ActiveProtect/Models/BasicGuidanceSystem.cs

94 lines
3.8 KiB
C#

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();
// 添加调试输出
Console.WriteLine($"PN Calculation: r = {r}, v = {v}, LOS = {LOS}, LOSRate = {LOSRate}, Acceleration = {acceleration}");
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);
}
}
}