start on new threat types & strategy abstraction
This commit is contained in:
@@ -2,7 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DroneTarget : Threat {
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public class DroneThreat : Threat {
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// Start is called before the first frame update
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protected override void Start() {
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base.Start();
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41
Assets/Scripts/Threats/FixedWingMissileThreat.cs
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41
Assets/Scripts/Threats/FixedWingMissileThreat.cs
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@@ -0,0 +1,41 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FixedWingMissileThreat : Threat {
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protected override void UpdateBoost(double deltaTime) {
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throw new System.NotImplementedException();
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}
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protected override void UpdateMidCourse(double deltaTime) {
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throw new System.NotImplementedException();
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}
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/// <summary>
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/// Strategy for moving the Threat in a straight path towards its target.
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/// </summary>
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public class DirectPathStrategy : NavigationStrategy {
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public override void Execute(Threat threat, List<Threat> swarmMates, FlightPhase flightPhase,
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List<Interceptor> interceptors, double deltaTime) {
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throw new System.NotImplementedException();
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}
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}
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/// <summary>
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/// Strategy for moving the Threat in an S-curve towards a predefined target.
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/// </summary>
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public class SlalomStrategy : NavigationStrategy {
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private float maxAmplitude;
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private float periodDistance;
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public SlalomStrategy(float maxAmplitude, float periodDistance) {
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this.maxAmplitude = maxAmplitude;
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this.periodDistance = periodDistance;
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}
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public override void Execute(Threat threat, List<Threat> swarmMates, FlightPhase flightPhase,
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List<Interceptor> interceptors, double deltaTime) {
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throw new System.NotImplementedException();
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}
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}
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}
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2
Assets/Scripts/Threats/FixedWingMissileThreat.cs.meta
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2
Assets/Scripts/Threats/FixedWingMissileThreat.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4e6c2fbd1e492be448760f5045b13b2e
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@@ -1,107 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Base class for missile targets. Uses same set of flight phases as base Hydra-70.
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/// </summary>
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public class MissileThreat : Threat
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{
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protected float boostAcceleration = 20;
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protected float midcourseAcceleration = 5;
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protected override void UpdateReady(double deltaTime)
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{
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// if in ready phase, just set to boost phase immediately
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SetFlightPhase(FlightPhase.BOOST);
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}
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protected override void UpdateBoost(double deltaTime)
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{
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// The interceptor only accelerates along its roll axis (forward in Unity)
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Vector3 rollAxis = transform.forward;
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// Calculate boost acceleration
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float boostAcceleration =
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(float)(_staticConfig.boostConfig.boostAcceleration * Constants.kGravity);
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Vector3 accelerationInput = boostAcceleration * rollAxis;
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// Calculate the total acceleration
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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// Apply the acceleration force
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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protected override void UpdateMidCourse(double deltaTime)
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{
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Vector3 accelerationInput = Vector3.zero;
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// Calculate and set the total acceleration
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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protected Vector3 CalculateAcceleration(Vector3 accelerationInput,
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bool compensateForGravity = false)
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{
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Vector3 gravity = Physics.gravity;
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if (compensateForGravity)
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{
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Vector3 gravityProjection = CalculateGravityProjectionOnPitchAndYaw();
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accelerationInput -= gravityProjection;
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}
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float airDrag = CalculateDrag();
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float liftInducedDrag = CalculateLiftInducedDrag(accelerationInput);
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float dragAcceleration = -(airDrag + liftInducedDrag);
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// Project the drag acceleration onto the forward direction
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Vector3 dragAccelerationAlongRoll = dragAcceleration * transform.forward;
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_dragAcceleration = dragAccelerationAlongRoll;
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return accelerationInput + gravity + dragAccelerationAlongRoll;
