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km_Gimbal.cs
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km_Gimbal.cs
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/*
* Author: dtobi
* This work is shared under CC BY-NC-ND 3.0 license.
* Non commercial, no derivatives, attribution if shared unmodified.
* You may distribute this code and the compiled .dll as is.
*
* Exception from the no-deriviates clause in case of KSP updates:
* In case of an update of KSP that breaks the code, you may change
* this code to make it work again and redistribute it under a different
* class name until the author publishes an updated version. After a
* release by the author, the right to redistribute the changed code
* vanishes.
*
* You must keep this boilerplate in the file and give credit to the author
* in the download file as well as on the webiste that links to the file.
*
* Should you wish to change things in the code, contact me via the KSP forum.
* Patches are welcome.
*
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
public class axisContribution
{
public bool calculated = false;
public double yawContributionX = 0;
public double pitchContributionX = 0;
public double rollContributionX = 0;
public double yawContributionY = 0;
public double pitchContributionY = 0;
public double rollContributionY = 0;
public double pitchYawSign = 0;
}
namespace km_Lib
{
public class KM_Gimbal : PartModule
{
[KSPField(isPersistant = true, guiActive = false, guiActiveEditor = false, guiName = "Transform")]
public string gimbalTransformName = "gimbal";
[KSPField(isPersistant = true, guiActive = false, guiActiveEditor = false, guiName = "Yaw", guiUnits = "°")]//, UI_FloatRange(minValue = 0f, maxValue = 25.0f, stepIncrement = 1.0f)]
public float yawGimbalRange = 1f;
[KSPField(isPersistant = true, guiActive = false, guiActiveEditor = false, guiName = "Pitch", guiUnits = "°")]//, UI_FloatRange(minValue = 0f, maxValue = 25.0f, stepIncrement = 1.0f)]
public float pitchGimbalRange = 1f;
[KSPField(isPersistant = true)]//, guiActive = true, guiActiveEditor = true, guiName = "Debug"), UI_Toggle(disabledText = "Disabled", enabledText = "Enabled")]
public bool debug = true;
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "X-Trim") , UI_FloatRange(minValue = -14f, maxValue = 14f, stepIncrement = 1f)]
public float trimX = 0;
public float lastTrimX = 0; // remember the last value to know when to update the editor
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Y-Trim") , UI_FloatRange(minValue = -14f, maxValue = 14f, stepIncrement = 1f)]
public float trimY = 0;
public float lastTrimY = 0; // remember the last value to know when to update the editor
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Trim"),
UI_Toggle(disabledText="Disabled", enabledText="Enabled")]
public bool enableTrim = true;
//[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "DebugLevel"),UI_FloatRange(minValue = 0f, maxValue = 5f, stepIncrement = 1f)]
public float debugLevel = 0;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false, guiName = "CurrentYaw")]
private float currentYaw = 0;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false, guiName = "CurrentPitch")]
private float currentPitch = 0;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false, guiName = "CurrentRoll")]
private float currentRoll = 0;
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Constrain gimbal") , UI_FloatRange(minValue = 0f, maxValue = 14f, stepIncrement = 1f)]
public float gimbalConstrain = 14;
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = false, guiName = "Gimbal"),
UI_Toggle(disabledText="Disabled", enabledText="Enabled")]
public bool enableGimbal = true;
// [KSPField(isPersistant = true, guiActive = false, guiActiveEditor = false, guiName = "Performance"),
// UI_Toggle(disabledText="Off", enabledText="Tweaked")]
public bool performanceEnabled = true;
//[KSPField(isPersistant = true, guiActive = false, guiActiveEditor = false, guiName = "Perf Factor"), UI_FloatRange(minValue = 1, maxValue = 30, stepIncrement = 1f)]
public float perfFactor = 10;
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Method"),
UI_Toggle(disabledText="Precise", enabledText="Smooth")]
public bool enableSmoothGimbal = false;
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Speed"),
UI_FloatRange(minValue =1f, maxValue = 100.0f, stepIncrement = 1f)]
public float responseSpeed = 60;
