implement ellipse
move planet around ellipse adjust orbit speed
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				| @ -1,7 +1,7 @@ | ||||
| [gd_scene load_steps=3 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3] | ||||
| [ext_resource path="res://scenes/OrbitSystem.tscn" type="PackedScene" id=4] | ||||
| [ext_resource path="res://scenes/orbits/OrbitSystem.tscn" type="PackedScene" id=4] | ||||
| 
 | ||||
| [node name="Main" type="Node2D"] | ||||
| 
 | ||||
| @ -11,3 +11,7 @@ transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461 | ||||
| [node name="OrbitCamera" parent="." instance=ExtResource( 3 )] | ||||
| 
 | ||||
| [node name="Orbit System" parent="." instance=ExtResource( 4 )] | ||||
| transform = Transform( 0.856869, 0.3292, -0.396741, 0.0949996, 0.655565, 0.749139, 0.506706, -0.679604, 0.53046, -0.599122, 0, 0 ) | ||||
| SemiMajorAxis = 6.166 | ||||
| Eccentricity = 0.239 | ||||
| _speed = 0.877 | ||||
|  | ||||
| @ -1,15 +0,0 @@ | ||||
| [gd_scene load_steps=2 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1] | ||||
| 
 | ||||
| [node name="Orbit System" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| _a = NodePath("A") | ||||
| _b = NodePath("B") | ||||
| _barycenter = NodePath("Barycenter") | ||||
| 
 | ||||
| [node name="A" type="Spatial" parent="."] | ||||
| 
 | ||||
| [node name="B" type="Spatial" parent="."] | ||||
| 
 | ||||
| [node name="Barycenter" type="Spatial" parent="."] | ||||
							
								
								
									
										21
									
								
								scenes/orbits/OrbitSystem.tscn
									
									
									
									
									
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								scenes/orbits/OrbitSystem.tscn
									
									
									
									
									
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							| @ -0,0 +1,21 @@ | ||||
| [gd_scene load_steps=3 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1] | ||||
| [ext_resource path="res://scenes/orbits/Planet.tscn" type="PackedScene" id=2] | ||||
| 
 | ||||
| [node name="Orbit System" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| SemiMajorAxis = 5.994 | ||||
| Eccentricity = 0.518 | ||||
| _a = NodePath("Planet A") | ||||
| _b = NodePath("Planet B") | ||||
| _barycenter = NodePath("Barycenter") | ||||
| 
 | ||||
| [node name="Barycenter" type="Spatial" parent="."] | ||||
| 
 | ||||
| [node name="Planet A" parent="." instance=ExtResource( 2 )] | ||||
| transform = Transform( 0.999977, 0.00603502, 0.00319089, -0.00604282, 0.999979, 0.0024369, -0.00317609, -0.00245615, 0.999992, 0, 0, 0 ) | ||||
| 
 | ||||
| [node name="Planet B" parent="." instance=ExtResource( 2 )] | ||||
| transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -6.57314, 0, 4.18169 ) | ||||
| Mass = 0.125 | ||||
							
								
								
									
										11
									
								
								scenes/orbits/Planet.tscn
									
									
									
									
									
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										11
									
								
								scenes/orbits/Planet.tscn
									
									
									
									
									
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							| @ -0,0 +1,11 @@ | ||||
| [gd_scene load_steps=2 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/orbits/Planet.cs" type="Script" id=1] | ||||
| 
 | ||||
| [node name="Planet" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| Mass = 1.0 | ||||
| 
 | ||||
| [node name="CSGSphere" type="CSGSphere" parent="."] | ||||
| radial_segments = 20 | ||||
| rings = 20 | ||||
| @ -1,7 +1,6 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| using Vim.Math3d; | ||||
| 
 | ||||
| public interface ILocation | ||||
| { | ||||
|     Vector3 Position { get; } | ||||
|     DVector3 Position { get; set; } | ||||
| } | ||||
|  | ||||
							
								
								
									
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								scripts/orbits/IPointMass.cs
									
									
									
									
									
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								scripts/orbits/IPointMass.cs
									
									
									
									
									
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							| @ -0,0 +1,3 @@ | ||||
| public interface IPointMass : IMassive, ILocation | ||||
| { | ||||
| } | ||||
							
								
								
