forked from CPL/Simulator
263 lines
6.3 KiB
C#
263 lines
6.3 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using System.Numerics;
|
||
using System.Runtime.InteropServices;
|
||
using System.Text;
|
||
using System.Threading.Tasks;
|
||
using static System.Windows.Forms.AxHost;
|
||
|
||
namespace DroneSimulator
|
||
{
|
||
internal class Drone
|
||
{
|
||
public int ID;
|
||
public float Mass; // Масса
|
||
public bool Active; // Живой?
|
||
public float Length; // Длинна лучей
|
||
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 struct DataOut
|
||
{
|
||
public float AccX, AccY, AccZ;
|
||
public float GyrX, GyrY, GyrZ;
|
||
public float PosX, PosY;
|
||
public float LaserRange;
|
||
|
||
public byte[] getBytes()
|
||
{
|
||
int size = Marshal.SizeOf(this);
|
||
byte[] arr = new byte[size];
|
||
|
||
IntPtr ptr = IntPtr.Zero;
|
||
try
|
||
{
|
||
ptr = Marshal.AllocHGlobal(size);
|
||
Marshal.StructureToPtr(this, ptr, true);
|
||
Marshal.Copy(ptr, arr, 0, size);
|
||
}
|
||
finally
|
||
{
|
||
Marshal.FreeHGlobal(ptr);
|
||
}
|
||
return arr;
|
||
}
|
||
}
|
||
|
||
public struct DataIn
|
||
{
|
||
public float MotorUL, MotorUR, MotorDL, MotorDR;
|
||
|
||
public void fromBytes(byte[] arr)
|
||
{
|
||
DataIn mem = new DataIn();
|
||
|
||
int size = Marshal.SizeOf(mem);
|
||
IntPtr ptr = IntPtr.Zero;
|
||
try
|
||
{
|
||
ptr = Marshal.AllocHGlobal(size);
|
||
|
||
Marshal.Copy(arr, 0, ptr, size);
|
||
|
||
mem = (DataIn)Marshal.PtrToStructure(ptr, mem.GetType());
|
||
}
|
||
finally
|
||
{
|
||
Marshal.FreeHGlobal(ptr);
|
||
}
|
||
|
||
this = mem;
|
||
}
|
||
}
|
||
|
||
private void ThreadFunction()
|
||
{
|
||
while (DroneThread != null)
|
||
{
|
||
float time = Environment.TickCount - Timer;
|
||
Timer = Environment.TickCount;
|
||
Action(time / 100);
|
||
Thread.Sleep(1);
|
||
}
|
||
}
|
||
|
||
public Drone(int id)
|
||
{
|
||
ID = id;
|
||
Active = false;
|
||
PosXYZ = new Vector3(2000, 1000, 0);
|
||
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)
|
||
{
|
||
Mass = Range(mass);
|
||
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 < 100)
|
||
{
|
||
flow += flow * 0.1f; // Воздушная подушка
|
||
}
|
||
|
||
Quaternion pow = Quaternion.Inverse(Quat) * new Quaternion(0, 0, flow, 0) * Quat;
|
||
AccXYZ = new Vector3(pow.X, pow.Y, pow.Z) / Mass;
|
||
|
||
SpdPRY += AccPRY * time / (Mass * Length);
|
||
|
||
SpdXYZ += (AccXYZ + new Vector3(0, 0, -Gravity)) * time;
|
||
PosXYZ += SpdXYZ * time;
|
||
|
||
if (PosXYZ.Z < 0)
|
||
{
|
||
SpdPRY = Vector3.Zero;
|
||
SpdXYZ.X = 0;
|
||
SpdXYZ.Y = 0;
|
||
Quat = Quaternion.Identity;
|
||
}
|
||
else Rotate(SpdPRY.X, SpdPRY.Y, SpdPRY.Z);
|
||
|
||
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) > 45 || MathF.Abs(ori.Y) > 45)
|
||
{
|
||
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);
|
||
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;
|
||
}
|
||
}
|
||
}
|