add WMM magnetometer
This commit is contained in:
@ -62,6 +62,7 @@ namespace DroneSimulator
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private RealMode.Barometer RealBar = new RealMode.Barometer();
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private RealMode.Range RealRange = new RealMode.Range();
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private RealMode.OpticalFlow RealOF = new RealMode.OpticalFlow();
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private RealMode.Magnetometer RealMagnetometer = new RealMode.Magnetometer();
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public static byte[] getBytes(object data)
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{
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@ -372,6 +373,8 @@ namespace DroneSimulator
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bool of = RealOF.Update(of_xy, LaserRange, tick);
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RealMagnetometer.Update(Quat, tick);
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lock (this)
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{
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MoveOF += RealOF.result * time;
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@ -9,426 +9,464 @@ using static System.Windows.Forms.VisualStyles.VisualStyleElement.TaskbarClock;
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namespace DroneSimulator
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{
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internal class RealMode
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{
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internal class Accelerometer
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{
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public static uint Freq;
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public static float Noise;
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public static float ScaleLeft;
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public static float ScaleRight;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector3[] laten = new Vector3[count];
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private int index = 0;
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public uint timer = 0;
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public Vector3 result;
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public void Update(Vector3 value, uint time)
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{
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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float scale = (ScaleRight - ScaleLeft) / 2;
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float shift = scale + ScaleLeft;
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value.X = (value.X * scale) + shift;
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value.Y = (value.Y * scale) + shift;
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value.Z = (value.Z * scale) + shift;
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int noise = (int)(Noise * 1000);
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value.X += ((float)rand.Next(-noise, noise)) / 1000;
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value.Y += ((float)rand.Next(-noise, noise)) / 1000;
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value.Z += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = value;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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value = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = value;
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timer = time;
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}
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}
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}
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internal class Gyroscope
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{
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public static uint Freq;
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public static float Noise;
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public static Vector3 Shift;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector3[] laten = new Vector3[count];
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private int index = 0;
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public uint timer = 0;
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public Vector3 result;
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public void Update(Vector3 value, uint time)
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{
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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value.X += Shift.X;
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value.Y += Shift.Y;
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value.Z += Shift.Z;
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int noise = (int)(Noise * 1000);
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value.X += ((float)rand.Next(-noise, noise)) / 1000;
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value.Y += ((float)rand.Next(-noise, noise)) / 1000;
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value.Z += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = value;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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value = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = value;
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timer = time;
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}
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}
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}
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internal class Magnetometer
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internal class RealMode
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{
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internal class Accelerometer
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{
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public static uint Freq;
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public static float Noise;
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public static float ScaleLeft;
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public static float ScaleRight;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector3[] laten = new Vector3[count];
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private int index = 0;
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public uint timer = 0;
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public Vector3 result;
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public void Update(Vector3 value, uint time)
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{
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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float scale = (ScaleRight - ScaleLeft) / 2;
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float shift = scale + ScaleLeft;
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value.X = (value.X * scale) + shift;
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value.Y = (value.Y * scale) + shift;
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value.Z = (value.Z * scale) + shift;
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int noise = (int)(Noise * 1000);
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value.X += ((float)rand.Next(-noise, noise)) / 1000;
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value.Y += ((float)rand.Next(-noise, noise)) / 1000;
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value.Z += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = value;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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value = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = value;
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timer = time;
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}
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}
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}
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internal class Gyroscope
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{
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public static uint Freq;
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public static float Noise;
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public static Vector3 Shift;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector3[] laten = new Vector3[count];
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private int index = 0;
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public uint timer = 0;
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public Vector3 result;
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public void Update(Vector3 value, uint time)
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{
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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value.X += Shift.X;
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value.Y += Shift.Y;
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value.Z += Shift.Z;
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int noise = (int)(Noise * 1000);
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value.X += ((float)rand.Next(-noise, noise)) / 1000;
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value.Y += ((float)rand.Next(-noise, noise)) / 1000;
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value.Z += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = value;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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value = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = value;
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timer = time;
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}
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}
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}
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internal class Magnetometer
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{
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/**
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* The model is produced by the United States’ National Geospatial-Intelligence Agency (NGA)
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* and the United Kingdom’s Defence Geographic Centre (DGC)
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* NCEI and the British Geological Survey (BGS) jointly developed the WMM.
