Esempio n. 1
0
        private void InternalMove(double time, double dt)
        {
            if (!MathUtils.NearlyEqual(RollTo, roll.ToValue))
            {
                roll.Set(time, RollTo);
            }
            bool changed =
                !MathUtils.NearlyEqual(ThrustTo, thrust.ToValue) ||
                !MathUtils.NearlyEqual(HeadingTo, heading.ToValue) ||
                thrust.WillReset(time) ||
                heading.WillReset(time);
            var t     = time - t0;
            var t2    = t * t / 2;
            var a     = thrust.FromValue;
            var phi   = heading.FromValue;
            var AS    = thrust.Direction * thrust.Speed;
            var omega = heading.Direction * heading.Speed;
            var om2   = omega * omega;
            var a1    = a + AS * t;
            var phi1  = phi + omega * t;
            var v1    = VolatileShip.Speed;

            if (heading.Direction == 0)
            {
                // no rotation, linear acceleration
                // a = a_0 + A*t
                VolatileShip.Speed = v0 + (a * t + AS * t2) * Vector.Direction(phi);
            }
            else if (thrust.Direction == 0)
            {
                // constant acceleration, rotating ship
                // integrated by Wolfram Aloha
                VolatileShip.Speed = v0 + (a / omega) * new Vector(Math.Cos(phi) - Math.Cos(phi1), -Math.Sin(phi) + Math.Sin(phi1));
            }
            else
            {
                // rotating and powering
                // running Archimedean spiral
                // integrated by Wolfram Aloha
                var dVx = (-a1 * Math.Cos(phi1) + a * Math.Cos(phi)) / omega + AS * (Math.Sin(phi1) - Math.Sin(phi)) / om2;
                var dVy = (a1 * Math.Sin(phi1) - a * Math.Sin(phi)) / omega + AS * (Math.Cos(phi1) - Math.Cos(phi)) / om2;
                VolatileShip.Speed = v0 + new Vector(dVx, dVy);
            }
            // I failed to integrate position properly
            // so we'll use trapezium rule
            VolatileShip.Position += (VolatileShip.Speed + v1) * (dt / 2);
            if (changed)
            {
                thrust.Set(time, ThrustTo);
                heading.Set(time, HeadingTo);
                v0 = VolatileShip.Speed;
                t0 = time;
            }
            VolatileShip.Thrust  = thrust.Get(time);
            VolatileShip.Heading = heading.Get(time);
            VolatileShip.Roll    = roll.Get(time);
        }
Esempio n. 2
0
        public void UpdateTime(double time)
        {
            if (rollTo.HasValue)
            {
                Roll.Set(time, rollTo.Value);
                rollTo = null;
            }
            RollValue = Roll.Get(time);

            var t     = time - t0;
            var t2    = t * t / 2;
            var a     = Acceleration.FromValue;
            var phi   = Heading.FromValue;
            var AS    = Acceleration.Direction * Acceleration.Speed;
            var omega = Heading.Direction * Heading.Speed;
            var om2   = omega * omega;
            var a1    = a + AS * t;
            var phi1  = phi + omega * t;
            var v1    = V;

            if (Heading.Direction == 0)
            {
                // no rotation, linear acceleration
                // a = a_0 + A*t
                V = v0 + (a * t + AS * t2) * Vector.Direction(phi);
            }
            else if (Acceleration.Direction == 0)
            {
                // constant acceleration, rotating ship
                // integrated by Wolfram Aloha
                V = v0 + (a / omega) * new Vector(Math.Cos(phi) - Math.Cos(phi1), -Math.Sin(phi) + Math.Sin(phi1));
            }
            else
            {
                // rotating and powering
                // running Archimedean spiral
                // integrated by Wolfram Aloha
                var dVx = (-a1 * Math.Cos(phi1) + a * Math.Cos(phi)) / omega + AS * (Math.Sin(phi1) - Math.Sin(phi)) / om2;
                var dVy = (a1 * Math.Sin(phi1) - a * Math.Sin(phi)) / omega + AS * (Math.Cos(phi1) - Math.Cos(phi)) / om2;
                V = v0 + new Vector(dVx, dVy);
            }
            // I failed to integrate position properly
            // so we'll use trapezium rule
            var dt = time - t1;

            S  = S + (V + v1) * (dt / 2);
            t1 = time;
            // end of the current arc
            bool changed = (headingTo.HasValue || accelerateTo.HasValue || Acceleration.WillReset(time) || Heading.WillReset(time));

            if (changed)
            {
                v0 = V;
                t0 = time;
                Heading.Set(time, HeadingTo);
                Acceleration.Set(time, AccelerateTo);
                headingTo    = null;
                accelerateTo = null;
            }
            AccelerationValue = a1;
            HeadingValue      = phi1;
        }