C# 클래스 GravityTurn.OrbitExtensions

파일 보기 프로젝트 열기: johnfink8/GravityTurn 1 사용 예제들

공개 메소드들

메소드 설명
AscendingNodeEquatorialExists ( this o ) : bool
AscendingNodeEquatorialTrueAnomaly ( this o ) : double
AscendingNodeExists ( this a, Orbit b ) : bool
AscendingNodeTrueAnomaly ( this a, Orbit b ) : double
DeltaVToManeuverNodeCoordinates ( this o, double UT, UnityEngine.Vector3d dV ) : UnityEngine.Vector3d
DescendingNodeEquatorialExists ( this o ) : bool
DescendingNodeEquatorialTrueAnomaly ( this o ) : double
DescendingNodeExists ( this a, Orbit b ) : bool
DescendingNodeTrueAnomaly ( this a, Orbit b ) : double
East ( this o, double UT ) : UnityEngine.Vector3d
GetEccentricAnomalyAtTrueAnomaly ( this o, double trueAnomaly ) : double
GetMeanAnomalyAtEccentricAnomaly ( this o, double E ) : double
GetMeanAnomalyAtTrueAnomaly ( this o, double trueAnomaly ) : double
Horizontal ( this o, double UT ) : UnityEngine.Vector3d
MaximumTrueAnomaly ( this o ) : double
MeanAnomalyAtUT ( this o, double UT ) : double
MeanMotion ( this o ) : double
NextApoapsisTime ( this o, double UT ) : double
NextClosestApproachDistance ( this a, Orbit b, double UT ) : double
NextClosestApproachTime ( this a, Orbit b, double UT ) : double
NextPeriapsisTime ( this o, double UT ) : double
NextTimeOfRadius ( this o, double UT, double radius ) : double
NormalPlus ( this o, double UT ) : UnityEngine.Vector3d
North ( this o, double UT ) : UnityEngine.Vector3d
PerturbedOrbit ( this o, double UT, UnityEngine.Vector3d dV ) : Orbit
PhaseAngle ( this a, Orbit b, double UT ) : double
Prograde ( this o, double UT ) : UnityEngine.Vector3d
RadialPlus ( this o, double UT ) : UnityEngine.Vector3d
Radius ( this o, double UT ) : double
RelativeInclination ( this a, Orbit b ) : double
Separation ( this a, Orbit b, double UT ) : double
SuicideBurnCountdown ( Orbit orbit, VesselState vesselState, Vessel vessel ) : double
SwapYZ ( UnityEngine.Vector3d v ) : UnityEngine.Vector3d
SwappedAbsolutePositionAtUT ( this o, double UT ) : UnityEngine.Vector3d
SwappedOrbitNormal ( this o ) : UnityEngine.Vector3d
SwappedOrbitalVelocityAtUT ( this o, double UT ) : UnityEngine.Vector3d
SwappedRelativePositionAtApoapsis ( this o ) : UnityEngine.Vector3d
SwappedRelativePositionAtPeriapsis ( this o ) : UnityEngine.Vector3d
SwappedRelativePositionAtUT ( this o, double UT ) : UnityEngine.Vector3d
SynodicPeriod ( this a, Orbit b ) : double
TimeOfAscendingNode ( this a, Orbit b, double UT ) : double
TimeOfAscendingNodeEquatorial ( this o, double UT ) : double
TimeOfDescendingNode ( this a, Orbit b, double UT ) : double
TimeOfDescendingNodeEquatorial ( this o, double UT ) : double
TimeOfTrueAnomaly ( this o, double trueAnomaly, double UT ) : double
TopParentOrbit ( this orbit ) : Orbit
TrueAnomalyFromVector ( this o, UnityEngine.Vector3d vec ) : double
UTAtMeanAnomaly ( this o, double meanAnomaly, double UT ) : double
Up ( this o, double UT ) : UnityEngine.Vector3d

