| double OcclusionCone.GetShockRadius |
( |
double |
dot | ) |
|
|
inline |
gets the radius of a shock cone at the given height
- Parameters
-
- Returns
| void OcclusionCone.Setup |
( |
OcclusionData |
part, |
|
|
double |
sqrtMach, |
|
|
double |
sqrtMachAngle, |
|
|
double |
detachAngle |
|
) |
| |
|
inline |
Constructs an OcclusionCone for a part, based off aero data
- Parameters
-
| part | the OcclusionPart (wrapper for part) |
| currentConvMult | the current mult (we could already be inside cone(s) ) |
| mach | current mach |
| machAngle | maximum wedge angle before shock detaches |
| sqrtMach | sqrt of mach |
| sqrtMachAngle | sqrt of mach angle |
< position where the cylinder starts
< get the taper angle of the part
< don't have to check partHalfAngle for NaN since it's not used in
< detach the shockwave
< stuff in the shadow of this part get 0 heat
< funny stuff to compute a decent shock angle
< we don't occlude area, just lower temperature
| Vector3 OcclusionCone.center |
| double OcclusionCone.cylNoseDot |
the displacement along the velocity vector where the cylinder starts
| double OcclusionCone.detachedBehindShockCoeffMult = 1d |
|
static |
| double OcclusionCone.detachedBehindShockHeatMult = 0.4d |
|
static |
bow shocks mean less heat - this is for parts behind the shock
| double OcclusionCone.detachedShockCoeffMult = 1d |
|
static |
or we can do it by coeff. FIXME switch to this when there's time to balance.
| double OcclusionCone.detachedShockEndAngle = Math.PI * 0.36d |
|
static |
| double OcclusionCone.detachedShockHeatMult = 0.5d |
|
static |
bow shocks mean less heat - this is for the part that creates the shock. FIXME this is WRONG. Should be coeff mult not temp mult.
| double OcclusionCone.detachedShockMachAngleMult = 0.05d |
|
static |
tuning for the angle of bow shocks
| double OcclusionCone.detachedShockStartAngle = Math.PI * 0.49d |
|
static |
| Vector2 OcclusionCone.extents |
| double OcclusionCone.obliqueShockAngleMult = 0.8d |
|
static |
tuning for angle of oblique shocks
| double OcclusionCone.obliqueShockConeCoeffMult = 1d |
|
static |
coeff mult. See detached, above, for FIXME notes.
| double OcclusionCone.obliqueShockConeHeatMult = 0.75d |
|
static |
heat multiplier for being inside an oblique shock cone. FIXME
| double OcclusionCone.obliqueShockCylCoeffMult = 1d |
|
static |
| double OcclusionCone.obliqueShockCylHeatMult = 0.55d |
|
static |
| double OcclusionCone.obliqueShockMinAngleMult = 1.05d |
|
static |
| double OcclusionCone.obliqueShockPartAngleMult = 0.25d |
|
static |
| double OcclusionCone.occludeConvectionAreaMult |
multiplier to area for parts inside the cylinder
| double OcclusionCone.occludeConvectionCoeffMult |
ditto to convective coefficient for ditto
| double OcclusionCone.occludeConvectionTempMult |
multiplier for shock temp to parts inside the cylinder
| Vector2 OcclusionCone.offset |
| double OcclusionCone.radius |
| double OcclusionCone.shockAngle |
the halfangle of the shock cone
| double OcclusionCone.shockConvectionCoeffMult |
ditto to convective coefficient for ditto
| double OcclusionCone.shockConvectionTempMult |
multiplier to shock temp for parts inside the cone
| double OcclusionCone.shockNoseDot |
the displacement along the velocity vector where the shock cone starts
The documentation for this class was generated from the following file: