rabidus-test/Assets/SCSM/SciFiShipController/Scripts/Physics/Classes/Thruster.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Class containing data for a thruster.
/// </summary>
[System.Serializable]
public class Thruster
{
#region Public variables
// IMPORTANT - when changing this section also update SetClassDefault()
// Also update ClassName(ClassName className) Clone Constructor (if there is one)
/// <summary>
/// The name of the thruster.
/// </summary>
public string name;
/// <summary>
/// The maximum thrust force of this thruster in newtons.
/// </summary>
public float maxThrust;
/// <summary>
/// The amount of available power being supplied to the thruster.
/// </summary>
[Range(0f, 1f)] public float throttle;
/// <summary>
/// Position of the thruster in local space relative to the pivot point of the ship. This is the position where the thrust force will be applied at.
/// </summary>
public Vector3 relativePosition;
/// <summary>
/// The local space direction of thrust provided by the thruster. If you modify this, call Initialise().
/// </summary>
public Vector3 thrustDirection;
/// <summary>
/// The current thruster input (from 0 to 1).
/// </summary>
public float currentInput;
/// <summary>
/// The use of this thruster in terms of force. This defines what inputs control the thruster. 0 - none. 1 - forwards thrust. 2 - backwards thrust. 3 - upwards thrust. 4 - downwards thrust. 5 - rightwards thrust. 6 - leftwards thrust.
/// If you modify this, call ReinitialiseInputVariables() on the ship this thruster is attached to.
/// </summary>
public int forceUse;
/// <summary>
/// The primary use of this thruster in terms of a moment (turning force). This defines what inputs control the thruster. 0 - none. 1 - positive roll. 2 - negative roll. 3 - positive pitch. 4 - negative pitch. 5 - positive yaw. 6 - negative yaw.
/// If you modify this, call ReinitialiseInputVariables() on the ship this thruster is attached to.
/// </summary>
public int primaryMomentUse;
/// <summary>
/// The secondary use of this thruster in terms of a moment (turning force). This defines what inputs control the thruster. 0 - none. 1 - positive roll. 2 - negative roll. 3 - positive pitch. 4 - negative pitch. 5 - positive yaw. 6 - negative yaw.
/// If you modify this, call ReinitialiseInputVariables() on the ship this thruster is attached to.
/// </summary>
public int secondaryMomentUse;
/// <summary>
/// The index of the damage region this thruster is associated with. When the damage model of the ship is set to simple, this
/// is irrelevant. A negative value means it is associated with no damage region (so the thruster's performance will not be
/// affected by damage). When the damage model of the ship is set to progressive, a value of zero means it is
/// associated with the main damage region. When the damage model of the ship is set to localised, a zero or positive value
/// indicates which damage region it is associated with (using a zero-based indexing system).
/// </summary>
public int damageRegionIndex;
/// <summary>
/// When minEffectsRate > 0 and throttle > 0 the effects fire when thruster input is 0.
/// The limitEffectsOnY and Z settings are still honoured when this is true.
/// </summary>
public bool isMinEffectsAlwaysOn;
/// <summary>
/// The minimum (i.e. when its health reaches zero) performance level of this thruster. The performance level affects how much
/// thrust is produced by this thruster. At a performance level of one it produces the maxThrust value. At a performance level of
/// zero it produces no thrust.
/// </summary>
[Range(0f, 1f)] public float minPerformance;
/// <summary>
/// The starting health value of this thruster.
/// </summary>
public float startingHealth;
/// <summary>
/// The 0.0-1.0 value that indicates the minimum normalised amount of any particle or sound effects that are
/// applied when a non-zero thrustinput is received for this thruster. Default is 0. If the full
/// particle emission rate should be applied when any input is received, set the value to 1.0.
/// </summary>
[Range(0f, 1f)] public float minEffectsRate;
/// <summary>
/// Does the amount of throttle available affect the minEffectsRate?
