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Source files: 5 | Classes: 43 | Methods: 11 | Enums: 11
CognitiveCode.Silvia.Api
SilviaApiBallistics
static class
Static ballistics calculation methods - accessible like Math.Func()
Source: sv_apiBallistics.cs
Methods
Initialize
void Initialize ( )
Initialize the ballistics calculator with default components
CognitiveCode.Silvia.Ballistics
AreaTarget
class
Military specification area target definition
Source: SilviaBallisticsCore.cs
Constants and Fields
BoundaryPointCount
int
centerCoordinate
Vector3
shape
TargetShape
AreaTargetResult
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
centerPoint
Vector3
coverage
float
dispersionPattern
DispersionPattern
recommendedAimPoint
Vector3
SolutionCount
int
solutionType
CalculationType
targetArea
AreaTarget
Ballistics
class
Instance-based ballistics calculations - requires core initialization
Source: sv_apiBallistics.cs
BallisticsCalculator
class
Advanced BallisticsCalculator - Core computational engine for trajectory calculations.
Enhanced with hypersonic physics, intercept capabilities, and multi-domain engagements.
Unity-style component composition without Unity dependencies.
Source: SilviaBallisticsCore.cs
Constants and Fields
gravitationalAccel
float
includeAdvancedAtmosphere
bool
includeCoriolis
bool
includeHypersonicEffects
bool
maxIterations
int
precision
float
timeStep
float
Methods
Initialize
void Initialize ( EnvironmentalConditions env, ProjectileProfile proj, BarrelConfiguration barrelConfig )
Initialize calculator with required components
BarrelConfiguration
class
Source: SilviaBallisticsCore.cs
Enumerations
FuzeType
Values: PointDetonating, TimeDelayed, Proximity, MultiOption
PatternType
Values: Concentration, ZoneCoverage, Search, Neutralization, Destruction
SheafType
Values: Parallel, Converged, Open, Special
TargetHardness
Values: Soft, SemiHard, Hard, SuperHard
TargetPriority
Values: H1_Critical, H2_High, H3_Medium, H4_Low, Opportunity
TargetShape
Values: Rectangular, Circular, Elliptical, IrregularPolygon
TargetType
Values: Personnel, LightVehicles, ArmoredVehicles, Structures, Equipment, Supplies, Communications, Artillery
Constants and Fields
maxElevation
float
minElevation
float
muzzleVelocity
float
position
Vector3
DispersionPattern
class
Military specification dispersion pattern for area engagement
Source: SilviaBallisticsCore.cs
Constants and Fields
AimPointCount
int
Aim point count
blastOverpressure
float
Blast overpressure
chargeTemperatureVar
float
Propellant temperature variation
circularErrorProbable
float
Circular error probable
coverageEfficiency
float
Coverage efficiency
damageRadius
float
Damage radius
deflectionProbableError
float
Deflection probable error
ellipseOrientation
float
Ellipse orientation
fragmentRange
float
Fragment range
fuzeType
FuzeType
hitProbabilities
float[]
Hit probabilities
humidityCorrection
float
Humidity effect on dispersion
lethalRadius
float
Lethal radius
majorAxisLength
float
Major axis length
minorAxisLength
float
Minor axis length
multipleRoundStdDev
float
Multiple round standard deviation
numberOfRounds
int
Number of rounds
patternCenter
Vector3
Pattern center
patternType
PatternType
rangeProbableError
float
Range probable error
redundancyFactor
float
Redundancy factor
roundSpacing
float
Round spacing
sheafType
SheafType
temperatureCorrection
float
Temperature effect on dispersion
windDriftCorrection
float
Wind drift correction
EnhancedTrajectoryPoint
class
Source: SilviaBallisticsCore.cs
Constants and Fields
altitude
float
geoPosition
GeoCoordinate
machNumber
float
position
Vector3
speed
float
time
float
velocity
Vector3
EnvironmentalConditions
class
Source: SilviaBallisticsCore.cs
Constants and Fields
groundLevel
float
includeCoriolis
bool
pressure
float
temperature
float
wind
Vector3
FiringSolution
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
