Add real mode (bar)
This commit is contained in:
317
DroneSimulator/RealMode.cs
Normal file
317
DroneSimulator/RealMode.cs
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@ -0,0 +1,317 @@
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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.Text;
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using System.Numerics;
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using System.Reflection;
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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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public static bool RealSimulation;
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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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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 uint index = 0;
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private uint timer = 0;
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private Vector3 result;
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public void Update(ref Vector3 value, ref uint time)
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{
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if (!RealSimulation) return;
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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 = (uint)(Lateness * 1000);
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uint tick = time - last;
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last = time;
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while (tick != 0)
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{
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tick--;
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laten[index++] = value;
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if (index >= clock) index = 0;
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}
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value = laten[index];
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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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else
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{
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value = result;
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time = timer;
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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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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 uint index = 0;
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private uint timer = 0;
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private Vector3 result;
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public void Update(ref Vector3 value, ref uint time)
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{
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if (!RealSimulation) return;
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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 = (uint)(Lateness * 1000);
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uint tick = time - last;
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last = time;
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while (tick != 0)
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{
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tick--;
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laten[index++] = value;
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if (index >= clock) index = 0;
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}
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value = laten[index];
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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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else
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{
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value = result;
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time = timer;
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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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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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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 uint index = 0;
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private uint timer = 0;
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private Vector3 result;
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public void Update(ref Vector3 value, ref uint time)
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{
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if (!RealSimulation) return;
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if (!Enable) { value = result; time = timer; return; }
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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 = (uint)(Lateness * 1000);
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uint tick = time - last;
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last = time;
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while (tick != 0)
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{
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tick--;
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laten[index++] = value;
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if (index >= clock) index = 0;
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}
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value = laten[index];
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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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else
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{
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value = result;
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time = timer;
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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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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 uint index = 0;
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private uint timer = 0;
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private float result;
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public void Update(ref float value, ref uint time)
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{
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if (!Enable) { value = result; time = timer; return; }
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value = Pressure - value;
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if (!RealSimulation) return;
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int noise = (int)(Noise * 1000);
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value += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = (uint)(Lateness * 1000);
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uint tick = time - last;
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last = time;
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while (tick != 0)
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{
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tick--;
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laten[index++] = value;
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if (index >= clock) index = 0;
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}
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value = laten[index];
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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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else
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{
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value = result;
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time = timer;
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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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}
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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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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 uint index = 0;
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private uint timer = 0;
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private float result;
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public void Update(ref float value, ref uint time)
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{
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if (!RealSimulation) return;
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if (!Enable) { value = result; time = timer; return; }
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if (value > MaxHeight) value = -1;
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int noise = (int)(Noise * 1000);
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value += ((float)rand.Next(-noise, noise)) / 1000;
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uint clock = (uint)(Lateness * 1000);
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uint tick = time - last;
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last = time;
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while (tick != 0)
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{
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tick--;
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laten[index++] = value;
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if (index >= clock) index = 0;
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}
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value = laten[index];
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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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else
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{
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value = result;
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time = timer;
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}
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}
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}
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}
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}
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