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*/
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/* Taganrog
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* 47° 12' 32" N
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* 38° 56' 10" E
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* Declination: 8° 32' 28"
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* Inclination: 65° 34' 9"
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* Total Field: 51,120.8 nT
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*/
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public static float fieldStrength = 51.1208F; // uT
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public static float fieldDeclination = (8 + 32/60 + 28/3600) * (MathF.PI / 180);
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public static float fieldInclination = (65 + 34/60 + 9/3600) * (MathF.PI / 180);
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private static Vector3 InitializeMagneticField()
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{
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float horizontalComponent = fieldStrength * MathF.Cos(fieldInclination);
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float northComponent = horizontalComponent * MathF.Cos(fieldDeclination); // X
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float eastComponent = horizontalComponent * MathF.Sin(fieldDeclination); // Y
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float downComponent = fieldStrength * MathF.Sin(fieldInclination); // Z
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return new Vector3(northComponent, eastComponent, downComponent);
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}
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private static Vector3 magneticField = InitializeMagneticField();
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//TODO: noise and delay(?)
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public uint timer = 0;
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public Vector3 result;
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public void Update(Quaternion oreintantion, uint time)
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{
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result = Vector3.Transform(magneticField, oreintantion);
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timer = time;
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}
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}
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internal class Position
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{
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public static bool Enable;
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public static uint Freq;
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public static float Noise;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector3[] laten = new Vector3[count];
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private int index = 0;
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public uint timer = 0;
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public Vector3 result;
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public void Update(Vector3 value, uint time)
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{
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Vector3 v = value;
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int noise = (int)(Noise * 1000);
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v.X += ((float)rand.Next(-noise, noise)) / 1000;
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v.Y += ((float)rand.Next(-noise, noise)) / 1000;
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v.Z += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = v;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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if (!Enable)
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{
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result = Vector3.NaN;
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timer = time;
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return;
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}
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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v = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = v;
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timer = time;
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}
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}
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}
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internal class Barometer
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{
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public static bool Enable;
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public static float Pressure;
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public static uint Freq;
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public static float Noise;
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public static float Lateness;
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public static bool RealSimulation;
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public static float Temperature = 25.0f;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private float[] laten = new float[count];
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private int index = 0;
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public uint timer = 0;
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public float result;
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public void Update(float value, uint time)
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{
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value = Pressure * MathF.Exp(-0.02896f * 9.81f * value / (8.314f * (Temperature + 273.15f)));
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float v = value;
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int noise = (int)(Noise * 1000);
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v += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = time - last;
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while (true)
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{
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laten[index] = v;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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if (!Enable)
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{
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result = float.NaN;
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timer = time;
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return;
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}
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return;
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}
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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v = laten[move];
