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Function Definition: procedure Forward_All_Messages is |
Function Body: begin |
for Element_Index in First_Index (Swarm_State) .. Last_Index (Swarm_State) loop |
Forward_Messages (Element_Index); |
end loop; |
end Forward_All_Messages; |
-- |
-- |
-- |
procedure Move_Element (Element_Index : Swarm_Element_Index) is |
This_Element : Swarm_Element_State := Element (Swarm_State, Element_Index); |
Interval : constant Real := Real'Min (Real (To_Duration (Clock - This_Element.Last_Update)), Max_Update_Interval); |
begin |
This_Element.Velocity.all.Write (This_Element.Velocity.all.Read + (Interval * This_Element.Acceleration.all.Read)); |
declare |
Move_Start : constant Positions := This_Element.Position.all.Read; |
Move_End : constant Positions := Move_Start + (Interval * This_Element.Velocity.all.Read); |
begin |
This_Element.Position.all.Write (Move_End); |
This_Element.Charge.Level := Vehicle_Charges |
(Real'Max (Real (Empty_Charge), |
Real'Min (Real (Full_Charge), |
Real (This_Element.Charge.Level) |
- (Interval |
* (Charging_Setup.Constant_Discharge_Rate_Per_Sec |
+ Charging_Setup.Propulsion_Discharge_Rate_Per_Sec * abs (This_Element.Acceleration.all.Read)))))); |
for Globe_Ix in Globes'Range loop |
declare |
Globe_Pos : constant Positions := Globes (Globe_Ix).Position.all.Read; |
Interratio : constant Real := (Globe_Pos - Move_Start) * ((Move_End - Move_Start) / (abs (Move_End - Move_Start))); |
Intersection : constant Positions := Move_Start + Interratio * (Move_End - Move_Start); |
Touching : constant Boolean := abs (Intersection - Globe_Pos) <= Energy_Globe_Detection and then Interratio >= 0.0 and then Interratio <= 1.0; |
Slot_Passed : constant Boolean := Clock - This_Element.Charge.Charge_Time.all.Read > Charging_Setup.Max_Globe_Interval; |
begin |
if (not This_Element.Charge.Globes_Touched (Globe_Ix) or else Slot_Passed) and then Touching then |
if Slot_Passed then |
This_Element.Charge.Globes_Touched := No_Globes_Touched; |
This_Element.Charge.Charge_No := 0; |
end if; |
This_Element.Charge.Charge_No := This_Element.Charge.Charge_No + 1; |
This_Element.Charge.Globes_Touched (Globe_Ix) := True; |
This_Element.Charge.Charge_Time.all.Write (Clock); |
if This_Element.Charge.Charge_No = Charging_Setup.Globes_Required then |
This_Element.Charge.Level := Full_Charge; |
This_Element.Charge.Charge_No := 0; |
This_Element.Charge.Globes_Touched := No_Globes_Touched; |
end if; |
end if; |
Function Definition: procedure Move_All_Elements is |
Function Body: begin |
for Element_Index in First_Index (Swarm_State) .. Last_Index (Swarm_State) loop |
Move_Element (Element_Index); |
end loop; |
end Move_All_Elements; |
-- |
-- |
-- |
procedure Update_Rotation (Element_Index : Swarm_Element_Index) is |
function Vector_Yaw (In_Vector : Vector_3D) return Real is |
(if In_Vector (x) = 0.0 and then In_Vector (z) = 0.0 |
then 0.0 |
else Arctan (In_Vector (x), In_Vector (z))); |
function Vector_Pitch (In_Vector : Vector_3D) return Real is |
((Pi / 2.0) - Angle_Between (In_Vector, (0.0, 1.0, 0.0))); |
This_Element : constant Swarm_Element_State := Element (Swarm_State, Element_Index); |
Velocity : constant Vector_3D := This_Element.Velocity.all.Read; |
Element_Yaw : constant Real := Vector_Yaw (Velocity); |
Element_Pitch : constant Real := Vector_Pitch (Velocity); |
Rotation : constant Quaternion_Rotation := To_Rotation (0.0, -Element_Pitch, Element_Yaw + Pi); |
Norm_Acc : constant Vector_3D := Rotate (This_Element.Acceleration.all.Read, Rotation); |
Lateral_Acc : constant Real := Norm_Acc (x) * abs (Velocity); |
Element_Roll : constant Real := |
Real'Max (-Pi / 2.0, |
Real'Min (Pi / 2.0, |
Lateral_Acc * (Pi / 2.0) / Max_Assumed_Acceleration)); |
begin |
This_Element.Rotation.all.Write (To_Rotation (Element_Roll, -Element_Pitch, -Element_Yaw + Pi)); |
Replace_Element (Swarm_State, Element_Index, This_Element); |
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