C# 클래스 Trajectories.VesselAerodynamicModel

파일 보기 프로젝트 열기: neuoy/KSPTrajectories 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
body_ CelestialBody
cachedForces AeroForceCache
vessel_ Vessel

공개 메소드들

메소드 설명
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).

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.

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

UnpackForces ( Vector2 packedForces, double altitudeAboveSea, double velocity ) : UnityEngine.Vector3d

See PackForces

VesselAerodynamicModel ( Vessel vessel, CelestialBody body ) : System
isValidFor ( Vessel vessel, CelestialBody body ) : bool

보호된 메소드들

메소드 설명
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).

비공개 메소드들

메소드 설명
ComputeReferenceDrag ( ) : double
InitCache ( ) : void
updateVesselInfo ( ) : void

메소드 상세

ComputeForces() 공개 메소드

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).
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

ComputeForces_Model() 보호된 추상적인 메소드

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).
protected abstract ComputeForces_Model ( UnityEngine.Vector3d airVelocity, double altitude ) : UnityEngine.Vector3d
airVelocity UnityEngine.Vector3d
altitude double
리턴 UnityEngine.Vector3d

GetForces() 공개 메소드

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.
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

IncrementalUpdate() 공개 메소드

public IncrementalUpdate ( ) : void
리턴 void

Invalidate() 공개 메소드

public Invalidate ( ) : void
리턴 void

PackForces() 공개 메소드

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
public PackForces ( UnityEngine.Vector3d forces, double altitudeAboveSea, double velocity ) : Vector2
forces UnityEngine.Vector3d
altitudeAboveSea double
velocity double
리턴 Vector2

UnpackForces() 공개 메소드

See PackForces
public UnpackForces ( Vector2 packedForces, double altitudeAboveSea, double velocity ) : UnityEngine.Vector3d
packedForces Vector2
altitudeAboveSea double
velocity double
리턴 UnityEngine.Vector3d

VesselAerodynamicModel() 공개 메소드

public VesselAerodynamicModel ( Vessel vessel, CelestialBody body ) : System
vessel Vessel
body CelestialBody
리턴 System

isValidFor() 공개 메소드

public isValidFor ( Vessel vessel, CelestialBody body ) : bool
vessel Vessel
body CelestialBody
리턴 bool

프로퍼티 상세

body_ 보호되어 있는 프로퍼티

protected CelestialBody body_
리턴 CelestialBody

cachedForces 보호되어 있는 프로퍼티

protected AeroForceCache,Trajectories cachedForces
리턴 AeroForceCache

vessel_ 보호되어 있는 프로퍼티

protected Vessel vessel_
리턴 Vessel