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uint freq = 1000 / Freq;
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if (timer + freq <= time)
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{
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result = v;
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timer = time;
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}
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}
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}
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internal class OpticalFlow
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{
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public static bool Enable;
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public static float MaxHeight;
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public static uint Freq;
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public static float Noise;
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public static float Lateness;
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public static float Lens;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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private const int count = 1000;
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private Vector2[] laten = new Vector2[count];
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private int index = 0;
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public uint delay = 0;
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public uint timer = 0;
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public Vector2 result;
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public bool Update(Vector2 value, float Range, uint time)
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{
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value *= Lens;
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Vector2 v = value;
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if (Range > MaxHeight) v = Vector2.Zero;
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else
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{
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int noise = (int)(Noise * 1000);
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v.X += ((float)rand.Next(-noise, noise)) / 1000;
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v.Y += ((float)rand.Next(-noise, noise)) / 1000;
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}
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uint clock = time - last;
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while (true)
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{
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laten[index] = v;
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clock--;
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if (clock == 0) break;
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index++;
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if (index >= count) index = 0;
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}
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last = time;
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if (!Enable)
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{
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result = Vector2.NaN;
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timer = time;
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return true;
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}
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if (!RealSimulation)
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{
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result = value;
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timer = time;
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return true;
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}
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int move = (int)(Lateness * count);
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move = index - move;
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while (move < 0) move += count;
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result = laten[move];
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uint freq = count / Freq;
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if (timer + freq <= time)
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{
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timer = time;
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return true;
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}
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return false;
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}
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}
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internal class Range
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{
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public static bool Enable;
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public static float MaxHeight;
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public static uint Freq;
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public static float Noise;
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public static float Lateness;
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public static bool RealSimulation;
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private uint last = 0;
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private Random rand = new Random();
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||||
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private const int count = 1000;
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private float[] laten = new float[count];
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private int index = 0;
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||||
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||||
public uint timer = 0;
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||||
public float result;
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||||
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||||
public void Update(float value, uint time)
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||||
{
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||||
float v = value;
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||||
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if (v > MaxHeight) v = -1;
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||||
else
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||||
{
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||||
int noise = (int)(Noise * 1000);
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||||
v += ((float)rand.Next(-noise, noise)) / 1000;
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||||
}
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||||
|
||||
uint clock = time - last;
|
||||
while (true)
|
||||
{
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||||
laten[index] = v;
