ActiveProtect/Models/LaserBeamRiderGuidanceSystem.cs

249 lines
8.9 KiB
C#

using System;
namespace ActiveProtect.Models
{
/// <summary>
/// 激光驾束制导系统
/// </summary>
public class LaserBeamRiderGuidanceSystem : BasicGuidanceSystem
{
/// <summary>
/// 激光源位置
/// </summary>
private Vector3D LaserSourcePosition { get; set; }
/// <summary>
/// 激光方向
/// </summary>
private Vector3D LaserDirection { get; set; }
/// <summary>
/// 激光功率
/// </summary>
public double LaserPower { get; set; }
private const double MinDetectablePower = 1e-3; // 假设最小可探测功率为1毫瓦
private const double DetectorDiameter = 0.1; // 假设探测器直径为10厘米
private const double ControlFieldDiameter = 20.0; // 控制场直径(米)
/// <summary>
/// 上一次的误差
/// </summary>
private Vector3D LastError = Vector3D.Zero;
/// <summary>
/// 上一次的制导加速度
/// </summary>
public Vector3D LastGuidanceAcceleration { get; private set; }
/// <summary>
/// 积分误差
/// </summary>
private Vector3D IntegralError = Vector3D.Zero;
/// <summary>
/// 激光照射是否开启
/// </summary>
private bool LaserIlluminationOn { get; set; }
/// <summary>
/// 构造函数
/// </summary>
public LaserBeamRiderGuidanceSystem(double maxAcceleration, double guidanceCoefficient) : base(maxAcceleration, guidanceCoefficient)
{
LaserSourcePosition = Vector3D.Zero;
LaserDirection = Vector3D.Zero;
LaserPower = 0;
HasGuidance = false;
LastGuidanceAcceleration = Vector3D.Zero;
}
/// <summary>
/// 更新激光驾束仪
/// </summary>
/// <param name="sourcePosition">激光源位置</param>
/// <param name="direction">激光方向</param>
/// <param name="laserPower">激光功率</param>
public void UpdateLaserBeamRider(Vector3D sourcePosition, Vector3D direction, double laserPower)
{
LaserIlluminationOn = true;
LaserSourcePosition = sourcePosition;
LaserDirection = direction.Normalize();
LaserPower = laserPower;
}
/// <summary>
/// 关闭激光照射
/// </summary>
public void DeactivateLaserBeam()
{
LaserSourcePosition = Vector3D.Zero;
LaserDirection = Vector3D.Zero;
LaserPower = 0;
HasGuidance = false;
}
/// <summary>
/// 更新制导系统
/// </summary>
/// <param name="deltaTime">时间步长</param>
/// <param name="missilePosition">导弹位置</param>
/// <param name="missileVelocity">导弹速度</param>
public override void Update(double deltaTime, Vector3D missilePosition, Vector3D missileVelocity)
{
base.Update(deltaTime, missilePosition, missileVelocity);
if (LaserIlluminationOn)
{
UpdateGuidanceStatus();
if (HasGuidance)
{
CalculateGuidanceAcceleration(deltaTime);
}
else
{
GuidanceAcceleration = Vector3D.Zero;
}
}
else
{
GuidanceAcceleration = Vector3D.Zero;
}
}
/// <summary>
/// 更新制导状态
/// </summary>
private void UpdateGuidanceStatus()
{
// 计算导弹到激光束的最短距离
Vector3D shortestDistanceVector = CalculateShortestDistanceToLaserBeam();
double shortestDistance = shortestDistanceVector.Magnitude();
// 检查导弹是否在控制场内
if (shortestDistance > ControlFieldDiameter / 2)
{
HasGuidance = false;
Console.WriteLine($"激光驾束引导系统: 失去引导, 原因: 超出控制场范围, 距离: {shortestDistance}");
return;
}
Console.WriteLine($"激光驾束引导系统: 在控制场内, 距离: {shortestDistance}");
// 计算接收到的激光功率
