Example #1
0
void Ship::AIAccelToModelRelativeVelocity(const vector3d v)
{
	vector3d difVel = v - GetVelocity() * GetOrient();		// required change in velocity
	vector3d maxThrust = GetMaxThrust(difVel);
	vector3d maxFrameAccel = maxThrust * (Pi::game->GetTimeStep() / GetMass());

	SetThrusterState(0, difVel.x / maxFrameAccel.x);
	SetThrusterState(1, difVel.y / maxFrameAccel.y);
	SetThrusterState(2, difVel.z / maxFrameAccel.z);	// use clamping
}
Example #2
0
// position in ship's frame
vector3d Ship::AIGetNextFramePos()
{
	vector3d thrusters = GetThrusterState();
	vector3d maxThrust = GetMaxThrust(thrusters);
	vector3d thrust = vector3d(maxThrust.x*thrusters.x, maxThrust.y*thrusters.y,
		maxThrust.z*thrusters.z);
	matrix4x4d rot; GetRotMatrix(rot);
	vector3d vel = GetVelocity() + rot * thrust * Pi::GetTimeStep() / GetMass();
	vector3d pos = GetPosition() + vel * Pi::GetTimeStep();
	return pos;
}
Example #3
0
void Ship::TimeStepUpdate(const float timeStep)
{
	// XXX why not just f*****g do this rather than track down the
	// reason that ship geoms are being collision tested during launch
	if (m_flightState == FLYING) Enable();
	else Disable();

	vector3d maxThrust = GetMaxThrust(m_thrusters);
	AddRelForce(vector3d(maxThrust.x*m_thrusters.x, maxThrust.y*m_thrusters.y,
		maxThrust.z*m_thrusters.z));
	AddRelTorque(GetShipType().angThrust * m_angThrusters);

	DynamicBody::TimeStepUpdate(timeStep);
}
Example #4
0
// diffvel is required change in velocity in object space
// returns true if this can be done in a single timestep
bool Ship::AIChangeVelBy(const vector3d &diffvel)
{
	// counter external forces
	vector3d extf = GetExternalForce() * (Pi::game->GetTimeStep() / GetMass());
	vector3d diffvel2 = diffvel - extf * GetOrient();

	vector3d maxThrust = GetMaxThrust(diffvel2);
	vector3d maxFrameAccel = maxThrust * (Pi::game->GetTimeStep() / GetMass());
	vector3d thrust(diffvel2.x / maxFrameAccel.x,
					diffvel2.y / maxFrameAccel.y,
					diffvel2.z / maxFrameAccel.z);
	SetThrusterState(thrust);			// use clamping
	if (thrust.x*thrust.x > 1.0 || thrust.y*thrust.y > 1.0 || thrust.z*thrust.z > 1.0) return false;
	return true;
}
Example #5
0
// Change object-space velocity in direction of param
vector3d Ship::AIChangeVelDir(const vector3d &reqdiffvel)
{
	// get max thrust in desired direction after external force compensation
	vector3d maxthrust = GetMaxThrust(reqdiffvel);
	maxthrust += GetExternalForce() * GetOrient();
	vector3d maxFA = maxthrust * (Pi::game->GetTimeStep() / GetMass());
	maxFA.x = fabs(maxFA.x); maxFA.y = fabs(maxFA.y); maxFA.z = fabs(maxFA.z);

	// crunch diffvel by relative thruster power to get acceleration in right direction
	vector3d diffvel = reqdiffvel;
	if (fabs(diffvel.x) > maxFA.x) diffvel *= maxFA.x / fabs(diffvel.x);
	if (fabs(diffvel.y) > maxFA.y) diffvel *= maxFA.y / fabs(diffvel.y);
	if (fabs(diffvel.z) > maxFA.z) diffvel *= maxFA.z / fabs(diffvel.z);

