Numerous improvments to the engine & physics system (thrust arrown, freezing, gimbal, etc...)
This commit is contained in:
@@ -10,7 +10,7 @@
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"name": "Move",
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"type": "Value",
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"id": "701d83ea-56bd-4dbb-86c8-ba6b2fea3af1",
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"expectedControlType": "Vector2",
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"expectedControlType": "Vector3",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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@@ -49,7 +49,7 @@
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{
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"name": "WASD",
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"id": "51492236-360c-4bbe-b388-38d0353c387a",
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"path": "2DVector",
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"path": "3DVector",
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"interactions": "",
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"processors": "",
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"groups": "",
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@@ -58,7 +58,7 @@
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"isPartOfComposite": false
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},
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{
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"name": "up",
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"name": "Up",
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"id": "0293c1d3-b1a3-454e-bc68-fc94cca3048b",
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"path": "<Keyboard>/w",
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"interactions": "",
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@@ -69,7 +69,7 @@
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"isPartOfComposite": true
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},
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{
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"name": "down",
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"name": "Down",
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"id": "75b35661-ce4e-4133-afe7-636d5a48e463",
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"path": "<Keyboard>/s",
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"interactions": "",
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@@ -80,7 +80,7 @@
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"isPartOfComposite": true
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},
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{
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"name": "left",
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"name": "Left",
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"id": "7b679c97-20c2-45d4-8480-6e333d9fb12a",
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"path": "<Keyboard>/a",
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"interactions": "",
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@@ -91,7 +91,7 @@
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"isPartOfComposite": true
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},
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{
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"name": "right",
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"name": "Right",
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"id": "7fed79ba-720c-4f6d-a48d-e0f990cb4f34",
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"path": "<Keyboard>/d",
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"interactions": "",
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@@ -101,6 +101,28 @@
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"isComposite": false,
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"isPartOfComposite": true
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},
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{
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"name": "Forward",
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"id": "8f905a6e-4d1c-41dd-a38c-c0ac7eb2baa6",
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"path": "<Keyboard>/q",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Move",
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"isComposite": false,
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"isPartOfComposite": true
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},
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{
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"name": "Backward",
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"id": "bbe2daf5-32ea-448d-b8a3-a48f5aacd1be",
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"path": "<Keyboard>/e",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Move",
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"isComposite": false,
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"isPartOfComposite": true
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},
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{
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"name": "",
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"id": "7136f4c4-0885-41a2-8ae2-4386402979ee",
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@@ -1412,8 +1412,11 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: '::'
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throttleAction: {fileID: -5533345291228272259, guid: c56ea0479fd0f296da411bf82c2c21a0, type: 3}
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attitudeAction: {fileID: 7066772054865228084, guid: c56ea0479fd0f296da411bf82c2c21a0, type: 3}
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rampSpeed: 1
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attitudeResponseSpeed: 1
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mainEngine: {fileID: 1437557825}
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gimbalSystem: {fileID: 1437557827}
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throttleDisplay: {fileID: 348618513}
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--- !u!114 &986986473
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MonoBehaviour:
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@@ -1607,10 +1610,15 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: '::'
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mainEngine: {fileID: 1437557825}
