Mag active
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@ -62,7 +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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private RealMode.Magnetometer RealMag = new RealMode.Magnetometer();
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public static byte[] getBytes(object data)
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{
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@ -373,7 +373,7 @@ 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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RealMag.Update(Quat, tick);
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lock (this)
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{
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@ -481,8 +481,8 @@ namespace DroneSimulator
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mag.Head.Type = DroneData.DataType.DataMag;
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mag.Head.Time = (uint)(DateTime.Now.Ticks / Stopwatch.Frequency / 1000);
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mag.Mag.X = 0; mag.Mag.Y = 0; mag.Mag.Z = 0;
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mag.Time = Timer;
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mag.Mag.X = RealMag.result.X; mag.Mag.Y = RealMag.result.Y; mag.Mag.Z = RealMag.result.Z;
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mag.Time = RealMag.timer;
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return getBytes(mag);
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}
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@ -1,4 +1,5 @@
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using System;
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using Microsoft.VisualBasic.Devices;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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@ -157,9 +158,20 @@ namespace DroneSimulator
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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 bool Enable;
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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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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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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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@ -174,15 +186,65 @@ namespace DroneSimulator
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private static Vector3 magneticField = InitializeMagneticField();
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//TODO: noise and delay(?)
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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(Quaternion oreintantion, uint time)
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{
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result = Vector3.Transform(magneticField, oreintantion);
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Vector3 value = Vector3.Transform(magneticField, oreintantion);
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Vector3 v = value;
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v.X += Shift.X;
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v.Y += Shift.Y;
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v.Z += Shift.Z;
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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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