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C#
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using System.Numerics;
using System.Runtime.InteropServices;
namespace DroneSimulator
{
internal class Drone
{
public int ID;
public float Mass; // Масса
public bool Active; // Живой?
public float Length; // Длинна лучей
public float Dynamic; // Физика поведения
public Vector3 PosXYZ, SpdXYZ, AccXYZ; // Положение в пространстве: Позиция, Скорость, Ускорение
public Quaternion Quat; // Основной кватернион
public float Power = 0; // Тяга всех двигателей
public Vector3 SpdPRY, AccPRY; // Поворот в пространстве: pitch roll yaw
public Vector3 Acc, Gyr; // Имитация: Акселерометр, Гироскоп
public float LaserRange; // Имитация: Дальномер
private const float Gravity = 1.0f;
private const float TO_GRAD = 180 / MathF.PI;
private const float TO_RADI = MathF.PI / 180;
private Thread DroneThread;
private int Timer;
private static int CounterID = 0;
public static byte[] getBytes(object data)
{
int size = Marshal.SizeOf(data);
byte[] arr = new byte[size];
IntPtr ptr = IntPtr.Zero;
try
{
ptr = Marshal.AllocHGlobal(size);
Marshal.StructureToPtr(data, ptr, true);
Marshal.Copy(ptr, arr, 0, size);
}
finally
{
Marshal.FreeHGlobal(ptr);
}
return arr;
}
public static object fromBytes(byte[] arr, Type type)
{
object mem = new object();
int size = Marshal.SizeOf(type);
IntPtr ptr = IntPtr.Zero;
try
{
ptr = Marshal.AllocHGlobal(size);
Marshal.Copy(arr, 0, ptr, size);
mem = Marshal.PtrToStructure(ptr, type);
}
finally
{
Marshal.FreeHGlobal(ptr);
}
return mem;
}
public struct DataOut
{
public float AccX, AccY, AccZ;
public float GyrX, GyrY, GyrZ;
public float PosX, PosY;
public float LaserRange;
}
public DataOut GetDataOut()
{
DataOut data = new DataOut();
data.AccX = Acc.X; data.AccY = Acc.Y; data.AccZ = Acc.Z;
data.GyrX = Gyr.X; data.GyrY = Gyr.Y; data.GyrZ = Gyr.Z;
data.PosX = PosXYZ.X; data.PosY = PosXYZ.Y;
data.LaserRange = LaserRange;
return data;
}
public struct DataIn
{
public float MotorUL, MotorUR, MotorDL, MotorDR;
}
public struct DataVisual
{
public int ID; // Идентификатор
public float W, X, Y, Z; // Кватернион вращения
public float PosX, PosY, PosZ; // Координаты в пространстве
}
public DataVisual GetVisual()
{
return new DataVisual() { ID = this.ID, W = this.Quat.W, X = this.Quat.X, Y = this.Quat.Y, Z = this.Quat.Z, PosX = this.PosXYZ.X, PosY = this.PosXYZ.Y, PosZ = this.PosXYZ.Z };
}
private void ThreadFunction()
{
while (DroneThread != null)
{
float time = Environment.TickCount - Timer;
Timer = Environment.TickCount;
Action(time / 1000);
Thread.Sleep(1);
}
}
public Drone(int id)
{
ID = id;
Active = false;
PosXYZ = Vector3.Zero;
SpdXYZ = Vector3.Zero;
AccXYZ = Vector3.Zero;
Quat = Quaternion.Identity;
DroneThread = new Thread(new ThreadStart(ThreadFunction));
Timer = Environment.TickCount;
DroneThread.Start();
