parent
bc28d4d172
commit
5197362280
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=3 format=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/OrbitCamera.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scenes/orbits/OrbitSystem.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scenes/orbits/Barycenter.tscn" type="PackedScene" id=4]
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[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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@ -10,9 +10,8 @@ transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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[node name="Orbit System" parent="." instance=ExtResource( 4 )]
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[node name="Barycenter" parent="." instance=ExtResource( 4 )]
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transform = Transform( 0.856869, 0.3292, -0.396741, 0.0949996, 0.655565, 0.749139, 0.506706, -0.679604, 0.53046, -0.599122, 0, 0 )
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transform = Transform( 0.856869, 0.3292, -0.396741, 0.0949996, 0.655565, 0.749139, 0.506706, -0.679604, 0.53046, -0.599122, 0, 0 )
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SemiMajorAxis = 6.166
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SemiMajorAxis = 6.166
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Eccentricity = 0.239
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Eccentricity = 0.239
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Period = 1.0
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_speed = 0.877
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_speed = 0.877
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@ -3,20 +3,17 @@
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[ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1]
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[ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1]
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[ext_resource path="res://scenes/orbits/Planet.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/orbits/Planet.tscn" type="PackedScene" id=2]
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[node name="Orbit System" type="Spatial"]
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[node name="Barycenter" type="Spatial"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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SemiMajorAxis = 6.881
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SemiMajorAxis = 6.881
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Eccentricity = 0.399
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Eccentricity = 0.399
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Period = 10.0
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_a = NodePath("Planet A")
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_a = NodePath("Planet A")
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_b = NodePath("Planet B")
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_b = NodePath("Planet B")
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_barycenter = NodePath("Barycenter")
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_barycenter = NodePath("")
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[node name="Barycenter" type="Spatial" parent="."]
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[node name="Planet A" parent="." instance=ExtResource( 2 )]
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[node name="Planet A" parent="." instance=ExtResource( 2 )]
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transform = Transform( 0.999977, 0.00603502, 0.00319089, -0.00604282, 0.999979, 0.0024369, -0.00317609, -0.00245615, 0.999992, 0, 0, 0 )
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transform = Transform( 0.999977, 0.00603502, 0.00319089, -0.00604282, 0.999979, 0.0024369, -0.00317609, -0.00245615, 0.999992, 0, 0, 0 )
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[node name="Planet B" parent="." instance=ExtResource( 2 )]
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[node name="Planet B" parent="." instance=ExtResource( 2 )]
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -8.44634, 0, -3.53339 )
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -9.62645, 0, -0.0287273 )
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Mass = 0.125
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Mass = 0.125
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@ -3,5 +3,5 @@ using System;
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public interface IMassive
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public interface IMassive
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{
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{
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float Mass { get; }
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double Mass { get; }
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}
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}
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@ -0,0 +1,4 @@
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public static class IMassiveExtensions
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{
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public static double U(this IMassive m) => Kepler.U(m.Mass);
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}
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@ -0,0 +1,6 @@
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using Vim.Math3d;
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public interface IOrbit : IEllipse
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{
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DVector2 GetPosition(float t);
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}
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@ -0,0 +1,13 @@
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using Vim.Math3d;
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using static System.Math;
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public static class IOrbitalElementsExtensions
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{
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/// <summary>
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/// Get the Cartesian position on the orbit for a given mean anomaly.
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/// </summary>
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/// <param name="M">Mean anomaly</param>
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/// <returns>Position</returns>
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public static DVector2 GetEccentricPosition2D(this OrbitalElements elements, double M) =>
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Kepler.GetEccentricPosition2D(elements.e, elements.a, M);
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}
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@ -2,22 +2,49 @@ using Godot;
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using System;
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using System;
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using Vim.Math3d;
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using Vim.Math3d;
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public class Orbit
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public class Orbit : IOrbit
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{
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{
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// The position of the primary body relative to the ellipse - the
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#region IEllipse
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// orbit itself is presented as being centred on the primary, but
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public double a => Ellipse.a;
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// all our math is elliptical.
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public double b => Ellipse.b;
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private DVector2 PrimaryPosition => Ellipse.Focus0;
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public double e => Ellipse.e;
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public DVector2[] Foci => Ellipse.Foci;
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#endregion
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public Ellipse Ellipse { get; set; }
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public IEllipse Ellipse { get; set; }
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private double U => Kepler.U(_massive.Mass);
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private readonly IMassive _massive;
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private readonly ILocation _satellite;
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/// <summary>
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/// An orbit is treated as one stationary body at one focus of the orbit's ellipse.
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/// The satellite is treated as a massless point.