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}
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protected float CalculateMaxAcceleration()
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{
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float maxReferenceAcceleration =
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(float)(_staticConfig.accelerationConfig.maxReferenceAcceleration * Constants.kGravity);
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float referenceSpeed = _staticConfig.accelerationConfig.referenceSpeed;
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return Mathf.Pow(GetComponent<Rigidbody>().linearVelocity.magnitude / referenceSpeed, 2) *
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maxReferenceAcceleration;
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}
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protected Vector3 CalculateGravityProjectionOnPitchAndYaw()
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{
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Vector3 gravity = Physics.gravity;
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Vector3 pitchAxis = transform.right;
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Vector3 yawAxis = transform.up;
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// Project the gravity onto the pitch and yaw axes
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float gravityProjectionPitchCoefficient = Vector3.Dot(gravity, pitchAxis);
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float gravityProjectionYawCoefficient = Vector3.Dot(gravity, yawAxis);
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// Return the sum of the projections
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return gravityProjectionPitchCoefficient * pitchAxis +
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gravityProjectionYawCoefficient * yawAxis;
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}
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private float CalculateDrag()
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{
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float dragCoefficient = _staticConfig.liftDragConfig.dragCoefficient;
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float crossSectionalArea = _staticConfig.bodyConfig.crossSectionalArea;
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float mass = _staticConfig.bodyConfig.mass;
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float dynamicPressure = (float)GetDynamicPressure();
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float dragForce = dragCoefficient * dynamicPressure * crossSectionalArea;
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return dragForce / mass;
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}
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private float CalculateLiftInducedDrag(Vector3 accelerationInput)
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{
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float liftAcceleration =
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(accelerationInput - Vector3.Dot(accelerationInput, transform.up) * transform.up).magnitude;
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float liftDragRatio = _staticConfig.liftDragConfig.liftDragRatio;
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return Mathf.Abs(liftAcceleration / liftDragRatio);
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}
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}
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204
Assets/Scripts/Threats/RollStabilizedMissileThreat.cs
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204
Assets/Scripts/Threats/RollStabilizedMissileThreat.cs
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@@ -0,0 +1,204 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Base class for missile targets. Uses same set of flight phases as base Hydra-70.
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/// </summary>
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public class RollStabilizedMissileThreat : Threat {
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protected float boostAcceleration = 20;
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protected float midcourseAcceleration = 0;
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protected float terminalAcceleration = 22;
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protected float maxAmplitude = 22;
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public RollStabilizedMissileThreat() {
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strategy = new DirectPathStrategy();
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}
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protected override void UpdateBoost(double deltaTime) {
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// The interceptor only accelerates along its roll axis (forward in Unity)
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Vector3 rollAxis = transform.forward;
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// Calculate boost acceleration
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float boostAcceleration =
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(float)(_staticConfig.boostConfig.boostAcceleration * Constants.kGravity);
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Vector3 accelerationInput = boostAcceleration * rollAxis;
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// Calculate the total acceleration
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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// Apply the acceleration force
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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protected override void UpdateMidCourse(double deltaTime) {
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Vector3 accelerationInput = Vector3.zero;
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// Calculate and set the total acceleration
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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protected Vector3 CalculateAcceleration(Vector3 accelerationInput,
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bool compensateForGravity = false) {
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Vector3 gravity = Physics.gravity;
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if (compensateForGravity) {
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Vector3 gravityProjection = CalculateGravityProjectionOnPitchAndYaw();
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accelerationInput -= gravityProjection;
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}
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float airDrag = CalculateDrag();
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float liftInducedDrag = CalculateLiftInducedDrag(accelerationInput);
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float dragAcceleration = -(airDrag + liftInducedDrag);
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// Project the drag acceleration onto the forward direction
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Vector3 dragAccelerationAlongRoll = dragAcceleration * transform.forward;
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_dragAcceleration = dragAccelerationAlongRoll;
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return accelerationInput + gravity + dragAccelerationAlongRoll;
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}
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protected float CalculateMaxAcceleration() {
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float maxReferenceAcceleration =