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gimbalSystem: {fileID: 1437557827}
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rb: {fileID: 1172921199}
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altimeter: {fileID: 894314916}
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physicsTransitionAltitude: 1000
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useUnityPhysics: 1
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isFrozen: 1
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showThrustArrow: 1
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thrustArrowScale: 0.00001
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thrustArrowMaxLength: 500
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--- !u!54 &1172921199
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Rigidbody:
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m_ObjectHideFlags: 0
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@@ -1902,6 +1910,19 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a1205446b72eb1daeb13064fb0454b99, type: 3}
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m_Name:
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m_EditorClassIdentifier: '::'
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mainEngine: {fileID: 1437557825}
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rocketPhysics: {fileID: 1172921198}
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rb: {fileID: 1172921199}
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maxGimbalAngle: 10
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gimbalResponseRate: 30
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pitchInput: 0
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yawInput: 0
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rollInput: 0
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currentPitchAngle: 0
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currentYawAngle: 0
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appliedTorque: {x: 0, y: 0, z: 0}
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gimbalLeverArm: 5
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showDebugInfo: 0
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--- !u!4 &1437557828
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Transform:
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m_ObjectHideFlags: 0
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@@ -2,15 +2,130 @@ using UnityEngine;
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public class GimbalSystem : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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[Header("References")]
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public MainEngine mainEngine;
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public RocketPhysics rocketPhysics;
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public Rigidbody rb;
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[Header("Gimbal Settings")]
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[Range(0f, 20f)]
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public float maxGimbalAngle = 10f; // degrees - maximum deflection angle
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public float gimbalResponseRate = 30f; // degrees per second - how fast gimbal can move
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[Header("Input")]
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public float pitchInput = 0f; // -1 to 1 (negative = pitch down, positive = pitch up)
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public float yawInput = 0f; // -1 to 1 (negative = yaw left, positive = yaw right)
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public float rollInput = 0f; // -1 to 1 (optional roll control)
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[Header("Current Gimbal State")]
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public float currentPitchAngle = 0f; // degrees
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public float currentYawAngle = 0f; // degrees
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public Vector3 appliedTorque = Vector3.zero; // N⋅m
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[Header("Gimbal Physics")]
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public float gimbalLeverArm = 5f; // meters - distance from CoM to thrust vector application point
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[Header("Debug")]
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public bool showDebugInfo = false;
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void FixedUpdate()
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{
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UpdateGimbalAngles();
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CalculateGimbalTorque();
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}
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// Update is called once per frame
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void Update()
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/// <summary>
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/// Updates the current gimbal angles based on input, respecting limits and response rates
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/// </summary>
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private void UpdateGimbalAngles()
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{
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// Calculate target angles from input
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float targetPitchAngle = pitchInput * maxGimbalAngle;
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float targetYawAngle = yawInput * maxGimbalAngle;
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// Smoothly move toward target angles at the response rate
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float maxDelta = gimbalResponseRate * Time.fixedDeltaTime;
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currentPitchAngle = Mathf.MoveTowards(currentPitchAngle, targetPitchAngle, maxDelta);
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currentYawAngle = Mathf.MoveTowards(currentYawAngle, targetYawAngle, maxDelta);
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// Enforce gimbal limits (safety clamp)
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currentPitchAngle = Mathf.Clamp(currentPitchAngle, -maxGimbalAngle, maxGimbalAngle);
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currentYawAngle = Mathf.Clamp(currentYawAngle, -maxGimbalAngle, maxGimbalAngle);
