import sys
import math
from engine import Engine
from fuel import Fuel
from stage import Stage
from rocket import Rocket
from atmosphere import Atmosphere
from body import Body
from universe import Universe
from simulation import Simulation
import pygame
from pygame.locals import *
from gui.background_sprite import Sprite_Background
from gui.rocket_sprite import Sprite_Rocket
from gui.body_sprite import Sprite_Body
from gui.minimap_sprite import Sprite_Minimap
import numpy as np
from matplotlib import pyplot as plot
def main(argv):
raptor_engine = Engine(name="raptor", isp=360, max_flow_rate=931) #https://en.wikipedia.org/wiki/SpaceX_Raptor
methane_fuel = Fuel(name="methane") #TODO: more
#https://en.wikipedia.org/wiki/SpaceX_Starship
first_stage = Stage(name="superheavy booster",
stage_mass=180000,
engine=raptor_engine,
engine_number=33,
max_engine_gimbaling_angle=30,
fuel_type=methane_fuel,
fuel_mass=3600000,
x_drag_coefficient=1.16,#https://www.sciencedirect.com/science/article/abs/pii/S002980181400167X
x_cross_sectional_area=(69 * 9), #booster height: 69m, diameter:9m
y_drag_coefficient=1.28,#https://www.grc.nasa.gov/www/k-12/rocket/shaped.html
y_cross_sectional_area=(math.pi * (4.5**2)) #booster radius: 4.5m
)
second_stage = Stage(name="starship",
stage_mass=80000,
engine=raptor_engine,
engine_number=6,
max_engine_gimbaling_angle=30,
fuel_type=methane_fuel,
fuel_mass=1200000,
x_drag_coefficient=1.16,#https://www.sciencedirect.com/science/article/abs/pii/S002980181400167X
x_cross_sectional_area=(49 * 9), #rocket height: 49m, diameter:9m
y_drag_coefficient=0.8,#https://www.grc.nasa.gov/www/k-12/rocket/shaped.html
y_cross_sectional_area=(math.pi * (4.5**2))#rocket radius: 4.5m
)
rocket = Rocket(name="starship launch system",
stages=[first_stage, second_stage],
payload_mass=80000
)
body = Body(name="earth",
density=5.51,
radius=6371000,
atmosphere=Atmosphere(
avg_sea_level_pressure=101325,
molar_mass_air=0.02896,
standard_temp=288.15
)
)
universe = Universe(name="conventional",
G=6.67E-11
)
simulation = Simulation(universe, body, rocket)
pygame.init()
pygame.display.set_caption("OSLS - Overly Simple Launch Simulator")
clock = pygame.time.Clock()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 940
sprite_group = pygame.sprite.Group()
#cloud_sprite = Sprite_Cloud(simulation) #TODO
floor = 100 #100px is the floor of the drawing (where the rocket stops and where the body surface is)
sprite_group.add(Sprite_Background(simulation),
Sprite_Body(simulation, floor),
Sprite_Rocket(simulation, floor),
Sprite_Minimap(simulation, 100))
simulation_display = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
plot_coords = []
speedup = 1.0
physics_speedup = 1.0
fps = 60
paused = False
while True:
if not paused:
sprite_group.update(simulation_display.get_width(), simulation_display.get_height())
sprite_group.draw(simulation_display)
draw_text_info(simulation_display, simulation, paused, physics_speedup, speedup)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
quit()
elif event.key == pygame.K_SPACE:
paused = not paused
elif event.key == pygame.K_PLUS:
if pygame.key.get_pressed()[pygame.K_LSHIFT]:
physics_speedup += 0.1
else:
speedup *= 1.1
elif event.key == pygame.K_MINUS:
if pygame.key.get_pressed()[pygame.K_LSHIFT]:
physics_speedup -= 0.1
else:
speedup *= 0.9
elif event.key == pygame.K_RSHIFT:
#TODO: make the simulation window not loose focus when plot shown
data = np.array(plot_coords)
x, y = data.T
plot.close()
from itertools import cycle
possible_colors = cycle(range(0xFFFFFF+1))
plot.scatter(x, y, c=[next(possible_colors) for i in range(len(data))])
plot.pause(0.001)
else:
handle_key_press(simulation, event.key)
delta = clock.tick(fps * physics_speedup) * physics_speedup / 1000
if not paused:
print("delta: " + str(delta))
simulation.tick(delta=delta * speedup)
plot_coords.append([simulation.x, simulation.y])
#TODO: Rocket altitude look at todo
#TODO: DOnt overuse timeskip as physics not done, would have to increase fps for that or smth?
