using System; namespace ActiveProtect.Models { public class BasicGuidanceSystem : IGuidanceSystem { public bool HasGuidance { get; protected set; } protected double ProportionalNavigationCoefficient { get; set; } protected Vector3D Position { get; set; } protected Vector3D Velocity { get; set; } protected Vector3D GuidanceCommand { get; set; } public BasicGuidanceSystem(double proportionalNavigationCoefficient) { ProportionalNavigationCoefficient = proportionalNavigationCoefficient; HasGuidance = false; GuidanceCommand = Vector3D.Zero; Position = Vector3D.Zero; Velocity = Vector3D.Zero; } public virtual void Update(double deltaTime, Vector3D missilePosition, Vector3D missileVelocity) { Position = missilePosition; Velocity = missileVelocity; } public Vector3D GetGuidanceCommand() { return GuidanceCommand; } protected virtual void CalculateGuidanceCommand(double deltaTime) { // 基础制导系统不计算制导指令 // 派生类应该重写这个方法来实现特定的制导逻辑 } protected Vector3D CalculateProportionalNavigation(Vector3D missilePosition, Vector3D missileVelocity, Vector3D targetPosition, Vector3D targetVelocity) { // 预测时间(可以根据实际情况调整) double predictionTime = 2.0; // 预测目标位置 Vector3D predictedTargetPosition = targetPosition + targetVelocity * predictionTime; Vector3D r = predictedTargetPosition - missilePosition; Vector3D v = targetVelocity - missileVelocity; Vector3D LOS = r.Normalize(); Vector3D LOSRate = (v - (LOS * Vector3D.DotProduct(v, LOS))) / r.Magnitude(); Vector3D acceleration = Vector3D.CrossProduct(Vector3D.CrossProduct(LOS, LOSRate), missileVelocity.Normalize()) * ProportionalNavigationCoefficient * missileVelocity.Magnitude(); return acceleration; } public static (Vector3D newPosition, Vector3D newVelocity) RungeKutta4(double deltaTime, Vector3D position, Vector3D velocity, Vector3D acceleration) { // 定义一个局部函数来计算加速度 Vector3D AccelerationFunction(Vector3D pos, Vector3D vel) { // 这里可以添加更复杂的加速度计算,比如考虑空气阻力等 return acceleration; } // 第一步 Vector3D k1v = AccelerationFunction(position, velocity) * deltaTime; Vector3D k1r = velocity * deltaTime; // 第二步 Vector3D k2v = AccelerationFunction(position + k1r * 0.5, velocity + k1v * 0.5) * deltaTime; Vector3D k2r = (velocity + k1v * 0.5) * deltaTime; // 第三步 Vector3D k3v = AccelerationFunction(position + k2r * 0.5, velocity + k2v * 0.5) * deltaTime; Vector3D k3r = (velocity + k2v * 0.5) * deltaTime; // 第四步 Vector3D k4v = AccelerationFunction(position + k3r, velocity + k3v) * deltaTime; Vector3D k4r = (velocity + k3v) * deltaTime; // 计算新的位置和速度 Vector3D newPosition = position + (k1r + k2r * 2 + k3r * 2 + k4r) / 6; Vector3D newVelocity = velocity + (k1v + k2v * 2 + k3v * 2 + k4v) / 6; return (newPosition, newVelocity); } } }