/// </summary>
public bool isThrottleMinEffects;
/// <summary>
/// Limit when the effects are used for this thruster based on the speed of the
/// ship along the local Z axis (forward or backward)
/// </summary>
public bool limitEffectsOnZ;
/// <summary>
/// The minimum speed in m/s on the local z-axis the ship must be travelling at before
/// the effects will activate
/// </summary>
[Range(-5000f, 5000f)] public float minEffectsOnZ;
/// <summary>
/// The maximum speed in m/s on the local z-axis the ship can be travelling for the
/// the effects to be active
/// </summary>
[Range(-5000f, 5000f)] public float maxEffectsOnZ;
/// <summary>
/// Limit when the effects are used for this thruster based on the speed of the
/// ship along the local Y axis (up or down)
/// </summary>
public bool limitEffectsOnY;
/// <summary>
/// The minimum speed in m/s on the local y-axis the ship must be travelling at before
/// the effects will activate
/// </summary>
[Range(-5000f, 5000f)] public float minEffectsOnY;
/// <summary>
/// The maximum speed in m/s on the local y-axis the ship can be travelling for the
/// the effects to be active
/// </summary>
[Range(-5000f, 5000f)] public float maxEffectsOnY;
/// <summary>
/// Whether the thruster is shown as expanded in the inspector window of the editor.
/// </summary>
public bool showInEditor;
/// <summary>
/// Whether the thruster node is shown as selected in the scene view of the editor.
/// </summary>
public bool selectedInSceneView;
/// <summary>
/// Whether the gizmos for this thruster are shown in the scene view of the editor
/// </summary>
public bool showGizmosInSceneView;
/// <summary>
/// The number of seconds it takes for this thruster to go from minimum to maximum power.
/// Also known as Throttle Up Time.
/// </summary>
[Range(0f,30f)] public float rampUpDuration;
/// <summary>
/// The number of seconds it takes for this thruster to go from maximum to minimum power.
/// </summary>
[Range(0f, 30f)] public float rampDownDuration;
/// <summary>
/// The amount of fuel available - range 0.0 (empty) to 100.0 (full).
/// At runtime call either thruster.SetFuelLevel(..) or shipInstance.SetFuelLevel(..)
/// </summary>
[Range(0f, 100f)] public float fuelLevel;
/// <summary>
/// The rate fuel is consumed per second. If rate is 0, fuel is unlimited
/// </summary>
[Range(0f, 20f)] public float fuelBurnRate;
/// <summary>
/// The heat of the thruster or engine - range 0.0 (starting temp) to 100.0 (max temp).
/// At runtime call either thruster.SetHeatLevel(..) or shipInstance.SetHeatLevel(..)
/// </summary>
[Range(0f, 100f)] public float heatLevel;
/// <summary>
/// The rate heat is added per second. If rate is 0, heat level never changes.
/// </summary>
[Range(0f, 20f)] public float heatUpRate;
/// <summary>
/// The rate heat is removed per second. This is the rate the thruster cools when not in use.
/// </summary>
[Range(0f, 20f)] public float heatDownRate;
/// <summary>
/// The heat level that the thruster will begin to overheat and start producing less thrust.
/// </summary>
[Range(50f, 100f)] public float overHeatThreshold;
/// <summary>
/// When the thruster reaches max heat level of 100, will the thruster be inoperable
/// until it is repaired?
/// </summary>
public bool isBurnoutOnMaxHeat;
#endregion
#region Public Properties
/// <summary>
/// The current performance level of this thruster (determined by the Health value). The performance level affects how much
/// thrust is produced by this thruster. At a performance level of one it produces the maxThrust value. At a performance level
/// of zero it produces no thrust. The value will zero if the fuelLevel is 0.
/// </summary>
public float CurrentPerformance { get; private set; }
/// <summary>
/// Current fuel level - range 0.0 (empty) to 100.0 (full)
/// </summary>
public float FuelLevel { get { return fuelLevel; } }
/// <summary>
/// Current heat level - range 0.0 (starting temp) to 100.0 (max temp).