classification
string
elevation
float
energyAtTarget
float
feasible
bool
hitProbability
float
impactVelocity
float
timeOfFlight
float
trajectory
TrajectoryData
ForceData
class
Source: SilviaBallisticsCore.cs
Constants and Fields
coriolis
Vector3
drag
Vector3
gravity
Vector3
magnusEffect
Vector3
wind
Vector3
GeoCoordinate
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
altitude
float
latitude
double
longitude
double
GeoInterceptSolution
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
bearingToIntercept
float
closureRate
float
feasible
bool
interceptorAzimuth
float
interceptorElevation
float
interceptorPositionGeo
GeoCoordinate
interceptPoint
Vector3
interceptPointGeo
GeoCoordinate
interceptProbability
float
missDistance
float
rangeToIntercept
float
targetImpactGeo
GeoCoordinate
targetPredictedImpact
Vector3
timeToIntercept
float
HeaderAttribute
class
Source: SilviaBallisticsCore.cs
Constants and Fields
header
string
InterceptSolution
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
closureRate
float
feasible
bool
interceptorAzimuth
float
interceptorElevation
float
interceptPoint
Vector3
interceptProbability
float
missDistance
float
targetPredictedImpact
Vector3
timeToIntercept
float
PointTargetResult
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
SolutionCount
int
solutionType
CalculationType
target
Vector3
ProjectileProfile
class
Source: SilviaBallisticsCore.cs
Constants and Fields
circularErrorProbable
float
crossSectionalArea
float
dragCoefficient
float
mass
float
maxRange
float
spinRate
float
SerializeFieldAttribute
class
Source: SilviaBallisticsCore.cs
TimeOfFlightResult
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
desiredTOF
float
SolutionCount
int
solutionType
CalculationType
TrajectoryData
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
impactAngle
float
impactVelocity
float
maxHeight
float
range
float
timeOfFlight
float
TrajectoryPoint
struct
Source: SilviaBallisticsCore.cs
Constants and Fields
altitude
float
position
Vector3
speed
float
time
float
velocity
Vector3
Vector3
struct
Custom Vector3 struct.
Source: SilviaBallisticsCore.cs
GTOS.Ballistics
AtmosphericPhysics
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateAirDensity
double CalculateAirDensity ( double altitude_m, AtmosphereModel model )
Calculate air density using ICAO Standard Atmosphere model
Altitude range: 0-86,000 meters
AtmosphericState
readonly struct
Atmospheric conditions at specific altitude
MIL-SPEC: 32 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
Altitude_m
readonly double
Density_kg_m3
readonly double
Pressure_Pa
readonly double
SoundSpeed_m_s
readonly double
Temperature_K
readonly double
BallisticsConstants
static class
Source: BallisticsCoreAtomics.cs
Constants and Fields
AIR_DENSITY_SEA_LEVEL
const double
AIR_PRESSURE_SEA_LEVEL
const double
GAMMA_AIR
const double
REYNOLDS_NUMBER_CRITICAL
const double
SPEED_OF_SOUND_SEA_LEVEL
const double
WGS84_ECCENTRICITY_SQ
const double
WGS84_FLATTENING
const double
BallisticsFailureCodes
static class
Source: BallisticsCoreAtomics.cs
Enumerations
AtmosphereModel
Atmospheric model type
Values: Standard, Hot, Cold, HighAltitude, Custom
FlowRegime
Flow regime classification (for drag modeling)
Values: Subsonic, Transonic, Supersonic, Hypersonic, Reentry, FreeMolecular
ProjectileType
Projectile type classification
Values: Bullet, Artillery, Missile, Rocket, Interceptor, HypersonicGlide, Railgun
TargetType
Target type classification
Values: PointStatic, PointMoving, AreaStatic, AreaMoving, Aerial, Hypersonic
Constants and Fields
CalculationFailure
const double
Error return value for failed calculations
BallisticsNetworks
static class
Source: BallisticsNetworks.cs
Methods
CreateFireControlNetwork
ExecutionNetwork CreateFireControlNetwork ( )
Create Fire Control Solution Network for point targets.
Calculates elevation, azimuth, time of flight, and hit probability.
