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See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. // // This software uses VesselSimulator and Engineer.Extensions from Engineer Redux. // Engineer Redux (c) 2013 cybutek // Used by permission. // /////////////////////////////////////////////////////////////////////////////// using System; using System.Collections.Generic; using UnityEngine; namespace VOID { public static class VOIDLabels { public static string void_primary = "Primary"; public static string void_altitude_asl = "Altitude (ASL)"; public static string void_velocity = "Velocity"; public static string void_apoapsis = "Apoapsis"; public static string void_periapsis = "Periapsis"; } public static class Tools { // Toadicus edit: Added re-implementation of the CBAttributeMap.GetAtt function that does not fire a debug message to the game screen. public static CBAttributeMap.MapAttribute Toadicus_GetAtt(Vessel vessel) { CBAttributeMap.MapAttribute mapAttribute; try { CBAttributeMap BiomeMap = vessel.mainBody.BiomeMap; double lat = vessel.latitude * Math.PI / 180d; double lon = vessel.longitude * Math.PI / 180d; lon -= Math.PI / 2d; if (lon < 0d) { lon += 2d * Math.PI; } float v = (float)(lat / Math.PI) + 0.5f; float u = (float)(lon / (2d * Math.PI)); Color pixelBilinear = BiomeMap.Map.GetPixelBilinear (u, v); mapAttribute = BiomeMap.defaultAttribute; if (BiomeMap.Map != null) { if (BiomeMap.exactSearch) { for (int i = 0; i < BiomeMap.Attributes.Length; ++i) { if (pixelBilinear == BiomeMap.Attributes[i].mapColor) { mapAttribute = BiomeMap.Attributes[i]; } } } else { float zero = 0; float num = 1 / zero; for (int j = 0; j < BiomeMap.Attributes.Length; ++j) { Color mapColor = BiomeMap.Attributes [j].mapColor; float sqrMagnitude = ((Vector4)(mapColor - pixelBilinear)).sqrMagnitude; if (sqrMagnitude < num) { bool testCase = true; if (BiomeMap.nonExactThreshold != -1) { testCase = (sqrMagnitude < BiomeMap.nonExactThreshold); } if (testCase) { mapAttribute = BiomeMap.Attributes[j]; num = sqrMagnitude; } } } } } } catch (NullReferenceException) { mapAttribute = new CBAttributeMap.MapAttribute(); mapAttribute.name = "N/A"; } return mapAttribute; } public static string GetLongitudeString(Vessel vessel, string format="F4") { string dir_long = "W"; double v_long = vessel.longitude; v_long = FixDegreeDomain(v_long); if (v_long < -180d) { v_long += 360d; } if (v_long >= 180) { v_long -= 360d; } if (v_long > 0) dir_long = "E"; return string.Format("{0}° {1}", Math.Abs(v_long).ToString(format), dir_long); } public static string GetLatitudeString(Vessel vessel, string format="F4") { string dir_lat = "S"; double v_lat = vessel.latitude; if (v_lat > 0) dir_lat = "N"; return string.Format("{0}° {1}", Math.Abs(v_lat).ToString(format), dir_lat); } /////////////////////////////////////////////////////////////////////////////// //For MuMech_get_heading() public class MuMech_MovingAverage { private double[] store; private int storeSize; private int nextIndex = 0; public double value { get { double tmp = 0; foreach (double i in store) { tmp += i; } return tmp / storeSize; } set { store[nextIndex] = value; nextIndex = (nextIndex + 1) % storeSize; } } public MuMech_MovingAverage(int size = 10, double startingValue = 0) { storeSize = size; store = new double[size]; force(startingValue); } public void force(double newValue) { for (int i = 0; i < storeSize; i++) { store[i] = newValue; } } public static implicit operator double(MuMech_MovingAverage v) { return v.value; } public override string ToString() { return value.ToString(); } public string ToString(string format) { return value.ToString(format); } } //From http://svn.mumech.com/KSP/trunk/MuMechLib/VOID.vesselState.cs public static double MuMech_get_heading(Vessel vessel) { Vector3d CoM = vessel.findWorldCenterOfMass(); Vector3d up = (CoM - vessel.mainBody.position).normalized; Vector3d north = Vector3d.Exclude(up, (vessel.mainBody.position + vessel.mainBody.transform.up * (float)vessel.mainBody.Radius) - CoM).normalized; Quaternion rotationSurface = Quaternion.LookRotation(north, up); Quaternion rotationvesselSurface = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vessel.transform.rotation) * rotationSurface); MuMech_MovingAverage vesselHeading = new MuMech_MovingAverage(); vesselHeading.value = rotationvesselSurface.eulerAngles.y; return vesselHeading.value * 10; // *10 by me } //From http://svn.mumech.com/KSP/trunk/MuMechLib/MuUtils.cs public static string MuMech_ToSI(double d) { int digits = 2; double exponent = Math.Log10(Math.Abs(d)); if (Math.Abs(d) >= 1) { switch ((int)Math.Floor(exponent)) { case 0: case 1: case 2: return d.ToString("F" + digits); case 3: case 4: case 5: return (d / 1e3).ToString("F" + digits) + "k"; case 6: case 7: case 8: return (d / 1e6).ToString("F" + digits) + "M"; case 9: case 10: case 11: return (d / 1e9).ToString("F" + digits) + "G"; case 12: case 13: case 14: return (d / 1e12).ToString("F" + digits) + "T"; case 15: case 16: case 17: return (d / 1e15).ToString("F" + digits) + "P"; case 18: case 19: case 20: return (d / 1e18).ToString("F" + digits) + "E"; case 21: case 22: case 23: return (d / 1e21).ToString("F" + digits) + "Z"; default: return (d / 1e24).ToString("F" + digits) + "Y"; } } else if (Math.Abs(d) > 0) { switch ((int)Math.Floor(exponent)) { case -1: case -2: case -3: return (d * 1e3).ToString("F" + digits) + "m"; case -4: case -5: case -6: return (d * 1e6).ToString("F" + digits) + "μ"; case -7: case -8: case -9: return (d * 1e9).ToString("F" + digits) + "n"; case -10: case -11: case -12: return (d * 1e12).ToString("F" + digits) + "p"; case -13: case -14: case -15: return (d * 1e15).ToString("F" + digits) + "f"; case -16: case -17: case -18: return (d * 1e18).ToString("F" + digits) + "a"; case -19: case -20: case -21: return (d * 1e21).ToString("F" + digits) + "z"; default: return (d * 1e24).ToString("F" + digits) + "y"; } } else { return "0"; } } public static string ConvertInterval(double seconds) { string format_1 = "{0:D1}y {1:D1}d {2:D2}h {3:D2}m {4:D2}.{5:D1}s"; string format_2 = "{0:D1}d {1:D2}h {2:D2}m {3:D2}.{4:D1}s"; string format_3 = "{0:D2}h {1:D2}m {2:D2}.{3:D1}s"; TimeSpan interval; try { interval = TimeSpan.FromSeconds(seconds); } catch (OverflowException) { return "NaN"; } int years = interval.Days / 365; string output; if (years > 0) { output = string.Format(format_1, years, interval.Days - (years * 365), // subtract years * 365 for accurate day count interval.Hours, interval.Minutes, interval.Seconds, interval.Milliseconds.ToString().Substring(0, 1)); } else if (interval.Days > 0) { output = string.Format(format_2, interval.Days, interval.Hours, interval.Minutes, interval.Seconds, interval.Milliseconds.ToString().Substring(0, 1)); } else { output = string.Format(format_3, interval.Hours, interval.Minutes, interval.Seconds, interval.Milliseconds.ToString().Substring(0, 1)); } return output; } public static string UppercaseFirst(string s) { if (string.IsNullOrEmpty(s)) { return string.Empty; } char[] a = s.ToCharArray(); a[0] = char.ToUpper(a[0]); return new string(a); } //transfer angles public static double Nivvy_CalcTransferPhaseAngle(double r_current, double r_target, double grav_param) { double T_target = (2 * Math.PI) * Math.Sqrt(Math.Pow((r_target / 1000), 3) / (grav_param / 1000000000)); double T_transfer = (2 * Math.PI) * Math.Sqrt(Math.Pow((((r_target / 1000) + (r_current / 1000)) / 2), 3) / (grav_param / 1000000000)); return 360 * (0.5 - (T_transfer / (2 * T_target))); } public static double Younata_DeltaVToGetToOtherBody(double mu, double r1, double r2) { /* def deltaVToGetToOtherBody(mu, r1, r2): # mu = gravity param of common orbiting body of r1 and r2 # (e.g. for mun to minmus, mu is kerbin's gravity param # r1 = initial body's orbit radius # r2 = target body's orbit radius # return value is km/s sur1 = math.sqrt(mu / r1) sr1r2 = math.sqrt(float(2*r2)/float(r1+r2)) mult = sr1r2 - 1 return sur1 * mult */ double sur1, sr1r2, mult; sur1 = Math.Sqrt(mu / r1); sr1r2 = Math.Sqrt((2 * r2) / (r1 + r2)); mult = sr1r2 - 1; return sur1 * mult; } public static double Younata_DeltaVToExitSOI(double mu, double r1, double r2, double v) { /* def deltaVToExitSOI(mu, r1, r2, v): # mu = gravity param of current body # r1 = current orbit radius # r2 = SOI radius # v = SOI exit velocity foo = r2 * (v**2) - 2 * mu bar = r1 * foo + (2 * r2 * mu) r = r1*r2 return math.sqrt(bar / r) */ double foo = r2 * Math.Pow(v, 2) - 2 * mu; double bar = r1 * foo + (2 * r2 * mu); double r = r1 * r2; return Math.Sqrt(bar / r); } public static double Younata_TransferBurnPoint(double r, double v, double angle, double mu) { /* def transferBurnPoint(r, v, angle, mu): # r = parking orbit radius # v = ejection velocity # angle = phase angle (from function phaseAngle()) # mu = gravity param of current body. epsilon = ((v**2)/2) - (mu / r) h = r * v * math.sin(angle) e = math.sqrt(1 + ((2 * epsilon * h**2)/(mu**2))) theta = math.acos(1.0 / e) degrees = theta * (180.0 / math.pi) return 180 - degrees */ double epsilon, h, ee, theta, degrees; epsilon = (Math.Pow(v, 2) / 2) - (mu / r); h = r * v * Math.Sin(angle); ee = Math.Sqrt(1 + ((2 * epsilon * Math.Pow(h, 2)) / Math.Pow(mu, 2))); theta = Math.Acos(1.0 / ee); degrees = theta * (180.0 / Math.PI); return 180 - degrees; // returns the ejection angle } public static double Adammada_CurrrentPhaseAngle(double body_LAN, double body_orbitPct, double origin_LAN, double origin_orbitPct) { double angle = (body_LAN / 360 + body_orbitPct) - (origin_LAN / 360 + origin_orbitPct); if (angle > 1) angle = angle - 1; if (angle < 0) angle = angle + 1; if (angle > 0.5) angle = angle - 1; angle = angle * 360; return angle; } public static double Adammada_CurrentEjectionAngle(double vessel_long, double origin_rotAngle, double origin_LAN, double origin_orbitPct) { //double eangle = ((FlightGlobals.ActiveVOID.vessel.longitude + orbiting.rotationAngle) - (orbiting.orbit.LAN / 360 + orbiting.orbit.orbitPercent) * 360); double eangle = ((vessel_long + origin_rotAngle) - (origin_LAN / 360 + origin_orbitPct) * 360); while (eangle < 0) eangle = eangle + 360; while (eangle > 360) eangle = eangle - 360; if (eangle < 270) eangle = 90 - eangle; else eangle = 450 - eangle; return eangle; } public static double mrenigma03_calcphase(Vessel vessel, CelestialBody target) //calculates phase angle between the current body and target body { Vector3d vecthis = new Vector3d(); Vector3d vectarget = new Vector3d(); vectarget = target.orbit.getRelativePositionAtUT(Planetarium.GetUniversalTime()); if ((vessel.mainBody.name == "Sun") || (vessel.mainBody.referenceBody.referenceBody.name == "Sun")) { vecthis = vessel.orbit.getRelativePositionAtUT(Planetarium.GetUniversalTime()); } else { vecthis = vessel.mainBody.orbit.getRelativePositionAtUT(Planetarium.GetUniversalTime()); } vecthis = Vector3d.Project(new Vector3d(vecthis.x, 0, vecthis.z), vecthis); vectarget = Vector3d.Project(new Vector3d(vectarget.x, 0, vectarget.z), vectarget); Vector3d prograde = new Vector3d(); prograde = Quaternion.AngleAxis(90, Vector3d.forward) * vecthis; double phase = Vector3d.Angle(vecthis, vectarget); if (Vector3d.Angle(prograde, vectarget) > 90) phase = 360 - phase; return (phase + 360) % 360; } public static double FixAngleDomain(double Angle, bool Degrees = false) { double Extent = 2d * Math.PI; if (Degrees) { Extent = 360d; } Angle = Angle % (Extent); if (Angle < 0d) { Angle += Extent; } return Angle; } public static double FixDegreeDomain(double Angle) { return FixAngleDomain (Angle, true); } public static double adjustCurrPhaseAngle(double transfer_angle, double curr_phase) { if (transfer_angle < 0) { if (curr_phase > 0) return (-1 * (360 - curr_phase)); else if (curr_phase < 0) return curr_phase; } else if (transfer_angle > 0) { if (curr_phase > 0) return