本文整理汇总了C#中Orbit.getEjectionAngleAtUT方法的典型用法代码示例。如果您正苦于以下问题:C# Orbit.getEjectionAngleAtUT方法的具体用法?C# Orbit.getEjectionAngleAtUT怎么用?C# Orbit.getEjectionAngleAtUT使用的例子?那么, 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类Orbit
的用法示例。
在下文中一共展示了Orbit.getEjectionAngleAtUT方法的1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: timeOfEjectionAngle
/// <summary>
/// Find the point on the orbit that includes the initial time where the ejection angle is closest to the suplied one
/// </summary>
/// <param name="oObject">Orbit of the vessel/body</param>
/// <param name="timeInitial">The UT you want to search around for the angle - will search 1/2 an orbit back and 1/2 forward</param>
/// <param name="numDivisions">Higher thisnumber the more precise the answer - and the longer it will take</param>
/// <param name="closestAngle">The output of the closest angle the method could find</param>
/// <param name="targetAngle">The ejection angle we are looking for</param>
/// <returns></returns>
internal static double timeOfEjectionAngle(Orbit oObject, double timeInitial, double targetAngle, double numDivisions, out double closestAngle)
{
double timeStart = timeInitial - oObject.period/2;
double periodtoscan = oObject.period;
double closestAngleTime = timeStart;
double closestAngleValue = Double.MaxValue;
double minTime = timeStart;
double maxTime = timeStart + periodtoscan;
//work out iterations for precision - we only really need to within a second - so how many iterations do we actually need
//Each iteration gets us 1/10th of the period to scan
for (int iter = 0; iter < 8; iter++) {
double dt = (maxTime - minTime) / numDivisions;
for (int i = 0; i < numDivisions; i++) {
double t = minTime + i * dt;
double angle = oObject.getEjectionAngleAtUT(t);
if (Math.Abs(angle - targetAngle) < closestAngleValue) {
closestAngleValue = Math.Abs(angle - targetAngle);
closestAngleTime = t;
}
}
minTime = (closestAngleTime - dt).Clamp(timeStart, timeStart + periodtoscan);
maxTime = (closestAngleTime + dt).Clamp(timeStart, timeStart + periodtoscan);
}
closestAngle = closestAngleValue + targetAngle;
return closestAngleTime;
}