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 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 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 / 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; } } }