = GetDouble(shared.Cpu.PopValue());
            double degreesFromNorth = GetDouble(shared.Cpu.PopValue());

            Vessel currentVessel = shared.Vessel;
            var q = UnityEngine.Quaternion.LookRotation(VesselUtils.GetNorthVector(currentVessel), currentVessel.upAxis);
            q *= UnityEngine.Quaternion.Euler(new UnityEngine.Vector3((float)-pitchAboveHorizon, (float)degreesFromNorth, 0));

            var result = new Direction(q);
            shared.Cpu.PushStack(result);
        }
示例#6
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        public static void SteerShipToward(Direction targetDir, FlightCtrlState c, Vessel vessel)
        {
            // I take no credit for this, this is a stripped down, rearranged version of MechJeb's attitude control system

            var CoM = vessel.findWorldCenterOfMass();
            var MoI = vessel.findLocalMOI(CoM);
            var mass = vessel.GetTotalMass();
            var up = (CoM - vessel.mainBody.position).normalized;

            var target = targetDir.Rotation;
            var vesselR = vessel.transform.rotation;

            // some validations
            if (!Utils.IsValidNumber(c.mainThrottle) ||
                !Utils.IsValidVector(CoM) ||
                !Utils.IsValidNumber(mass) ||
                !Utils.IsValidVector(up) ||
                !Utils.IsValidRotation(target) ||
                !Utils.IsValidRotation(vesselR))
            {
                return;
            }

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

            Vector3d deltaEuler = ReduceAngles(delta.eulerAngles);
            deltaEuler.y *= -1;

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

            Vector3d err = deltaEuler * Math.PI / 180.0F;
            err += new Vector3d(inertia.x, inertia.z, inertia.y);
            //err.Scale(SwapYZ(Vector3d.Scale(MoI, Inverse(torque))));

            prev_err = err;

            Vector3d act = 120.0f * err;

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

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

            //act = averageVector3d(averagedAct, act, 2);

            c.roll = Mathf.Clamp((float)(c.roll + act.z), -drive_limit, drive_limit);
            c.pitch = Mathf.Clamp((float)(c.pitch + act.x), -drive_limit, drive_limit);
            c.yaw = Mathf.Clamp((float)(c.yaw + act.y), -drive_limit, drive_limit);

            /*
            // This revised version from 0.6 gave people problems with gravity turns. I've reverted but may try to make it work

            var CoM = vessel.findWorldCenterOfMass();
            var MoI = vessel.findLocalMOI(CoM);
            var mass = vessel.GetTotalMass();
            var up = (CoM - vessel.mainBody.position).normalized;

            var target = targetDir.Rotation;
            var vesselR = vessel.transform.rotation;

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

            Vector3d deltaEuler = ReduceAngles(delta.eulerAngles);
            deltaEuler.y *= -1;

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

            Vector3d err = deltaEuler * Math.PI / 180.0F;
            err += SwapYZ(inertia * 8);
            err.Scale(SwapYZ(Vector3d.Scale(MoI * 3, Inverse(torque))));

            prev_err = err;

            Vector3d act = 400.0f * err;

            float precision = Mathf.Clamp((float)torque.x * 20f / MoI.magnitude, 0.5f, 10f);
            float drive_limit = Mathf.Clamp01((float)(err.magnitude * 450.0f / precision));

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

            //act = averageVector3d(averagedAct, act, 2);

            c.roll = Mathf.Clamp((float)(c.roll + act.z), -drive_limit, drive_limit);
            c.pitch = Mathf.Clamp((float)(c.pitch + act.x), -drive_limit, drive_limit);
            c.yaw = Mathf.Clamp((float)(c.yaw + act.y), -drive_limit, drive_limit);*/
        }
示例#7
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        public Direction GetSurfaceRetrograde()
        {
            Vector3d up = GetUpVector();
            OrbitableVelocity vels = GetVelocities();
            Vector3d normSrfVec = vels.Surface.Normalized();

