implement ellipse
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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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@ -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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