public float maxResponseSpeed = 100f;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false)]
public bool invertPitch = false;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false)]
public bool invertYaw = false;
[KSPField(isPersistant = false, guiActive = false, guiActiveEditor = false)]
public bool invertRoll = false;
bool isRunning = false;
// save transforms and initial rotations
public List<UnityEngine.Transform> gimbalTransforms = new List<UnityEngine.Transform>();
public List<UnityEngine.Quaternion> initRots = new List<UnityEngine.Quaternion>();
// Cache for axis contribution
public List<axisContribution> aContrib = new List<axisContribution>();
// calculation limiter for reducing computations
private int calcCounter = 0;
private ModuleEngines engine = null;
private ModuleEnginesFX engineFX = null;
private bool isMultiMode = false;
private void printd(int debugPriority, string text){
if (debug && debugPriority <= debugLevel)
print ("d"+debugPriority+" "+text);
}
[KSPEvent(guiName = "Toggle Debug", guiActive = false)]
public void dbg_run (){
debugLevel = 0;
}
[KSPAction("Toggle Gimbal")]
public void toggleGimbal (KSPActionParam param){
enableGimbal = !enableGimbal;
resetTransform ();
}
[KSPAction("X Trim +")]
public void plusTrimX (KSPActionParam param){
trimX=trimX+1;
}
[KSPAction("X TrimX -")]
public void minusTrim (KSPActionParam param){
trimX=trimX-1;
}
[KSPAction("X TrimX +5")]
public void plus5Trim (KSPActionParam param){
trimX=trimX+5;
}
[KSPAction("X TrimX -5")]
public void minus5Trim (KSPActionParam param){
trimX=trimX-5;
}
[KSPAction("Y Trim +")]
public void plusTrimY (KSPActionParam param){
trimY=trimY+1;
}
[KSPAction("Y Trim -")]
public void minusTrimY (KSPActionParam param){
trimY=trimY-1;
}
[KSPAction("Y Trim +5")]
public void plus5TrimY (KSPActionParam param){
trimY=trimY+5;
}
[KSPAction("Y Trim -5")]
public void minus5TrimY (KSPActionParam param){
trimY=trimY-5;
}
[KSPAction("Toggle Trim")]
public void toggletTrim (KSPActionParam param){
enableTrim = !enableTrim;
}
[KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Roll")]
public bool enableRoll = false;
[KSPField(isPersistant = true)]
private bool autoSetRoll = true;
[KSPEvent(guiName = "Toggle Roll", guiActive = true, guiActiveEditor = true)]
public void toggleRoll(){
autoSetRoll = false;
setRoll (!enableRoll);
}
public void setRoll(bool enabled){
enableRoll = enabled;
if (Events ["toggleRoll"] != null) {
if (enabled) {
Events ["toggleRoll"].guiName = "Deactivate roll";
} else {
Events ["toggleRoll"].guiName = "Activate roll";
}
}
}
private void resetTransform() {
for (int i = 0; i < gimbalTransforms.Count; i++) {
gimbalTransforms [i].localRotation = initRots [i];
}
}
public override string GetInfo ()
{
return "Yaw Gimbal\n"+yawGimbalRange+"\n" +
"Pitch Gimbal\n"+pitchGimbalRange+"\n"+
"KM Gimbal plugin by dtobi";
}
public override void OnStart (StartState state)
{
foreach (UnityEngine.Transform transform in part.FindModelTransforms(gimbalTransformName)) {
gimbalTransforms.Add(transform);
printd (0, "Adding transform:" + transform);
printd (0, "Rots:" + transform.localRotation);
initRots.Add (transform.localRotation);
aContrib.Add (new axisContribution ());
}
if (state == StartState.Editor) {
print ("Roll is enabled?: " + enableRoll);
this.part.OnEditorAttach += OnEditorAttach;
this.part.OnEditorDetach += OnEditorDetach;
this.part.OnEditorDestroy += OnEditorDestroy;
setRoll (enableRoll);
OnEditorAttach ();
} else {
// initialize the random to not calc at once
calcCounter = (int)UnityEngine.Random.Range (0, 100);
//first try to find a engineFX... we like pretty flames
var engineFXs = this.part.GetComponentsInChildren <ModuleEnginesFX> ();
if (engineFXs.Count() > 0) {
engineFX = engineFXs [0];
// if this is a multimode engine, we deactivate the automatic gimbal shutoff
isMultiMode = (engineFXs.Count() > 1);
}
if (engineFX == null) {
print ("Gimbal ERROR: ModuleEngineFX not found!");
var engines = this.part.GetComponentsInChildren <ModuleEngines> ();
if (engines.Count () > 0) {
engine = engines [0];
isMultiMode = (engines.Count() > 1);
} else {
print ("Gimbal ERROR: No engine module found. ModuleEngines not found!");
}
}
if (isMultiMode)
print ("This is a multimode engine. Deactivated automatic gimbal shutoff");
}
base.OnStart (state);
}
/// <summary>
/// Determine the signed angle between two vectors, with normal 'n'
/// as the rotation axis.