	AIChangeVelBy(diffvel);		// should always return true because it's already capped?
	return GetOrient() * (reqdiffvel - diffvel);		// should be remaining diffvel to correct
}
Example #6
0
// diffvel is required change in velocity in object space
// returns true if this can be done in a single timestep
bool Ship::AIChangeVelBy(const vector3d &diffvel)
{
	// counter external forces unless we're in an orbital station rotating frame
	matrix4x4d rot; GetRotMatrix(rot);
	vector3d diffvel2 = GetExternalForce() * Pi::GetTimeStep() / GetMass();
	if (GetFrame()->IsStationRotFrame()) diffvel2 = diffvel;
	else diffvel2 = diffvel - diffvel2 * rot;

	vector3d maxThrust = GetMaxThrust(diffvel2);
	vector3d maxFrameAccel = maxThrust * Pi::GetTimeStep() / GetMass();
	vector3d thrust(diffvel2.x / maxFrameAccel.x,
					diffvel2.y / maxFrameAccel.y,
					diffvel2.z / maxFrameAccel.z);
	SetThrusterState(thrust);			// use clamping
	if (thrust.x*thrust.x > 1.0 || thrust.y*thrust.y > 1.0 || thrust.z*thrust.z > 1.0) return false;
	return true;
}
Example #7
0
void Ship::TimeStepUpdate(const float timeStep)
{
	// If docked, station is responsible for updating position/orient of ship
	// but we call this crap anyway and hope it doesn't do anything bad

	vector3d maxThrust = GetMaxThrust(m_thrusters);
	vector3d thrust = vector3d(maxThrust.x*m_thrusters.x, maxThrust.y*m_thrusters.y,
		maxThrust.z*m_thrusters.z);
	AddRelForce(thrust);
	AddRelTorque(GetShipType().angThrust * m_angThrusters);

	DynamicBody::TimeStepUpdate(timeStep);

	// fuel use decreases mass, so do this as the last thing in the frame
	UpdateFuel(timeStep, thrust);

	if (m_landingGearAnimation)
		static_cast<SceneGraph::Model*>(GetModel())->UpdateAnimations();
}
Example #8
0
void Ship::AIAccelToModelRelativeVelocity(const vector3d v)
{
	// OK. For rotating frames linked to space stations we want to set
	// speed relative to non-rotating frame (so we apply Frame::GetStasisVelocityAtPosition.
	// For rotating frames linked to planets we want to set velocity relative to
	// surface, so we do not apply Frame::GetStasisVelocityAtPosition
	vector3d relVel = GetVelocity();
	if (GetFrame()->IsStationRotFrame()) {
		relVel -= GetFrame()->GetStasisVelocityAtPosition(GetPosition());
	}
	matrix4x4d m; GetRotMatrix(m);
	vector3d difVel = v - (relVel * m);		// required change in velocity

	vector3d maxThrust = GetMaxThrust(difVel);
	vector3d maxFrameAccel = maxThrust * Pi::GetTimeStep() / GetMass();

	SetThrusterState(0, difVel.x / maxFrameAccel.x);
	SetThrusterState(1, difVel.y / maxFrameAccel.y);
	SetThrusterState(2, difVel.z / maxFrameAccel.z);	// use clamping
}
Example #9
0
// reldir*targdist and relvel are pos and vel of ship relative to target in ship's frame
// endspeed is in direction of motion, must be positive
// maxdecel is maximum deceleration thrust
bool Ship::AIMatchPosVel2(const vector3d &reldir, double targdist, const vector3d &relvel, double endspeed, double maxdecel)
{
	matrix4x4d rot; GetRotMatrix(rot);
	double parspeed = relvel.Dot(reldir);
	double ivel = calc_ivel(targdist, endspeed, maxdecel);
	double diffspeed = ivel - parspeed;
	vector3d diffvel = diffspeed * reldir * rot;
	bool rval = false;

	// crunch diffvel by relative thruster power to get acceleration in right direction
	if (diffspeed > 0.0) {
		vector3d maxFA = GetMaxThrust(diffvel) * Pi::game->GetTimeStep() / GetMass();
		if (abs(diffvel.x) > maxFA.x) diffvel *= maxFA.x / abs(diffvel.x);
		if (abs(diffvel.y) > maxFA.y) diffvel *= maxFA.y / abs(diffvel.y);
//		if (abs(diffvel.z) > maxFA.z) diffvel *= maxFA.z / abs(diffvel.z);
		if (maxFA.z < diffspeed) rval = true;
	}

	// add perpendicular velocity
	vector3d perpvel = relvel - parspeed*reldir;
	diffvel -= perpvel * rot;
	AIChangeVelBy(diffvel);
	return rval;			// true if acceleration was capped
}