Class DynamicEffector
- Namespace
- NominalSystems.Universe
- Assembly
- NominalSystems.Universe.dll
[Nominal] The base class for all dynamic effectors. It is able to provide a force to change the position of a object.
public class DynamicEffector : PhysicalObject
- Inheritance
-
DynamicEffector
- Derived
- Extension Methods
Constructors
DynamicEffector()
Default constructor
protected DynamicEffector()
Fields
Force_B
External body frame B force by effector
[Unit(UnitType.NEWTON)]
[ReadOnly]
[Metadata(DisplayName = "Body Force")]
public Vector3 Force_B
Field Value
Force_N
External inertial force N by effector
[Unit(UnitType.NEWTON)]
[ReadOnly]
[Metadata(DisplayName = "Inertial Force", IsAdvanced = true)]
public Vector3 Force_N
Field Value
In_BodyMassMsg
Message ID for incoming body mass state
public MassMessage? In_BodyMassMsg
Field Value
Torque_LB_B
External body frame B torque by effector
[Unit(UnitType.NEWTON_METRE)]
[ReadOnly]
[Metadata(DisplayName = "Body Torque")]
public Vector3 Torque_LB_B
Field Value
Methods
ComputeDynamics(double)
Method to compute the force and torque on the body. This will be triggered by the spacecraft on an Update call.
public virtual void ComputeDynamics(double time)
Parameters
time
double[s] The current integration time
LinkStateProperties(StateModel)
Links and registers any of the states from the state model that is associated with the root object.
public virtual void LinkStateProperties(StateModel properties)
Parameters
properties
StateModelThe model that contains the list of states to fetch
OnUpdate(double, double)
Called when the object should update from the simulation tick. This will take in a time and a step, where the time is the time of the clock before updating the object.
protected override void OnUpdate(double time, double step)
Parameters
time
double[s] Current time of the simulation before the update
step
double[s] The time-step to update during this tick
ReadInputs()
Reads inputs from messages and stores them in variables.
protected virtual void ReadInputs()