2025-03-31 10:28:23 +03:00

263 lines
6.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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;
}
}
}