C# 클래스 Kramax.VesselData

파일 보기 프로젝트 열기: Kramax/KramaxAutoPilot 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
AoA double
acceleration double
bank double
heading double
lastPlanetUp UnityEngine.Vector3d
obtNormal Vector3
obtRadial Vector3
pitch double
planetEast UnityEngine.Vector3d
planetNorth UnityEngine.Vector3d
planetUp UnityEngine.Vector3d
progradeHeading double
radarAlt double
srfNormal Vector3
srfRadial Vector3
surfVelForward UnityEngine.Vector3d
surfVelRight UnityEngine.Vector3d
surfVesForward UnityEngine.Vector3d
surfVesRight UnityEngine.Vector3d
velocity UnityEngine.Vector3d
vertSpeed double
yaw double

공개 메소드들

메소드 설명
VesselData ( ) : System
destroyArrow ( ) : void
drawArrow ( Vector3 dir, Transform t ) : void
findVesselFwdAxis ( Vessel v ) : void

Find the vessel orientation at the CoM by interpolating from surrounding part transforms This orientation should be significantly more resistant to vessel flex/wobble than the vessel transform (root part) as a free body rotates about it's CoM Has an issue with the origin shifter causing random bounces

updateAttitude ( Vessel vessel ) : void

Called in OnPreAutoPilotUpdate. Do not call multiple times per physics frame or the "lastPlanetUp" vector will not be correct and VSpeed will not be calculated correctly Can't just leave it to a Coroutine becuase it has to be called before anything else

메소드 상세

VesselData() 공개 메소드

public VesselData ( ) : System
리턴 System

destroyArrow() 공개 메소드

public destroyArrow ( ) : void
리턴 void

drawArrow() 공개 메소드

public drawArrow ( Vector3 dir, Transform t ) : void
dir Vector3
t UnityEngine.Transform
리턴 void

findVesselFwdAxis() 공개 메소드

Find the vessel orientation at the CoM by interpolating from surrounding part transforms This orientation should be significantly more resistant to vessel flex/wobble than the vessel transform (root part) as a free body rotates about it's CoM Has an issue with the origin shifter causing random bounces
public findVesselFwdAxis ( Vessel v ) : void
v Vessel
리턴 void

updateAttitude() 공개 메소드

Called in OnPreAutoPilotUpdate. Do not call multiple times per physics frame or the "lastPlanetUp" vector will not be correct and VSpeed will not be calculated correctly Can't just leave it to a Coroutine becuase it has to be called before anything else
public updateAttitude ( Vessel vessel ) : void
vessel Vessel
리턴 void

프로퍼티 상세

AoA 공개적으로 프로퍼티

public double AoA
리턴 double

acceleration 공개적으로 프로퍼티

public double acceleration
리턴 double

bank 공개적으로 프로퍼티

public double bank
리턴 double

heading 공개적으로 프로퍼티

public double heading
리턴 double

lastPlanetUp 공개적으로 프로퍼티

public Vector3d,UnityEngine lastPlanetUp
리턴 UnityEngine.Vector3d

obtNormal 공개적으로 프로퍼티

public Vector3 obtNormal
리턴 Vector3

obtRadial 공개적으로 프로퍼티

public Vector3 obtRadial
리턴 Vector3

pitch 공개적으로 프로퍼티

public double pitch
리턴 double

planetEast 공개적으로 프로퍼티

public Vector3d,UnityEngine planetEast
리턴 UnityEngine.Vector3d

planetNorth 공개적으로 프로퍼티

public Vector3d,UnityEngine planetNorth
리턴 UnityEngine.Vector3d

planetUp 공개적으로 프로퍼티

public Vector3d,UnityEngine planetUp
리턴 UnityEngine.Vector3d

progradeHeading 공개적으로 프로퍼티

public double progradeHeading
리턴 double

radarAlt 공개적으로 프로퍼티

public double radarAlt
리턴 double

srfNormal 공개적으로 프로퍼티

public Vector3 srfNormal
리턴 Vector3

srfRadial 공개적으로 프로퍼티

public Vector3 srfRadial
리턴 Vector3

surfVelForward 공개적으로 프로퍼티

public Vector3d,UnityEngine surfVelForward
리턴 UnityEngine.Vector3d

surfVelRight 공개적으로 프로퍼티

public Vector3d,UnityEngine surfVelRight
리턴 UnityEngine.Vector3d

surfVesForward 공개적으로 프로퍼티

public Vector3d,UnityEngine surfVesForward
리턴 UnityEngine.Vector3d

surfVesRight 공개적으로 프로퍼티

public Vector3d,UnityEngine surfVesRight
리턴 UnityEngine.Vector3d

velocity 공개적으로 프로퍼티

public Vector3d,UnityEngine velocity
리턴 UnityEngine.Vector3d

vertSpeed 공개적으로 프로퍼티

public double vertSpeed
리턴 double

yaw 공개적으로 프로퍼티

public double yaw
리턴 double