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}
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/// <summary>
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/// Calculates torque based on gimbal angles and engine thrust (does not apply it)
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/// RocketPhysics will read and apply this torque
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/// </summary>
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private void CalculateGimbalTorque()
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{
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// Only calculate torque if engine is producing thrust
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if (mainEngine == null || !mainEngine.engineIgnited || mainEngine.thrust <= 0f)
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{
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appliedTorque = Vector3.zero;
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return;
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}
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// Convert gimbal angles to radians for calculation
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float pitchRad = currentPitchAngle * Mathf.Deg2Rad;
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float yawRad = currentYawAngle * Mathf.Deg2Rad;
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// Calculate perpendicular force components from gimbal deflection
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// For small angles: F_perp ≈ F_thrust × sin(angle) ≈ F_thrust × angle_rad
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// Using full sin for accuracy at larger gimbal angles
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float pitchForce = mainEngine.thrust * 1000f * Mathf.Sin(pitchRad); // Convert kN to N
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float yawForce = mainEngine.thrust * 1000f * Mathf.Sin(yawRad);
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// Calculate torque: τ = F × r (cross product, but simplified for perpendicular forces)
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// Pitch gimbal creates torque around the local right axis (X)
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// Yaw gimbal creates torque around the local forward axis (Z)
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// Torque directions: positive pitch input → nose up, positive yaw input → nose right
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Vector3 localTorque = new Vector3(
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pitchForce * gimbalLeverArm, // Pitch torque around X axis
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0f, // No direct Y torque from gimbal
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-yawForce * gimbalLeverArm // Yaw torque around Z axis (negative for correct direction)
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);
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// Convert local torque to world space
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appliedTorque = rb.rotation * localTorque;
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if (showDebugInfo)
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{
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Debug.Log($"[GimbalSystem] Pitch: {currentPitchAngle:F2}°, Yaw: {currentYawAngle:F2}°, Torque: {appliedTorque.magnitude:F2} N⋅m");
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}
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}
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/// <summary>
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/// Sets the pitch input (-1 to 1)
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/// </summary>
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public void SetPitchInput(float value)
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{
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pitchInput = Mathf.Clamp(value, -1f, 1f);
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}
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/// <summary>
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/// Sets the yaw input (-1 to 1)
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/// </summary>
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public void SetYawInput(float value)
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{
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yawInput = Mathf.Clamp(value, -1f, 1f);
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}
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/// <summary>
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/// Sets the roll input (-1 to 1) - for future use with RCS or other control surfaces
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/// </summary>
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public void SetRollInput(float value)
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{
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rollInput = Mathf.Clamp(value, -1f, 1f);
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}
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/// <summary>
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/// Resets gimbal to neutral position
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/// </summary>
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public void ResetGimbal()
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{
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pitchInput = 0f;
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yawInput = 0f;
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rollInput = 0f;
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}
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}
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@@ -6,12 +6,17 @@ public class InstrumentManager : MonoBehaviour
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{
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[Header("Input")]
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public InputActionReference throttleAction; // Your Input Action reference
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public InputActionReference attitudeAction; // Vector3 input for pitch/yaw/roll control
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[Header("Throttle Settings")]
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public float rampSpeed = 1f; // Units per second
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[Header("Attitude Control Settings")]
