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