double beamArea = Math.PI * Math.Pow(ControlFieldDiameter / 2, 2);
double powerDensity = LaserPower / beamArea;
double receivedPower = powerDensity * (Math.PI * Math.Pow(DetectorDiameter / 2, 2));
if(HasGuidance = receivedPower >= MinDetectablePower)
{
HasGuidance = true;
}
else
{
HasGuidance = false;
Console.WriteLine($"激光驾束引导系统: 失去引导, 原因: 接收到的激光功率低于最小可探测功率,{LaserPower:E} W/{receivedPower:E} W");
}
}
/// <summary>
/// 计算制导加速度
/// </summary>
/// <param name="deltaTime">时间步长</param>
protected override void CalculateGuidanceAcceleration(double deltaTime)
{
if (!HasGuidance)
{
GuidanceAcceleration = Vector3D.Zero;
return;
}
// 计算导弹到激光束的最短距离
Vector3D shortestDistanceVector = CalculateShortestDistanceToLaserBeam();
// PID控制
double Kp = 30; // 增加比例系数,使系统对误差更敏感,反应更快 30
double Ki = 0.05; // 减小积分系数,减少长期误差累积的影响 0.05
double Kd = 5; // 增加微分系数,减少系统的超调量,提高稳定性 5
double Kc = 0.5; // 减小非线性增益系数, 控制偏移量, 使得在更小的误差范围内有更大的修正 0.5
// 计算误差
Vector3D error = shortestDistanceVector;
// 积分项
IntegralError += error * deltaTime;
// 微分项
Vector3D derivativeError = (error - LastError) / deltaTime;
// 计算PID输出
Vector3D pidOutput = error * Kp + IntegralError * Ki + derivativeError * Kd;
// 非线性增益
double distance = shortestDistanceVector.Magnitude();
double nonLinearGain = Math.Tanh(distance / Kc);
// 计算横向加速度
Vector3D lateralAcceleration = pidOutput * nonLinearGain;
// 限制最大加速度
double maxAcceleration = 50; // 稍微增加最大加速度 50
if (lateralAcceleration.Magnitude() > maxAcceleration)
{
lateralAcceleration = lateralAcceleration.Normalize() * maxAcceleration;
}
// 计算前向加速度
Vector3D forwardDirection = LaserDirection;
Vector3D currentDirection = Velocity.Normalize();
Vector3D rotationAxis = Vector3D.CrossProduct(currentDirection, forwardDirection);
double rotationAngle = Math.Acos(Vector3D.DotProduct(currentDirection, forwardDirection));
Vector3D forwardAcceleration = Vector3D.CrossProduct(rotationAxis, Velocity) * rotationAngle * ProportionalNavigationCoefficient;
// 合并横向和前向加速度
GuidanceAcceleration = lateralAcceleration + forwardAcceleration;
// 低通滤波
const double alpha = 0.2;
GuidanceAcceleration = GuidanceAcceleration * alpha + LastGuidanceAcceleration * (1 - alpha);
// 更新上一次的误差和制导加速度
LastError = error;
LastGuidanceAcceleration = GuidanceAcceleration;
//Console.WriteLine($"Shortest Distance Vector: {shortestDistanceVector}");
}
/// <summary>
/// 获取制导系统状态
/// </summary>
/// <returns>制导系统状态</returns>
public override string GetStatus()
{
return base.GetStatus();
}
/// <summary>
/// 计算导弹到激光束的最短距离
/// </summary>
/// <returns>最短距离向量</returns>
private Vector3D CalculateShortestDistanceToLaserBeam()
{
// 计算导弹到激光源的向量
Vector3D missileToSource = LaserSourcePosition - Position;
// 计算导弹在激光方向上的投影长度
double projectionLength = Vector3D.DotProduct(missileToSource, LaserDirection);
// 计算激光束上最接近导弹的点
Vector3D closestPointOnBeam = LaserSourcePosition - LaserDirection * projectionLength;
// 计算导弹到激光束最近点的向量(即最短距离向量)
Vector3D shortestDistanceVector = closestPointOnBeam - Position;
return shortestDistanceVector;
}
}
}