C# Класс Trajectories.VesselAerodynamicModel

Показать файл Открыть проект Примеры использования класса

Защищенные свойства (Protected)

Свойство Тип Описание
body_ CelestialBody
cachedForces AeroForceCache
vessel_ Vessel

Открытые методы

Метод Описание
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

Защищенные методы

Метод Описание
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).

Приватные методы

Метод Описание
ComputeReferenceDrag ( ) : double
InitCache ( ) : void
updateVesselInfo ( ) : void

Описание методов

ComputeForces() публичный Метод

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
Результат UnityEngine.Vector3d

ComputeForces_Model() защищенный абстрактный Метод

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
Результат UnityEngine.Vector3d

GetForces() публичный Метод

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
Результат UnityEngine.Vector3d

IncrementalUpdate() публичный Метод

public IncrementalUpdate ( ) : void
Результат void

Invalidate() публичный Метод

public Invalidate ( ) : void
Результат void

PackForces() публичный Метод

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
Результат Vector2

UnpackForces() публичный Метод

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

VesselAerodynamicModel() публичный Метод

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

isValidFor() публичный Метод

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

Описание свойств

body_ защищенное свойство

protected CelestialBody body_
Результат CelestialBody

cachedForces защищенное свойство

protected AeroForceCache,Trajectories cachedForces
Результат AeroForceCache

vessel_ защищенное свойство

protected Vessel vessel_
Результат Vessel