									
										48
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
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										48
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
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							| @ -0,0 +1,48 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| using Vim.Math3d; | ||||
| 
 | ||||
| public class Orbit | ||||
| { | ||||
|     // the position of the primary body relative to the ellipse - the  | ||||
|     // orbit itself is presented as being centred on the primary, but | ||||
|     // all our math is ellipse stuff | ||||
|     private DVector2 PrimaryPosition => Ellipse.Focus0; | ||||
| 
 | ||||
|     public Ellipse Ellipse { get; set; } | ||||
| 
 | ||||
|     public DVector3 GetPosition(float t) | ||||
|     { | ||||
|         var p = PrimaryPosition + Ellipse.GetPosition(t); | ||||
|         return new DVector3(p.X, 0, p.Y); | ||||
|     } | ||||
| 
 | ||||
|     public void Draw(ImmediateGeometry geo) | ||||
|     { | ||||
|         geo.Clear(); | ||||
|         geo.Begin(Mesh.PrimitiveType.LineLoop); | ||||
|         DrawEllipse(geo); | ||||
|         geo.End(); | ||||
|     } | ||||
| 
 | ||||
|     private void DrawEllipse(ImmediateGeometry geo) | ||||
|     { | ||||
|         geo.SetColor(new Color(1, 0, 0)); | ||||
| 
 | ||||
|         int steps = 100; | ||||
| 
 | ||||
|         for (int i = 0; i < steps; i++) | ||||
|         { | ||||
|             float t = i / (float)steps; | ||||
|             float a = t * Mathf.Tau; | ||||
| 
 | ||||
|             var v2 = Ellipse.Focus0 + Ellipse.GetPosition(a); | ||||
| 
 | ||||
|             geo.AddVertex(new Godot.Vector3 | ||||
|             { | ||||
|                 x = (float)v2.X, | ||||
|                 z = (float)v2.Y | ||||
|             }); | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @ -1,79 +1,73 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| using Vim.Math3d; | ||||
| 
 | ||||
| [Tool] | ||||
| public class OrbitSystem : Node, IMassive, ILocation | ||||
| { | ||||
|     [Export] private NodePath _a; | ||||
|     [Export] private NodePath _b; | ||||
|     [Export] private NodePath _barycenter; | ||||
| 
 | ||||
|     private readonly PointMass[] _pointMasses = new PointMass[2]; | ||||
| 
 | ||||
|     public Vector3 Position => Barycenter; | ||||
| 
 | ||||
|     private double _semiMajorAxis; | ||||
|     [Export] | ||||
|     public Vector3 Barycenter | ||||
|     private double SemiMajorAxis | ||||
|     { | ||||
|         get => _semiMajorAxis; | ||||
|         set | ||||
|         { | ||||
|             _semiMajorAxis = value; | ||||
| 
 | ||||
|             if (!Engine.EditorHint) return; | ||||
| 
 | ||||
|             InvalidateGeometry(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     private double _eccentricity; | ||||
|     [Export(PropertyHint.Range, "0,1")] | ||||
|     private double Eccentricity | ||||
|     { | ||||
|         get => _eccentricity; | ||||
|         set | ||||
|         { | ||||
|             _eccentricity = value; | ||||
| 
 | ||||
|             if (!Engine.EditorHint) return; | ||||
| 
 | ||||
|             InvalidateGeometry(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     #region Point Masses | ||||
|     private IPointMass Primary | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             var p0 = _pointMasses[0].Position; | ||||
|             var p1 = _pointMasses[1].Position; | ||||
| 
 | ||||
|             return p0.LinearInterpolate(p1, .5f); | ||||
|         } | ||||
|         set => _ = value; | ||||
|     } | ||||
| 
 | ||||
|     public float Mass { get; } = 1; | ||||
| 
 | ||||
|     private ImmediateGeometry _orbit; | ||||
| 
 | ||||
|     public override void _Ready() | ||||
|     { | ||||
|         InitPointMasses(); | ||||
|         InitGeometry(); | ||||
|     } | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         DrawOrbit(); | ||||
|     } | ||||
| 
 | ||||
|     private void DrawOrbit() | ||||
|     { | ||||
|         int steps = 100; | ||||
| 
 | ||||
|         _orbit.Clear(); | ||||
|         _orbit.Begin(Mesh.PrimitiveType.LineLoop); | ||||
|         _orbit.SetColor(new Color(1, 0, 0)); | ||||
|         for (int i = 0; i < steps; i++) | ||||
|         { | ||||
|             float t = i / (float)steps; | ||||
|             float a = t * Mathf.Tau; | ||||
| 
 | ||||
|             _orbit.AddVertex(new Vector3 | ||||
|             if (_pointMasses[0] == null) | ||||
|             { | ||||
|                 x = Mathf.Sin(a), | ||||
|                 z = Mathf.Cos(a) | ||||
|             }); | ||||
|                 InitPointMasses(); | ||||
|             } | ||||
|             return _pointMasses[0]; | ||||
|         } | ||||
|         _orbit.End(); | ||||
|     } | ||||
| 
 | ||||
|     private void InitGeometry() | ||||
|     private IPointMass Secondary | ||||
|     { | ||||
|         _orbit = new ImmediateGeometry(); | ||||
|         var m = new SpatialMaterial(); | ||||
|         m.VertexColorUseAsAlbedo = true; | ||||
|         m.FlagsUnshaded = true; | ||||
|         _orbit.MaterialOverride = m; | ||||
|         AddChild(_orbit); | ||||
|         get | ||||
|         { | ||||
|             if (_pointMasses[1] == null) | ||||