DispersionPhysics
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateCEP
double CalculateCEP ( double standardDeviation_m )
Calculate circular error probable (CEP) for weapon system
CEP = σ × 1.1774 (for 2D Gaussian distribution)
DragPhysics
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateDragForce
double CalculateDragForce ( double velocity_m_s, double airDensity_kg_m3, double dragCoeff, double crossSectionArea_m2 )
Calculate standard drag force: F_drag = 0.5 × ρ × v² × C_d × A
FireControlSolution
readonly struct
Fire control solution for single target
MIL-SPEC: 80 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
Azimuth_rad
readonly double
Elevation_rad
readonly double
HitProbability
readonly double
ImpactAngle_rad
readonly double
ImpactVelocity_m_s
readonly double
IsFeasible
readonly bool
MaxOrdinate_m
readonly double
Range_m
readonly double
TimeOfFlight_s
readonly double
GeoCoordinate
readonly struct
Geographic coordinate (WGS84 geodetic)
MIL-SPEC: 24 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
Altitude_m
readonly double
GeodeticTransforms
static class
Source: BallisticsCoreAtomics.cs
Methods
GeodeticToCartesian
GTDVector3 GeodeticToCartesian ( GeoCoordinate geo )
Convert geodetic coordinates (lat/lon/alt) to ECEF Cartesian (WGS84)
GravitationalPhysics
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateGravity
double CalculateGravity ( double altitude_m )
Calculate gravitational acceleration accounting for altitude
g(h) = GM / (R + h)²
InterceptGeometry
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateSmoothedVelocity
GTDVector3 CalculateSmoothedVelocity ( GTDVector3 pos0, GTDVector3 pos1, GTDVector3 pos2, double time0, double time1, double time2 )
Calculate smoothed velocity using three trajectory points
Uses weighted average (70% recent, 30% previous) for noise reduction
InterceptSolution
readonly struct
Intercept solution geometry
MIL-SPEC: 96 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
InterceptorVelocity_m_s
readonly GTDVector3
InterceptPoint_m
readonly GTDVector3
InterceptProbability
readonly double
IsFeasible
readonly bool
LaunchAzimuth_rad
readonly double
LaunchElevation_rad
readonly double
MissDistance_m
readonly double
TimeToIntercept_s
readonly double
ProjectileCharacteristics
readonly struct
Projectile physical characteristics
MIL-SPEC: 48 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
Diameter_m
readonly double
Length_m
readonly double
Mass_kg
readonly double
TargetState
readonly struct
Target state for intercept calculations
MIL-SPEC: 72 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
Acceleration_m_s2
readonly GTDVector3
Position_m
readonly GTDVector3
RadarCrossSection_m2
readonly double
Timestamp_s
readonly double
Type
readonly TargetType
Velocity_m_s
readonly GTDVector3
TrajectoryIntegration
static class
Source: BallisticsCoreAtomics.cs
Methods
IntegrateTrajectoryStep
void IntegrateTrajectoryStep ( ref GTDVector3 position, ref GTDVector3 velocity, GTDVector3 acceleration, double timestep_s )
Single timestep trajectory integration (RK4 or Euler)
Updates position and velocity based on forces
WindCorrections
static class
Source: BallisticsCoreAtomics.cs
Methods
CalculateWindDrift
double CalculateWindDrift ( WindVector wind, double timeOfFlight_s, double elevation_rad )
Calculate wind drift for projectile
Simplified model: drift ≈ (windSpeed × timeOfFlight) / cos(elevation)
WindVector
readonly struct
Wind conditions (3D vector)
MIL-SPEC: 24 bytes
Source: BallisticsCoreAtomics.cs
Constants and Fields
East_m_s
readonly double
North_m_s
readonly double
GTOS.Ballistics.Execution
BallisticsAPI
static class
Source: BallisticsExecutionEngine.cs
BallisticsExecutionEngine
static class
Ballistics domain execution engine
Self-contained execution using BallisticsCoreAtomics directly
Source: BallisticsExecutionEngine.cs
BallisticsResult
struct
Network result container
Source: BallisticsExecutionEngine.cs
Constants and Fields
Count
int
ParameterIds
int[]
ParameterValues
object[]
Generated from GTOS Savants source -- 2026-03-22

