draw circle
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1e0268032f
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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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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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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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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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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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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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