            var d = new Direction {Rotation = Quaternion.LookRotation(normSrfVec*(-1), up)};
            return d;
        }
示例#8
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        public Direction GetPrograde()
        {
            Vector3d up = GetUpVector();
            OrbitableVelocity vels = GetVelocities();
            Vector3d normOrbVec = vels.Orbital.Normalized();

            var d = new Direction {Rotation = Quaternion.LookRotation(normOrbVec, up)};
            return d;
        }
示例#9
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文件: Suffixed.cs 项目: CalebJ2/KOS
        public override void Execute(SharedObjects shared)
        {
            double pitchAboveHorizon = GetDouble(PopValueAssert(shared));
            double degreesFromNorth = GetDouble(PopValueAssert(shared));
            AssertArgBottomAndConsume(shared);

            Vessel currentVessel = shared.Vessel;
            var q = UnityEngine.Quaternion.LookRotation(VesselUtils.GetNorthVector(currentVessel), currentVessel.upAxis);
            q *= UnityEngine.Quaternion.Euler(new UnityEngine.Vector3((float)-pitchAboveHorizon, (float)degreesFromNorth, 0));

            var result = new Direction(q);
            ReturnValue = result;
        }
示例#10
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        public Direction GetSurfacePrograde()
        {
            var up = (Vessel.findLocalMOI(Vessel.findWorldCenterOfMass()) - Vessel.mainBody.position).normalized;

            var d = new Direction { Rotation = Quaternion.LookRotation(Vessel.srf_velocity.normalized, up) };
            return d;
        }
示例#11
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        public static void SteerShipToward(Direction targetDir, FlightCtrlState c, Vessel vessel)
        {
            // I take no credit for this, this is a stripped down, rearranged version of MechJeb's attitude control system

            var centerOfMass = vessel.findWorldCenterOfMass();
            var moi = vessel.findLocalMOI(centerOfMass);

            var target = targetDir.Rotation;
            var vesselR = vessel.transform.rotation;

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

            Vector3d deltaEuler = ReduceAngles(delta.eulerAngles);
            deltaEuler.y *= -1;

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

            Vector3d err = deltaEuler * Math.PI / 180.0F;
            err += new Vector3d(inertia.x, inertia.z, inertia.y);

            Vector3d act = 120.0f * err;

            float precision = Mathf.Clamp((float)torque.x * 20f / moi.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#12
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文件: Suffixed.cs 项目: EbbiDos/KOS
        public override void Execute(SharedObjects shared)
        {
            double roll = GetDouble(shared.Cpu.PopValue());
            double yaw = GetDouble(shared.Cpu.PopValue());
            double pitch = GetDouble(shared.Cpu.PopValue());

            var result = new Direction(new Vector3d(pitch, yaw, roll), true);
            shared.Cpu.PushStack(result);
        }
示例#13
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文件: Suffixed.cs 项目: EbbiDos/KOS
        public override void Execute(SharedObjects shared)
        {
            double angle = GetDouble(shared.Cpu.PopValue());
            double roll = GetDouble(shared.Cpu.PopValue());
            double yaw = GetDouble(shared.Cpu.PopValue());
            double pitch = GetDouble(shared.Cpu.PopValue());

            var result = new Direction(new UnityEngine.Quaternion((float)pitch, (float)yaw, (float)roll, (float)angle));
            shared.Cpu.PushStack(result);
        }
示例#14
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文件: Direction.cs 项目: CalebJ2/KOS
 /// <summary>
 /// Returns this rotation relative to a starting rotation - ie.. how you would
 /// have to rotate from that start rotation to get to this one.
 /// </summary>
 /// <param name="fromDir">start rotation.</param>
 /// <returns>new Direction representing such a rotation.</returns>
 public Direction RelativeFrom(Direction fromDir)
 {
     return new Direction(Quaternion.RotateTowards(fromDir.rotation, rotation, 99999.0f));
 }