/// </summary>
public float HeatLevel { get { return heatLevel; } }
/// <summary>
/// The current health value of this thruster.
/// </summary>
public float Health
{
get { return health; }
set
{
// Update the health value
health = value;
// Update the current performance value
UpdateThrusterPerformance();
}
}
/// <summary>
/// The normalised local space direction of thrust provided by the thruster.
/// </summary>
public Vector3 thrustDirectionNormalised { get; private set; }
#endregion
#region Private variables
private float health;
private float previousInput;
private float throttleDeltaAmount; // the amount to throttle down by
private float startInput; // used with
private float currentTargetInput;
private float smoothTimer;
private float rampTargetDuration;
private bool isRampDown;
#endregion
#region Constructors
// Class constructor
public Thruster()
{
SetClassDefaults();
}
// Copy constructor
public Thruster(Thruster thruster)
{
if (thruster == null) { SetClassDefaults(); }
else
{
this.name = thruster.name;
this.maxThrust = thruster.maxThrust;
this.throttle = thruster.throttle;
this.relativePosition = thruster.relativePosition;
this.thrustDirection = thruster.thrustDirection;
this.currentInput = thruster.currentInput;
this.forceUse = thruster.forceUse;
this.primaryMomentUse = thruster.primaryMomentUse;
this.secondaryMomentUse = thruster.secondaryMomentUse;
this.damageRegionIndex = thruster.damageRegionIndex;
this.minPerformance = thruster.minPerformance;
this.startingHealth = thruster.startingHealth;
this.Health = thruster.Health;
this.showInEditor = thruster.showInEditor;
this.selectedInSceneView = thruster.selectedInSceneView;
this.showGizmosInSceneView = thruster.showGizmosInSceneView;
this.minEffectsRate = thruster.minEffectsRate;
this.isThrottleMinEffects = thruster.isThrottleMinEffects;
this.isMinEffectsAlwaysOn = thruster.isMinEffectsAlwaysOn;
this.limitEffectsOnZ = thruster.limitEffectsOnZ;
this.minEffectsOnZ = thruster.minEffectsOnZ;
this.maxEffectsOnZ = thruster.maxEffectsOnZ;
this.limitEffectsOnY = thruster.limitEffectsOnY;
this.minEffectsOnY = thruster.minEffectsOnY;
this.maxEffectsOnY = thruster.maxEffectsOnY;
this.rampUpDuration = thruster.rampUpDuration;
this.rampDownDuration = thruster.rampDownDuration;
this.fuelLevel = thruster.fuelLevel;
this.fuelBurnRate = thruster.fuelBurnRate;
this.heatLevel = thruster.heatLevel;
this.heatUpRate = thruster.heatUpRate;
this.heatDownRate = thruster.heatDownRate;
this.overHeatThreshold = thruster.overHeatThreshold;
this.isBurnoutOnMaxHeat = thruster.isBurnoutOnMaxHeat;
this.Initialise();
}
}
#endregion
#region Private or Internal Methods
/// <summary>
/// Reset thruster ramp up/down varibles.
/// Used with SmoothThrusterInput(..)
/// </summary>
private void ResetThrusterDamping()
{
smoothTimer = 0f;
rampTargetDuration = 0f;
throttleDeltaAmount = 0f;
currentTargetInput = 0f;
previousInput = 0f;
startInput = 0f;
isRampDown = false;
}
/// <summary>
/// Check if we need to burn fuel on this thruster. If there is no fuel
/// available or the burn rate is 0, then do nothing.