/// Code by Tinus: http://forum.unity3d.com/threads/51092-need-Vector3-Angle-to-return-a-negtive-or-relative-value
/// </summary>
public static double AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
{
return Mathf.Atan2(
Vector3.Dot(n, Vector3.Cross(v1, v2)),
Vector3.Dot(v1, v2));
}
private void OnEditorAttach()
{
RenderingManager.AddToPostDrawQueue(99, updateEditor);
if (autoSetRoll) {
setRoll(this.part.symmetryCounterparts.Count () != 0);
print ("KM_Gimbal: Setting roll for auto set:");
} else {
setRoll(enableRoll);
print ("KM_Gimbal: Leaving roll as is:"+enableRoll);
}
//print("KM_Gimbal: attaching");
}
private void OnEditorDetach()
{
RenderingManager.RemoveFromPostDrawQueue(99, updateEditor);
//print("KM_Gimbal: OnEditorDetach");
}
private void OnEditorDestroy()
{
RenderingManager.RemoveFromPostDrawQueue(99, updateEditor);
//print("KM_Gimbal: OnEditorDestroy");
}
public override void OnUpdate ()
{
// enable activation on action group withou staging
if (!isMultiMode && ((engine != null && engine.getIgnitionState)
|| (engineFX != null && engineFX.getIgnitionState)) && !isRunning) {
if(engine != null ) print ("Forcing activation " + engine.getIgnitionState);
if(engineFX != null ) print ("Forcing activation " + engineFX.getIgnitionState);
this.part.force_activate ();
}
}
public override void OnFixedUpdate(){
if (HighLogic.LoadedSceneIsEditor)
return;
updateFlight ();
}
private void updateEditor(){
if (trimX != lastTrimX || trimY != lastTrimY) {
Vector3 rotVec = new Vector3 (
Mathf.Clamp(trimX, pitchGimbalRange*-1, pitchGimbalRange),
Mathf.Clamp(trimY, yawGimbalRange*-1, yawGimbalRange), 0f);
for (int i = 0; i < gimbalTransforms.Count; i++) {
gimbalTransforms [i].localRotation = initRots [i];
gimbalTransforms [i].Rotate (rotVec);
}
}
lastTrimX = trimX;
lastTrimY = trimY;
}
private void updateFlight(){
if (!enableGimbal || (!isMultiMode && ((engine != null && !engine.EngineIgnited) ||
(engineFX != null && !engineFX.EngineIgnited)))) {
if (isRunning) {
resetTransform ();
isRunning = false;
print("Engine not running. Turining off gimbal");
}
return;
}
isRunning = true;
calcCounter++;
float maxPitchGimbalRange = Math.Min (pitchGimbalRange, gimbalConstrain);
float maxYawGimbalRange = Math.Min (pitchGimbalRange, gimbalConstrain);
currentPitch = vessel.ctrlState.pitch * (invertPitch?-1:1);
currentYaw = vessel.ctrlState.yaw * (invertYaw?-1:1);
currentRoll = vessel.ctrlState.roll * (invertRoll?-1:1);
for (int i = 0; i < gimbalTransforms.Count; i++) {
// save the current gimbal rotation and restore defaults
UnityEngine.Quaternion savedRot = gimbalTransforms [i].localRotation;
gimbalTransforms [i].localRotation = initRots [i];
if (debug) {
printd (2, "Engine right:" + gimbalTransforms [i].right);
printd (2, "Vessel right:" + vessel.ReferenceTransform.right);
printd (2, "Engine forward:" + gimbalTransforms [i].forward);
printd (2, "Vessel forward:" + vessel.ReferenceTransform.forward);
printd (2, "Engine up:" + gimbalTransforms [i].up);
printd (2, "Vessel up:" + vessel.ReferenceTransform.up);
}
if (!performanceEnabled || !aContrib [i].calculated || calcCounter % (int)perfFactor == 0) {
// find the vector between engine and vessel
Vector3 vesselCenterOfMass = vessel.findWorldCenterOfMass ();
Vector3 center = vesselCenterOfMass - gimbalTransforms [i].position;
// Determine the contribution of the engine's x and y rotation on the yaw, pitch, and roll
