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339 lines
13 KiB
Plaintext
339 lines
13 KiB
Plaintext
var Math = {
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#
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# Authors: Nikolai V. Chr, Axel Paccalin.
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#
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# Version 1.93
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#
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# When doing euler coords. to cartesian: +x = forw, +y = left, +z = up.
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# FG struct. coords: +x = back, +y = right, +z = up.
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#
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# If euler to cartesian (with inverted heading) then:
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# cartesian vector will be x: north, y: west, z: skyward
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#
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# When doing euler angles (from pilots point of view): yaw = yaw left, pitch = rotate up, roll = roll right.
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# FG rotations: heading = yaw right, pitch = rotate up, roll = roll right.
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#
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clamp: func(v, min, max) { v < min ? min : v > max ? max : v },
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convertCoords: func (x,y,z) {
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return [-x, -y, z];
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},
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convertAngles: func (heading,pitch,roll) {
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return [-heading, pitch, roll];
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},
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# returns direction in geo coordinate system
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vectorToGeoVector: func (a, coord) {
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me.handp = me.cartesianToEuler(a);
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me.end_dist_m = 100;# not too low for floating point precision. Not too high to get into earth curvature stuff.
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me.tgt_coord = geo.Coord.new(coord);
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if (me.handp[0] != nil) {
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me.tgt_coord.apply_course_distance(me.handp[0],me.end_dist_m);
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me.upamount = me.end_dist_m * math.tan(me.handp[1]*D2R);
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} elsif (me.handp[1] == 90) {
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me.upamount = me.end_dist_m;
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} else {
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me.upamount = -me.end_dist_m;
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}
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me.tgt_coord.set_alt(coord.alt()+me.upamount);
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return {"x":me.tgt_coord.x()-coord.x(), "y":me.tgt_coord.y()-coord.y(), "z":me.tgt_coord.z()-coord.z()};
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},
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# When observing another MP aircraft the groundspeed velocity info is in body frame, this method will convert it to cartesian vector.
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getCartesianVelocity: func (yaw_deg, pitch_deg, roll_deg, uBody_fps, vBody_fps, wBody_fps) {
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me.bodyVelocity = [uBody_fps, -vBody_fps, -wBody_fps];
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return me.yawPitchRollVector(yaw_deg, pitch_deg, roll_deg, me.bodyVelocity);
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},
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# angle between 2 vectors. Returns 0-180 degrees.
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angleBetweenVectors: func (a,b) {
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a = me.normalize(a);
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b = me.normalize(b);
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me.value = me.clamp((me.dotProduct(a,b)/me.magnitudeVector(a))/me.magnitudeVector(b),-1,1);#just to be safe in case some floating point error makes it out of bounds
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return R2D * math.acos(me.value);
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},
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# length of vector
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magnitudeVector: func (a) {
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return math.sqrt(math.pow(a[0],2)+math.pow(a[1],2)+math.pow(a[2],2));
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},
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# dot product of 2 vectors
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dotProduct: func (a,b) {
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return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];
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},
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# rotate a vector. Order: roll, pitch, yaw
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rollPitchYawVector: func (roll, pitch, yaw, vector) {
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me.rollM = me.rollMatrix(roll);
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me.pitchM = me.pitchMatrix(pitch);
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me.yawM = me.yawMatrix(yaw);
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me.rotation = me.multiplyMatrices(me.rollM, me.multiplyMatrices(me.pitchM, me.yawM));
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return me.multiplyMatrixWithVector(me.rotation, vector);
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},
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# rotate a vector. Order: yaw, pitch, roll (like an aircraft)
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yawPitchRollVector: func (yaw, pitch, roll, vector) {
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me.rollM = me.rollMatrix(roll);
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me.pitchM = me.pitchMatrix(pitch);
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me.yawM = me.yawMatrix(yaw);
