Format all files

This commit is contained in:
Titan Yuan
2024-09-13 22:45:25 -07:00
parent df4c8dfbfe
commit 9be43821ef
21 changed files with 1197 additions and 1415 deletions

View File

@@ -3,63 +3,57 @@ using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
public class Hydra70 : Missile
{
public class Hydra70 : Missile {
private Vector3 _acceleration;
private bool _submunitionsLaunched = false;
private Vector3 _acceleration;
private bool _submunitionsLaunched = false;
protected override void Update() {
base.Update();
protected override void Update() {
// Check if it's time to launch submunitions
if (!_submunitionsLaunched &&
(GetFlightPhase() == FlightPhase.MIDCOURSE || GetFlightPhase() == FlightPhase.BOOST) &&
SimManager.Instance.GetElapsedSimulationTime() >=
_agentConfig.submunitions_config.launch_config.launch_time) {
SpawnSubmunitions();
_submunitionsLaunched = true;
}
}
base.Update();
protected override void UpdateMidCourse(double deltaTime) {
Vector3 accelerationInput = Vector3.zero;
// Calculate and set the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput);
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
_acceleration = acceleration;
}
// Check if it's time to launch submunitions
if (!_submunitionsLaunched && (GetFlightPhase() == FlightPhase.MIDCOURSE || GetFlightPhase() == FlightPhase.BOOST) &&
SimManager.Instance.GetElapsedSimulationTime() >= _agentConfig.submunitions_config.launch_config.launch_time)
{
SpawnSubmunitions();
_submunitionsLaunched = true;
protected override void DrawDebugVectors() {
base.DrawDebugVectors();
if (_acceleration != null) {
Debug.DrawRay(transform.position, _acceleration * 1f, Color.green);
}
}
public void SpawnSubmunitions() {
Debug.Log("Spawning submunitions");
// print the callstack
Debug.Log(new System.Diagnostics.StackTrace().ToString());
List<Missile> submunitions = new List<Missile>();
switch (_agentConfig.submunitions_config.agent_config.missile_type) {
case MissileType.MICROMISSILE:
for (int i = 0; i < _agentConfig.submunitions_config.num_submunitions; i++) {
AgentConfig convertedConfig =
AgentConfig.FromSubmunitionAgentConfig(_agentConfig.submunitions_config.agent_config);
convertedConfig.initial_state.position = transform.position;
convertedConfig.initial_state.velocity = GetComponent<Rigidbody>().velocity;
Missile submunition = SimManager.Instance.CreateMissile(convertedConfig);
submunitions.Add(submunition);
Debug.Log("Created submunition");
}
break;
}
protected override void UpdateMidCourse(double deltaTime)
{
Vector3 accelerationInput = Vector3.zero;
// Calculate and set the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput);
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
_acceleration = acceleration;
}
protected override void DrawDebugVectors()
{
base.DrawDebugVectors();
if (_acceleration != null)
{
Debug.DrawRay(transform.position, _acceleration * 1f, Color.green);
}
}
public void SpawnSubmunitions() {
Debug.Log("Spawning submunitions");
// print the callstack
Debug.Log(new System.Diagnostics.StackTrace().ToString());
List<Missile> submunitions = new List<Missile>();
switch(_agentConfig.submunitions_config.agent_config.missile_type) {
case MissileType.MICROMISSILE:
for (int i = 0; i < _agentConfig.submunitions_config.num_submunitions; i++) {
AgentConfig convertedConfig = AgentConfig.FromSubmunitionAgentConfig(_agentConfig.submunitions_config.agent_config);
convertedConfig.initial_state.position = transform.position;
convertedConfig.initial_state.velocity = GetComponent<Rigidbody>().velocity;
Missile submunition = SimManager.Instance.CreateMissile(convertedConfig);
submunitions.Add(submunition);
Debug.Log("Created submunition");
}
break;
}
SimManager.Instance.AssignMissilesToTargets(submunitions);
}
SimManager.Instance.AssignMissilesToTargets(submunitions);
}
}

