Beispiel #1
0
 /// <summary>
 /// 添加接收机
 /// </summary>
 /// <param name="rec"></param>
 public void AddReceiver(Receiver rec)
 {
     try
     {
         this.viz_rps.Map.AddReceiver(rec);
         ListViewItem lvi = new ListViewItem(rec.Name);
         lvi.SubItems.Add(rec.Location.ToString());
         lvi.Name = rec.Name;
         this.lvReceivers.Items.Add(lvi);
         this.RePaint();
     }
     catch (Exception ex)
     {
         MessageBox.Show("添加接收机失败:\n" + ex.Message);
     }
 }
Beispiel #2
0
 public ReceiverEnumerator(Receiver[] receiver)
 {
     this.receivers = receiver.Clone() as Receiver[];
 }
Beispiel #3
0
 /// <summary>
 /// 添加接收机
 /// </summary>
 /// <param name="transmitter"></param>
 public void AddReceiver(Receiver receiver)
 {
     if (receiver.Location.X < 0 || receiver.Location.X > this.Size.Width - 1 || receiver.Location.Y < 0 || receiver.Location.Y > this.Size.Height - 1)
         throw new Exception("添加接收机失败:坐标超出地图范围!");
     foreach (Transmitter tr in this.transmitters.Values)
         if (tr.Location == receiver.Location)
             throw new Exception("添加接收机失败:坐标与现有发射机重合!");
     foreach (Receiver rec in this.receivers.Values)
     {
         if (rec.Location == receiver.Location)
             throw new Exception("添加接收机失败:坐标与现有接收机重合!");
         if (rec.Name == receiver.Name)
             throw new Exception("添加接收机失败:名称与现有接收机相同!");
     }
     foreach (Scatter scatter in this.scatters.Values)
         if (scatter.IsPointInside(receiver.Location))
             throw new Exception("添加接收机失败:坐标在现有散射体内部!");
     this.receivers[receiver.Name] = receiver;
 }
Beispiel #4
0
 public ReceiverCollection(Receiver[] r)
 {
     this.recs = r;
 }
Beispiel #5
0
 /// <summary>
 /// 根据所在地图更新波束(完成一次碰撞的结算)
 /// </summary>
 /// <param name="map">所在地图</param>
 /// <param name="sink">返回被接收的接收机,若没被接收则返回null</param>
 /// <returns>若生命周期结束(被接收 || 强度过低 || 射出地图边界)则返回true,否则返回false</returns>
 public bool Update(Map map, out Receiver sink)
 {
     double len2 = Math.Pow(map.Size.Width, 2) + Math.Pow(map.Size.Height, 2);
     double[] vector = new double[] { Math.Cos(this.CurrentDirection), Math.Sin(this.CurrentDirection) };
     vector[0] *= len2;
     vector[1] *= len2;
     Point dest_pt = new Point((int)Math.Round(this.CurrentLocation.X + vector[0]), 
                               (int)Math.Round(this.CurrentLocation.Y - vector[1]));
     LineSegment shoot_seg = new LineSegment(this.CurrentLocation, dest_pt);
     if (this.path_segs.Count > 0)   //至少要反射一次才能被接收机接收
     {
         List<Receiver> tmp_rec = new List<Receiver>();
         foreach (Receiver rec in map.Receivers)
         {
             if (map.IsLOS(this.CurrentLocation, rec.Location))  //若接收机与当前点为视距且在波束宽度内
                 if(new LineSegment(this.CurrentLocation, rec.Location).Angle(shoot_seg) < this.BeamWidth / 2)
                     tmp_rec.Add(rec);
         }
         if(tmp_rec.Count > 0)
         {
             sink = tmp_rec[new Random().Next(tmp_rec.Count)];   //随机被一满足条件的接收机接收
             LineSegment l = new LineSegment(this.CurrentLocation, sink.Location);
             this.path_segs.Add(l);
             this.current_direction = this.path_segs.Last().DirectionRadian;
             return true;
         }
     }
     Point? tmp_pt = null;
     LineSegment tmp_seg = null;
     SCATTER_SEG_DIRECTION tmp_dir = SCATTER_SEG_DIRECTION.CLOCKWISE;
     double tmp_dc = 0;
     tmp_pt = map.GetClosestReflectionPoint(shoot_seg, out tmp_seg, out tmp_dir, out tmp_dc);
     if(tmp_pt == null)  //无碰撞,射出地图边界
     {
         sink = null;
         this.path_segs.Add(shoot_seg);
         this.current_direction = shoot_seg.DirectionRadian;
         return true;
     }
     else    //发生碰撞
     {
         LineSegment l = new LineSegment(this.CurrentLocation, tmp_pt.Value);
         this.path_segs.Add(l);
         double reflect_angle = RadioPropagationModel.SpecularReflection(shoot_seg, tmp_seg, tmp_dir);
         if(tmp_pt == tmp_seg.HeadPosition || tmp_pt == tmp_seg.TailPosition)
         {
             reflect_angle = shoot_seg.DirectionRadian + Math.PI;
             if(reflect_angle > Math.PI * 2)
                 reflect_angle -= Math.PI * 2;
         }
         this.current_direction = RadioPropagationModel.DiffuseReflection(reflect_angle);
         this.power = RadioPropagationModel.ReflectionLoss(this.UnfadedPower, shoot_seg, tmp_seg, tmp_dc);
         sink = null;
         return this.FadedPower(map.MeterPixelRatio) < map.RayPowerThreshold * this.InitPower;    //若碰撞后强度过低则返回true结束,否则返回false,可以继续Update
     }
 }