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C# CelestialBody.GetSpeedOfSound方法代码示例

本文整理汇总了C#中CelestialBody.GetSpeedOfSound方法的典型用法代码示例。如果您正苦于以下问题:C# CelestialBody.GetSpeedOfSound方法的具体用法?C# CelestialBody.GetSpeedOfSound怎么用?C# CelestialBody.GetSpeedOfSound使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CelestialBody的用法示例。


在下文中一共展示了CelestialBody.GetSpeedOfSound方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: UpdatePosition

        protected override Vector3 UpdatePosition()
        {
            if (EditorLogic.RootPart == null) {
                /* DragCubes can get NaNed without this check */
                return Vector3.zero;
            }
            if (RCSBuildAid.Mode != PluginMode.Parachutes) {
                return Vector3.zero;
            }

            hasParachutes = RCSBuildAid.Parachutes.Count > 0;
            body = Settings.selected_body;
            altitude = MenuParachutes.altitude;
            temperature = body.GetTemperature (altitude);
            pressure = body.GetPressure (altitude);
            density = body.GetDensity (pressure, temperature);
            mach = (float)(speed / body.GetSpeedOfSound(pressure, density));
            gravity = body.gravity(altitude);

            findCenterOfDrag();
            speed = Vt = calculateTerminalVelocity ();
            /* unless I go at mach speeds I don't care about this
            reynolds = (float)(density * speed);
            reynoldsDragMult = PhysicsGlobals.DragCurvePseudoReynolds.Evaluate (reynolds);
            */
            dragForce.Vector = calculateDragForce ();

            return position;
        }
开发者ID:FormalRiceFarmer,项目名称:KerbalMods,代码行数:29,代码来源:CoDMarker.cs

示例2: SimAeroForce

        //*******************************************************
		public static Vector3 SimAeroForce(List<Part> parts, CelestialBody body, Vector3 v_wrld_vel, double altitude, double latitude = 0.0)
        {
            double pressure = body.GetPressure(altitude);
            // Lift and drag for force accumulation.
            Vector3d total_lift = Vector3d.zero;
            Vector3d total_drag = Vector3d.zero;

            // dynamic pressure for standard drag equation
            double rho = GetDensity(altitude, body);
            double dyn_pressure = 0.0005 * rho * v_wrld_vel.sqrMagnitude;

            if (rho <= 0)
            {
                return Vector3.zero;
            }

            double soundSpeed = body.GetSpeedOfSound(pressure, rho);
            double mach = v_wrld_vel.magnitude / soundSpeed;
            if (mach > 25.0) { mach = 25.0; }

            // Loop through all parts, accumulating drag and lift.
			foreach(Part p in parts)
            {
                // need checks on shielded components
                if (p.ShieldedFromAirstream || p.Rigidbody == null)
                {
                    continue;
                }
                
                // Get Drag
                Vector3 sim_dragVectorDir = v_wrld_vel.normalized;
                Vector3 sim_dragVectorDirLocal = -(p.transform.InverseTransformDirection(sim_dragVectorDir));

                Vector3 liftForce = new Vector3(0, 0, 0);

                switch(p.dragModel)
                {
                    case Part.DragModel.DEFAULT:
                    case Part.DragModel.CUBE:
					SmartDragCubeList cubes = new SmartDragCubeList(p, parts);

                        DragCubeList.CubeData p_drag_data;

                        float drag;
                        if (cubes.None) // since 1.0.5, some parts don't have drag cubes (for example fuel lines and struts)
                        {
                            drag = p.maximum_drag;
                        }
                        else
                        {
                            p_drag_data = cubes.AddSurfaceDragDirection(-sim_dragVectorDirLocal, (float)mach);

                            drag = p_drag_data.areaDrag * PhysicsGlobals.DragCubeMultiplier;

                            liftForce = p_drag_data.liftForce;
                        }

                        double sim_dragScalar = dyn_pressure * (double)drag * PhysicsGlobals.DragMultiplier;
                        total_drag += -(Vector3d)sim_dragVectorDir * sim_dragScalar;

                        break;

                    case Part.DragModel.SPHERICAL:
                        total_drag += -(Vector3d)sim_dragVectorDir * (double)p.maximum_drag;
                        break;

                    case Part.DragModel.CYLINDRICAL:
                        total_drag += -(Vector3d)sim_dragVectorDir * (double)Mathf.Lerp(p.minimum_drag, p.maximum_drag, Mathf.Abs(Vector3.Dot(p.partTransform.TransformDirection(p.dragReferenceVector), sim_dragVectorDir)));
                        break;

                    case Part.DragModel.CONIC:
                        total_drag += -(Vector3d)sim_dragVectorDir * (double)Mathf.Lerp(p.minimum_drag, p.maximum_drag, Vector3.Angle(p.partTransform.TransformDirection(p.dragReferenceVector), sim_dragVectorDir) / 180f);
                        break;

                    default:
                        // no drag to apply
                        break;
                }

                // If it isn't a wing or lifter, get body lift.
                if (!p.hasLiftModule)
                {
                    float simbodyLiftScalar = p.bodyLiftMultiplier * PhysicsGlobals.BodyLiftMultiplier * (float)dyn_pressure;
                    simbodyLiftScalar *= PhysicsGlobals.GetLiftingSurfaceCurve("BodyLift").liftMachCurve.Evaluate((float)mach);
                    Vector3 bodyLift = p.transform.rotation * (simbodyLiftScalar * liftForce);
                    bodyLift = Vector3.ProjectOnPlane(bodyLift, sim_dragVectorDir);
                    // Only accumulate forces for non-LiftModules
                    total_lift += bodyLift;
                }

                // Find ModuleLifingSurface for wings and liftforce.
                // Should catch control surface as it is a subclass
				foreach (var m in p.Modules.OfType<ModuleLiftingSurface>())
                {
                    float mcs_mod = 1.0f;
                    double liftQ = dyn_pressure * 1000;
                    ModuleLiftingSurface wing = (ModuleLiftingSurface)m;
                    Vector3 nVel = Vector3.zero;
                    Vector3 liftVector = Vector3.zero;
//.........这里部分代码省略.........
开发者ID:pjwerneck,项目名称:SmartStage,代码行数:101,代码来源:StockAeroUtil.cs


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