535 lines
12 KiB
C#
535 lines
12 KiB
C#
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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using System.Reflection;
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using System.Text;
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using static System.Windows.Forms.VisualStyles.VisualStyleElement.Rebar;
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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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{
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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 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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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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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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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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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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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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float v = value;
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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;
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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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}
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}
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