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me.rotation = me.multiplyMatrices(me.yawM, me.multiplyMatrices(me.pitchM, me.rollM));
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return me.multiplyMatrixWithVector(me.rotation, vector);
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},
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# multiply 3x3 matrix with vector
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multiplyMatrixWithVector: func (matrix, vector) {
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return [matrix[0]*vector[0]+matrix[1]*vector[1]+matrix[2]*vector[2],
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matrix[3]*vector[0]+matrix[4]*vector[1]+matrix[5]*vector[2],
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matrix[6]*vector[0]+matrix[7]*vector[1]+matrix[8]*vector[2]];
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},
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# multiply 2 3x3 matrices
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multiplyMatrices: func (a,b) {
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return [a[0]*b[0]+a[1]*b[3]+a[2]*b[6], a[0]*b[1]+a[1]*b[4]+a[2]*b[7], a[0]*b[2]+a[1]*b[5]+a[2]*b[8],
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a[3]*b[0]+a[4]*b[3]+a[5]*b[6], a[3]*b[1]+a[4]*b[4]+a[5]*b[7], a[3]*b[2]+a[4]*b[5]+a[5]*b[8],
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a[6]*b[0]+a[7]*b[3]+a[8]*b[6], a[6]*b[1]+a[7]*b[4]+a[8]*b[7], a[6]*b[2]+a[7]*b[5]+a[8]*b[8]];
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},
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# matrix for rolling
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rollMatrix: func (roll) {
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roll = roll * D2R;
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return [1,0,0,
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0,math.cos(roll),-math.sin(roll),
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0,math.sin(roll), math.cos(roll)];
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},
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# matrix for pitching
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pitchMatrix: func (pitch) {
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pitch = pitch * D2R;
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return [math.cos(pitch),0,-math.sin(pitch),
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0,1,0,
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math.sin(pitch),0,math.cos(pitch)];
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},
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# matrix for yawing
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yawMatrix: func (yaw) {
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yaw = yaw * D2R;
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return [math.cos(yaw),-math.sin(yaw),0,
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math.sin(yaw),math.cos(yaw),0,
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0,0,1];
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},
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# vector to heading/pitch
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cartesianToEuler: func (vector) {
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me.horz = math.sqrt(vector[0]*vector[0]+vector[1]*vector[1]);
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if (me.horz != 0) {
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me.pitch = math.atan2(vector[2],me.horz)*R2D;
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me.hdg = math.asin(-vector[1]/me.horz)*R2D;
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if (vector[0] < 0) {
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# south
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if (me.hdg >= 0) {
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me.hdg = 180-me.hdg;
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} else {
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me.hdg = -180-me.hdg;
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}
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}
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me.hdg = geo.normdeg(me.hdg);
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} else {
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me.pitch = vector[2]>=0?90:-90;
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me.hdg = nil;
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}
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return [me.hdg, me.pitch];
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},
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# gives an vector that points up from fuselage
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eulerToCartesian3Z: func (yaw_deg, pitch_deg, roll_deg) {
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me.yaw = yaw_deg * D2R;
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me.pitch = pitch_deg * D2R;
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me.roll = roll_deg * D2R;
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me.x = -math.cos(me.yaw)*math.sin(me.pitch)*math.cos(me.roll) + math.sin(me.yaw)*math.sin(me.roll);
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me.y = -math.sin(me.yaw)*math.sin(me.pitch)*math.cos(me.roll) - math.cos(me.yaw)*math.sin(me.roll);
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me.z = math.cos(me.pitch)*math.cos(me.roll);#roll changed from sin to cos, since the rotation matrix is wrong
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return [me.x,me.y,me.z];
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},
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# gives an vector that points forward from fuselage
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eulerToCartesian3X: func (yaw_deg, pitch_deg, roll_deg) {
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me.yaw = yaw_deg * D2R;
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me.pitch = pitch_deg * D2R;
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me.roll = roll_deg * D2R;
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me.x = math.cos(me.yaw)*math.cos(me.pitch);
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me.y = math.sin(me.yaw)*math.cos(me.pitch);
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me.z = math.sin(me.pitch);
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return [me.x,me.y,me.z];
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},
