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C# Orbit.TrueAnomalyAtUT方法代码示例

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


在下文中一共展示了Orbit.TrueAnomalyAtUT方法的4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: initMeshFromOrbit

        private void initMeshFromOrbit(Vector3 bodyPosition, Mesh mesh, Orbit orbit, double startTime, double duration, Color color)
        {
            int steps = 128;

            Vector3 camPos = ScaledSpace.ScaledToLocalSpace(MapView.MapCamera.transform.position) - bodyPosition;

            double prevTA = orbit.TrueAnomalyAtUT(startTime);
            double prevTime = startTime;

            double[] stepUT = new double[steps * 4];
            int utIdx = 0;
            double maxDT = Math.Max(1.0, duration / (double)steps);
            double maxDTA = 2.0 * Math.PI / (double)steps;
            stepUT[utIdx++] = startTime;
            while(true)
            {
                double time = prevTime + maxDT;
                for (int count = 0; count < 100; ++count)
                {
                    if (count == 99)
                        Debug.Log("WARNING: infinite loop? (Trajectories.MapOverlay.initMeshFromOrbit)");
                    double ta = orbit.TrueAnomalyAtUT(time);
                    while (ta < prevTA)
                        ta += 2.0 * Math.PI;
                    if (ta - prevTA <= maxDTA)
                    {
                        prevTA = ta;
                        break;
                    }
                    time = (prevTime + time) * 0.5;
                }

                if (time > startTime + duration - (time-prevTime) * 0.5)
                    break;

                prevTime = time;

                stepUT[utIdx++] = time;
                if (utIdx >= stepUT.Length - 1)
                {
                    //Util.PostSingleScreenMessage("ut overflow", "ut overflow");
                    break; // this should never happen, but better stop than overflow if it does
                }
            }
            stepUT[utIdx++] = startTime + duration;

            var vertices = new Vector3[utIdx * 2 + 2];
            var triangles = new int[utIdx * 6];

            Vector3 prevMeshPos = Util.SwapYZ(orbit.getRelativePositionAtUT(startTime - duration / (double)steps));
            for(int i = 0; i < utIdx; ++i)
            {
                double time = stepUT[i];

                Vector3 curMeshPos = Util.SwapYZ(orbit.getRelativePositionAtUT(time));
                if (Settings.fetch.BodyFixedMode) {
                    curMeshPos = Trajectory.calculateRotatedPosition(orbit.referenceBody, curMeshPos, time);
                }

                // compute an "up" vector that is orthogonal to the trajectory orientation and to the camera vector (used to correctly orient quads to always face the camera)
                Vector3 up = Vector3.Cross(curMeshPos - prevMeshPos, camPos - curMeshPos).normalized * (lineWidth * Vector3.Distance(camPos, curMeshPos));

                // add a segment to the trajectory mesh
                vertices[i * 2 + 0] = curMeshPos - up;
                vertices[i * 2 + 1] = curMeshPos + up;

                if (i > 0)
                {
                    int idx = (i - 1) * 6;
                    triangles[idx + 0] = (i - 1) * 2 + 0;
                    triangles[idx + 1] = (i - 1) * 2 + 1;
                    triangles[idx + 2] = i * 2 + 1;

                    triangles[idx + 3] = (i - 1) * 2 + 0;
                    triangles[idx + 4] = i * 2 + 1;
                    triangles[idx + 5] = i * 2 + 0;
                }

                prevMeshPos = curMeshPos;
            }

            var colors = new Color[vertices.Length];
            for (int i = 0; i < colors.Length; ++i)
            {
                //if (color.g < 0.5)
                    colors[i] = color;
                /*else
                    colors[i] = new Color(0, (float)i / (float)colors.Length, 1.0f - (float)i / (float)colors.Length);*/
            }

            for (int i = 0; i < vertices.Length; ++i)
            {
                vertices[i] = ScaledSpace.LocalToScaledSpace(vertices[i] + bodyPosition);
            }

            mesh.Clear();
            mesh.vertices = vertices;
            mesh.colors = colors;
            mesh.triangles = triangles;
            mesh.RecalculateBounds();
//.........这里部分代码省略.........
开发者ID:se5a,项目名称:KSPTrajectories,代码行数:101,代码来源:MapOverlay.cs

示例3: initMeshFromOrbit

        private void initMeshFromOrbit(Vector3 bodyPosition, Mesh mesh, Orbit orbit, double startTime, double duration, Color color)
        {
            int steps = 128;

            double prevTA = orbit.TrueAnomalyAtUT(startTime);
            double prevTime = startTime;

            double[] stepUT = new double[steps * 4];
            int utIdx = 0;
            double maxDT = Math.Max(1.0, duration / (double)steps);
            double maxDTA = 2.0 * Math.PI / (double)steps;
            stepUT[utIdx++] = startTime;
            while(true)
            {
                double time = prevTime + maxDT;
                for (int count = 0; count < 100; ++count)
                {
                    if (count == 99)
                        Debug.Log("WARNING: infinite loop? (Trajectories.MapOverlay.initMeshFromOrbit)");
                    double ta = orbit.TrueAnomalyAtUT(time);
                    while (ta < prevTA)
                        ta += 2.0 * Math.PI;
                    if (ta - prevTA <= maxDTA)
                    {
                        prevTA = ta;
                        break;
                    }
                    time = (prevTime + time) * 0.5;
                }

                if (time > startTime + duration - (time-prevTime) * 0.5)
                    break;

                prevTime = time;

                stepUT[utIdx++] = time;
                if (utIdx >= stepUT.Length - 1)
                {
                    //Util.PostSingleScreenMessage("ut overflow", "ut overflow");
                    break; // this should never happen, but better stop than overflow if it does
                }
            }
            stepUT[utIdx++] = startTime + duration;

            var vertices = new Vector3[utIdx * 2 + 2];
            var uvs = new Vector2[utIdx * 2 + 2];
            var triangles = new int[utIdx * 6];

