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Copy pathModularVesselPrecalculate.cs
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ModularVesselPrecalculate.cs
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using System;
using UnityEngine;
namespace ModularFI
{
[DefaultExecutionOrder(-102)]
class ModularVesselPrecalculate : VesselPrecalculate
{
private float lastMainPhysics = 0;
private static Action runFirstOverride;
public static bool RegisterMainPhysicsOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (runFirstOverride == null)
{
runFirstOverride = act;
return true;
}
print("RunFirst already has an override");
return false;
}
/// <summary>
/// Run when a vessel initializes in flight
/// </summary>
public override void RunFirst()
{
if (runFirstOverride != null)
runFirstOverride();
else
base.RunFirst();
}
private static Action<bool> mainPhysicsOverride;
public static bool RegisterMainPhysicsOverride(Action<bool> act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (mainPhysicsOverride == null)
{
mainPhysicsOverride = act;
return true;
}
print("MainPhysics already has an override");
return false;
}
/// <summary>
/// Does the main physics calls. Run from fixed update. Bits run in Update.
/// </summary>
/// <param name="doKillChecks">Do we check if the vessel should be killed?</param>
public override void MainPhysics(bool doKillChecks)
{
// Prevents ruuning twice in the the same frame. Needed by Principia
if (lastMainPhysics == Time.fixedTime)
return;
if (mainPhysicsOverride != null)
mainPhysicsOverride(doKillChecks);
else
base.MainPhysics(doKillChecks);
lastMainPhysics = Time.fixedTime;
}
private static Action applyVelocityCorrectionOverride;
public static bool RegisterApplyVelocityCorrectionOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (applyVelocityCorrectionOverride == null)
{
applyVelocityCorrectionOverride = act;
return true;
}
print("ApplyVelocityCorrection already has an override");
return false;
}
/// <summary>
/// Applies the velocity correction from drift compensation (if any).
/// </summary>
public override void ApplyVelocityCorrection()
{
if (applyVelocityCorrectionOverride != null)
applyVelocityCorrectionOverride();
else
base.ApplyVelocityCorrection();
}
private static Action goOnRailsOverride;
public static bool RegisterGoOnRailsOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (goOnRailsOverride == null)
{
goOnRailsOverride = act;
return true;
}
print("GoOnRails already has an override");
return false;
}
/// <summary>
/// Called by Vessel.GoOnRails. Clears any post-integration velocity offset.
/// </summary>
public override void GoOnRails()
{
if (goOnRailsOverride != null)
goOnRailsOverride();
else
base.GoOnRails();
}
private static Action goOffRailsOverride;
public static bool RegisterGoOffRailsOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (goOffRailsOverride == null)
{
goOffRailsOverride = act;
return true;
}
print("GoOffRails already has an override");
return false;
}
/// <summary>
/// Called by Vessel.GoOffRails
/// </summary>
public override void GoOffRails()
{
if (goOffRailsOverride != null)
goOffRailsOverride();
else
base.GoOffRails();
}
//protected override void StartEasing()
//{
// base.StartEasing();
//}
//
//protected override void StopEasing()
//{
// base.StopEasing();
//}
private static Action calculateGravityOverride;
public static bool RegisterCalculateGravityOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (calculateGravityOverride == null)
{
calculateGravityOverride = act;
return true;
}
print("CalculateGravity already has an override");
return false;
}
/// <summary>
/// Calculate the force of gravity, using drift compensation if in orbit and the compensation is better than not.
/// Ease gravity coming off rails while landed/splashed.
/// </summary>
public override void CalculateGravity()
{
if (calculateGravityOverride != null)
calculateGravityOverride();
else
base.CalculateGravity();
}
///// <summary>
///// This will update pos/rot if landed/splashed and on rails
///// </summary>
//public override void SetLandedPosRot()
//{
// base.SetLandedPosRot();
//}
private static Action calculatePhysicsStatsOverride;
public static bool RegisterCalculatePhysicsStatsOverride(Action act)
{
if (HighLogic.LoadedScene != GameScenes.SPACECENTER)
{
print("You can only register on the SPACECENTER scene");
}
if (calculatePhysicsStatsOverride == null)
{
calculatePhysicsStatsOverride = act;
return true;
}
print("CalculatePhysicsStats already has an override");
return false;
}
/// <summary>
/// Will calculate center of mass and total mass, mass-weighted average linear and angular velocity, moment of inertia, and angular momentum
/// Depends on FlightIntegrator setting part.physicsMass.
/// If vessel is unloaded, use traditional calculations based off stored values and root part.
/// </summary>
public override void CalculatePhysicsStats()
{
if (calculatePhysicsStatsOverride != null)
calculatePhysicsStatsOverride();
else
base.CalculatePhysicsStats();
}
//public override bool isEasingGravity { get; set; }
}
}