}
public int Create(float mass, float len, float dynamic)
{
Mass = Range(mass);
Dynamic = dynamic * 100;
Length = len;
Active = true;
return ID;
}
public void Close()
{
DroneThread = null;
}
private float GetAngle(float a1, float a2, float az)
{
if (a2 == 0.0f && az == 0.0f)
{
if (a1 > 0) return 90;
if (a1 < 0) return -90;
return 0;
}
return MathF.Atan(a1 / MathF.Sqrt(a2 * a2 + az * az)) * TO_GRAD;
}
public void Rotate(float x, float y, float z)
{
x = x * MathF.PI / 180;
y = y * MathF.PI / 180;
z = -z * MathF.PI / 180;
Quaternion map = Quat;
Quaternion spd = new Quaternion(x, y, z, 0);
Quaternion aq = spd * map;
map.W -= 0.5f * aq.W;
map.X -= 0.5f * aq.X;
map.Y -= 0.5f * aq.Y;
map.Z -= 0.5f * aq.Z;
Quat = Quaternion.Normalize(map);
}
public Vector4 GetOrientation()
{
Quaternion grav = new Quaternion(0, 0, 1, 0);
grav = (Quat * grav) * Quaternion.Inverse(Quat);
float yaw = 2 * MathF.Atan2(Quat.Z, Quat.W) * TO_GRAD;
if (yaw < 0.0f) yaw = 360.0f + yaw;
return new Vector4(GetAngle(grav.Y, grav.X, grav.Z), GetAngle(-grav.X, grav.Y, grav.Z), yaw, grav.Z);
}
public void Action(float time)
{
if (!Active) return;
float flow = Power;
if (PosXYZ.Z < 0.3f)
{
flow += flow * 0.1f; // Воздушная подушка
}
SpdPRY += AccPRY * ((time * Dynamic) / (Mass * Length));
float dyn = Dynamic / 10;
Quaternion pow = Quaternion.Inverse(Quat) * new Quaternion(0, 0, flow, 0) * Quat;
AccXYZ = new Vector3(pow.X, pow.Y, pow.Z) * (dyn / Mass);
SpdXYZ += (AccXYZ + new Vector3(0, 0, -Gravity * dyn)) * time;
PosXYZ += SpdXYZ * time;
AccXYZ /= dyn;
if (PosXYZ.Z < 0)
{
SpdPRY = Vector3.Zero;
SpdXYZ.X = 0;
SpdXYZ.Y = 0;
Quat = Quaternion.Identity;
}
else Rotate(SpdPRY.X * time, SpdPRY.Y * time, SpdPRY.Z * time);
Vector4 ori = GetOrientation();
if (PosXYZ.Z < 0)
{
PosXYZ.Z = 0;
/*if (SpdXYZ.Z < -5)
{
Active = false; // Сильно ударился о землю
}*/
/*if (MathF.Abs(ori.X) > 20 || MathF.Abs(ori.Y) > 20)
{
Active = false; // Повредил винты при посадке
}*/
SpdXYZ.Z = 0;
Acc = new Vector3(0, 0, 1);
Gyr = Vector3.Zero;
LaserRange = 0;
}
else
{
if (ori.W < 0)
{
//Active = false; // Перевернулся вверх ногами
}
Quaternion grav = new Quaternion(AccXYZ.X, AccXYZ.Y, AccXYZ.Z, 0);
//grav = (Quat * grav) * Quaternion.Inverse(Quat); // Инерциальный акселерометр (тест)
Acc = new Vector3(grav.X, grav.Y, grav.Z);
Gyr = SpdPRY;
float tilt = (MathF.Abs(ori.X) + MathF.Abs(ori.Y)) * TO_RADI;
if (tilt < 90 && ori.W > 0) LaserRange = PosXYZ.Z / MathF.Cos(tilt);
else LaserRange = float.MaxValue;
}
}
private float Range(float pow)
{
if (pow > 1) pow = 1;
if (pow < 0) pow = 0;
return pow;
}
public void SetQadroPow(float ul, float ur, float dl, float dr)
{
ul = Range(ul); ur = Range(ur); dl = Range(dl); dr = Range(dr);
Power = (ul + ur + dl + dr) / 4;
AccPRY.Y = ((ul + dl) - (ur + dr));
AccPRY.X = ((ul + ur) - (dl + dr));
AccPRY.Z = ((ul + dr) - (dl + ur)) / 4;
}
}
}