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# gives an vector that points left from fuselage
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eulerToCartesian3Y: func (yaw_deg, pitch_deg, roll_deg) {
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me.yaw = yaw_deg * D2R;
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me.pitch = pitch_deg * D2R;
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me.roll = roll_deg * D2R;
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me.x = -math.cos(me.yaw)*math.sin(me.pitch)*math.sin(me.roll) - math.sin(me.yaw)*math.cos(me.roll);
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me.y = -math.sin(me.yaw)*math.sin(me.pitch)*math.sin(me.roll) + math.cos(me.yaw)*math.cos(me.roll);
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me.z = math.cos(me.pitch)*math.sin(me.roll);
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return [me.x,me.y,me.z];
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},
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# same as eulerToCartesian3X, except it needs no roll
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eulerToCartesian2: func (yaw_deg, pitch_deg) {
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me.yaw = yaw_deg * D2R;
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me.pitch = pitch_deg * D2R;
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me.x = math.cos(me.pitch) * math.cos(me.yaw);
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me.y = math.cos(me.pitch) * math.sin(me.yaw);
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me.z = math.sin(me.pitch);
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return [me.x,me.y,me.z];
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},
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#pitch from coord1 to coord2 in degrees (takes curvature of earth into effect.)
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getPitch: func (coord1, coord2) {
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if (coord1.lat() == coord2.lat() and coord1.lon() == coord2.lon()) {
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if (coord2.alt() > coord1.alt()) {
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return 90;
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} elsif (coord2.alt() < coord1.alt()) {
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return -90;
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} else {
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return 0;
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}
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}
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if (coord1.alt() != coord2.alt()) {
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me.d12 = coord1.direct_distance_to(coord2);
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me.coord3 = geo.Coord.new(coord1);
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me.coord3.set_alt(coord1.alt()-me.d12*0.5);# this will increase the area of the triangle so that rounding errors dont get in the way.
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me.d13 = coord1.alt()-me.coord3.alt();
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if (me.d12 == 0) {
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# on top of each other, maybe rounding error..
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return 0;
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}
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me.d32 = me.coord3.direct_distance_to(coord2);
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if (math.abs(me.d13)+me.d32 < me.d12) {
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# rounding errors somewhere..one triangle side is longer than other 2 sides combined.
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return 0;
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}
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# standard formula for a triangle where all 3 side lengths are known:
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me.len = (math.pow(me.d12, 2)+math.pow(me.d13,2)-math.pow(me.d32, 2))/(2 * me.d12 * math.abs(me.d13));
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if (me.len < -1 or me.len > 1) {
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# something went wrong, maybe rounding error..
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return 0;
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}
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me.angle = R2D * math.acos(me.len);
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me.pitch = -1* (90 - me.angle);
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#printf("d12 %.4f d32 %.4f d13 %.4f len %.4f pitch %.4f angle %.4f", me.d12, me.d32, me.d13, me.len, me.pitch, me.angle);
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return me.pitch;
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} else {
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# same altitude
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me.nc = geo.Coord.new();
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me.nc.set_xyz(0,0,0); # center of earth
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me.radiusEarth = coord1.direct_distance_to(me.nc);# current distance to earth center
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me.d12 = coord1.direct_distance_to(coord2);
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# standard formula for a triangle where all 3 side lengths are known:
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me.len = (math.pow(me.d12, 2)+math.pow(me.radiusEarth,2)-math.pow(me.radiusEarth, 2))/(2 * me.d12 * me.radiusEarth);
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if (me.len < -1 or me.len > 1) {
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# something went wrong, maybe rounding error..
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return 0;
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}
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me.angle = R2D * math.acos(me.len);
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me.pitch = -1* (90 - me.angle);
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return me.pitch;
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}
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},
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# supply a normal to the plane, and a vector. The vector will be projected onto the plane, and that projection is returned as a vector.