curr_phase; else if (curr_phase < 0) return (360 + curr_phase); } return curr_phase; } public static double adjust_current_ejection_angle(double curr_ejection) { //curr_ejection WILL need to be adjusted once for all transfers as it returns values ranging -180 to 180 // need 0-360 instead // // ie i have -17 in the screenshot // need it to show 343 // // do this // // if < 0, add curr to 360 // 360 + (-17) = 343 // else its good as it is if (curr_ejection < 0) return 360 + curr_ejection; else return curr_ejection; } public static double adjust_transfer_ejection_angle(double trans_ejection, double trans_phase) { // if transfer_phase_angle < 0 its a lower transfer //180 + curr_ejection // else if transfer_phase_angle > 0 its good as it is if (trans_phase < 0) return 180 + trans_ejection; else return trans_ejection; } public static double TrueAltitude(Vessel vessel) { double trueAltitude = vessel.orbit.altitude - vessel.terrainAltitude; // HACK: This assumes that on worlds with oceans, all water is fixed at 0 m, and water covers the whole surface at 0 m. if (vessel.terrainAltitude < 0 && vessel.mainBody.ocean ) { trueAltitude = vessel.orbit.altitude; } return trueAltitude; } public static string get_heading_text(double heading) { if (heading > 348.75 || heading <= 11.25) return "N"; else if (heading > 11.25 && heading <= 33.75) return "NNE"; else if (heading > 33.75 && heading <= 56.25) return "NE"; else if (heading > 56.25 && heading <= 78.75) return "ENE"; else if (heading > 78.75 && heading <= 101.25) return "E"; else if (heading > 101.25 && heading <= 123.75) return "ESE"; else if (heading > 123.75 && heading <= 146.25) return "SE"; else if (heading > 146.25 && heading <= 168.75) return "SSE"; else if (heading > 168.75 && heading <= 191.25) return "S"; else if (heading > 191.25 && heading <= 213.75) return "SSW"; else if (heading > 213.75 && heading <= 236.25) return "SW"; else if (heading > 236.25 && heading <= 258.75) return "WSW"; else if (heading > 258.75 && heading <= 281.25) return "W"; else if (heading > 281.25 && heading <= 303.75) return "WNW"; else if (heading > 303.75 && heading <= 326.25) return "NW"; else if (heading > 326.25 && heading <= 348.75) return "NNW"; else return ""; } public static void display_transfer_angles_SUN2PLANET(CelestialBody body, Vessel vessel) { GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Phase angle (curr/trans):"); GUILayout.Label(Tools.mrenigma03_calcphase(vessel, body).ToString("F3") + "° / " + Tools.Nivvy_CalcTransferPhaseAngle(vessel.orbit.semiMajorAxis, body.orbit.semiMajorAxis, vessel.mainBody.gravParameter).ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Transfer velocity:"); GUILayout.Label((Tools.Younata_DeltaVToGetToOtherBody((vessel.mainBody.gravParameter / 1000000000), (vessel.orbit.semiMajorAxis / 1000), (body.orbit.semiMajorAxis / 1000)) * 1000).ToString("F2") + "m/s", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); } public static void display_transfer_angles_PLANET2PLANET(CelestialBody body, Vessel vessel) { double dv1 = Tools.Younata_DeltaVToGetToOtherBody((vessel.mainBody.referenceBody.gravParameter / 1000000000), (vessel.mainBody.orbit.semiMajorAxis / 1000), (body.orbit.semiMajorAxis / 1000)); double dv2 = Tools.Younata_DeltaVToExitSOI((vessel.mainBody.gravParameter / 1000000000), (vessel.orbit.semiMajorAxis / 1000), (vessel.mainBody.sphereOfInfluence / 1000), Math.Abs(dv1)); double trans_ejection_angle = Tools.Younata_TransferBurnPoint((vessel.orbit.semiMajorAxis / 1000), dv2, (Math.PI / 2.0), (vessel.mainBody.gravParameter / 1000000000)); double curr_ejection_angle = Tools.Adammada_CurrentEjectionAngle(FlightGlobals.ActiveVessel.longitude, FlightGlobals.ActiveVessel.orbit.referenceBody.rotationAngle, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.LAN, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.orbitPercent); double trans_phase_angle = Tools.Nivvy_CalcTransferPhaseAngle(vessel.mainBody.orbit.semiMajorAxis, body.orbit.semiMajorAxis, vessel.mainBody.referenceBody.gravParameter) % 360; double curr_phase_angle = Tools.Adammada_CurrrentPhaseAngle(body.orbit.LAN, body.orbit.orbitPercent, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.LAN, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.orbitPercent); double adj_phase_angle = Tools.adjustCurrPhaseAngle(trans_phase_angle, curr_phase_angle); double adj_trans_ejection_angle = Tools.adjust_transfer_ejection_angle(trans_ejection_angle, trans_phase_angle); double adj_curr_ejection_angle = Tools.adjust_current_ejection_angle(curr_ejection_angle); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Phase angle (curr/trans):"); GUILayout.Label(adj_phase_angle.ToString("F3") + "° / " + trans_phase_angle.ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Ejection angle (curr/trans):"); GUILayout.Label(adj_curr_ejection_angle.ToString("F3") + "° / " + adj_trans_ejection_angle.ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Transfer velocity:"); GUILayout.Label((dv2 * 1000).ToString("F2") + "m/s", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); } public static void display_transfer_angles_PLANET2MOON(CelestialBody body, Vessel vessel) { double dv1 = Tools.Younata_DeltaVToGetToOtherBody((vessel.mainBody.gravParameter / 1000000000), (vessel.orbit.semiMajorAxis / 1000), (body.orbit.semiMajorAxis / 1000)); double trans_phase_angle = Tools.Nivvy_CalcTransferPhaseAngle(vessel.orbit.semiMajorAxis, body.orbit.semiMajorAxis, vessel.mainBody.gravParameter); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Phase angle (curr/trans):"); GUILayout.Label(Tools.mrenigma03_calcphase(vessel, body).ToString("F3") + "° / " + trans_phase_angle.ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Transfer velocity:"); GUILayout.Label((dv1 * 1000).ToString("F2") + "m/s", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); } public static void display_transfer_angles_MOON2MOON(CelestialBody body, Vessel vessel) { double dv1 = Tools.Younata_DeltaVToGetToOtherBody((vessel.mainBody.referenceBody.gravParameter / 1000000000), (vessel.mainBody.orbit.semiMajorAxis / 1000), (body.orbit.semiMajorAxis / 1000)); double dv2 = Tools.Younata_DeltaVToExitSOI((vessel.mainBody.gravParameter / 1000000000), (vessel.orbit.semiMajorAxis / 1000), (vessel.mainBody.sphereOfInfluence / 1000), Math.Abs(dv1)); double trans_ejection_angle = Tools.Younata_TransferBurnPoint((vessel.orbit.semiMajorAxis / 1000), dv2, (Math.PI / 2.0), (vessel.mainBody.gravParameter / 1000000000)); double curr_phase_angle = Tools.Adammada_CurrrentPhaseAngle(body.orbit.LAN, body.orbit.orbitPercent, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.LAN, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.orbitPercent); double curr_ejection_angle = Tools.Adammada_CurrentEjectionAngle(FlightGlobals.ActiveVessel.longitude, FlightGlobals.ActiveVessel.orbit.referenceBody.rotationAngle, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.LAN, FlightGlobals.ActiveVessel.orbit.referenceBody.orbit.orbitPercent); double trans_phase_angle = Tools.Nivvy_CalcTransferPhaseAngle(vessel.mainBody.orbit.semiMajorAxis, body.orbit.semiMajorAxis, vessel.mainBody.referenceBody.gravParameter) % 360; double adj_phase_angle = Tools.adjustCurrPhaseAngle(trans_phase_angle, curr_phase_angle); //double adj_ejection_angle = adjustCurrEjectionAngle(trans_phase_angle, curr_ejection_angle); //new stuff // double adj_trans_ejection_angle = Tools.adjust_transfer_ejection_angle(trans_ejection_angle, trans_phase_angle); double adj_curr_ejection_angle = Tools.adjust_current_ejection_angle(curr_ejection_angle); // // GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Phase angle (curr/trans):"); GUILayout.Label(adj_phase_angle.ToString("F3") + "° / " + trans_phase_angle.ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Ejection angle (curr/trans):"); GUILayout.Label(adj_curr_ejection_angle.ToString("F3") + "° / " + adj_trans_ejection_angle.ToString("F3") + "°", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label("Transfer velocity:"); GUILayout.Label((dv2 * 1000).ToString("F2") + "m/s", GUILayout.ExpandWidth(false)); GUILayout.EndHorizontal(); } // This implementation is adapted from FARGUIUtils.ClampToScreen public static Rect ClampRectToScreen(Rect window, int xMargin, int yMargin) { window.x = Mathf.Clamp (window.x, xMargin - window.width, Screen.width - xMargin); window.y = Mathf.Clamp (window.y, yMargin - window.height, Screen.height - yMargin); return window; } public static Rect ClampRectToScreen(Rect window, int Margin) { return ClampRectToScreen(window, Margin, Margin); } public static Rect ClampRectToScreen(Rect window) { return ClampRectToScreen (window, 30); } public static Vector2 ClampV2ToScreen(Vector2 vec, uint xMargin, uint yMargin) { vec.x = Mathf.Clamp (vec.x, xMargin, Screen.width - xMargin); vec.y = Mathf.Clamp (vec.y, yMargin, Screen.height - yMargin); return vec; } public static Vector2 ClampV2ToScreen(Vector2 vec, uint Margin) { return ClampV2ToScreen(vec, Margin, Margin); } public static Vector2 ClampV2ToScreen(Vector2 vec) { return ClampV2ToScreen (vec, 15); } // UNDONE: This seems messy. Can we clean it up? public static Rect DockToWindow(Rect icon, Rect window) { // We can't set the x and y of the center point directly, so build a new vector. Vector2 center = new Vector2 (); // If we are near the top or bottom of the screen... if (window.yMax > Screen.height - icon.height || window.yMin < icon.height ) { // If we are in a corner... if (window.xMax > Screen.width - icon.width || window.xMin < icon.width ) { // If it is a top corner, put the icon below the window. if (window.yMax < Screen.height / 2) { center.y = window.yMax + icon.height / 2; } // If it is a bottom corner, put the icon above the window. else { center.y = window.yMin - icon.height / 2; } } // If we are not in a corner... else { // If we are along the top edge, align the icon's top edge with the top edge of the window if (window.yMax > Screen.height / 2) { center.y = window.yMax - icon.height / 2; } // If we are along the bottom edge, align the icon's bottom edge with the bottom edge of the window else { center.y = window.yMin + icon.height / 2; } } // At the top or bottom, if we are towards the right, put the icon to the right of the window if (window.center.x < Screen.width / 2) { center.x = window.xMin - icon.width / 2; } // At the top or bottom, if we are towards the left, put the icon to the left of the window else { center.x = window.xMax + icon.width / 2; } } // If we are not along the top or bottom of the screen... else { // By default, center the icon above the window center.y = window.yMin - icon.height / 2; center.x = window.center.x; // If we are along a side... if (window.xMax > Screen.width - icon.width || window.xMin < icon.width ) { // UNDONE: I'm not sure I like the feel of this part. // If we are along a side towards the bottom, put the icon below the window if (window.center.y > Screen.height / 2) { center.y = window.yMax + icon.height / 2; } // Along the left side, align the left edge of the icon with the left edge of the window. if (window.xMax > Screen.width - icon.width) { center.x = window.xMax - icon.width / 2; } // Along the right side, align the right edge of the icon with the right edge of the window. else if (window.xMin < icon.width) { center.x = window.xMin + icon.width / 2; } } } // Assign the vector to the center of the rect. icon.center = center; // Return the icon's position. return icon; } private static ScreenMessage debugmsg = new ScreenMessage("", 2f, ScreenMessageStyle.UPPER_RIGHT); [System.Diagnostics.Conditional("DEBUG")] public static void PostDebugMessage(string Msg) { if (HighLogic.LoadedScene > GameScenes.SPACECENTER) { debugmsg.message = Msg; ScreenMessages.PostScreenMessage(debugmsg, true); } KSPLog.print(Msg); } } } |