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(float)(_staticConfig.accelerationConfig.maxReferenceAcceleration * Constants.kGravity);
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float referenceSpeed = _staticConfig.accelerationConfig.referenceSpeed;
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return Mathf.Pow(GetComponent<Rigidbody>().linearVelocity.magnitude / referenceSpeed, 2) *
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maxReferenceAcceleration;
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}
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protected Vector3 CalculateGravityProjectionOnPitchAndYaw() {
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Vector3 gravity = Physics.gravity;
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Vector3 pitchAxis = transform.right;
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Vector3 yawAxis = transform.up;
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// Project the gravity onto the pitch and yaw axes
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float gravityProjectionPitchCoefficient = Vector3.Dot(gravity, pitchAxis);
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float gravityProjectionYawCoefficient = Vector3.Dot(gravity, yawAxis);
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// Return the sum of the projections
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return gravityProjectionPitchCoefficient * pitchAxis +
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gravityProjectionYawCoefficient * yawAxis;
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}
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private float CalculateDrag() {
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float dragCoefficient = _staticConfig.liftDragConfig.dragCoefficient;
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float crossSectionalArea = _staticConfig.bodyConfig.crossSectionalArea;
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float mass = _staticConfig.bodyConfig.mass;
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float dynamicPressure = (float)GetDynamicPressure();
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float dragForce = dragCoefficient * dynamicPressure * crossSectionalArea;
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return dragForce / mass;
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}
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private float CalculateLiftInducedDrag(Vector3 accelerationInput) {
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float liftAcceleration =
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(accelerationInput - Vector3.Dot(accelerationInput, transform.up) * transform.up).magnitude;
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float liftDragRatio = _staticConfig.liftDragConfig.liftDragRatio;
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return Mathf.Abs(liftAcceleration / liftDragRatio);
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}
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// ===========================================================
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// STRATEGIES
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// ===========================================================
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/// <summary>
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/// Strategy for moving the Threat in a straight path towards its target.
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/// </summary>
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public class DirectPathStrategy : NavigationStrategy {
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DefendPoint target = new DefendPoint();
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private float _navigationGain = 3f; // Typically 3-5
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private SensorOutput _sensorOutput;
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private Vector3 _accelerationCommand;
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private double _elapsedTime = 0;
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public override void Execute(Threat threat, List<Threat> swarmMates, FlightPhase flightPhase,
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List<Interceptor> interceptors, double deltaTime) {
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RollStabilizedMissileThreat missileThreat = threat as RollStabilizedMissileThreat;
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if (missileThreat == null) {
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Debug.LogError("DirectPathStrategy can only be used with RollStabilizedMissileThreat");
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return;
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}
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_elapsedTime += deltaTime;
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Vector3 accelerationInput = Vector3.zero;
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if (target != null) {
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// Correct the state of the threat model at the sensor frequency
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float sensorUpdatePeriod =
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1f / missileThreat._agentConfig.dynamic_config.sensor_config.frequency;
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if (_elapsedTime >= sensorUpdatePeriod) {
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_sensorOutput = new SensorOutput();
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missileThreat.GetComponent<Sensor>().Sense(target);
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Debug.Log(_sensorOutput.velocity.range);
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_elapsedTime = 0;
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}
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// Check whether the threat should be considered a miss
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SensorOutput sensorOutput = missileThreat.GetComponent<Sensor>().Sense(target);
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if (sensorOutput.velocity.range > 1000f) {
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missileThreat.MarkAsMiss();
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}
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// Calculate the acceleration input
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accelerationInput = CalculateAccelerationCommand(missileThreat, _sensorOutput);
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} else {
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Debug.LogError("DirectPathStrategy requires a target to be set");
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}
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// Calculate and set the total acceleration
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Vector3 acceleration =
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missileThreat.CalculateAcceleration(accelerationInput, compensateForGravity: true);
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missileThreat.GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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private Vector3 CalculateAccelerationCommand(Threat threat, SensorOutput sensorOutput) {
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RollStabilizedMissileThreat missileThreat = threat as RollStabilizedMissileThreat;
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// Implement Proportional Navigation guidance law
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Vector3 accelerationCommand;
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// Extract relevant information from sensor output
