当前位置: 首页>>代码示例>>C#>>正文


C# CelestialBody.getTruePositionAtUT方法代码示例

本文整理汇总了C#中CelestialBody.getTruePositionAtUT方法的典型用法代码示例。如果您正苦于以下问题:C# CelestialBody.getTruePositionAtUT方法的具体用法?C# CelestialBody.getTruePositionAtUT怎么用?C# CelestialBody.getTruePositionAtUT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.getTruePositionAtUT方法的5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: DrawOrbit

		private static void DrawOrbit(Orbit o, CelestialBody referenceBody, Matrix4x4 screenTransform, int numSegments)
		{
			if (!o.activePatch) {
				return;
			}

			double startTA;
			double endTA;
			double now = Planetarium.GetUniversalTime();
			if (o.patchEndTransition != Orbit.PatchTransitionType.FINAL) {
				startTA = o.TrueAnomalyAtUT(o.StartUT);
				endTA = o.TrueAnomalyAtUT(o.EndUT);
				if (endTA < startTA) {
					endTA += 2.0 * Math.PI;
				}
			} else {
				startTA = o.GetUTforTrueAnomaly(0.0, now);
				endTA = startTA + 2.0 * Math.PI;
			}
			double dTheta = (endTA - startTA) / (double)numSegments;
			double theta = startTA;
			double timeAtTA = o.GetUTforTrueAnomaly(theta, now);
			Vector3 lastVertex = screenTransform.MultiplyPoint3x4(o.getRelativePositionFromTrueAnomaly(theta).xzy + (o.referenceBody.getTruePositionAtUT(timeAtTA)) - (referenceBody.getTruePositionAtUT(timeAtTA)));
			for (int i = 0; i < numSegments; ++i) {
				GL.Vertex3(lastVertex.x, lastVertex.y, 0.0f);
				theta += dTheta;
				timeAtTA = o.GetUTforTrueAnomaly(theta, now);

				Vector3 newVertex = screenTransform.MultiplyPoint3x4(o.getRelativePositionFromTrueAnomaly(theta).xzy + (o.referenceBody.getTruePositionAtUT(timeAtTA)) - (referenceBody.getTruePositionAtUT(timeAtTA)));
				GL.Vertex3(newVertex.x, newVertex.y, 0.0f);

				lastVertex = newVertex;
			}
		}
开发者ID:dreadicon,项目名称:RasterPropMonitor,代码行数:34,代码来源:JSIOrbitDisplay.cs

示例2: DrawNextPe

		private void DrawNextPe(Orbit o, CelestialBody referenceBody, double referenceTime, Color iconColor, Matrix4x4 screenTransform)
		{
			/*
			switch (o.patchEndTransition)
			{
				case Orbit.PatchTransitionType.ENCOUNTER:
					Debug.Log("ENCOUNTER patch end type");
					break;
				case Orbit.PatchTransitionType.ESCAPE:
					Debug.Log("ESCAPE patch end type");
					break;
				// FINAL is applied to the active vessel in a stable elliptical
				// orbit.
				case Orbit.PatchTransitionType.FINAL:
					Debug.Log("FINAL patch end type");
					break;
				// INITIAL patchEndTransition appears to be applied to inactive
				// vessels (targeted vessels).
				case Orbit.PatchTransitionType.INITIAL:
					Debug.Log("INITIAL patch end type");
					break;
				case Orbit.PatchTransitionType.MANEUVER:
					Debug.Log("MANEUVER patch end type");
					break;
			}
			 */

			double nextPeTime = o.NextPeriapsisTime(referenceTime);
			if (nextPeTime < o.EndUT || (o.patchEndTransition == Orbit.PatchTransitionType.FINAL)) {
				Vector3d relativePosition = o.SwappedRelativePositionAtUT(nextPeTime) + o.referenceBody.getTruePositionAtUT(nextPeTime) - referenceBody.getTruePositionAtUT(nextPeTime);
				var transformedPosition = screenTransform.MultiplyPoint3x4(relativePosition);
				DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, iconColor, MapIcons.OtherIcon.PE);
			}
		}
开发者ID:dreadicon,项目名称:RasterPropMonitor,代码行数:34,代码来源:JSIOrbitDisplay.cs

