private void InternalInitialize(double time)
 {
     roll        = new LinearValue(time, Roll, RollTo, 2 * Math.PI / Class.RoundRollTime, 2 * Math.PI);
     heading     = new LinearValue(time, Heading, HeadingTo, 2 * Math.PI / Class.FullTurnTime, 2 * Math.PI);
     thrust      = new LinearValue(time, Thrust, ThrustTo, Class.MaximumAcceleration / Class.FullAccelerationTime, 0);
     v0          = Speed;
     t0          = time;
     initialized = true;
 }
Exemple #2
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 public Dynamics(ShipClass Class, HelmDefinition Def, TimeSpan time)
 {
     this.t1                = this.t0 = time.TotalSeconds;
     this.S                 = Def.Position;
     this.V                 = this.v0 = Def.Speed;
     this.Roll              = new LinearValue(this.t0, Def.Roll, Def.RollTo, 2 * Math.PI / Class.RoundRollTime, 2 * Math.PI);
     this.Heading           = new LinearValue(this.t0, Def.Heading, Def.HeadingTo, 2 * Math.PI / Class.FullTurnTime, 2 * Math.PI);
     this.Acceleration      = new LinearValue(this.t0, Def.Acceleration, Def.AccelerateTo, Class.MaximumAcceleration / Class.FullAccelerationTime, 0);
     this.AccelerationValue = this.Acceleration.FromValue;
     this.HeadingValue      = this.Heading.FromValue;
     this.RollValue         = this.Roll.FromValue;
 }
Exemple #3
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 public Dynamics(ShipClass Class, HelmDefinition Def, TimeSpan time)
 {
     t1                = t0 = time.TotalSeconds;
     S                 = Def.Position;
     V                 = v0 = Def.Speed;
     Roll              = new LinearValue(t0, Def.Roll, Def.RollTo, 2 * Math.PI / Class.RoundRollTime, 2 * Math.PI);
     Heading           = new LinearValue(t0, Def.Heading, Def.HeadingTo, 2 * Math.PI / Class.FullTurnTime, 2 * Math.PI);
     Acceleration      = new LinearValue(t0, Def.Thrust, Def.ThrustTo, Class.MaximumAcceleration / Class.FullAccelerationTime, 0);
     AccelerationValue = Acceleration.FromValue;
     HeadingValue      = Heading.FromValue;
     RollValue         = Roll.FromValue;
 }