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projVectorOnPlane: func (planeNormal, vector) {
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return me.minus(vector, me.product(me.dotProduct(vector,planeNormal)/math.pow(me.magnitudeVector(planeNormal),2), planeNormal));
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},
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# unary - vector
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opposite: func (v){
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# author: Paccalin
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return [-v[0], -v[1], -v[2]];
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},
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# vector a - vector b
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minus: func (a, b) {
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return [a[0]-b[0], a[1]-b[1], a[2]-b[2]];
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},
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# vector a + vector b
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plus: func (a, b) {
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return [a[0]+b[0], a[1]+b[1], a[2]+b[2]];
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},
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# float * vector
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product: func (scalar, vector) {
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return [scalar*vector[0], scalar*vector[1], scalar*vector[2]]
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},
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# print vector to console
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format: func (v) {
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return sprintf("(%.1f, %.1f, %.1f)",v[0],v[1],v[2]);
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},
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# make vector length 1.0
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normalize: func (v) {
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me.mag = me.magnitudeVector(v);
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return [v[0]/me.mag, v[1]/me.mag, v[2]/me.mag];
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},
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crossProduct: func (a,b) {
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return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]];
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},
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distance_from_point_to_line: func (coordP, coordL1, coordL2) {
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var P = [coordP.x(), coordP.y(), coordP.z()];
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var L1 = [coordL1.x(), coordL1.y(), coordL1.z()];
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var L2 = [coordL2.x(), coordL2.y(), coordL2.z()];
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return me.magnitudeVector(me.crossProduct(me.minus(L2,L1), me.minus(L1,P)))/me.magnitudeVector(me.minus(L2,L1));
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},
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# Orthogonal projection of a vector `vec` onto another `ref` !!can throw an exception if the referential vector is null!!.
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orthogonalProjection: func(vec, ref){
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# author: Paccalin
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me.op_refMag = me.magnitudeVector(ref);
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if(me.op_refMag == 0)
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die("Orthogonal projection on a null vector referential");
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return me.dotProduct(vec, ref) / me.op_refMag;
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},
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# Time at which two particles will be at shortest distance !!can throw an exception if the relative speed is null!!
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particleShortestDistTime: func (orig1, speed1, orig2, speed2) {
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# author: Paccalin
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# Compute the origin of the second particle in a referential positionally centered on the first particle.
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me.psdt_tgtOrig = me.minus(orig2, orig1);
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# Compute the speed of the second particle in a referential inertially based on the first particle.
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me.psdt_tgtSpeed = me.minus(speed2, speed1);
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# Project the origin of the particle1 referential onto the line supported by the particle2 trajectory in 1 unit of time.
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# And divide the result by the magnitude of the speed to have it normalized relative to the time.
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return me.orthogonalProjection(me.opposite(me.psdt_tgtOrig), me.psdt_tgtSpeed) / me.magnitudeVector(me.psdt_tgtSpeed);
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},
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# rotation matrices
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#
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#
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#| 1 0 0 |
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#| 0 cos(roll) -sin(roll) |
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#| 0 sin(roll) cos(roll) |
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#
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#| cos(pitch) 0 -sin(pitch) |
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#| 0 1 0 |
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#| sin(pitch) 0 cos(pitch) |
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#
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#| cos(yaw) -sin(yaw) 0 |
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#| sin(yaw) cos(yaw) 0 |
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#| 0 0 1 |
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#
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# combined matrix from yaw, pitch, roll:
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#
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#| cos(yaw)cos(pitch) -cos(yaw)sin(pitch)sin(roll)-sin(yaw)cos(roll) -cos(yaw)sin(pitch)cos(roll)+sin(yaw)sin(roll)|
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#| sin(yaw)cos(pitch) -sin(yaw)sin(pitch)sin(roll)+cos(yaw)cos(roll) -sin(yaw)sin(pitch)cos(roll)-cos(yaw)sin(roll)|
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#| sin(pitch) cos(pitch)sin(roll) cos(pitch)cos(roll)|
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#
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#
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};
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