extract IEllipse and extensions
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@ -2,7 +2,7 @@ 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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public struct Ellipse : IEllipse
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{
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public Ellipse(double a = 1, double e = 0)
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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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// in the constructor to avoid recalculating properties whenever
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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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/// <summary>
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@ -29,8 +39,7 @@ public struct Ellipse
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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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public double b { get; }
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/// <summary>
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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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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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new DVector2(Math.Cos(t) * a, Math.Sin(t) * b);
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public DVector2[] Foci { get; }
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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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@ -0,0 +1,20 @@
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using Godot;
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using System;
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using Vim.Math3d;
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public interface IEllipse
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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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double a { get; }
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double b { get; }
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/// <summary>
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/// Eccentricity
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/// </summary>
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double e { get; }
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/// <summary>
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/// Positions of the two foci of the ellipse
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/// </summary>
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DVector2[] Foci { get; }
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}
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@ -0,0 +1,8 @@
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using Vim.Math3d;
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using System;
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public static class IEllipseExtensions
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{
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public static DVector2 GetPosition(this IEllipse e, double t) =>
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new DVector2(Math.Cos(t) * e.a, Math.Sin(t) * e.b);
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}
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