implement ellipse
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								scripts/orbits/Orbit.cs
									
									
									
									
									
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										12
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
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							@ -0,0 +1,12 @@
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using Godot;
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using System;
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public class Orbit
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{
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    public Orbit(PointMass a, PointMass b)
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    {
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    }
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    // ellipse
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}
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@ -26,7 +26,9 @@ public class OrbitSystem : Node, IMassive, ILocation
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    public float Mass { get; } = 1;
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    private ImmediateGeometry _orbit;
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    private Orbit _orbit;
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    private ImmediateGeometry _orbitGeometry;
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    public override void _Ready()
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    {
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@ -39,35 +41,45 @@ public class OrbitSystem : Node, IMassive, ILocation
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        DrawOrbit();
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    }
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    private void InitOrbit()
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    {
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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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        _orbitGeometry.Clear();
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        _orbitGeometry.Begin(Mesh.PrimitiveType.LineLoop);
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        _orbitGeometry.SetColor(new Color(1, 0, 0));
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        var ellipse = new Ellipse(1, .5);
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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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            var v2 = ellipse.Focus0 + ellipse.GetPosition(a);
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            _orbitGeometry.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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                x = (float)v2.X,
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                z = (float)v2.Y
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            });
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        }
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        _orbit.End();
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        _orbitGeometry.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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        _orbitGeometry = 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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        _orbitGeometry.MaterialOverride = m;
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        AddChild(_orbitGeometry);
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    }
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    private void InitPointMasses()
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@ -1,7 +1,7 @@
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using Godot;
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using System;
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public class Planet : Node
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public class Planet : Node, IMassive
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{
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    [Export]
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    public float Mass { get; set; }
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@ -1,6 +1,6 @@
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using Godot;
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struct PointMass : IMassive, ILocation
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public 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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										63
									
								
								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
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										63
									
								
								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
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							@ -0,0 +1,63 @@
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using Godot;
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using System;
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using Vim.Math3d;
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public struct Ellipse
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{
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    public Ellipse(double a = 1, double e = 0)
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    {
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        SemiMajorAxis = a;
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        Eccentricity = e;
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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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        // they are accessed
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    }
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    /// <summary>
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    /// Semi-major axis
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    /// </summary>
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    public double a => SemiMajorAxis;
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    public double SemiMajorAxis { get; }
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    /// <summary>
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    /// Eccentricity
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    /// </summary>
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    public double e => Eccentricity;
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    public double Eccentricity { get; }
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    /// <summary>
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    /// Semi-minor axis
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    /// </summary>
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    public double b => SemiMinorAxis;
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    public double SemiMinorAxis => Math.Sqrt(Apisides.max * Apisides.min);
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    /// <summary>
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    /// Get a position on the auxiliary circle
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    /// </summary>
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    /// <param name="t">Angle in radians around the circle</param>
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    /// <returns>2D position on the circle scaled by the semi-major axis</returns>
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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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    private Apisides Apisides => new Apisides(a, e);
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    public DVector2 GetPosition(double t) =>
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        new DVector2(Math.Cos(t) * a, Math.Sin(t) * b);
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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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}
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public struct Apisides
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{
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    public readonly double min;
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    public readonly double max;
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    public Apisides(double a, double e)
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    {
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        min = a * (1 - e);
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        max = a * (1 + e);
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    }
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}
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