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/// </summary>
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/// <param name="massive">Mass of the object being orbited</param>
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/// <param name="satellite">The orbiting body</param>
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public Orbit(IMassive massive, ILocation satellite)
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{
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// semi-major axis is distance of satellite from origin
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var a = satellite.Position.Magnitude();
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// TODO: determine eccentricity better
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var e = 0.8f;
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this.Ellipse = new Ellipse(a, e);
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_massive = massive;
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_satellite = satellite;
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}
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public DVector3 GetPosition(float t)
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public DVector3 GetPosition(float t)
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{
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{
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var a = Ellipse.a;
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var e = Ellipse.e;
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Kepler.GetPeriod(a, U);
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// TODO: determine period from mass of orbiting bodies
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// TODO: determine period from mass of orbiting bodies
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var P = 10f;
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var P = 10f;
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var a = Ellipse.a;
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var e = Ellipse.e;
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var M = Kepler.GetMeanAnomaly(t, P);
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var M = Kepler.GetMeanAnomaly(t, P);
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var E = Kepler.GetEccentricAnomaly(e, M) + Math.PI;
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var E = Kepler.GetEccentricAnomaly(e, M) + Math.PI;
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float t = i / (float)steps;
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float t = i / (float)steps;
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float a = t * Mathf.Tau;
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float a = t * Mathf.Tau;
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var v2 = Ellipse.Focus0 + Ellipse.GetPosition(a);
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var v2 = Ellipse.Foci[0] + Ellipse.GetPosition(a);
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geo.AddVertex(new Godot.Vector3
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geo.AddVertex(new Godot.Vector3
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{
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{
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using Godot;
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using Godot;
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using System;
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using System;
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using System.Collections.Generic;
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using Vim.Math3d;
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using Vim.Math3d;
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[Tool]
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[Tool]
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public class OrbitSystem : Node, IMassive, ILocation
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public class OrbitSystem : Node, IPointMass
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{
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{
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[Export] private NodePath _a;
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[Export]
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[Export] private NodePath _b;
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private NodePath[] _pointMassPaths;
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[Export] private NodePath _barycenter;
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private double _semiMajorAxis;
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private double _semiMajorAxis;
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[Export]
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[Export]
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}
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}
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}
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}
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#region Point Masses
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private IPointMass[] _pointMasses;
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private IPointMass Primary
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public IPointMass[] Orbiters
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{
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{
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get
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get
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{
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{
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if (_pointMasses[0] == null)
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if (_pointMasses == null)
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{
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{
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InitPointMasses();
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_pointMasses = new IPointMass[_pointMassPaths.Length];
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}
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// give each body an orbit around ourselves
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return _pointMasses[0];
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for (int i = 0; i < _pointMassPaths.Length; i++)
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{
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_pointMasses[i] = GetNode<IPointMass>(_pointMassPaths[i]);
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}
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}
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}
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}
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private IPointMass Secondary
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return _pointMasses;
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}
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}
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public double Mass
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{
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{
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get
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get
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{
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{
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if (_pointMasses[1] == null)
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double mass = 0;
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foreach (var pointMass in _pointMasses)
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{
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{
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InitPointMasses();
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mass += pointMass.Mass;
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}
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}
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return _pointMasses[1];
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return mass;
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}
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}
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}
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}
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private readonly IPointMass[] _pointMasses = new IPointMass[2];
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public DVector3 Position { get; set; }
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private void InitPointMasses()
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{
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var a = GetNode<IPointMass>(_a);
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var b = GetNode<IPointMass>(_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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#endregion
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public float Mass => Primary.Mass + Secondary.Mass;
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public DVector3 Position
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{
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get => Barycenter;
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set => Barycenter = value;
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}
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public DVector3 Barycenter
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{
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get
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{
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var p0 = Primary.Position;
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var p1 = Secondary.Position;
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return p0.Lerp(p1, .5f);
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}
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// TODO - make setting the berycenter do something sensible?
