Add Metalstorm-style cursor aim
Virtual stick cursor steered through the gun reticle, server-side virtual pilot using measured control responses, client cursor/camera handling with look-ahead, free look and scroll zoom. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YVREx3uo7nz1FEhzveWTUh
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package dev.lumareth.improvedAerodynamics.flight;
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import org.joml.Matrix3d;
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import org.joml.Matrix3dc;
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import org.joml.Quaterniondc;
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import org.joml.Vector3d;
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/**
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* The virtual pilot of cursor aim. The cursor is a stick that springs back to the gun reticle:
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* <ul>
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* <li>sideways it commands a bank angle and turn: the further out, the steeper the bank and the harder the pull
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* that comes with it. Centered it levels the wings, so a centered cursor is straight flight;</li>
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* <li>up and down it commands a pitch rate;</li>
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* <li>close to the reticle it steers with yaw and pitch directly instead of banking, so aiming does not rock the
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* wings.</li>
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* </ul>
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* The wanted rotation is turned into stick inputs by the measured effect of each input on the craft (torque per unit
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* of input, see {@link AeroState}), so it works for any craft however its surfaces are mixed or oriented: angular
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* acceleration wanted times inertia, solved for the three inputs with a little regularization for axes that have no
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* surfaces. Keys the pilot holds win over it, per axis.
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*/
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final class CursorPilot {
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private static final double FINE_START = Math.toRadians(4.0);
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private static final double FINE_END = Math.toRadians(16.0);
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private static final double MANUAL_OVERRIDE = 0.05;
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private static final double MAX_PULL_BANK = Math.toRadians(90.0);
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private CursorPilot() {
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}
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/**
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* @return the node with the pilot's wanted inputs in place of the keys, or the node itself if cursor aim is off
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*/
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static NodeData apply(AeroState.NodeState state, NodeData node, Quaterniondc rotation, Matrix3dc inertia, double[] w,
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double speed, boolean wingStalled) {
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if (!CursorAimConfig.ENABLED.get()) {
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return node;
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}
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CursorAimRegistry.Aim aim = CursorAimRegistry.get(node.key());
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if (aim == null || speed < CursorAimConfig.MIN_SPEED.get()) {
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return node;
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}
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double fullAngle = Math.toRadians(CursorAimConfig.FULL_DEFLECTION_DEGREES.get());
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double maxTurn = Math.toRadians(CursorAimConfig.MAX_TURN_RATE_DEGREES.get());
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double maxRoll = Math.toRadians(CursorAimConfig.MAX_ROLL_RATE_DEGREES.get());
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double maxBank = Math.toRadians(CursorAimConfig.MAX_BANK_DEGREES.get());
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double[] f = aim.forward();
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double[] r = aim.right();
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double[] u = aim.up();
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// Cursor as angles from the reticle: sideways (positive right) and up, both through any 270 degree cone
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double sideways = Math.atan2(aim.cr(), aim.cf());
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double vertical = Math.atan2(aim.cu(), Math.hypot(aim.cf(), aim.cr()));
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double lateral = saturate(sideways / fullAngle);
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double blend = smoothstep(Math.abs(sideways), FINE_START, FINE_END);
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// Bank of the craft: positive when the right wing is down, through upside down
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Vector3d rightWorld = rotation.transform(new Vector3d(r[0], r[1], r[2]));
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Vector3d upWorld = rotation.transform(new Vector3d(u[0], u[1], u[2]));
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double bank = Math.atan2(-rightWorld.y, upWorld.y);
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double bankCommand = maxBank * lateral * blend;
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double rollRate = clamp(CursorAimConfig.BANK_GAIN.get() * (bankCommand - bank), -maxRoll, maxRoll);
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// Pitch: the stick, plus the pull that carries the turn while banked
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double pitchStick = saturate(vertical / fullAngle);
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double pitchRate = maxTurn * (pitchStick >= 0.0 ? pitchStick : pitchStick * CursorAimConfig.PUSH_FACTOR.get());
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if (Math.abs(bank) < MAX_PULL_BANK) {
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pitchRate += maxTurn * Math.abs(lateral) * blend * Math.sin(Math.abs(bank));
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}
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if (wingStalled && pitchRate > 0.0) {
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pitchRate *= CursorAimConfig.STALLED_PITCH_FACTOR.get();
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}
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// Close to the reticle the nose follows the cursor with the rudder
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double yawRate = maxTurn * lateral * (1.0 - blend);
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// Wanted angular velocity in ship axes: roll about forward, pitch about right, yaw (nose right) about -up
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Vector3d wanted = new Vector3d(
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rollRate * f[0] + pitchRate * r[0] - yawRate * u[0],
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rollRate * f[1] + pitchRate * r[1] - yawRate * u[1],
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rollRate * f[2] + pitchRate * r[2] - yawRate * u[2]);
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Vector3d error = wanted.sub(w[0], w[1], w[2]);
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Vector3d acceleration = error.mul(CursorAimConfig.RATE_GAIN.get());
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Vector3d torque = inertia.transform(acceleration, new Vector3d());
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double[] inputs = solve(state.pitchResponse, state.yawResponse, state.rollResponse, torque);
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if (inputs == null) {
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return node;
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}
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double pitch = clamp(inputs[0] - state.trimOutput, -1.0, 1.0);
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double yaw = clamp(inputs[1], -1.0, 1.0);
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double roll = clamp(inputs[2], -1.0, 1.0);
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return new NodeData(node.key(),
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Math.abs(node.pitch()) > MANUAL_OVERRIDE ? node.pitch() : pitch,
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Math.abs(node.yaw()) > MANUAL_OVERRIDE ? node.yaw() : yaw,
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Math.abs(node.roll()) > MANUAL_OVERRIDE ? node.roll() : roll,
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node.throttle(), node.autoTrim(), node.storedTrim());
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}
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/** Least squares for the three inputs whose responses add up to the torque, ridge-regularized so unused axes stay at zero. */
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private static double[] solve(Vector3d pitch, Vector3d yaw, Vector3d roll, Vector3d torque) {
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Matrix3d responses = new Matrix3d(pitch, yaw, roll);
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Matrix3d transposed = responses.transpose(new Matrix3d());
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Matrix3d normal = transposed.mul(responses, new Matrix3d());
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double trace = normal.m00() + normal.m11() + normal.m22();
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if (!(trace > 1.0E-9) || !Double.isFinite(trace)) {
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return null;
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}
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double ridge = trace / 3.0 * 1.0E-3;
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normal.m00(normal.m00() + ridge);
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normal.m11(normal.m11() + ridge);
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normal.m22(normal.m22() + ridge);
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Vector3d right = transposed.transform(torque, new Vector3d());
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Vector3d x = normal.invert().transform(right);
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if (!x.isFinite()) {
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return null;
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}
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return new double[]{x.x, x.y, x.z};
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}
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private static double saturate(double value) {
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return clamp(value, -1.0, 1.0);
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}
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private static double smoothstep(double value, double from, double to) {
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double t = clamp((value - from) / (to - from), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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private static double clamp(double value, double min, double max) {
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return Math.max(min, Math.min(max, value));
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}
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}
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