implement ellipse

This commit is contained in:
ktyl 2022-09-04 11:35:13 +01:00 committed by Cat Flynn
parent c66e17e201
commit 3ab4d0a253
5 changed files with 100 additions and 13 deletions

12
scripts/orbits/Orbit.cs Normal file
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@ -0,0 +1,12 @@
using Godot;
using System;
public class Orbit
{
public Orbit(PointMass a, PointMass b)
{
}
// ellipse
}

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@ -26,7 +26,9 @@ public class OrbitSystem : Node, IMassive, ILocation
public float Mass { get; } = 1; public float Mass { get; } = 1;
private ImmediateGeometry _orbit; private Orbit _orbit;
private ImmediateGeometry _orbitGeometry;
public override void _Ready() public override void _Ready()
{ {
@ -39,35 +41,45 @@ public class OrbitSystem : Node, IMassive, ILocation
DrawOrbit(); DrawOrbit();
} }
private void InitOrbit()
{
}
private void DrawOrbit() private void DrawOrbit()
{ {
int steps = 100; int steps = 100;
_orbit.Clear(); _orbitGeometry.Clear();
_orbit.Begin(Mesh.PrimitiveType.LineLoop); _orbitGeometry.Begin(Mesh.PrimitiveType.LineLoop);
_orbit.SetColor(new Color(1, 0, 0)); _orbitGeometry.SetColor(new Color(1, 0, 0));
var ellipse = new Ellipse(1, .5);
for (int i = 0; i < steps; i++) for (int i = 0; i < steps; i++)
{ {
float t = i / (float)steps; float t = i / (float)steps;
float a = t * Mathf.Tau; float a = t * Mathf.Tau;
_orbit.AddVertex(new Vector3 var v2 = ellipse.Focus0 + ellipse.GetPosition(a);
_orbitGeometry.AddVertex(new Vector3
{ {
x = Mathf.Sin(a), x = (float)v2.X,
z = Mathf.Cos(a) z = (float)v2.Y
}); });
} }
_orbit.End(); _orbitGeometry.End();
} }
private void InitGeometry() private void InitGeometry()
{ {
_orbit = new ImmediateGeometry(); _orbitGeometry = new ImmediateGeometry();
var m = new SpatialMaterial(); var m = new SpatialMaterial();
m.VertexColorUseAsAlbedo = true; m.VertexColorUseAsAlbedo = true;
m.FlagsUnshaded = true; m.FlagsUnshaded = true;
_orbit.MaterialOverride = m; _orbitGeometry.MaterialOverride = m;
AddChild(_orbit); AddChild(_orbitGeometry);
} }
private void InitPointMasses() private void InitPointMasses()

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@ -1,7 +1,7 @@
using Godot; using Godot;
using System; using System;
public class Planet : Node public class Planet : Node, IMassive
{ {
[Export] [Export]
public float Mass { get; set; } public float Mass { get; set; }

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@ -1,6 +1,6 @@
using Godot; using Godot;
struct PointMass : IMassive, ILocation public struct PointMass : IMassive, ILocation
{ {
public float Mass => _massive == null ? _mass : _massive.Mass; public float Mass => _massive == null ? _mass : _massive.Mass;
public Vector3 Position => _spatial.Translation; public Vector3 Position => _spatial.Translation;

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@ -0,0 +1,63 @@
using Godot;
using System;
using Vim.Math3d;
public struct Ellipse
{
public Ellipse(double a = 1, double e = 0)
{
SemiMajorAxis = a;
Eccentricity = e;
// TODO: this is an immutable struct, so initialise everything else
// in the constructor to avoid recalculating properties whenever
// they are accessed
}
/// <summary>
/// Semi-major axis
/// </summary>
public double a => SemiMajorAxis;
public double SemiMajorAxis { get; }
/// <summary>
/// Eccentricity
/// </summary>
public double e => Eccentricity;
public double Eccentricity { get; }
/// <summary>
/// Semi-minor axis
/// </summary>
public double b => SemiMinorAxis;
public double SemiMinorAxis => Math.Sqrt(Apisides.max * Apisides.min);
/// <summary>
/// Get a position on the auxiliary circle
/// </summary>
/// <param name="t">Angle in radians around the circle</param>
/// <returns>2D position on the circle scaled by the semi-major axis</returns>
public DVector2 GetAuxiliaryPosition2D(double t = 0) =>
new DVector2(Math.Cos(t), Math.Sin(t)) * a;
private Apisides Apisides => new Apisides(a, e);
public DVector2 GetPosition(double t) =>
new DVector2(Math.Cos(t) * a, Math.Sin(t) * b);
public DVector2 Focus0 => new DVector2(-GetFocusDistance(), 0);
public DVector2 Focus1 => new DVector2(GetFocusDistance(), 0);
private double GetFocusDistance() => Math.Sqrt(a * a - b * b);
}
public struct Apisides
{
public readonly double min;
public readonly double max;
public Apisides(double a, double e)
{
min = a * (1 - e);
max = a * (1 + e);
}
}