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public float attitudeResponseSpeed = 1f; // Multiplier for attitude input sensitivity
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[Header("References")]
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public MainEngine mainEngine; // Reference to your engine script
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public GimbalSystem gimbalSystem; // Reference to gimbal control system
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// Referance to TextMeshPro Throttle slider
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public Slider throttleDisplay; // Reference to UI Slider component
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@@ -26,16 +31,30 @@ public class InstrumentManager : MonoBehaviour
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{
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Debug.LogWarning("Throttle action reference is not set!");
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}
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if (attitudeAction != null)
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{
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attitudeAction.action.Enable();
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Debug.Log("Attitude action enabled.");
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}
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else
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{
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Debug.LogWarning("Attitude action reference is not set!");
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}
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}
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void OnDisable()
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{
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if (throttleAction != null)
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throttleAction.action.Disable();
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if (attitudeAction != null)
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attitudeAction.action.Disable();
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}
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void Update()
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{
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// Handle throttle input
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if (throttleAction == null || mainEngine == null)
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return;
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@@ -59,5 +78,23 @@ public class InstrumentManager : MonoBehaviour
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{
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throttleDisplay.value = mainEngine.throttleInput;
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}
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// Handle attitude control input
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if (attitudeAction != null && gimbalSystem != null)
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{
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// Read Vector3 input
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Vector3 attitudeInput = attitudeAction.action.ReadValue<Vector3>();
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// Apply attitude response speed multiplier
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attitudeInput *= attitudeResponseSpeed;
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// Map inputs to gimbal system:
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// Y (up/down) → Pitch
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// X (left/right) → Yaw
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// Z (forward/backward) → Roll
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gimbalSystem.SetPitchInput(attitudeInput.y);
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gimbalSystem.SetYawInput(attitudeInput.x);
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gimbalSystem.SetRollInput(attitudeInput.z);
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}
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}
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}
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@@ -20,7 +20,7 @@ public class MainEngine : MonoBehaviour
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public bool engineOnline = false; // true if engine is running
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public bool engineIgnited = false; // true if ignition completed
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public bool restartable = true; // if false, engine cannot restart once shut down
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public float throttleInput = 0f; // 0-1 input from pilot
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[Range(0f, 1f)]public float throttleInput = 0f; // 0-1 input from pilot
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public float thrust = 0f; // kN
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public float fuelFlowRate = 0f; // kg/s
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@@ -5,6 +5,7 @@ public class RocketPhysics : MonoBehaviour
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{
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[Header("References")]
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public MainEngine mainEngine;
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public GimbalSystem gimbalSystem;
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public Rigidbody rb;
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public Altimeter altimeter;
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@@ -16,6 +17,12 @@ public class RocketPhysics : MonoBehaviour
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[Header("Physics Mode Settings")]
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public float physicsTransitionAltitude = 1000f; // meters - switch to Unity physics below this
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public bool useUnityPhysics = true; // current physics mode
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public bool isFrozen = false; // when true, freezes rocket physics (thrust arrow still works)
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[Header("Visualization")]
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public bool showThrustArrow = true;
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public float thrustArrowScale = 0.0001f; // scales thrust magnitude for arrow length
