Beispiel #1
0
        private IEnumerable <bool> ComputeTrajectoryIncrement(Vessel vessel, DescentProfile profile)
        {
            // create or update aerodynamic model
            if (aerodynamicModel_ == null || !aerodynamicModel_.isValidFor(vessel, vessel.mainBody))
            {
                aerodynamicModel_ = AerodynamicModelFactory.GetModel(vessel, vessel.mainBody);
            }
            else
            {
                aerodynamicModel_.IncrementalUpdate();
            }
            // create new VesselState from vessel, or null if it's on the ground
            var state = new VesselState(vessel);

            // iterate over patches until MaxPatchCount is reached
            for (int patchIdx = 0; patchIdx < Settings.MaxPatchCount; ++patchIdx)
            {
                // stop if we don't have a vessel state
                if (state == null)
                {
                    state = new VesselState(vessel);
                }

                // If we spent more time in this calculation than allowed, pause until the next frame


                if (incrementTime_.ElapsedMilliseconds > MaxIncrementTime)
                {
                    yield return(false);
                }
                // if we have a patched conics solver, check for maneuver nodes
                if (null != attachedVessel.patchedConicSolver)
                {
                    // search through maneuver nodes of the vessel
                    var maneuverNodes = attachedVessel.patchedConicSolver.maneuverNodes;
                    foreach (var node in maneuverNodes)
                    {
                        // if the maneuver node time corresponds to the end time of the last patch
                        if (node.UT == state.Time)
                        {
                            // add the velocity change of the burn to the velocity of the last patch
                            state.Velocity += node.GetBurnVector(CreateOrbitFromState(state));
                            break;
                        }
                    }

                    // Add one patch, then pause execution after every patch
                    foreach (bool result in AddPatch(state, true))
                    {
                        yield return(false);
                    }
                }
                else
                {
                    // Add one patch, then pause execution after every patch
                    foreach (bool result in AddPatch(state, false))
                    {
                        yield return(false);
                    }
                }

                state = AddPatch_outState;
            }
        }
Beispiel #2
0
        /*
         * public void Update()
         * {
         *  while (true)
         *  {
         *      // compute frame time
         *      computationTime_ = computationTime_ * 0.99f + frameTime_ * 0.01f;
         *      float offset = frameTime_ - computationTime_;
         *      frameTime_ = 0;
         *
         *      if (gameFrameTime_ != null)
         *      {
         *          float t = (float) gameFrameTime_.ElapsedMilliseconds;
         *          averageGameFrameTime_ = averageGameFrameTime_ * 0.99f + t * 0.01f;
         *      }
         *
         *      gameFrameTime_ = Stopwatch.StartNew();
         *
         *
         *
         *
         *      // should the trajectory be calculated?
         *      if (attachedVessel != null)
         *      {
         *          if (attachedVessel.Parts.Count != 0)
         *              ComputeTrajectory(attachedVessel, DescentProfile.fetch);
         *      }
         *  }
         * }
         */

        public void ComputeTrajectory(Vessel vessel, DescentProfile profile)
        {
            try
            {
                // start of trajectory calculation in current frame
                incrementTime_ = Stopwatch.StartNew();

                // if there is no ongoing partial computation, start a new one
                if (partialComputation_ == null || vessel != attachedVessel)
                {
                    // restart the public buffers
                    patchesBackBuffer_.Clear();
                    maxAccelBackBuffer_ = 0;
                    attachedVessel      = vessel;

                    // no vessel, no calculation
                    if (attachedVessel == null)
                    {
                        patches_.Clear();
                        return;
                    }

                    // Create enumerator for Trajectory increment calculator
                    partialComputation_ = ComputeTrajectoryIncrement(vessel, profile).GetEnumerator();
                }

                // we are finished when there are no more partial computations to be done
                //bool finished = !partialComputation_.MoveNext();
                bool b = true;
                while (b)
                {
                    b = partialComputation_.MoveNext();
                }
                //partialComputation_.MoveNext();

                bool finished = true;

                // when calculation is finished,
                if (finished)
                {
                    // swap the buffers for the patches and the maximum acceleration,
                    // "publishing" the results
                    var tmp = patches_;
                    patches_           = patchesBackBuffer_;
                    patchesBackBuffer_ = tmp;

                    maxAccel_ = maxAccelBackBuffer_;

                    // Reset partial computation
                    partialComputation_.Dispose();
                    partialComputation_ = null;
                }

                // how long did the calculation in this frame take?
                frameTime_ += (float)incrementTime_.ElapsedMilliseconds;
            }
            catch (Exception e)
            {
                ++errorCount_;
                throw;
            }
        }