shmodot/scripts/orbits/OrbitSystem.cs

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2022-08-31 22:18:47 +02:00
using Godot;
using System;
public class OrbitSystem : Node, IMassive, ILocation
{
[Export] private NodePath _a;
[Export] private NodePath _b;
[Export] private NodePath _barycenter;
private readonly PointMass[] _pointMasses = new PointMass[2];
public Vector3 Position => Barycenter;
[Export]
public Vector3 Barycenter
{
get
{
var p0 = _pointMasses[0].Position;
var p1 = _pointMasses[1].Position;
return p0.LinearInterpolate(p1, .5f);
}
set => _ = value;
}
public float Mass { get; } = 1;
private ImmediateGeometry _orbit;
public override void _Ready()
{
InitPointMasses();
InitGeometry();
}
public override void _Process(float delta)
{
DrawOrbit();
}
private void DrawOrbit()
{
int steps = 100;
_orbit.Clear();
_orbit.Begin(Mesh.PrimitiveType.LineLoop);
_orbit.SetColor(new Color(1, 0, 0));
for (int i = 0; i < steps; i++)
{
float t = i / (float)steps;
float a = t * Mathf.Tau;
_orbit.AddVertex(new Vector3
{
x = Mathf.Sin(a),
z = Mathf.Cos(a)
});
}
_orbit.End();
}
private void InitGeometry()
{
_orbit = new ImmediateGeometry();
var m = new SpatialMaterial();
m.VertexColorUseAsAlbedo = true;
m.FlagsUnshaded = true;
_orbit.MaterialOverride = m;
AddChild(_orbit);
}
private void InitPointMasses()
{
var a = GetPointMass(_a);
var b = GetPointMass(_b);
if (a.Mass > b.Mass)
{
_pointMasses[0] = a;
_pointMasses[1] = b;
}
else
{
_pointMasses[0] = b;
_pointMasses[1] = a;
}
}
private PointMass GetPointMass(NodePath path)
{
var spatial = GetNode<Spatial>(path);
//var massive = node.GetChild<IMassive>(0);
return new PointMass(spatial, 1f);
}
}