/// </summary>
/// <param name="dTime"></param>
internal void BurnFuel(float dTime)
{
if (fuelLevel > 0f && fuelBurnRate > 0f && currentInput > 0f)
{
// Burn fuel independently to the health level. A damaged thruster will burn the same
// amount of fuel but produce less thrust
SetFuelLevel(fuelLevel - (currentInput * fuelBurnRate * dTime));
}
}
/// <summary>
/// Check if we need to change the heat level on this thruster. If
/// heat up rate is 0, then do nothing.
/// </summary>
/// <param name="dTime"></param>
internal void ManageHeat (float dTime)
{
if (heatUpRate > 0f)
{
// Heat or cool thruster independently to the health level.
if (currentInput > 0f)
{
// Heating up
if (heatLevel < 100f)
{
SetHeatLevel(heatLevel + (currentInput * heatUpRate * dTime));
}
}
// Only cool down if not burnt out
else if (heatDownRate > 0f && (!isBurnoutOnMaxHeat || heatLevel < 100f))
{
// Cooling down
SetHeatLevel(heatLevel - (heatDownRate * dTime));
}
}
}
#endregion
#region Public Non-Static Methods
public void SetClassDefaults()
{
this.name = "Thruster";
this.maxThrust = 100000f;
this.throttle = 1f;
this.relativePosition = Vector3.zero;
this.thrustDirection = Vector3.forward;
this.currentInput = 0f;
this.forceUse = 1;
this.primaryMomentUse = 0;
this.secondaryMomentUse = 0;
this.damageRegionIndex = -1;
this.minPerformance = 0.25f;
this.startingHealth = 100f;
this.Health = 100f;
this.showInEditor = true;
this.selectedInSceneView = false;
this.showGizmosInSceneView = true;
this.minEffectsRate = 0f;
this.isThrottleMinEffects = false;
this.isMinEffectsAlwaysOn = false;
this.limitEffectsOnZ = false;
this.minEffectsOnZ = -5000f;
this.maxEffectsOnZ = 5000f;
this.limitEffectsOnY = false;
this.minEffectsOnY = -5000f;
this.maxEffectsOnY = 5000f;
this.rampUpDuration = 0f;
this.rampDownDuration = 0f;
this.fuelLevel = 100f;
this.fuelBurnRate = 0f;
this.heatLevel = 0f;
this.heatUpRate = 0f;
this.heatDownRate = 2f;
this.overHeatThreshold = 80f;
this.isBurnoutOnMaxHeat = false;
this.Initialise();
}
/// <summary>
/// Initialises data for the thruster. This does some precalculation to allow for performance improvements.
/// Call after modifying thrustDirection.
/// </summary>
public void Initialise()
{
// Calculate normalised vectors
thrustDirectionNormalised = thrustDirection.normalized;
// Reset thruster ramp up/down varibles
ResetThrusterDamping();
UpdateThrusterPerformance();
}
/// <summary>
/// Is the thruster heat level at or above the over heating threshold?
/// </summary>
/// <returns></returns>
public bool IsThrusterOverheating()
{
return heatLevel >= overHeatThreshold;
}
/// <summary>
/// Reset the heat level to 0 and reset health
/// </summary>
public void Repair()
{
ResetThrusterDamping();
heatLevel = 0f;
// This will also update the current performance
Health = startingHealth;
}
/// <summary>
/// Set the new fuel level available to this thruster.
/// Range 0.0 (empty) to 100.0 (full).
/// </summary>
/// <param name="newFuelLevel"></param>
public void SetFuelLevel (float newFuelLevel)
{
if (newFuelLevel < 0f) { newFuelLevel = 0f; }
else if (newFuelLevel > 100f) { newFuelLevel = 100f; }
// Only update the thruster performance if we need to
if (newFuelLevel != fuelLevel && (fuelLevel == 0f || newFuelLevel == 0f))
{
fuelLevel = newFuelLevel;
UpdateThrusterPerformance();
}
else
{
fuelLevel = newFuelLevel;
}
if (fuelLevel == 0f) { ResetThrusterDamping(); }
}
/// <summary>
/// Set the new heat level on this thruster.