            Vector3 prevMeshPos = Util.SwapYZ(orbit.getRelativePositionAtUT(startTime - duration / (double)steps)) + bodyPosition;
            for(int i = 0; i < utIdx; ++i)
            {
                double time = stepUT[i];

                Vector3 curMeshPos = Util.SwapYZ(orbit.getRelativePositionAtUT(time));
                if (Settings.fetch.BodyFixedMode) {
                    curMeshPos = Trajectory.calculateRotatedPosition(orbit.referenceBody, curMeshPos, time);
                }
                curMeshPos += bodyPosition;

                // add a segment to the trajectory mesh
                MakeRibbonEdge(prevMeshPos, curMeshPos, lineWidth, vertices, i * 2);
                uvs[i * 2 + 0] = new Vector2(0.8f, 0);
                uvs[i * 2 + 1] = new Vector2(0.8f, 1);

                if (i > 0)
                {
                    int idx = (i - 1) * 6;
                    triangles[idx + 0] = (i - 1) * 2 + 0;
                    triangles[idx + 1] = (i - 1) * 2 + 1;
                    triangles[idx + 2] = i * 2 + 1;

                    triangles[idx + 3] = (i - 1) * 2 + 0;
                    triangles[idx + 4] = i * 2 + 1;
                    triangles[idx + 5] = i * 2 + 0;
                }

                prevMeshPos = curMeshPos;
            }

            var colors = new Color[vertices.Length];
            for (int i = 0; i < colors.Length; ++i)
            {
                //if (color.g < 0.5)
                    colors[i] = color;
                /*else
                    colors[i] = new Color(0, (float)i / (float)colors.Length, 1.0f - (float)i / (float)colors.Length);*/
            }

            mesh.Clear();
            mesh.vertices = vertices;
            mesh.uv = uvs;
            mesh.colors = colors;
            mesh.triangles = triangles;
            mesh.RecalculateBounds();
            mesh.MarkDynamic();
        }
开发者ID:neuoy,项目名称:KSPTrajectories,代码行数:96,代码来源:MapOverlay.cs

示例4: AddOrbit

        // UNITY
        public static void AddOrbit(Kerbulator kalc, Orbit orbit, string prefix)
        {
            if(orbit == null)
                return;

            kalc.AddGlobal(new Variable(prefix +".Ap", VarType.NUMBER, (double)orbit.ApA));
            kalc.AddGlobal(new Variable(prefix +".Pe", VarType.NUMBER, (double)orbit.PeA));
            kalc.AddGlobal(new Variable(prefix +".Inc", VarType.NUMBER, (double)orbit.inclination));
            kalc.AddGlobal(new Variable(prefix +".Alt", VarType.NUMBER, (double)orbit.altitude));
            kalc.AddGlobal(new Variable(prefix +".ArgPe", VarType.NUMBER, (double)orbit.argumentOfPeriapsis));
            kalc.AddGlobal(new Variable(prefix +".ω", VarType.NUMBER, (double)orbit.argumentOfPeriapsis));
            kalc.AddGlobal(new Variable(prefix +".LAN", VarType.NUMBER, (double)orbit.LAN));
            kalc.AddGlobal(new Variable(prefix +".Ω", VarType.NUMBER, (double)orbit.LAN));
            kalc.AddGlobal(new Variable(prefix +".TimeToAp", VarType.NUMBER, (double)orbit.timeToAp));
            kalc.AddGlobal(new Variable(prefix +".TimeToPe", VarType.NUMBER, (double)orbit.timeToPe));
            kalc.AddGlobal(new Variable(prefix +".Vel", VarType.NUMBER, (double)orbit.vel.magnitude));
            kalc.AddGlobal(new Variable(prefix +".TrueAnomaly", VarType.NUMBER, (double)orbit.trueAnomaly));
            kalc.AddGlobal(new Variable(prefix +".θ", VarType.NUMBER, (double)orbit.trueAnomaly));

            if(orbit.UTsoi > 0) {
                kalc.AddGlobal(new Variable(prefix +".SOI.dt", VarType.NUMBER, (double)orbit.UTsoi-Planetarium.GetUniversalTime()));
                kalc.AddGlobal(new Variable(prefix +".SOI.Δt", VarType.NUMBER, (double)orbit.UTsoi-Planetarium.GetUniversalTime()));
                kalc.AddGlobal(new Variable(prefix +".SOI.TrueAnomaly", VarType.NUMBER, (double)orbit.TrueAnomalyAtUT(orbit.UTsoi)));
                kalc.AddGlobal(new Variable(prefix +".SOI.θ", VarType.NUMBER, (double)orbit.TrueAnomalyAtUT(orbit.UTsoi)));
            }
        }
开发者ID:Bassie-c,项目名称:Kerbulator,代码行数:27,代码来源:Globals.cs


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