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public float thrustArrowMaxLength = 100f; // prevents arrow from being too long
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private Vector3 lastPhysicsPosition;
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@@ -34,12 +41,13 @@ public class RocketPhysics : MonoBehaviour
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// Determine which physics mode to use
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bool shouldUseUnityPhysics = altimeter.altitude < physicsTransitionAltitude;
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// Handle mode transition
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if (shouldUseUnityPhysics != useUnityPhysics)
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// Handle mode transition (only if not frozen)
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if (!isFrozen && shouldUseUnityPhysics != useUnityPhysics)
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{
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TransitionPhysicsMode(shouldUseUnityPhysics);
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}
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// Always calculate physics, but only apply if not frozen
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if (useUnityPhysics)
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{
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UpdateWithUnityPhysics();
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@@ -48,6 +56,12 @@ public class RocketPhysics : MonoBehaviour
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{
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UpdateWithDoublePrecision();
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}
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// Draw thrust visualization (works even when frozen)
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if (showThrustArrow)
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{
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DrawThrustArrow();
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}
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}
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void TransitionPhysicsMode(bool toUnityPhysics)
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@@ -78,11 +92,34 @@ public class RocketPhysics : MonoBehaviour
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double gravityAcceleration = altimeter.gh;
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Vector3 gravityForce = new Vector3(0, (float)(-gravityAcceleration * rb.mass), 0);
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// Thrust force (converted from kN to N)
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Vector3 thrustDirection = rb.rotation * Vector3.up;
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Vector3 thrustForce = thrustDirection * mainEngine.thrust;
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Vector3 thrustForce = thrustDirection * mainEngine.thrust * 1000f;
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rb.AddForce(gravityForce, ForceMode.Force);
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rb.AddForce(thrustForce, ForceMode.Force);
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if (!isFrozen)
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{
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// Apply forces only when not frozen
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rb.AddForce(gravityForce, ForceMode.Force);
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rb.AddForce(thrustForce, ForceMode.Force);
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// Apply gimbal torque if available
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if (gimbalSystem != null)
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||||
{
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rb.AddTorque(gimbalSystem.appliedTorque, ForceMode.Force);
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||||
}
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||||
}
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||||
else
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||||
{
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// When frozen, manually calculate what velocity would be
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Vector3 totalForce = gravityForce + thrustForce;
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Vector3 acceleration = totalForce / rb.mass;
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Vector3 newVelocity = rb.linearVelocity + acceleration * Time.fixedDeltaTime;
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velocity = new DoublePrecisionVector3(newVelocity.x, newVelocity.y, newVelocity.z);
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// Position stays the same when frozen
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position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
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rotation = new DoublePrecisionVector3(rb.rotation.eulerAngles.x, rb.rotation.eulerAngles.y, rb.rotation.eulerAngles.z);
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return;
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}
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||||
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||||
// Update double precision tracking from Unity physics
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position = new DoublePrecisionVector3(rb.position.x, rb.position.y, rb.position.z);
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@@ -94,7 +131,7 @@ public class RocketPhysics : MonoBehaviour
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||||
{
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||||
// Manual double-precision integration - no ground interaction
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double gravityAcceleration = altimeter.gh;
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double thrustAcceleration = mainEngine.thrust / rb.mass;
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double thrustAcceleration = (mainEngine.thrust * 1000.0) / rb.mass; // Convert kN to N
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||||
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||||
Vector3 thrustDirection = rb.rotation * Vector3.up;
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||||
DoublePrecisionVector3 gravityAccelerationVector = new DoublePrecisionVector3(0, -gravityAcceleration, 0);