示例3: ReallyDrawOrbit

		// Fallback method: The orbit should be valid, but it's not showing as
		// active.  I've encountered this when targeting a vessel or planet.
		private static void ReallyDrawOrbit(Orbit o, CelestialBody referenceBody, Matrix4x4 screenTransform, int numSegments)
		{
			if (o.eccentricity >= 1.0) {
				Debug.Log("JSIOrbitDisplay.ReallyDrawOrbit(): I can't draw an orbit with e >= 1.0");
				return;
			}

			double dTheta = 2.0 * Math.PI / (double)numSegments;
			double theta = 0.0;
			double now = Planetarium.GetUniversalTime();
			double timeAtTA = o.GetUTforTrueAnomaly(theta, now);
			Vector3 lastVertex = screenTransform.MultiplyPoint3x4(o.getRelativePositionFromTrueAnomaly(theta).xzy + (o.referenceBody.getTruePositionAtUT(timeAtTA)) - (referenceBody.getTruePositionAtUT(timeAtTA)));
			for (int i = 0; i < numSegments; ++i) {
				GL.Vertex3(lastVertex.x, lastVertex.y, 0.0f);
				theta += dTheta;
				timeAtTA = o.GetUTforTrueAnomaly(theta, now);

				Vector3 newVertex = screenTransform.MultiplyPoint3x4(o.getRelativePositionFromTrueAnomaly(theta).xzy + (o.referenceBody.getTruePositionAtUT(timeAtTA)) - (referenceBody.getTruePositionAtUT(timeAtTA)));
				GL.Vertex3(newVertex.x, newVertex.y, 0.0f);

				lastVertex = newVertex;
			}
		}
开发者ID:dreadicon,项目名称:RasterPropMonitor,代码行数:25,代码来源:JSIOrbitDisplay.cs

示例4: DrawNextAp

		private void DrawNextAp(Orbit o, CelestialBody referenceBody, double referenceTime, Color iconColor, Matrix4x4 screenTransform)
		{
			if (o.eccentricity >= 1.0) {
				// Early return: There is no apoapsis on a hyperbolic orbit
				return;
			}
			double nextApTime = o.NextApoapsisTime(referenceTime);

			if (nextApTime < o.EndUT || (o.patchEndTransition == Orbit.PatchTransitionType.FINAL)) {
				Vector3d relativePosition = o.SwappedRelativePositionAtUT(nextApTime) + o.referenceBody.getTruePositionAtUT(nextApTime) - referenceBody.getTruePositionAtUT(nextApTime);
				var transformedPosition = screenTransform.MultiplyPoint3x4(relativePosition);
				DrawIcon(transformedPosition.x, transformedPosition.y, VesselType.Unknown, iconColor, MapIcons.OtherIcon.AP);
			}
		}
开发者ID:dreadicon,项目名称:RasterPropMonitor,代码行数:14,代码来源:JSIOrbitDisplay.cs

示例5: UpdateFromOrbitAtUT

 public void UpdateFromOrbitAtUT(Orbit orbit, double UT, CelestialBody toBody)
 {
     pos = (orbit.getTruePositionAtUT(UT) - toBody.getTruePositionAtUT(UT)).xzy;
     vel = orbit.getOrbitalVelocityAtUT(UT) + orbit.referenceBody.GetFrameVelAtUT(UT) - toBody.GetFrameVelAtUT(UT);
     UpdateFromStateVectors(pos, vel, toBody, UT);
 }
开发者ID:Kerbas-ad-astra,项目名称:ThrottleControlledAvionics,代码行数:6,代码来源:OrbitDBG.cs


注:本文中的CelestialBody.getTruePositionAtUT方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。