| | | 1 | | using CounterDrone.Core.Algorithms; |
| | | 2 | | using CounterDrone.Core.Models; |
| | | 3 | | |
| | | 4 | | namespace CounterDrone.Core.Simulation |
| | | 5 | | { |
| | | 6 | | public class MunitionEntity |
| | | 7 | | { |
| | 11 | 8 | | public string Id { get; } |
| | 737 | 9 | | public PlatformType LaunchMode { get; } |
| | 11 | 10 | | public AerosolType AerosolType { get; } |
| | 755 | 11 | | public float PosX { get; private set; } |
| | 1771 | 12 | | public float PosY { get; private set; } |
| | 755 | 13 | | public float PosZ { get; private set; } |
| | 13 | 14 | | public float TargetX { get; } |
| | 11 | 15 | | public float TargetY { get; } |
| | 13 | 16 | | public float TargetZ { get; } |
| | 1018 | 17 | | public float ReleaseAltitude { get; } |
| | 1486 | 18 | | public bool HasArrived { get; private set; } |
| | | 19 | | |
| | | 20 | | private readonly float _muzzleVelocity; |
| | | 21 | | private float _time; |
| | | 22 | | private readonly float _launchAngle; |
| | | 23 | | private readonly float _azimuth; |
| | | 24 | | private readonly float _startX, _startY, _startZ; |
| | | 25 | | |
| | | 26 | | private bool _hasExceededReleaseAltitude; |
| | | 27 | | |
| | 14 | 28 | | public MunitionEntity(string id, PlatformType launchMode, AerosolType aerosolType, |
| | 14 | 29 | | float startX, float startY, float startZ, |
| | 14 | 30 | | float targetX, float targetY, float targetZ, |
| | 14 | 31 | | float muzzleVelocity, float releaseAltitude) |
| | 14 | 32 | | { |
| | 14 | 33 | | Id = id; |
| | 14 | 34 | | LaunchMode = launchMode; |
| | 14 | 35 | | AerosolType = aerosolType; |
| | 42 | 36 | | _startX = startX; _startY = startY; _startZ = startZ; |
| | 42 | 37 | | PosX = startX; PosY = startY; PosZ = startZ; |
| | 42 | 38 | | TargetX = targetX; TargetY = targetY; TargetZ = targetZ; |
| | 14 | 39 | | _muzzleVelocity = muzzleVelocity; |
| | 14 | 40 | | ReleaseAltitude = releaseAltitude; |
| | | 41 | | |
| | | 42 | | // 根据目标距离反算发射角(取低弹道) |
| | 14 | 43 | | var dx = targetX - startX; |
| | 14 | 44 | | var dz = targetZ - startZ; |
| | 14 | 45 | | var horizontalDist = (float)System.Math.Sqrt(dx * dx + dz * dz); |
| | 14 | 46 | | _azimuth = horizontalDist > 0.001f ? (float)System.Math.Atan2(dx, dz) : 0; |
| | | 47 | | |
| | 14 | 48 | | _launchAngle = Kinematics.CalculateLaunchAngle(horizontalDist, muzzleVelocity, releaseAltitude); |
| | 14 | 49 | | } |
| | | 50 | | |
| | | 51 | | public void Update(float deltaTime) |
| | 737 | 52 | | { |
| | 737 | 53 | | if (HasArrived) return; |
| | 737 | 54 | | _time += deltaTime; |
| | | 55 | | |
| | 737 | 56 | | if (LaunchMode == PlatformType.GroundBased) |
| | 737 | 57 | | { |
| | 737 | 58 | | (float x, float y, float z) = Kinematics.ParabolicPosition( |
| | 737 | 59 | | _startX, _startY, _startZ, _launchAngle, _azimuth, _muzzleVelocity, _time); |
| | 2211 | 60 | | PosX = x; PosY = y; PosZ = z; |
| | | 61 | | |
| | | 62 | | // 必须先从上方越过释放高度,再回落时才触发 |
| | 737 | 63 | | if (PosY > ReleaseAltitude) |
| | 257 | 64 | | _hasExceededReleaseAltitude = true; |
| | | 65 | | |
| | 737 | 66 | | if (_hasExceededReleaseAltitude && PosY <= ReleaseAltitude) |
| | 12 | 67 | | { |
| | 12 | 68 | | PosY = ReleaseAltitude; |
| | 12 | 69 | | HasArrived = true; |
| | 12 | 70 | | } |
| | 737 | 71 | | } |
| | | 72 | | else |
| | 0 | 73 | | { |
| | | 74 | | // 空基投放:自由落体 |
| | 0 | 75 | | PosY -= 9.81f * deltaTime; |
| | 0 | 76 | | PosX += (TargetX - PosX) * 0.1f; |
| | 0 | 77 | | PosZ += (TargetZ - PosZ) * 0.1f; |
| | | 78 | | |
| | 0 | 79 | | if (PosY <= ReleaseAltitude) |
| | 0 | 80 | | { |
| | 0 | 81 | | PosY = ReleaseAltitude; |
| | 0 | 82 | | HasArrived = true; |
| | 0 | 83 | | } |
| | 0 | 84 | | } |
| | 737 | 85 | | } |
| | | 86 | | } |
| | | 87 | | } |