|
||||
clock--;
|
||||
if (clock == 0) break;
|
||||
index++;
|
||||
if (index >= count) index = 0;
|
||||
}
|
||||
last = time;
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||||
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||||
if (!Enable)
|
||||
{
|
||||
result = float.NaN;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!RealSimulation)
|
||||
{
|
||||
result = value;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
int move = (int)(Lateness * count);
|
||||
move = index - move;
|
||||
while (move < 0) move += count;
|
||||
v = laten[move];
|
||||
|
||||
uint freq = 1000 / Freq;
|
||||
if (timer + freq <= time)
|
||||
{
|
||||
result = v;
|
||||
timer = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class Position
|
||||
{
|
||||
public static bool Enable;
|
||||
public static uint Freq;
|
||||
public static float Noise;
|
||||
public static float Lateness;
|
||||
public static bool RealSimulation;
|
||||
|
||||
private uint last = 0;
|
||||
|
||||
private Random rand = new Random();
|
||||
|
||||
private const int count = 1000;
|
||||
private Vector3[] laten = new Vector3[count];
|
||||
private int index = 0;
|
||||
|
||||
public uint timer = 0;
|
||||
public Vector3 result;
|
||||
|
||||
public void Update(Vector3 value, uint time)
|
||||
{
|
||||
Vector3 v = value;
|
||||
|
||||
int noise = (int)(Noise * 1000);
|
||||
v.X += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
v.Y += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
v.Z += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
|
||||
uint clock = time - last;
|
||||
while (true)
|
||||
{
|
||||
laten[index] = v;
|
||||
clock--;
|
||||
if (clock == 0) break;
|
||||
index++;
|
||||
if (index >= count) index = 0;
|
||||
}
|
||||
last = time;
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
result = Vector3.NaN;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!RealSimulation)
|
||||
{
|
||||
result = value;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
int move = (int)(Lateness * count);
|
||||
move = index - move;
|
||||
while (move < 0) move += count;
|
||||
v = laten[move];
|
||||
|
||||
uint freq = 1000 / Freq;
|
||||
if (timer + freq <= time)
|
||||
{
|
||||
result = v;
|
||||
timer = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class Barometer
|
||||
{
|
||||
public static bool Enable;
|
||||
public static float Pressure;
|
||||
public static uint Freq;
|
||||
public static float Noise;
|
||||
public static float Lateness;
|
||||
public static bool RealSimulation;
|
||||
public static float Temperature = 25.0f;
|
||||
|
||||
private uint last = 0;
|
||||
|
||||
private Random rand = new Random();
|
||||
|
||||
private const int count = 1000;
|
||||
private float[] laten = new float[count];
|
||||
private int index = 0;
|
||||
|
||||
public uint timer = 0;
|
||||
public float result;
|
||||
|
||||
public void Update(float value, uint time)
|
||||
{
|
||||
value = Pressure * MathF.Exp(-0.02896f * 9.81f * value / (8.314f * (Temperature + 273.15f)));
|
||||
|
||||
float v = value;
|
||||
|
||||
int noise = (int)(Noise * 1000);
|
||||
v += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
|
||||
uint clock = time - last;
|
||||
while (true)
|
||||
{
|
||||
laten[index] = v;
|
||||
clock--;
|
||||
if (clock == 0) break;
|
||||
index++;
|
||||
if (index >= count) index = 0;
|
||||
}
|
||||
last = time;
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
result = float.NaN;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!RealSimulation)
|
||||
{
|
||||
result = value;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
int move = (int)(Lateness * count);
|
||||
move = index - move;
|
||||
while (move < 0) move += count;
|
||||
v = laten[move];
|
||||
|
||||
uint freq = 1000 / Freq;
|
||||
if (timer + freq <= time)
|
||||
{
|
||||
result = v;
|
||||
timer = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class OpticalFlow
|
||||
{
|
||||
public static bool Enable;
|
||||
public static float MaxHeight;
|
||||
public static uint Freq;
|
||||
public static float Noise;
|
||||
public static float Lateness;
|
||||
public static float Lens;
|
||||
public static bool RealSimulation;
|
||||
|
||||
private uint last = 0;
|
||||
|
||||
private Random rand = new Random();
|
||||
|
||||
private const int count = 1000;
|
||||
private Vector2[] laten = new Vector2[count];
|
||||
private int index = 0;
|
||||
|
||||
public uint delay = 0;
|
||||
|
||||
public uint timer = 0;
|
||||
public Vector2 result;
|
||||
public bool Update(Vector2 value, float Range, uint time)
|
||||
{
|
||||
value *= Lens;
|
||||
|
||||
Vector2 v = value;
|
||||
|
||||
if (Range > MaxHeight) v = Vector2.Zero;
|
||||
else
|
||||
{
|
||||
int noise = (int)(Noise * 1000);
|
||||
v.X += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
v.Y += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
}
|
||||
|
||||
uint clock = time - last;
|
||||
while (true)
|
||||
{
|
||||
laten[index] = v;
|
||||
clock--;
|
||||
if (clock == 0) break;
|
||||
index++;
|
||||
if (index >= count) index = 0;
|
||||
}
|
||||
last = time;
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
result = Vector2.NaN;
|
||||
timer = time;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!RealSimulation)
|
||||
{
|
||||
result = value;
|
||||
timer = time;
|
||||
return true;
|
||||
}
|
||||
|
||||
int move = (int)(Lateness * count);
|
||||
move = index - move;
|
||||
while (move < 0) move += count;
|
||||
result = laten[move];
|
||||
|
||||
uint freq = count / Freq;
|
||||
if (timer + freq <= time)
|
||||
{
|
||||
timer = time;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
internal class Range
|
||||
{
|
||||
public static bool Enable;
|
||||
public static float MaxHeight;
|
||||
public static uint Freq;
|
||||
public static float Noise;
|
||||
public static float Lateness;
|
||||
public static bool RealSimulation;
|
||||
|
||||
private uint last = 0;
|
||||
|
||||
private Random rand = new Random();
|
||||
|
||||
private const int count = 1000;
|
||||
private float[] laten = new float[count];
|
||||
private int index = 0;
|
||||
|
||||
public uint timer = 0;
|
||||
public float result;
|
||||
|
||||
public void Update(float value, uint time)
|
||||
{
|
||||
float v = value;
|
||||
|
||||
if (v > MaxHeight) v = -1;
|
||||
else
|
||||
{
|
||||
int noise = (int)(Noise * 1000);
|
||||
v += ((float)rand.Next(-noise, noise)) / 1000;
|
||||
}
|
||||
|
||||
uint clock = time - last;
|
||||
while (true)
|
||||
{
|
||||
laten[index] = v;
|
||||
clock--;
|
||||
if (clock == 0) break;
|
||||
index++;
|
||||
if (index >= count) index = 0;
|
||||
}
|
||||
last = time;
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
result = float.NaN;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!RealSimulation)
|
||||
{
|
||||
result = value;
|
||||
timer = time;
|
||||
return;
|
||||
}
|
||||
|
||||
int move = (int)(Lateness * count);
|
||||
move = index - move;
|
||||
while (move < 0) move += count;
|
||||
v = laten[move];
|
||||
|
||||
uint freq = 1000 / Freq;
|
||||
if (timer + freq <= time)
|
||||
{
|
||||
result = v;
|
||||
timer = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user