implement ellipse
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				| @ -1,19 +1,14 @@ | |||||||
| [gd_scene load_steps=4 format=2] | [gd_scene load_steps=3 format=2] | ||||||
| 
 | 
 | ||||||
| [ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1] |  | ||||||
| [ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2] |  | ||||||
| [ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3] | [ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3] | ||||||
|  | [ext_resource path="res://scenes/OrbitSystem.tscn" type="PackedScene" id=4] | ||||||
| 
 | 
 | ||||||
| [node name="Main" type="Node2D"] | [node name="Main" type="Node2D"] | ||||||
| 
 | 
 | ||||||
| [node name="DirectionalLight" type="DirectionalLight" parent="."] | [node name="DirectionalLight" type="DirectionalLight" parent="."] | ||||||
| transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 ) | transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 ) | ||||||
|  | visible = false | ||||||
| 
 | 
 | ||||||
| [node name="OrbitCamera" parent="." instance=ExtResource( 3 )] | [node name="Camera" parent="." instance=ExtResource( 3 )] | ||||||
| _speed = 0.5 |  | ||||||
| 
 | 
 | ||||||
| [node name="Railway" parent="." instance=ExtResource( 2 )] | [node name="Orbit System" parent="." instance=ExtResource( 4 )] | ||||||
| 
 |  | ||||||
| [node name="Train" parent="." instance=ExtResource( 1 )] |  | ||||||
| _speed = 5.0 |  | ||||||
| _railwayPath = NodePath("../Railway") |  | ||||||
|  | |||||||
							
								
								
									
										12
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
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										12
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
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							| @ -0,0 +1,12 @@ | |||||||
|  | using Godot; | ||||||
|  | using System; | ||||||
|  | 
 | ||||||
|  | public class Orbit | ||||||
|  | { | ||||||
|  |     public Orbit(PointMass a, PointMass b) | ||||||
|  |     { | ||||||
|  | 
 | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // ellipse | ||||||
|  | } | ||||||
| @ -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() | ||||||
|  | |||||||
| @ -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; } | ||||||
|  | |||||||
| @ -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; | ||||||
|  | |||||||
							
								
								
									
										63
									
								
								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
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								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
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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); | ||||||
|  |     } | ||||||
|  | } | ||||||
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