메소드 상세

AscendingNodeEquatorialExists() 공개 정적인 메소드

public static AscendingNodeEquatorialExists ( this o ) : bool
o this
리턴 bool

AscendingNodeEquatorialTrueAnomaly() 공개 정적인 메소드

public static AscendingNodeEquatorialTrueAnomaly ( this o ) : double
o this
리턴 double

AscendingNodeExists() 공개 정적인 메소드

public static AscendingNodeExists ( this a, Orbit b ) : bool
a this
b Orbit
리턴 bool

AscendingNodeTrueAnomaly() 공개 정적인 메소드

public static AscendingNodeTrueAnomaly ( this a, Orbit b ) : double
a this
b Orbit
리턴 double

DeltaVToManeuverNodeCoordinates() 공개 정적인 메소드

public static DeltaVToManeuverNodeCoordinates ( this o, double UT, UnityEngine.Vector3d dV ) : UnityEngine.Vector3d
o this
UT double
dV UnityEngine.Vector3d
리턴 UnityEngine.Vector3d

DescendingNodeEquatorialExists() 공개 정적인 메소드

public static DescendingNodeEquatorialExists ( this o ) : bool
o this
리턴 bool

DescendingNodeEquatorialTrueAnomaly() 공개 정적인 메소드

public static DescendingNodeEquatorialTrueAnomaly ( this o ) : double
o this
리턴 double

DescendingNodeExists() 공개 정적인 메소드

public static DescendingNodeExists ( this a, Orbit b ) : bool
a this
b Orbit
리턴 bool

DescendingNodeTrueAnomaly() 공개 정적인 메소드

public static DescendingNodeTrueAnomaly ( this a, Orbit b ) : double
a this
b Orbit
리턴 double

East() 공개 정적인 메소드

public static East ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

GetEccentricAnomalyAtTrueAnomaly() 공개 정적인 메소드

public static GetEccentricAnomalyAtTrueAnomaly ( this o, double trueAnomaly ) : double
o this
trueAnomaly double
리턴 double

GetMeanAnomalyAtEccentricAnomaly() 공개 정적인 메소드

public static GetMeanAnomalyAtEccentricAnomaly ( this o, double E ) : double
o this
E double
리턴 double

GetMeanAnomalyAtTrueAnomaly() 공개 정적인 메소드

public static GetMeanAnomalyAtTrueAnomaly ( this o, double trueAnomaly ) : double
o this
trueAnomaly double
리턴 double

Horizontal() 공개 정적인 메소드

public static Horizontal ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

MaximumTrueAnomaly() 공개 정적인 메소드

public static MaximumTrueAnomaly ( this o ) : double
o this
리턴 double

MeanAnomalyAtUT() 공개 정적인 메소드

public static MeanAnomalyAtUT ( this o, double UT ) : double
o this
UT double
리턴 double

MeanMotion() 공개 정적인 메소드

public static MeanMotion ( this o ) : double
o this
리턴 double

NextApoapsisTime() 공개 정적인 메소드

public static NextApoapsisTime ( this o, double UT ) : double
o this
UT double
리턴 double

NextClosestApproachDistance() 공개 정적인 메소드

public static NextClosestApproachDistance ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

NextClosestApproachTime() 공개 정적인 메소드

public static NextClosestApproachTime ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

NextPeriapsisTime() 공개 정적인 메소드

public static NextPeriapsisTime ( this o, double UT ) : double
o this
UT double
리턴 double

NextTimeOfRadius() 공개 정적인 메소드

public static NextTimeOfRadius ( this o, double UT, double radius ) : double
o this
UT double
radius double
리턴 double

NormalPlus() 공개 정적인 메소드

public static NormalPlus ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

North() 공개 정적인 메소드

public static North ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

PerturbedOrbit() 공개 정적인 메소드

public static PerturbedOrbit ( this o, double UT, UnityEngine.Vector3d dV ) : Orbit
o this
UT double
dV UnityEngine.Vector3d
리턴 Orbit