#TODO: implement apoapsis and periapsis calculation
#TODO: draw good rocket sprite, persistant clouds and star sprites, etc.
#TODO: do actual aerodynamic load so heading depends on that and not on speed
#TODO: do max load on rocket so it blows up
#TODO: allow multilanguage api for landing algorithms etc
def draw_text_info(simulation_display: type[pygame.Surface], simulation: type[Simulation], paused: bool, physics_speedup: float, speedup: float) -> None:
#draw stats text
font = pygame.font.SysFont("Comic Sans MS", 30)
g = simulation.body.g(simulation.universe.G, simulation.rocket_altitude())
curr_thrust = simulation.rocket.current_stage().current_thrust(g, simulation.heading)
simulation_display.blit(font.render("Simulation time: {:.0f}s".format(simulation.time), False, (255, 255, 255)),(0,0))
simulation_display.blit(font.render("Physics peedup: x{:.1f}".format(physics_speedup), False, (255, 255, 255)),(0,40))
simulation_display.blit(font.render("Speedup: x{:.1f}".format(speedup), False, (255, 255, 255)),(0,80))
simulation_display.blit(font.render("Altitude: {:.0f}m".format(simulation.rocket_altitude()), False, (255, 255, 255)),(0,120))
simulation_display.blit(font.render("X: {:.0f}m".format(simulation.x), False, (255, 255, 255)),(0,160))
simulation_display.blit(font.render("Y: {:.0f}m".format(simulation.y), False, (255, 255, 255)),(0,200))
simulation_display.blit(font.render("Speed x: {:.0f}m/s".format(simulation.speed_x), False, (255, 255, 255)),(0,240))
simulation_display.blit(font.render("Speed y: {:.0f}m/s".format(simulation.speed_y), False, (255, 255, 255)),(0,280))
simulation_display.blit(font.render("Acceleration x: {:.2f}m/s2".format(simulation.acceleration_x), False, (255, 255, 255)),(0,320))
simulation_display.blit(font.render("Acceleration y: {:.2f}m/s2".format(simulation.acceleration_y), False, (255, 255, 255)),(0,360))
simulation_display.blit(font.render("Thrust x: {:.0f}N".format(simulation.rocket.current_stage().current_thrust(g, simulation.heading)[0]), False, (255, 255, 255)),(0,400))
simulation_display.blit(font.render("Thrust y: {:.0f}N".format(simulation.rocket.current_stage().current_thrust(g, simulation.heading)[1]), False, (255, 255, 255)),(0,440))
simulation_display.blit(font.render("Fuel in stage: {:.0f}kg".format(simulation.rocket.current_stage().fuel_mass), False, (255, 255, 255)),(0,480))
simulation_display.blit(font.render("Stage mass: {:.0f}kg".format(simulation.rocket.current_stage().total_mass()), False, (255, 255, 255)),(0,520))
simulation_display.blit(font.render("Rocket mass: {:.0f}kg".format(simulation.rocket.total_mass()), False, (255, 255, 255)),(0,560))
simulation_display.blit(font.render("Stage number: {:.0f}".format(simulation.rocket.stages_spent), False, (255, 255, 255)),(0,600))
simulation_display.blit(font.render("Throttle: {:.0f}%".format(simulation.rocket.current_stage().throttle), False, (255, 255, 255)),(0,640))
simulation_display.blit(font.render("Gimbal: {:.2f}deg".format(simulation.rocket.current_stage().gimbal), False, (255, 255, 255)),(0,680))
simulation_display.blit(font.render("Heading: {:.2f}deg".format(simulation.heading), False, (255, 255, 255)),(0,720))
def handle_key_press(simulation, key):
if key == pygame.K_x:
simulation.rocket.current_stage().engines_on = not simulation.rocket.current_stage().engines_on
elif key == pygame.K_z:
simulation.rocket.perform_stage_separation(True)
elif key == pygame.K_DOWN:
current_stage = simulation.rocket.current_stage()
if current_stage.throttle > 0:
current_stage.throttle -= 1
elif key == pygame.K_UP:
current_stage = simulation.rocket.current_stage()
if current_stage.throttle < 100:
current_stage.throttle += 1
elif key == pygame.K_LEFT:
current_stage = simulation.rocket.current_stage()
if current_stage.gimbal > 0 - current_stage.max_engine_gimbaling_angle:
current_stage.gimbal -= 1
elif key == pygame.K_RIGHT:
current_stage = simulation.rocket.current_stage()
if current_stage.gimbal < 0 + current_stage.max_engine_gimbaling_angle:
current_stage.gimbal += 1
if __name__ == "__main__":
main(sys.argv)