draw circle
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				@ -1,17 +1,13 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scenes/OrbitSystem.tscn" type="PackedScene" id=4]
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[node name="Main" type="Node2D"]
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[node name="Train" parent="." instance=ExtResource( 1 )]
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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[node name="Railway" parent="." instance=ExtResource( 2 )]
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script = null
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[node name="Orbit System" parent="." instance=ExtResource( 4 )]
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										15
									
								
								scenes/OrbitSystem.tscn
									
									
									
									
									
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										15
									
								
								scenes/OrbitSystem.tscn
									
									
									
									
									
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							@ -0,0 +1,15 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1]
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[node name="Orbit System" type="Spatial"]
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script = ExtResource( 1 )
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_a = NodePath("A")
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_b = NodePath("B")
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_barycenter = NodePath("Barycenter")
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[node name="A" type="Spatial" parent="."]
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[node name="B" type="Spatial" parent="."]
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[node name="Barycenter" type="Spatial" parent="."]
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										7
									
								
								scripts/orbits/ILocation.cs
									
									
									
									
									
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										7
									
								
								scripts/orbits/ILocation.cs
									
									
									
									
									
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using Godot;
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using System;
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public interface ILocation
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{
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    Vector3 Position { get; }
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}
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										7
									
								
								scripts/orbits/IMassive.cs
									
									
									
									
									
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										7
									
								
								scripts/orbits/IMassive.cs
									
									
									
									
									
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using Godot;
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using System;
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public interface IMassive
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{
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    float Mass { get; }
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}
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										97
									
								
								scripts/orbits/OrbitSystem.cs
									
									
									
									
									
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										97
									
								
								scripts/orbits/OrbitSystem.cs
									
									
									
									
									
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using Godot;
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using System;
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public class OrbitSystem : Node, IMassive, ILocation
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{
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    [Export] private NodePath _a;
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    [Export] private NodePath _b;
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    [Export] private NodePath _barycenter;
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    private readonly PointMass[] _pointMasses = new PointMass[2];
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    public Vector3 Position => Barycenter;
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    [Export]
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    public Vector3 Barycenter
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    {
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        get
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        {
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            var p0 = _pointMasses[0].Position;
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            var p1 = _pointMasses[1].Position;
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            return p0.LinearInterpolate(p1, .5f);
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        }
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        set => _ = value;
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    }
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    public float Mass { get; } = 1;
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    private ImmediateGeometry _orbit;
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    public override void _Ready()
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    {
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        InitPointMasses();
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        InitGeometry();
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    }
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    public override void _Process(float delta)
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    {
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        DrawOrbit();
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    }
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    private void DrawOrbit()
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    {
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        int steps = 100;
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        _orbit.Clear();
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        _orbit.Begin(Mesh.PrimitiveType.LineLoop);
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        _orbit.SetColor(new Color(1, 0, 0));
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        for (int i = 0; i < steps; i++)
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        {
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            float t = i / (float)steps;
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            float a = t * Mathf.Tau;
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            _orbit.AddVertex(new Vector3
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            {
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                x = Mathf.Sin(a),
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                z = Mathf.Cos(a)
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            });
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        }
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        _orbit.End();
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    }
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    private void InitGeometry()
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    {
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        _orbit = new ImmediateGeometry();
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        var m = new SpatialMaterial();
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        m.VertexColorUseAsAlbedo = true;
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        m.FlagsUnshaded = true;
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        _orbit.MaterialOverride = m;
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        AddChild(_orbit);
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    }
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    private void InitPointMasses()
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    {
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        var a = GetPointMass(_a);
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        var b = GetPointMass(_b);
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        if (a.Mass > b.Mass)
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        {
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            _pointMasses[0] = a;
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            _pointMasses[1] = b;
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        }
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        else
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        {
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            _pointMasses[0] = b;
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            _pointMasses[1] = a;
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        }
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    }
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    private PointMass GetPointMass(NodePath path)
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    {
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        var spatial = GetNode<Spatial>(path);
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        //var massive = node.GetChild<IMassive>(0);
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        return new PointMass(spatial, 1f);
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    }
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}
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										18
									
								
								scripts/orbits/Planet.cs
									
									
									
									
									
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										18
									
								
								scripts/orbits/Planet.cs
									
									
									
									
									
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using Godot;
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using System;
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public class Planet : Node
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{
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    [Export]
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    public float Mass { get; set; }
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    public override void _Ready()
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    {
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    }
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    //  public override void _Process(float delta)
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    //  {
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    //
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    //  }
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}
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										25
									
								
								scripts/orbits/PointMass.cs
									
									
									
									
									
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								scripts/orbits/PointMass.cs
									
									
									
									
									
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using Godot;
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struct PointMass : IMassive, ILocation
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{
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    public float Mass => _massive == null ? _mass : _massive.Mass;
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    public Vector3 Position => _spatial.Translation;
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    private IMassive _massive;
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    private Spatial _spatial;
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    private float _mass;
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    public PointMass(Spatial spatial, IMassive massive)
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    {
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        _spatial = spatial;
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        _massive = massive;
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        _mass = 0;
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    }
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    public PointMass(Spatial spatial, float mass)
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    {
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        _spatial = spatial;
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        _massive = null;
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        _mass = mass;
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    }
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}
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