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set => _ = value;
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}
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private Orbit _orbit = null;
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private Orbit _orbit = null;
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private Orbit Orbit
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private Orbit Orbit
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Orbit.Ellipse = new Ellipse(SemiMajorAxis, Eccentricity);
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Orbit.Ellipse = new Ellipse(SemiMajorAxis, Eccentricity);
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Orbit.Draw(OrbitGeometry);
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Orbit.Draw(OrbitGeometry);
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Secondary.Position = Orbit.GetPosition(_time);
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Orbiter.Position = Orbit.GetPosition(_time);
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}
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}
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}
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}
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@ -0,0 +1,46 @@
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public struct OrbitalElements
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{
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private Ellipse _ellipse;
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/// <summary>
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/// Semi-major axis in AU
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/// </summary>
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public double a => _ellipse.a;
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/// <summary>
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/// Eccentricity
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/// </summary>
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public double e => _ellipse.e;
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/// <summary>
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/// Inclination in degrees
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/// </summary>
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public double i { get; private set; }
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/// <summary>
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/// Argument of ascending node in degrees
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/// </summary>
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public double W { get; private set; }
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/// <summary>
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/// Argument of periapsis in degrees
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/// </summary>
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public double p { get; private set; }
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/// <summary>
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/// Mean anomaly at epoch
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/// </summary>
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public double M0 { get; private set; }
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/// <summary>
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///
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/// </summary>
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/// <param name="a">Semi-major axis in AU</param>
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/// <param name="e">eccentricity</param>
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/// <param name="i">Inclination in degrees</param>
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/// <param name="W">Argument of ascending node in degrees</param>
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/// <param name="p">Argument of periapsis in degrees</param>
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/// <param name="M0">Mean anomaly at epoch</param>
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public OrbitalElements(double a, double e, double i, double W, double p, double M0)
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{
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_ellipse = new Ellipse(a, e);
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this.i = i;
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this.W = W;
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this.p = p;
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this.M0 = M0;
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}
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}
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@ -6,7 +6,7 @@ using Vim.Math3d;
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public class Planet : Spatial, IPointMass
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public class Planet : Spatial, IPointMass
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{
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{
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[Export]
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[Export]
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public float Mass { get; set; }
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public double Mass { get; set; }
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private DVector3? _position;
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private DVector3? _position;
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public DVector3 Position
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public DVector3 Position
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|
|
@ -2,7 +2,7 @@ using Godot;
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using System;
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using System;
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using Vim.Math3d;
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using Vim.Math3d;
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|
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public struct Ellipse
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public struct Ellipse : IEllipse
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{
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{
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public Ellipse(double a = 1, double e = 0)
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public Ellipse(double a = 1, double e = 0)
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{
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{
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@ -12,6 +12,16 @@ public struct Ellipse
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// TODO: this is an immutable struct, so initialise everything else
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// TODO: this is an immutable struct, so initialise everything else
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// in the constructor to avoid recalculating properties whenever
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// in the constructor to avoid recalculating properties whenever
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// they are accessed
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// they are accessed
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Apisides = new Apisides(a, e);
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b = Math.Sqrt(Apisides.max * Apisides.min);
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var d = Math.Sqrt(a * a - b * b);
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Foci = new DVector2[]
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{
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new DVector2(-d, 0),
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new DVector2(d, 0)
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};
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}
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}
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/// <summary>
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/// <summary>
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@ -29,8 +39,7 @@ public struct Ellipse
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/// <summary>
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/// <summary>
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/// Semi-minor axis
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/// Semi-minor axis
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/// </summary>
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/// </summary>
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public double b => SemiMinorAxis;
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public double b { get; }
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public double SemiMinorAxis => Math.Sqrt(Apisides.max * Apisides.min);
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/// <summary>
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/// <summary>
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/// Get a position on the auxiliary circle
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/// Get a position on the auxiliary circle
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@ -40,13 +49,10 @@ public struct Ellipse
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public DVector2 GetAuxiliaryPosition2D(double t = 0) =>
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public DVector2 GetAuxiliaryPosition2D(double t = 0) =>
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new DVector2(Math.Cos(t), Math.Sin(t)) * a;
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new DVector2(Math.Cos(t), Math.Sin(t)) * a;
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private Apisides Apisides => new Apisides(a, e);
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private Apisides Apisides { get; }
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public DVector2 GetPosition(double t) =>
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public DVector2[] Foci { get; }
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new DVector2(Math.Cos(t) * a, Math.Sin(t) * b);
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|
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public DVector2 Focus0 => new DVector2(-GetFocusDistance(), 0);
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public DVector2 Focus1 => new DVector2(GetFocusDistance(), 0);
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private double GetFocusDistance() => Math.Sqrt(a * a - b * b);
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private double GetFocusDistance() => Math.Sqrt(a * a - b * b);
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}
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}
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||||||
|
|
|
@ -0,0 +1,20 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
using Vim.Math3d;
|
||||||
|
|
||||||
|
public interface IEllipse
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Semi-major axis
|
||||||
|
/// </summary>
|
||||||
|
double a { get; }
|
||||||
|
double b { get; }
|
||||||
|
/// <summary>
|
||||||
|
/// Eccentricity
|
||||||
|
/// </summary>
|
||||||
|
double e { get; }
|
||||||
|
/// <summary>
|
||||||
|
/// Positions of the two foci of the ellipse
|
||||||
|
/// </summary>
|
||||||
|
DVector2[] Foci { get; }
|
||||||
|
}
|
|
@ -0,0 +1,8 @@
|
||||||
|
using Vim.Math3d;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public static class IEllipseExtensions
|
||||||
|
{
|
||||||
|
public static DVector2 GetPosition(this IEllipse e, double t) =>
|
||||||
|
new DVector2(Math.Cos(t) * e.a, Math.Sin(t) * e.b);
|
||||||
|
}
|
Loading…
Reference in New Issue