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; }
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; }
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; }