View File

@@ -2,84 +2,77 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Micromissile : Missile
{
[SerializeField] private float _navigationGain = 5f; // Typically 3-5
public class Micromissile : Missile {
[SerializeField]
private float _navigationGain = 5f; // Typically 3-5
private SensorOutput _sensorOutput;
private Vector3 _accelerationCommand;
private double _elapsedTime = 0;
protected override void UpdateMidCourse(double deltaTime)
{
_elapsedTime += deltaTime;
Vector3 accelerationInput = Vector3.zero;
if (HasAssignedTarget())
{
// Update the target model (assuming we have a target model)
// TODO: Implement target model update logic
private SensorOutput _sensorOutput;
private Vector3 _accelerationCommand;
private double _elapsedTime = 0;
protected override void UpdateMidCourse(double deltaTime) {
_elapsedTime += deltaTime;
Vector3 accelerationInput = Vector3.zero;
if (HasAssignedTarget()) {
// Update the target model (assuming we have a target model)
// TODO: Implement target model update logic
// Correct the state of the target model at the sensor frequency
float sensorUpdatePeriod = 1f / _agentConfig.dynamic_config.sensor_config.frequency;
if (_elapsedTime >= sensorUpdatePeriod)
{
// TODO: Implement guidance filter to estimate state from sensor output
// For now, we'll use the target's actual state
_sensorOutput = GetComponent<Sensor>().Sense(_target);
_elapsedTime = 0;
}
// Correct the state of the target model at the sensor frequency
float sensorUpdatePeriod = 1f / _agentConfig.dynamic_config.sensor_config.frequency;
if (_elapsedTime >= sensorUpdatePeriod) {
// TODO: Implement guidance filter to estimate state from sensor output
// For now, we'll use the target's actual state
_sensorOutput = GetComponent<Sensor>().Sense(_target);
_elapsedTime = 0;
}
// Check whether the target should be considered a miss
SensorOutput sensorOutput = GetComponent<Sensor>().Sense(_target);
if(sensorOutput.velocity.range > 1000f) {
this.MarkAsMiss();
}
// Check whether the target should be considered a miss
SensorOutput sensorOutput = GetComponent<Sensor>().Sense(_target);
if (sensorOutput.velocity.range > 1000f) {
this.MarkAsMiss();
}
// Calculate the acceleration input
accelerationInput = CalculateAccelerationCommand(_sensorOutput);
}
// Calculate and set the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput, compensateForGravity: true);
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
}
private Vector3 CalculateAccelerationCommand(SensorOutput sensorOutput)
{
// Implement Proportional Navigation guidance law
Vector3 accelerationCommand = Vector3.zero;
// Extract relevant information from sensor output
float los_rate_az = sensorOutput.velocity.azimuth;
float los_rate_el = sensorOutput.velocity.elevation;
float closing_velocity = -sensorOutput.velocity.range; // Negative because closing velocity is opposite to range rate
// Navigation gain (adjust as needed)
float N = _navigationGain;
// Calculate acceleration commands in azimuth and elevation planes
float acc_az = N * closing_velocity * los_rate_az;
float acc_el = N * closing_velocity * los_rate_el;
// Convert acceleration commands to missile body frame
accelerationCommand = transform.right * acc_az + transform.up * acc_el;
// Clamp the acceleration command to the maximum acceleration
float maxAcceleration = CalculateMaxAcceleration();
accelerationCommand = Vector3.ClampMagnitude(accelerationCommand, maxAcceleration);
// Update the stored acceleration command for debugging
_accelerationCommand = accelerationCommand;
return accelerationCommand;
// Calculate the acceleration input
accelerationInput = CalculateAccelerationCommand(_sensorOutput);
}
protected override void DrawDebugVectors()
{
base.DrawDebugVectors();
if (_accelerationCommand != null)
{
Debug.DrawRay(transform.position, _accelerationCommand * 1f, Color.green);
}
}
// Calculate and set the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput, compensateForGravity: true);
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
}
private Vector3 CalculateAccelerationCommand(SensorOutput sensorOutput) {
// Implement Proportional Navigation guidance law
Vector3 accelerationCommand = Vector3.zero;
// Extract relevant information from sensor output
float los_rate_az = sensorOutput.velocity.azimuth;
float los_rate_el = sensorOutput.velocity.elevation;
float closing_velocity =
-sensorOutput.velocity
.range; // Negative because closing velocity is opposite to range rate
// Navigation gain (adjust as needed)
float N = _navigationGain;
// Calculate acceleration commands in azimuth and elevation planes
float acc_az = N * closing_velocity * los_rate_az;
float acc_el = N * closing_velocity * los_rate_el;
// Convert acceleration commands to missile body frame
accelerationCommand = transform.right * acc_az + transform.up * acc_el;
// Clamp the acceleration command to the maximum acceleration
float maxAcceleration = CalculateMaxAcceleration();
accelerationCommand = Vector3.ClampMagnitude(accelerationCommand, maxAcceleration);
// Update the stored acceleration command for debugging
_accelerationCommand = accelerationCommand;
return accelerationCommand;
}
protected override void DrawDebugVectors() {
base.DrawDebugVectors();
if (_accelerationCommand != null) {
Debug.DrawRay(transform.position, _accelerationCommand * 1f, Color.green);
}
}
}