double yawAngleX = AngleSigned (gimbalTransforms [i].right, vessel.ReferenceTransform.right, gimbalTransforms [i].forward) * -1;
double pitchAngleX = AngleSigned (gimbalTransforms [i].right, vessel.ReferenceTransform.forward, gimbalTransforms [i].forward);
double rollAngleX = (enableRoll ? AngleSigned (gimbalTransforms [i].up, center, gimbalTransforms [i].forward) : 0);
double yawAngleY = AngleSigned (gimbalTransforms [i].up, vessel.ReferenceTransform.right, gimbalTransforms [i].forward);
double pitchAngleY = AngleSigned (gimbalTransforms [i].up, vessel.ReferenceTransform.forward, gimbalTransforms [i].forward) * -1;
double rollAngleY = (enableRoll ? AngleSigned (gimbalTransforms [i].right, center, gimbalTransforms [i].forward) : 0);
aContrib [i].yawContributionX = Math.Sin (yawAngleX);
aContrib [i].pitchContributionX = Math.Sin (pitchAngleX);
aContrib [i].rollContributionX = (enableRoll ? Math.Sin (rollAngleX) : 0);
aContrib [i].yawContributionY = Math.Sin (yawAngleY);
aContrib [i].pitchContributionY = Math.Sin (pitchAngleY);
aContrib [i].rollContributionY = (enableRoll ? Math.Sin (rollAngleY) : 0);
// determine if we are in front or behind the CoM tgo flip axis (Goddard style rockets)
//var pitchYawSign = Math.Sign (Vector3.Dot (vessel.findWorldCenterOfMass () - part.rigidbody.worldCenterOfMass, vessel.transform.up));
aContrib [i].pitchYawSign = Math.Sign (Vector3.Dot (center, vessel.ReferenceTransform.up));
aContrib [i].calculated = true;
}
var rotX = Mathf.Clamp ((enableTrim?trimX:0) + (float)(currentYaw * aContrib[i].yawContributionX * aContrib[i].pitchYawSign + currentPitch * aContrib[i].pitchContributionX * aContrib[i].pitchYawSign + currentRoll * aContrib[i].rollContributionX) * maxPitchGimbalRange, -maxPitchGimbalRange, maxPitchGimbalRange);
var rotY = Mathf.Clamp ((enableTrim?trimY:0) +(float)(currentYaw * aContrib[i].yawContributionY * aContrib[i].pitchYawSign + currentPitch * aContrib[i].pitchContributionY * aContrib[i].pitchYawSign + currentRoll * aContrib[i].rollContributionY) * maxYawGimbalRange * -1, -maxYawGimbalRange, maxYawGimbalRange);
Vector3 rotVec = new Vector3 ((float)rotX, (float)rotY, 0f);
if (enableSmoothGimbal) {
printd (3, "Animated Gimbal");
gimbalTransforms [i].Rotate (rotVec);
gimbalTransforms [i].localRotation = Quaternion.RotateTowards (savedRot, gimbalTransforms [i].localRotation, responseSpeed * TimeWarp.fixedDeltaTime);
} else {
printd (3, "Lerp Gimbal");
gimbalTransforms [i].Rotate (rotVec);
gimbalTransforms [i].localRotation = Quaternion.Lerp (savedRot, gimbalTransforms [i].localRotation, responseSpeed / maxResponseSpeed);
}
if (debug) {
printd (1, "rotX:" + rotX);
printd (1, "rotY:" + rotY);
printd (2, "ycX:" + aContrib[i].yawContributionX + " pcX:" + aContrib[i].pitchContributionX + " rcX:" + aContrib[i].rollContributionX);
printd (2, "ycY:" + aContrib[i].yawContributionY + " pcY:" + aContrib[i].pitchContributionY + " rcX:" + aContrib[i].rollContributionY);
printd (2, "vessel.transform.right:" + vessel.transform.right);
printd (2, "vessel.transform.forward:" + vessel.transform.forward);
printd (2, "vessel.transform.up:" + vessel.transform.up);
printd (1, "vessel.ctrlState.pitch" + vessel.ctrlState.pitch);
printd (1, "vessel.ctrlState.yaw" + vessel.ctrlState.yaw);
printd (1, "vessel.ctrlState.roll" + vessel.ctrlState.roll);
}
}
}
}
}