205 lines
8.0 KiB
C#
205 lines
8.0 KiB
C#
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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