Trajectories.Trajectory.FixedUpdate C# (CSharp) Method

FixedUpdate() public method

public FixedUpdate ( ) : void
return void
        public void FixedUpdate()
        {
			if (HighLogic.LoadedScene != GameScenes.FLIGHT)
				return;

			double now = Planetarium.GetUniversalTime();
			double dt = now - PreviousFrameTime;

			if (dt > 0.5 || dt < 0.0)
			{

				Vector3d bodySpacePosition = new Vector3d();
				Vector3d bodySpaceVelocity = new Vector3d();

				if (aerodynamicModel_ != null && vessel_ != null)
				{
					CelestialBody body = vessel_.orbit.referenceBody;

					bodySpacePosition = vessel_.GetWorldPos3D() - body.position;
					bodySpaceVelocity = vessel_.obt_velocity;

					double altitudeAboveSea = bodySpacePosition.magnitude - body.Radius;

					Vector3d airVelocity = bodySpaceVelocity - body.getRFrmVel(body.position + bodySpacePosition);

					#if DEBUG_COMPARE_FORCES
					double R = PreviousFramePos.magnitude;
					Vector3d gravityForce = PreviousFramePos * (-body.gravParameter / (R * R * R) * vessel_.totalMass);

					Quaternion inverseRotationFix = body.inverseRotation ? Quaternion.AngleAxis((float)(body.angularVelocity.magnitude / Math.PI * 180.0 * dt), Vector3.up) : Quaternion.identity;
					Vector3d TotalForce = (bodySpaceVelocity - inverseRotationFix * PreviousFrameVelocity) * (vessel_.totalMass / dt);
					TotalForce += bodySpaceVelocity * (dt * 0.000015); // numeric precision fix
					Vector3d ActualForce = TotalForce - gravityForce;

					Transform vesselTransform = vessel_.ReferenceTransform;
					Vector3d vesselBackward = (Vector3d)(-vesselTransform.up.normalized);
					Vector3d vesselForward = -vesselBackward;
					Vector3d vesselUp = (Vector3d)(-vesselTransform.forward.normalized);
					Vector3d vesselRight = Vector3d.Cross(vesselUp, vesselBackward).normalized;
					double AoA = Math.Acos(Vector3d.Dot(airVelocity.normalized, vesselForward.normalized));
					if (Vector3d.Dot(airVelocity, vesselUp) > 0)
						AoA = -AoA;

					VesselAerodynamicModel.DebugParts = true;
					Vector3d referenceForce = aerodynamicModel_.ComputeForces(20000, new Vector3d(0, 0, 1500), new Vector3d(0,1,0), 0);
					VesselAerodynamicModel.DebugParts = false;

					Vector3d predictedForce = aerodynamicModel_.ComputeForces(altitudeAboveSea, airVelocity, vesselUp, AoA);
					//VesselAerodynamicModel.Verbose = true;
					Vector3d predictedForceWithCache = aerodynamicModel_.GetForces(body, bodySpacePosition, airVelocity, AoA);
					//VesselAerodynamicModel.Verbose = false;

					Vector3d localTotalForce = new Vector3d(Vector3d.Dot(TotalForce, vesselRight), Vector3d.Dot(TotalForce, vesselUp), Vector3d.Dot(TotalForce, vesselBackward));
					Vector3d localActualForce = new Vector3d(Vector3d.Dot(ActualForce, vesselRight), Vector3d.Dot(ActualForce, vesselUp), Vector3d.Dot(ActualForce, vesselBackward));
					Vector3d localPredictedForce = new Vector3d(Vector3d.Dot(predictedForce, vesselRight), Vector3d.Dot(predictedForce, vesselUp), Vector3d.Dot(predictedForce, vesselBackward));
					Vector3d localPredictedForceWithCache = new Vector3d(Vector3d.Dot(predictedForceWithCache, vesselRight), Vector3d.Dot(predictedForceWithCache, vesselUp), Vector3d.Dot(predictedForceWithCache, vesselBackward));

					Util.PostSingleScreenMessage("actual/predict comparison", "air vel=" + Math.Floor(airVelocity.magnitude) + " ; AoA=" + (AoA * 180.0 / Math.PI));
					//Util.PostSingleScreenMessage("total force", "actual total force=" + localTotalForce.ToString("0.000"));
					Util.PostSingleScreenMessage("actual force", "actual force=" + localActualForce.ToString("0.000"));
					Util.PostSingleScreenMessage("predicted force", "predicted force=" + localPredictedForce.ToString("0.000"));
					Util.PostSingleScreenMessage("predict with cache", "predicted force with cache=" + localPredictedForceWithCache.ToString("0.000"));

					Util.PostSingleScreenMessage("reference force", "reference force=" + referenceForce.ToString("0.000"));

					Util.PostSingleScreenMessage("current vel", "current vel=" + bodySpaceVelocity.ToString("0.00") + " (mag=" + bodySpaceVelocity.magnitude.ToString("0.00") + ")");
					//Util.PostSingleScreenMessage("vel from pos", "vel from pos=" + ((bodySpacePosition - PreviousFramePos) / dt).ToString("0.000") + " (mag=" + ((bodySpacePosition - PreviousFramePos) / dt).magnitude.ToString("0.00") + ")");
					Util.PostSingleScreenMessage("force diff", "force ratio=" + (localActualForce.z / localPredictedForce.z).ToString("0.000"));
					Util.PostSingleScreenMessage("drag", "physics drag=" + vessel_.rootPart.rb.drag);
					#endif

					double approximateRho = StockAeroUtil.GetDensity(altitudeAboveSea, body);
					double preciseRho = StockAeroUtil.GetDensity(vessel_.GetWorldPos3D(), body);
					double actualRho = vessel_.atmDensity;
					Util.PostSingleScreenMessage("rho info", /*"preciseRho=" + preciseRho.ToString("0.0000") + " ; " +*/ "rho=" + approximateRho.ToString("0.0000") + " ; actual=" + actualRho.ToString("0.0000") + " ; ratio=" + (actualRho / approximateRho).ToString("0.00"));
				}

				PreviousFrameVelocity = bodySpaceVelocity;
				PreviousFramePos = bodySpacePosition;
				PreviousFrameTime = now;
			}
		}
		#endif