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5 Commits
8c1bb4dadf
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74876f3e43
Author | SHA1 | Date |
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Cat Flynn | 74876f3e43 | |
Cat Flynn | f31f484dc5 | |
ktyl | c5aa808198 | |
ktyl | e128f4e856 | |
Cat Flynn | 2939b6aded |
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@ -2,4 +2,7 @@
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="vim.math3d" Version="1.6.0" />
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</ItemGroup>
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</Project>
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@ -1,17 +1,17 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scenes/orbits/OrbitSystem.tscn" type="PackedScene" id=4]
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[node name="Main" type="Node2D"]
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[node name="Train" parent="." instance=ExtResource( 1 )]
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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[node name="Railway" parent="." instance=ExtResource( 2 )]
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script = null
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[node name="Orbit System" parent="." instance=ExtResource( 4 )]
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transform = Transform( 0.856869, 0.3292, -0.396741, 0.0949996, 0.655565, 0.749139, 0.506706, -0.679604, 0.53046, -0.599122, 0, 0 )
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SemiMajorAxis = 6.166
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Eccentricity = 0.239
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_speed = 0.877
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@ -0,0 +1,21 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/orbits/OrbitSystem.cs" type="Script" id=1]
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[ext_resource path="res://scenes/orbits/Planet.tscn" type="PackedScene" id=2]
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[node name="Orbit System" type="Spatial"]
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script = ExtResource( 1 )
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SemiMajorAxis = 5.994
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Eccentricity = 0.518
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_a = NodePath("Planet A")
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_b = NodePath("Planet B")
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_barycenter = NodePath("Barycenter")
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[node name="Barycenter" type="Spatial" parent="."]
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[node name="Planet A" parent="." instance=ExtResource( 2 )]
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transform = Transform( 0.999977, 0.00603502, 0.00319089, -0.00604282, 0.999979, 0.0024369, -0.00317609, -0.00245615, 0.999992, 0, 0, 0 )
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[node name="Planet B" parent="." instance=ExtResource( 2 )]
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -6.57314, 0, 4.18169 )
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Mass = 0.125
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@ -0,0 +1,11 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/orbits/Planet.cs" type="Script" id=1]
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[node name="Planet" type="Spatial"]
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script = ExtResource( 1 )
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Mass = 1.0
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[node name="CSGSphere" type="CSGSphere" parent="."]
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radial_segments = 20
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rings = 20
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@ -0,0 +1,6 @@
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using Vim.Math3d;
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public interface ILocation
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{
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DVector3 Position { get; set; }
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}
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@ -0,0 +1,7 @@
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using Godot;
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using System;
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public interface IMassive
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{
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float Mass { get; }
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}
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@ -0,0 +1,3 @@
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public interface IPointMass : IMassive, ILocation
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{
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}
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@ -0,0 +1,48 @@
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using Godot;
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using System;
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using Vim.Math3d;
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public class Orbit
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{
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// the position of the primary body relative to the ellipse - the
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// orbit itself is presented as being centred on the primary, but
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// all our math is ellipse stuff
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private DVector2 PrimaryPosition => Ellipse.Focus0;
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public Ellipse Ellipse { get; set; }
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public DVector3 GetPosition(float t)
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{
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var p = PrimaryPosition + Ellipse.GetPosition(t);
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return new DVector3(p.X, 0, p.Y);
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}
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public void Draw(ImmediateGeometry geo)
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{
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geo.Clear();
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geo.Begin(Mesh.PrimitiveType.LineLoop);
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DrawEllipse(geo);
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geo.End();
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}
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private void DrawEllipse(ImmediateGeometry geo)
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{
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geo.SetColor(new Color(1, 0, 0));
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int steps = 100;
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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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var v2 = Ellipse.Focus0 + Ellipse.GetPosition(a);
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geo.AddVertex(new Godot.Vector3
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{
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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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}
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}
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@ -0,0 +1,153 @@
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using Godot;
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using System;
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using Vim.Math3d;
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[Tool]
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public class OrbitSystem : Node, IMassive, ILocation
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{
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[Export] private NodePath _a;
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[Export] private NodePath _b;
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[Export] private NodePath _barycenter;
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private double _semiMajorAxis;
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[Export]
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private double SemiMajorAxis
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{
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get => _semiMajorAxis;
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set
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{
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_semiMajorAxis = value;
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if (!Engine.EditorHint) return;
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InvalidateGeometry();
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}
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}
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private double _eccentricity;
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[Export(PropertyHint.Range, "0,1")]
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private double Eccentricity
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{
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get => _eccentricity;
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set
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{
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_eccentricity = value;
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if (!Engine.EditorHint) return;
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InvalidateGeometry();
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}
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}
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#region Point Masses
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private IPointMass Primary
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{
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get
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{
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if (_pointMasses[0] == null)
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{
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InitPointMasses();
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}
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return _pointMasses[0];
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}
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}
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private IPointMass Secondary
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{
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get
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{
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if (_pointMasses[1] == null)
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{
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InitPointMasses();
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}
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return _pointMasses[1];
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}
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}
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private readonly IPointMass[] _pointMasses = new IPointMass[2];
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private void InitPointMasses()
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{
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var a = GetNode<IPointMass>(_a);
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var b = GetNode<IPointMass>(_b);
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if (a.Mass > b.Mass)
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{
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_pointMasses[0] = a;
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_pointMasses[1] = b;
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}
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else
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{
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_pointMasses[0] = b;
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_pointMasses[1] = a;
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}
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}
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#endregion
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public float Mass => Primary.Mass + Secondary.Mass;
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public DVector3 Position
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{
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get => Barycenter;
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set => Barycenter = value;
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}
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public DVector3 Barycenter
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{
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get
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{
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var p0 = Primary.Position;
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var p1 = Secondary.Position;
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return p0.Lerp(p1, .5f);
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}
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// TODO - make setting the berycenter do something sensible?
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set => _ = value;
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}
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private Orbit _orbit = null;
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private Orbit Orbit
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{
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get
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{
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if (_orbit == null)
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{
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_orbit = new Orbit();
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}
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return _orbit;
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}
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}
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private ImmediateGeometry _orbitGeometry = null;
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public ImmediateGeometry OrbitGeometry
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{
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get
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{
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if (_orbitGeometry == null)
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{
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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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_orbitGeometry.MaterialOverride = m;
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AddChild(_orbitGeometry);
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}
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return _orbitGeometry;
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}
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}
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private float _time = 0;
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[Export]
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private float _speed = 3f;
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public override void _Process(float delta)
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{
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_time += delta * _speed;
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InvalidateGeometry();
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}
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private void InvalidateGeometry()
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{
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Orbit.Ellipse = new Ellipse(SemiMajorAxis, Eccentricity);
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Orbit.Draw(OrbitGeometry);
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Secondary.Position = Orbit.GetPosition(_time);
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}
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}
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@ -0,0 +1,32 @@
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using Godot;
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using System;
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using Vim.Math3d;
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[Tool]
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public class Planet : Spatial, IPointMass
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{
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[Export]
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public float Mass { get; set; }
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private DVector3? _position;
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public DVector3 Position
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{
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get
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{
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if (_position.HasValue) return _position.Value;
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var t = Translation;
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return new DVector3(t.x, t.y, t.z);
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}
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set
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{
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_position = value;
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Translation = new Godot.Vector3
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{
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x = (float)value.X,
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y = (float)value.Y,
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z = (float)value.Z
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};
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}
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}
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}
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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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