프로퍼티 | 타입 | 설명 | |
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body_ | CelestialBody | ||
cachedForces | |||
vessel_ | Vessel |
메소드 | 설명 | |
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ComputeForces ( double altitude, UnityEngine.Vector3d airVelocity, UnityEngine.Vector3d vup, double angleOfAttack ) : UnityEngine.Vector3d |
Compute the aerodynamic forces that would be applied to the vessel if it was in the specified situation (air velocity, altitude and angle of attack).
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GetForces ( CelestialBody body, UnityEngine.Vector3d bodySpacePosition, UnityEngine.Vector3d airVelocity, double angleOfAttack ) : UnityEngine.Vector3d |
Returns the total aerodynamic forces that would be applied on the vessel if it was at bodySpacePosition with bodySpaceVelocity relatively to the specified celestial body This method makes use of the cache if available, otherwise it will call ComputeForces.
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IncrementalUpdate ( ) : void | ||
Invalidate ( ) : void | ||
PackForces ( UnityEngine.Vector3d forces, double altitudeAboveSea, double velocity ) : Vector2 |
Aerodynamic forces are roughly proportional to rho and squared air velocity, so we divide by these values to get something that can be linearly interpolated (the reverse operation is then applied after interpolation) This operation is optional but should slightly increase the cache accuracy
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UnpackForces ( Vector2 packedForces, double altitudeAboveSea, double velocity ) : UnityEngine.Vector3d |
See PackForces
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VesselAerodynamicModel ( Vessel vessel, CelestialBody body ) : System | ||
isValidFor ( Vessel vessel, CelestialBody body ) : bool |
메소드 | 설명 | |
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ComputeForces_Model ( UnityEngine.Vector3d airVelocity, double altitude ) : UnityEngine.Vector3d |
Computes the aerodynamic forces that would be applied to the vessel if it was in the specified situation (air velocity and altitude). The vessel is assumed to be in its current orientation (the air velocity is already adjusted as needed).
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메소드 | 설명 | |
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ComputeReferenceDrag ( ) : double | ||
InitCache ( ) : void | ||
updateVesselInfo ( ) : void |
public ComputeForces ( double altitude, UnityEngine.Vector3d airVelocity, UnityEngine.Vector3d vup, double angleOfAttack ) : UnityEngine.Vector3d | ||
altitude | double | |
airVelocity | UnityEngine.Vector3d | |
vup | UnityEngine.Vector3d | |
angleOfAttack | double | |
리턴 | UnityEngine.Vector3d |
protected abstract ComputeForces_Model ( UnityEngine.Vector3d airVelocity, double altitude ) : UnityEngine.Vector3d | ||
airVelocity | UnityEngine.Vector3d | |
altitude | double | |
리턴 | UnityEngine.Vector3d |
public GetForces ( CelestialBody body, UnityEngine.Vector3d bodySpacePosition, UnityEngine.Vector3d airVelocity, double angleOfAttack ) : UnityEngine.Vector3d | ||
body | CelestialBody | |
bodySpacePosition | UnityEngine.Vector3d | |
airVelocity | UnityEngine.Vector3d | |
angleOfAttack | double | |
리턴 | UnityEngine.Vector3d |
public PackForces ( UnityEngine.Vector3d forces, double altitudeAboveSea, double velocity ) : Vector2 | ||
forces | UnityEngine.Vector3d | |
altitudeAboveSea | double | |
velocity | double | |
리턴 | Vector2 |
public UnpackForces ( Vector2 packedForces, double altitudeAboveSea, double velocity ) : UnityEngine.Vector3d | ||
packedForces | Vector2 | |
altitudeAboveSea | double | |
velocity | double | |
리턴 | UnityEngine.Vector3d |
public VesselAerodynamicModel ( Vessel vessel, CelestialBody body ) : System | ||
vessel | Vessel | |
body | CelestialBody | |
리턴 | System |
public isValidFor ( Vessel vessel, CelestialBody body ) : bool | ||
vessel | Vessel | |
body | CelestialBody | |
리턴 | bool |