Exemple #1
0
        // return the surface radiation for the body specified (used by body info panel)
        public static double ComputeSurface(CelestialBody b, double gamma_transparency)
        {
            // store stuff
            Space   gsm;
            Vector3 p;
            float   D;

            // transform to local space once
            Vector3d position = ScaledSpace.LocalToScaledSpace(b.position);

            // accumulate radiation
            double        radiation = 0.0;
            CelestialBody body      = b;

            while (body != null)
            {
                RadiationBody  rb = Info(body);
                RadiationModel mf = rb.model;
                if (mf.Has_Field())
                {
                    // generate radii-normalized GSM space
                    gsm = GSM_Space(rb.body, FlightGlobals.Bodies[rb.reference]);

                    // move the poing in GSM space
                    p = gsm.Transform_IN(position);

                    // accumulate radiation and determine pause/belt flags
                    if (mf.has_inner)
                    {
                        D          = mf.Inner_Func(p);
                        radiation += Lib.Clamp(D / -0.0666f, 0.0f, 1.0f) * rb.radiation_inner;
                    }
                    if (mf.has_outer)
                    {
                        D          = mf.Outer_Func(p);
                        radiation += Lib.Clamp(D / -0.0333f, 0.0f, 1.0f) * rb.radiation_outer;
                    }
                    if (mf.has_pause)
                    {
                        D          = mf.Pause_Func(p);
                        radiation += Lib.Clamp(D / -0.1332f, 0.0f, 1.0f) * rb.radiation_pause;
                    }
                }

                // avoid loops in the chain
                body = (body.referenceBody != null && body.referenceBody.referenceBody == body) ? null : body.referenceBody;
            }

            // add extern radiation
            radiation += Settings.ExternRadiation;

            // clamp radiation to positive range
            // note: we avoid radiation going to zero by using a small positive value
            radiation = Math.Max(radiation, Nominal);

            // return radiation, scaled by gamma transparency if inside atmosphere
            return(radiation * gamma_transparency);
        }
Exemple #2
0
        // return the total environent radiation at position specified
        public static double Compute(Vessel v, Vector3d position, double gamma_transparency, double sunlight, out bool blackout,
                                     out bool magnetosphere, out bool inner_belt, out bool outer_belt, out bool interstellar)
        {
            // prepare out parameters
            blackout      = false;
            magnetosphere = false;
            inner_belt    = false;
            outer_belt    = false;
            interstellar  = false;

            // no-op when Radiation is disabled
            if (!Features.Radiation)
            {
                return(0.0);
            }

            // store stuff
            Space   gsm;
            Vector3 p;
            float   D;

            // transform to local space once
            position = ScaledSpace.LocalToScaledSpace(position);

            // accumulate radiation
            double        radiation = 0.0;
            CelestialBody body      = v.mainBody;

            while (body != null)
            {
                RadiationBody  rb = Info(body);
                RadiationModel mf = rb.model;
                if (mf.Has_Field())
                {
                    // generate radii-normalized GSM space
                    gsm = GSM_Space(rb.body, FlightGlobals.Bodies[rb.reference]);

                    // move the poing in GSM space
                    p = gsm.Transform_IN(position);

                    // accumulate radiation and determine pause/belt flags
                    if (mf.has_inner)
                    {
                        D           = mf.Inner_Func(p);
                        radiation  += Lib.Clamp(D / -0.0666f, 0.0f, 1.0f) * rb.radiation_inner;
                        inner_belt |= D < 0.0f;
                    }
                    if (mf.has_outer)
                    {
                        D           = mf.Outer_Func(p);
                        radiation  += Lib.Clamp(D / -0.0333f, 0.0f, 1.0f) * rb.radiation_outer;
                        outer_belt |= D < 0.0f;
                    }
                    if (mf.has_pause)
                    {
                        D              = mf.Pause_Func(p);
                        radiation     += Lib.Clamp(D / -0.1332f, 0.0f, 1.0f) * rb.radiation_pause;
                        magnetosphere |= D < 0.0f && rb.body.flightGlobalsIndex != 0; //< ignore heliopause
                        interstellar  |= D > 0.0f && rb.body.flightGlobalsIndex == 0; //< outside heliopause
                    }
                }

                // avoid loops in the chain
                body = (body.referenceBody != null && body.referenceBody.referenceBody == body) ? null : body.referenceBody;
            }

            // add extern radiation
            radiation += Settings.ExternRadiation;

            // add emitter radiation
            radiation += Emitter.Total(v);

            // if there is a storm in progress
            if (Storm.InProgress(v))
            {
                // inside a magnetopause (except heliosphere), blackout the signal
                // outside, add storm radiations modulated by sun visibility
                if (magnetosphere)
                {
                    blackout = true;
                }
                else
                {
                    radiation += Settings.StormRadiation * sunlight;
                }
            }

            // clamp radiation to positive range
            // note: we avoid radiation going to zero by using a small positive value
            radiation = Math.Max(radiation, Nominal);

            // return radiation, scaled by gamma transparency if inside atmosphere
            return(radiation * gamma_transparency);
        }