Пример #1
0
        public void tuneTf(Vector3d torque)
        {
            Vector3d ratio = new Vector3d(
                torque.x != 0 ? vesselState.MoI.x / torque.x : 0,
                torque.y != 0 ? vesselState.MoI.y / torque.y : 0,
                torque.z != 0 ? vesselState.MoI.z / torque.z : 0
                );

            TfV = 0.05 * ratio;

            //print("TfV O " + MuUtils.PrettyPrint(TfV));

            Vector3d delayFactor = Vector3d.one + 2 * vesselState.torqueReactionSpeed;

            //print("del F " + MuUtils.PrettyPrint(delayFactor));

            TfV.Scale(delayFactor);


            TfV = TfV.Clamp(2.0 * TimeWarp.fixedDeltaTime, TfMax);
            TfV = TfV.Clamp(TfMin, TfMax);

            //print("TfV F " + MuUtils.PrettyPrint(TfV));

            //Tf = Mathf.Clamp((float)ratio.magnitude / 20f, 2 * TimeWarp.fixedDeltaTime, 1f);
            //Tf = Mathf.Clamp((float)Tf, (float)TfMin, (float)TfMax);
        }
Пример #2
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        public void Clamp()
        {
            Vector3d v = new Vector3d(0.4f, 1.6f, 0.1f);

            v.Clamp(0.5f, 1.5f);
            Assert.AreEqual(v, new Vector3d(0.5f, 1.5f, 0.5f));

            v = new Vector3d(0.4f, 1.6f, 0.1f);
            v.Clamp(new Vector3d(0.5f, 1.5f, 0.5f), new Vector3d(0.5f, 1.5f, 0.5f));
            Assert.AreEqual(v, new Vector3d(0.5f, 1.5f, 0.5f));
        }
Пример #3
0
        public void tuneTf(Vector3d torque)
        {
            Vector3d ratio = new Vector3d(
                torque.x != 0 ? vesselState.MoI.x / torque.x : 0,
                torque.z != 0 ? vesselState.MoI.z / torque.z : 0,   //y <=> z
                torque.y != 0 ? vesselState.MoI.y / torque.y : 0    //z <=> y
                );

            TfV = 0.05 * ratio;

            Vector3d delayFactor = Vector3d.one + 2 * vesselState.torqueReactionSpeed;

            TfV.Scale(delayFactor);


            TfV = TfV.Clamp(2.0 * TimeWarp.fixedDeltaTime, 1.0);
            TfV = TfV.Clamp(TfMin, TfMax);

            //Tf = Mathf.Clamp((float)ratio.magnitude / 20f, 2 * TimeWarp.fixedDeltaTime, 1f);
            //Tf = Mathf.Clamp((float)Tf, (float)TfMin, (float)TfMax);
        }
Пример #4
0
 /// <summary>Get the nearest point between this <see cref="Box3d"/> and a <see cref="Vector3d"/>. If the <see cref="Vector3d"/> is inside this <see cref="Box3d"/>, it is returned untouched.</summary>
 public void NearestPointTo( ref  Vector3d point , out Vector3d result)
 {
     Containment containment = Intersect(ref point);
         if(containment != Containment.Disjoint)
             result = point;
         else
             point.Clamp(ref Min, ref Max, out result);
         return;
 }