public void Setup()
        {
            // Create the ensemble
            ensemble1 = EnsembleHelper.GenerateEnsemble(5, 4, true);

            ensemble1.EnsembleData.EnsembleNumber = 12;
        }
 public void Setup()
 {
     // Create the ensemble
     // 4 Beams, 5 Bins
     ensemble1 = EnsembleHelper.GenerateEnsemble(5, 4, true);
     ensemble1.EnsembleData.EnsembleNumber   = 12;
     ensemble1.AncillaryData.Heading         = 10.2f;
     ensemble1.AncillaryData.TransducerDepth = 5.5f;
 }
 public void Setup()
 {
     // Create the ensemble
     // 4 Beams, 5 Bins
     ensemble1 = EnsembleHelper.GenerateEnsemble(5, 4, true);
     ensemble1.EnsembleData.EnsembleNumber = 12;
     ensemble1.AncillaryData.Heading       = 10.2f;
     ensemble1.AncillaryData.Pitch         = 1.02f;
     ensemble1.AncillaryData.Roll          = 2.123f;
 }
        public void TestReplaceBadTransducerDepth()
        {
            // Create a new ensemble with 1 beam
            RTI.DataSet.Ensemble ensemble2 = EnsembleHelper.GenerateEnsemble(5, 1, true);

            // Change Subsystem
            ensemble2.EnsembleData.SubsystemConfig.SubSystem.Code = Subsystem.SUB_300KHZ_VERT_PISTON_C;

            // Set the Transducer Depth
            ensemble2.AncillaryData.TransducerDepth = 0.0f;

            // Range Track
            ensemble2.RangeTrackingData.Range[RTI.DataSet.Ensemble.BEAM_0_INDEX] = 3.123f;

            // Add Range Tracking
            bool result = RTI.ScreenData.ReplacePressureVerticalBeam.Replace(ref ensemble2);

            Assert.AreEqual(3.123f, ensemble2.AncillaryData.TransducerDepth, 0.001);
            Assert.AreEqual(true, result);
        }
示例#5
0
        public void Setup()
        {
            // Create the ensemble
            // 4 Beams, 5 Bins
            ensemble1 = EnsembleHelper.GenerateEnsemble(5, 4, true);
            ensemble1.EnsembleData.EnsembleNumber = 12;
            ensemble1.AncillaryData.Heading       = 10.2f;
            ensemble1.AncillaryData.Pitch         = 1.02f;
            ensemble1.AncillaryData.Roll          = 2.123f;

            float beamVel    = 1.00f;
            float beamVelInc = 0.2f;

            // Create the Beam Velocity Data
            // 4 Beams, 5 Bins
            for (int binNum = 0; binNum < 5; binNum++)
            {
                for (int beamNum = 0; beamNum < 4; beamNum++)
                {
                    ensemble1.BeamVelocityData.BeamVelocityData[binNum, beamNum] = beamVel + beamVelInc;
                    beamVelInc *= 2;
                }
            }
        }