PhaseAngle() 공개 정적인 메소드

public static PhaseAngle ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

Prograde() 공개 정적인 메소드

public static Prograde ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

RadialPlus() 공개 정적인 메소드

public static RadialPlus ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

Radius() 공개 정적인 메소드

public static Radius ( this o, double UT ) : double
o this
UT double
리턴 double

RelativeInclination() 공개 정적인 메소드

public static RelativeInclination ( this a, Orbit b ) : double
a this
b Orbit
리턴 double

Separation() 공개 정적인 메소드

public static Separation ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

SuicideBurnCountdown() 공개 정적인 메소드

public static SuicideBurnCountdown ( Orbit orbit, VesselState vesselState, Vessel vessel ) : double
orbit Orbit
vesselState VesselState
vessel Vessel
리턴 double

SwapYZ() 공개 정적인 메소드

public static SwapYZ ( UnityEngine.Vector3d v ) : UnityEngine.Vector3d
v UnityEngine.Vector3d
리턴 UnityEngine.Vector3d

SwappedAbsolutePositionAtUT() 공개 정적인 메소드

public static SwappedAbsolutePositionAtUT ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

SwappedOrbitNormal() 공개 정적인 메소드

public static SwappedOrbitNormal ( this o ) : UnityEngine.Vector3d
o this
리턴 UnityEngine.Vector3d

SwappedOrbitalVelocityAtUT() 공개 정적인 메소드

public static SwappedOrbitalVelocityAtUT ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

SwappedRelativePositionAtApoapsis() 공개 정적인 메소드

public static SwappedRelativePositionAtApoapsis ( this o ) : UnityEngine.Vector3d
o this
리턴 UnityEngine.Vector3d

SwappedRelativePositionAtPeriapsis() 공개 정적인 메소드

public static SwappedRelativePositionAtPeriapsis ( this o ) : UnityEngine.Vector3d
o this
리턴 UnityEngine.Vector3d

SwappedRelativePositionAtUT() 공개 정적인 메소드

public static SwappedRelativePositionAtUT ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d

SynodicPeriod() 공개 정적인 메소드

public static SynodicPeriod ( this a, Orbit b ) : double
a this
b Orbit
리턴 double

TimeOfAscendingNode() 공개 정적인 메소드

public static TimeOfAscendingNode ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

TimeOfAscendingNodeEquatorial() 공개 정적인 메소드

public static TimeOfAscendingNodeEquatorial ( this o, double UT ) : double
o this
UT double
리턴 double

TimeOfDescendingNode() 공개 정적인 메소드

public static TimeOfDescendingNode ( this a, Orbit b, double UT ) : double
a this
b Orbit
UT double
리턴 double

TimeOfDescendingNodeEquatorial() 공개 정적인 메소드

public static TimeOfDescendingNodeEquatorial ( this o, double UT ) : double
o this
UT double
리턴 double

TimeOfTrueAnomaly() 공개 정적인 메소드

public static TimeOfTrueAnomaly ( this o, double trueAnomaly, double UT ) : double
o this
trueAnomaly double
UT double
리턴 double

TopParentOrbit() 공개 정적인 메소드

public static TopParentOrbit ( this orbit ) : Orbit
orbit this
리턴 Orbit

TrueAnomalyFromVector() 공개 정적인 메소드

public static TrueAnomalyFromVector ( this o, UnityEngine.Vector3d vec ) : double
o this
vec UnityEngine.Vector3d
리턴 double

UTAtMeanAnomaly() 공개 정적인 메소드

public static UTAtMeanAnomaly ( this o, double meanAnomaly, double UT ) : double
o this
meanAnomaly double
UT double
리턴 double

Up() 공개 정적인 메소드

public static Up ( this o, double UT ) : UnityEngine.Vector3d
o this
UT double
리턴 UnityEngine.Vector3d