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float los_rate_az = sensorOutput.velocity.azimuth;
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float los_rate_el = sensorOutput.velocity.elevation;
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float closing_velocity =
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-sensorOutput.velocity
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.range; // Negative because closing velocity is opposite to range rate
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// Navigation gain (adjust as needed)
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float N = _navigationGain;
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// Calculate acceleration commands in azimuth and elevation planes
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float acc_az = N * closing_velocity * los_rate_az;
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float acc_el = N * closing_velocity * los_rate_el;
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// Convert acceleration commands to craft body frame
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accelerationCommand =
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missileThreat.transform.right * acc_az + missileThreat.transform.up * acc_el;
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// Clamp the acceleration command to the maximum acceleration
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float maxAcceleration = missileThreat.CalculateMaxAcceleration();
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accelerationCommand = Vector3.ClampMagnitude(accelerationCommand, maxAcceleration);
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// Update the stored acceleration command for debugging
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_accelerationCommand = accelerationCommand;
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return accelerationCommand;
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}
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}
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/// <summary>
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/// Strategy for moving the Threat in a spiral towards a predefined target.
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/// </summary>
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public class SpiralStrategy : NavigationStrategy {
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private float spiralRadius;
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private float periodDistance;
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public SpiralStrategy(float spiralRadius, float periodDistance) {
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this.spiralRadius = spiralRadius;
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this.periodDistance = periodDistance;
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}
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public override void Execute(Threat threat, List<Threat> swarmMates, FlightPhase flightPhase,
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List<Interceptor> interceptors, double deltaTime) {
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throw new System.NotImplementedException();
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}
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}
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}
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8
Assets/Scripts/Threats/Strategies.meta
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8
Assets/Scripts/Threats/Strategies.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 0d798867791c1444b985d8807b144572
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -3,6 +3,29 @@ using System.Collections.Generic;
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using UnityEngine;
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public abstract class Threat : Agent {
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/// <summary>
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/// Strategy for moving the Threat towards a predefined target.
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/// </summary>
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public abstract class NavigationStrategy {
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/// <summary>
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/// Execute one timestep of the strategy for the given threat and flight phase. Should only
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/// apply normal forces to the threat. Can also change the threat's flight phase. Should NOT
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/// manage thrust.
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/// </summary>
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/// <param name="threat">Parent Threat object</param>
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/// <param name="swarmMates">List of other threats in the swarm</param>
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/// <param name="flightPhase">Current flight phase</param>
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/// <param name="interceptors">List of active interceptors</param>
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/// <param name="deltaTime">Timestep</param>
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public abstract void Execute(Threat threat, List<Threat> swarmMates, FlightPhase flightPhase,
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List<Interceptor> interceptors, double deltaTime);
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}
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/// <summary>
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/// Navigation strategy that this threat will use to move towards its target.
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/// </summary>
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public NavigationStrategy strategy;
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public override bool IsAssignable() {
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return false;
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}
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@@ -13,5 +36,18 @@ public abstract class Threat : Agent {
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protected override void FixedUpdate() {
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base.FixedUpdate();
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// NOTE: no swarm-mates for now
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strategy.Execute(this, new List<Threat>(), GetFlightPhase(),
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SimManager.Instance.GetActiveInterceptors(), Time.fixedDeltaTime);
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}
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/// <summary>
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/// OVERRIDE: THIS SHOULD NEVER BE CALLED; threats always start in midcourse or (at the very
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/// earliest) boost phase.
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/// </summary>
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/// <param name="deltaTime"></param>
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/// <exception cref="System.NotImplementedException"></exception>
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protected override void UpdateReady(double deltaTime) {
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throw new System.NotImplementedException();
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}
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}
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Reference in New Issue
Block a user