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||||
@@ -105,15 +142,110 @@ public class RocketPhysics : MonoBehaviour
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||||
);
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||||
DoublePrecisionVector3 totalAcceleration = gravityAccelerationVector + thrustAccelerationVector;
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||||
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||||
// Always calculate new velocity and position
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||||
velocity = velocity + totalAcceleration * Time.fixedDeltaTime;
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||||
position = position + velocity * Time.fixedDeltaTime;
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||||
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||||
// Update Unity transform (kinematic mode)
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||||
Vector3 newPosition = new Vector3((float)position.x, (float)position.y, (float)position.z);
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||||
rb.position = newPosition;
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||||
// Do not set linearVelocity for kinematic bodies
|
||||
// rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
|
||||
rb.rotation = Quaternion.Euler((float)rotation.x, (float)rotation.y, (float)rotation.z);
|
||||
// Only apply to rigidbody if not frozen
|
||||
if (!isFrozen)
|
||||
{
|
||||
// Apply gimbal torque if available
|
||||
if (gimbalSystem != null && gimbalSystem.appliedTorque.magnitude > 0f)
|
||||
{
|
||||
ApplyManualTorque(gimbalSystem.appliedTorque);
|
||||
}
|
||||
|
||||
// Update Unity transform (kinematic mode)
|
||||
Vector3 newPosition = new Vector3((float)position.x, (float)position.y, (float)position.z);
|
||||
rb.position = newPosition;
|
||||
// Do not set linearVelocity for kinematic bodies
|
||||
// rb.linearVelocity = new Vector3((float)velocity.x, (float)velocity.y, (float)velocity.z);
|
||||
rb.rotation = Quaternion.Euler((float)rotation.x, (float)rotation.y, (float)rotation.z);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Manually applies torque for double-precision physics mode
|
||||
/// </summary>
|
||||
private void ApplyManualTorque(Vector3 torque)
|
||||
{
|
||||
// Get moment of inertia tensor
|
||||
Vector3 inertiaTensor = rb.inertiaTensor;
|
||||
if (inertiaTensor == Vector3.zero)
|
||||
{
|
||||
// Fallback if inertia tensor not set - use a simplified calculation
|
||||
float I = rb.mass * 25f; // Simplified inertia estimate
|
||||
inertiaTensor = new Vector3(I, I, I);
|
||||
}
|
||||
|
||||
// Calculate angular acceleration: α = τ / I (in local space)
|
||||
Vector3 localTorque = Quaternion.Inverse(rb.rotation) * torque;
|
||||
Vector3 angularAcceleration = new Vector3(
|
||||
inertiaTensor.x > 0 ? localTorque.x / inertiaTensor.x : 0,
|
||||
inertiaTensor.y > 0 ? localTorque.y / inertiaTensor.y : 0,
|
||||
inertiaTensor.z > 0 ? localTorque.z / inertiaTensor.z : 0
|
||||
);
|
||||
|
||||
// Integrate angular velocity (simplified Euler integration)
|
||||
Vector3 angularDisplacement = angularAcceleration * Time.fixedDeltaTime * Time.fixedDeltaTime * Mathf.Rad2Deg;
|
||||
|
||||
// Update rotation
|
||||
Quaternion deltaRotation = Quaternion.Euler(angularDisplacement);
|
||||
rb.rotation = rb.rotation * deltaRotation;
|
||||
|
||||
// Update rotation tracking
|
||||
rotation.x = rb.rotation.eulerAngles.x;
|
||||
rotation.y = rb.rotation.eulerAngles.y;
|
||||
rotation.z = rb.rotation.eulerAngles.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a debug arrow showing the direction and magnitude of thrust
|
||||
/// </summary>
|
||||
private void DrawThrustArrow()
|
||||
{
|
||||
// Base thrust direction
|
||||
Vector3 thrustDirection = Vector3.up;
|
||||
|
||||
// Apply gimbal deflection if gimbal system is available
|
||||
if (gimbalSystem != null)
|
||||
{
|
||||
// Apply pitch rotation around local X axis (right)
|
||||
Quaternion pitchRotation = Quaternion.AngleAxis(gimbalSystem.currentPitchAngle, Vector3.right);
|
||||
thrustDirection = pitchRotation * thrustDirection;
|
||||
|
||||
// Apply yaw rotation around local Z axis (forward)
|
||||
Quaternion yawRotation = Quaternion.AngleAxis(-gimbalSystem.currentYawAngle, Vector3.forward);
|
||||
thrustDirection = yawRotation * thrustDirection;
|
||||
}
|
||||
|
||||
// Transform to world space
|
||||
thrustDirection = rb.rotation * thrustDirection;
|
||||
|
||||
float thrustMagnitude = mainEngine.thrust * 1000f; // Convert kN to N
|
||||
|
||||
// Scale the arrow length proportionally but cap it
|
||||
float arrowLength = Mathf.Min(thrustMagnitude * thrustArrowScale, thrustArrowMaxLength);
|
||||
|
||||
if (arrowLength > 0.1f) // Only draw if there's meaningful thrust
|
||||
{
|
||||
Vector3 arrowEnd = rb.position + thrustDirection * arrowLength;
|
||||
|
||||
// Draw main arrow line
|
||||
Debug.DrawLine(rb.position, arrowEnd, Color.green, 0f);
|
||||
|
||||
// Draw arrowhead (two lines forming a V)
|
||||
Vector3 arrowHeadSize = thrustDirection * (arrowLength * 0.15f);
|
||||
Vector3 perpendicular1 = Vector3.Cross(thrustDirection, Vector3.up).normalized * (arrowLength * 0.1f);
|
||||
if (perpendicular1.magnitude < 0.01f) // Handle case where thrust is vertical
|
||||
{
|
||||
perpendicular1 = Vector3.Cross(thrustDirection, Vector3.right).normalized * (arrowLength * 0.1f);
|
||||
}
|
||||
Vector3 perpendicular2 = Vector3.Cross(thrustDirection, perpendicular1).normalized * (arrowLength * 0.1f);
|
||||
|
||||
Debug.DrawLine(arrowEnd, arrowEnd - arrowHeadSize + perpendicular1, Color.green, 0f);
|
||||
Debug.DrawLine(arrowEnd, arrowEnd - arrowHeadSize - perpendicular1, Color.green, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1263,7 +1263,7 @@ MonoBehaviour:
|
||||
m_Position:
|
||||
m_Target: {x: 0, y: 0, z: 0}
|
||||
speed: 2
|
||||
m_Value: {x: 241.54735, y: 149.56917, z: 1.1022915}
|
||||
m_Value: {x: 0, y: 0, z: 0}
|
||||
m_RenderMode: 0
|
||||
m_CameraMode:
|
||||
drawMode: 0
|
||||
@@ -1311,15 +1311,15 @@ MonoBehaviour:
|
||||
m_Rotation:
|
||||
m_Target: {x: -0.01953283, y: 0.97352827, z: -0.091104165, w: -0.20872095}
|
||||
speed: 2
|
||||
m_Value: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_Value: {x: -0.0195328, y: 0.9735268, z: -0.09110402, w: -0.20872062}
|
||||
m_Size:
|
||||
m_Target: 2.4383476
|
||||
speed: 2
|
||||
m_Value: 192.62563
|
||||
m_Value: 2.4383476
|
||||
m_Ortho:
|
||||
m_Target: 0
|
||||
speed: 2
|
||||
m_Value: 1
|
||||
m_Value: 0
|
||||
m_CameraSettings:
|
||||
m_Speed: 1
|
||||
m_SpeedNormalized: 0.5
|
||||
|
||||
Reference in New Issue
Block a user