|             { | ||||
|                 InitPointMasses(); | ||||
|             } | ||||
|             return _pointMasses[1]; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private readonly IPointMass[] _pointMasses = new IPointMass[2]; | ||||
|     private void InitPointMasses() | ||||
|     { | ||||
|         var a = GetPointMass(_a); | ||||
|         var b = GetPointMass(_b); | ||||
|         var a = GetNode<IPointMass>(_a); | ||||
|         var b = GetNode<IPointMass>(_b); | ||||
| 
 | ||||
|         if (a.Mass > b.Mass) | ||||
|         { | ||||
| @ -86,12 +80,74 @@ public class OrbitSystem : Node, IMassive, ILocation | ||||
|             _pointMasses[1] = a; | ||||
|         } | ||||
|     } | ||||
|     #endregion | ||||
| 
 | ||||
|     private PointMass GetPointMass(NodePath path) | ||||
|     public float Mass => Primary.Mass + Secondary.Mass; | ||||
|     public DVector3 Position | ||||
|     { | ||||
|         var spatial = GetNode<Spatial>(path); | ||||
|         //var massive = node.GetChild<IMassive>(0); | ||||
|         get => Barycenter; | ||||
|         set => Barycenter = value; | ||||
|     } | ||||
| 
 | ||||
|         return new PointMass(spatial, 1f); | ||||
|     public DVector3 Barycenter | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             var p0 = Primary.Position; | ||||
|             var p1 = Secondary.Position; | ||||
|             return p0.Lerp(p1, .5f); | ||||
|         } | ||||
|         // TODO - make setting the berycenter do something sensible? | ||||
|         set => _ = value; | ||||
|     } | ||||
| 
 | ||||
|     private Orbit _orbit = null; | ||||
|     private Orbit Orbit | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_orbit == null) | ||||
|             { | ||||
|                 _orbit = new Orbit(); | ||||
|             } | ||||
|             return _orbit; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private ImmediateGeometry _orbitGeometry = null; | ||||
|     public ImmediateGeometry OrbitGeometry | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_orbitGeometry == null) | ||||
|             { | ||||
|                 _orbitGeometry = new ImmediateGeometry(); | ||||
|                 var m = new SpatialMaterial(); | ||||
|                 m.VertexColorUseAsAlbedo = true; | ||||
|                 m.FlagsUnshaded = true; | ||||
|                 _orbitGeometry.MaterialOverride = m; | ||||
|                 AddChild(_orbitGeometry); | ||||
|             } | ||||
|             return _orbitGeometry; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private float _time = 0; | ||||
| 
 | ||||
|     [Export] | ||||
|     private float _speed = 3f; | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         _time += delta * _speed; | ||||
|         InvalidateGeometry(); | ||||
|     } | ||||
| 
 | ||||
|     private void InvalidateGeometry() | ||||
|     { | ||||
|         Orbit.Ellipse = new Ellipse(SemiMajorAxis, Eccentricity); | ||||
|         Orbit.Draw(OrbitGeometry); | ||||
| 
 | ||||
|         Secondary.Position = Orbit.GetPosition(_time); | ||||
|     } | ||||
| } | ||||
|  | ||||
| @ -1,18 +1,32 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| using Vim.Math3d; | ||||
| 
 | ||||
| public class Planet : Node | ||||
| [Tool] | ||||
| public class Planet : Spatial, IPointMass | ||||
| { | ||||
|     [Export] | ||||
|     public float Mass { get; set; } | ||||
| 
 | ||||
|     public override void _Ready() | ||||
|     private DVector3? _position; | ||||
|     public DVector3 Position | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_position.HasValue) return _position.Value; | ||||
| 
 | ||||
|             var t = Translation; | ||||
|             return new DVector3(t.x, t.y, t.z); | ||||
|         } | ||||
|         set | ||||
|         { | ||||
|             _position = value; | ||||
|             Translation = new Godot.Vector3 | ||||
|             { | ||||
|                 x = (float)value.X, | ||||
|                 y = (float)value.Y, | ||||
|                 z = (float)value.Z | ||||
|             }; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     //  public override void _Process(float delta) | ||||
|     //  { | ||||
|     // | ||||
|     //  } | ||||
| } | ||||
| } | ||||
| @ -1,25 +0,0 @@ | ||||
| using Godot; | ||||
| 
 | ||||
| struct PointMass : IMassive, ILocation | ||||
| { | ||||
|     public float Mass => _massive == null ? _mass : _massive.Mass; | ||||
|     public Vector3 Position => _spatial.Translation; | ||||
| 
 | ||||
|     private IMassive _massive; | ||||
|     private Spatial _spatial; | ||||
|     private float _mass; | ||||
| 
 | ||||
|     public PointMass(Spatial spatial, IMassive massive) | ||||
|     { | ||||
|         _spatial = spatial; | ||||
|         _massive = massive; | ||||
|         _mass = 0; | ||||
|     } | ||||
| 
 | ||||
|     public PointMass(Spatial spatial, float mass) | ||||
|     { | ||||
|         _spatial = spatial; | ||||
|         _massive = null; | ||||
|         _mass = mass; | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
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										63
									
								
								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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