/// Range 0.0 (min) to 100.0 (max).
/// </summary>
/// <param name="newHeatLevel"></param>
public void SetHeatLevel(float newHeatLevel)
{
if (newHeatLevel < 0f) { newHeatLevel = 0f; }
else if (newHeatLevel > 100f) { newHeatLevel = 100f; }
// Only update the thruster performance if we need to
// Update when:
// a) heatLevel will be equal or above the overheat threshold
// b) heatLevel will fallen below the overheat threshold
// c) AND it has changed
if (newHeatLevel != heatLevel && (newHeatLevel >= overHeatThreshold || (newHeatLevel < overHeatThreshold && heatLevel >= overHeatThreshold)))
{
heatLevel = newHeatLevel;
UpdateThrusterPerformance();
}
else
{
heatLevel = newHeatLevel;
}
if (heatLevel == 100f) { ResetThrusterDamping(); }
}
/// <summary>
/// Smooth or dampen the thruster's currentInput value based on user settings.
/// Throttle up and down time can be set independently for each thruster.
/// </summary>
/// <param name="lastFrameTime"></param>
public void SmoothThrusterInput(float lastFrameTime)
{
// Clamp 0.0-1.0
currentInput = currentInput < 0f ? 0f : currentInput > 1f ? 1f : currentInput;
// Apply throttle level
if (throttle < 1f && throttle >= 0f) { currentInput *= throttle; }
// If the ramp up time is not set, simply return the target value
if (rampUpDuration > 0f || rampDownDuration > 0f)
{
// Are we still trying to get to the same target value?
if (currentInput != currentTargetInput)
{
// Target value has changed
currentTargetInput = currentInput;
startInput = previousInput;
smoothTimer = 0f;
// What is the delta between original value and target value?
throttleDeltaAmount = currentTargetInput - previousInput;
// Are we ramping up or down?
isRampDown = throttleDeltaAmount < 0f;
// What is the proportional ramp up duration between original value and target value?
if (isRampDown)
{
throttleDeltaAmount *= -1f;
rampTargetDuration = throttleDeltaAmount * rampDownDuration;
}
else
{
rampTargetDuration = throttleDeltaAmount * rampUpDuration;
}
}
// Do we need to ramp up/down?
if (smoothTimer < rampTargetDuration && rampTargetDuration >= 0f)
{
smoothTimer += lastFrameTime;
// Get the point on the throttle up curve
// y = (e ^ x/a) - 1, where a = duration (in seconds) and x = elapsed time
float rampValue = (float)System.Math.Pow(System.Math.E, smoothTimer / rampTargetDuration) - 1f;
// If close to the target value, set equal to the target value
if (rampValue > 0.999f) { rampValue = 1f; smoothTimer = rampTargetDuration; }
// When throttling up/down, increase/reduce the amount by adding/subtracting the proportion to be reduced from the
// original throttle input amount when the timer started.
currentInput = isRampDown ? startInput - throttleDeltaAmount * rampValue : startInput + throttleDeltaAmount * rampValue;
previousInput = currentInput;
}
}
}
/// <summary>
/// Update the CurrentPerformance value of this thruster. It gets automatically
/// called when the Health is changed and when fuel or heat levels change.
/// </summary>
public void UpdateThrusterPerformance()
{
// Update the current performance value
if (fuelLevel > 0f && heatLevel < 100f)
{
CurrentPerformance = health / startingHealth;
if (heatUpRate > 0f && heatLevel >= overHeatThreshold)
{
CurrentPerformance *= 1f - SSCMath.Normalise(heatLevel, overHeatThreshold, 100f);
}
CurrentPerformance = CurrentPerformance > minPerformance ? CurrentPerformance : minPerformance;
CurrentPerformance = CurrentPerformance < 1f ? CurrentPerformance : 1f;
}
else { CurrentPerformance = 0f; }
}
#endregion
}
}