Compare commits
	
		
			4 Commits
		
	
	
		
			99ee0a8cde
			...
			922e16b582
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 922e16b582 | |||
| ac68b669f0 | |||
| 09addb408e | |||
| 89174351ca | 
@ -2,4 +2,7 @@
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		||||
  <PropertyGroup>
 | 
			
		||||
    <TargetFramework>net472</TargetFramework>
 | 
			
		||||
  </PropertyGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <PackageReference Include="vim.math3d" Version="1.6.0" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
</Project>
 | 
			
		||||
@ -1,17 +1,16 @@
 | 
			
		||||
[gd_scene load_steps=4 format=2]
 | 
			
		||||
[gd_scene load_steps=3 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1]
 | 
			
		||||
[ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2]
 | 
			
		||||
[ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3]
 | 
			
		||||
[ext_resource path="res://scenes/orbits/OrbitSystem.tscn" type="PackedScene" id=4]
 | 
			
		||||
 | 
			
		||||
[node name="Main" type="Node2D"]
 | 
			
		||||
 | 
			
		||||
[node name="Train" parent="." instance=ExtResource( 1 )]
 | 
			
		||||
 | 
			
		||||
[node name="DirectionalLight" type="DirectionalLight" parent="."]
 | 
			
		||||
transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
 | 
			
		||||
 | 
			
		||||
[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
 | 
			
		||||
 | 
			
		||||
[node name="Railway" parent="." instance=ExtResource( 2 )]
 | 
			
		||||
script = null
 | 
			
		||||
[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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		||||
 | 
			
		||||
							
								
								
									
										21
									
								
								scenes/orbits/OrbitSystem.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										21
									
								
								scenes/orbits/OrbitSystem.tscn
									
									
									
									
									
										Normal file
									
								
							@ -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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		||||
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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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		||||
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		||||
[node name="Barycenter" type="Spatial" parent="."]
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		||||
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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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		||||
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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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		||||
							
								
								
									
										11
									
								
								scenes/orbits/Planet.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								scenes/orbits/Planet.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
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		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/orbits/Planet.cs" type="Script" id=1]
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		||||
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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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		||||
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		||||
[node name="CSGSphere" type="CSGSphere" parent="."]
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		||||
radial_segments = 20
 | 
			
		||||
rings = 20
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		||||
							
								
								
									
										6
									
								
								scripts/orbits/ILocation.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								scripts/orbits/ILocation.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
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using Vim.Math3d;
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		||||
 | 
			
		||||
public interface ILocation
 | 
			
		||||
{
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		||||
    DVector3 Position { get; set; }
 | 
			
		||||
}
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		||||
							
								
								
									
										7
									
								
								scripts/orbits/IMassive.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								scripts/orbits/IMassive.cs
									
									
									
									
									
										Normal file
									
								
							@ -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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		||||
							
								
								
									
										3
									
								
								scripts/orbits/IPointMass.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								scripts/orbits/IPointMass.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
public interface IPointMass : IMassive, ILocation
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										48
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								scripts/orbits/Orbit.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,48 @@
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		||||
using Godot;
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		||||
using System;
 | 
			
		||||
using Vim.Math3d;
 | 
			
		||||
 | 
			
		||||
public class Orbit
 | 
			
		||||
{
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		||||
    // 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
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										150
									
								
								scripts/orbits/OrbitSystem.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										150
									
								
								scripts/orbits/OrbitSystem.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,150 @@
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		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
using Vim.Math3d;
 | 
			
		||||
 | 
			
		||||
[Tool]
 | 
			
		||||
public class OrbitSystem : Node, IMassive, ILocation
 | 
			
		||||
{
 | 
			
		||||
    [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]
 | 
			
		||||
    private double SemiMajorAxis
 | 
			
		||||
    {
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		||||
        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
 | 
			
		||||
        {
 | 
			
		||||
            if (_pointMasses[0] == null)
 | 
			
		||||
            {
 | 
			
		||||
                InitPointMasses();
 | 
			
		||||
            }
 | 
			
		||||
            return _pointMasses[0];
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private IPointMass Secondary
 | 
			
		||||
    {
 | 
			
		||||
        get
 | 
			
		||||
        {
 | 
			
		||||
            if (_pointMasses[1] == null)
 | 
			
		||||
            {
 | 
			
		||||
                InitPointMasses();
 | 
			
		||||
            }
 | 
			
		||||
            return _pointMasses[1];
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private readonly IPointMass[] _pointMasses = new IPointMass[2];
 | 
			
		||||
    private void InitPointMasses()
 | 
			
		||||
    {
 | 
			
		||||
        var a = GetNode<IPointMass>(_a);
 | 
			
		||||
        var b = GetNode<IPointMass>(_b);
 | 
			
		||||
 | 
			
		||||
        if (a.Mass > b.Mass)
 | 
			
		||||
        {
 | 
			
		||||
            _pointMasses[0] = a;
 | 
			
		||||
            _pointMasses[1] = b;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            _pointMasses[0] = b;
 | 
			
		||||
            _pointMasses[1] = a;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    public float Mass => Primary.Mass + Secondary.Mass;
 | 
			
		||||
    public DVector3 Position
 | 
			
		||||
    {
 | 
			
		||||
        get => Barycenter;
 | 
			
		||||
        set => Barycenter = value;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public DVector3 Barycenter
 | 
			
		||||
    {
 | 
			
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        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;
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        _time += delta * 3f;
 | 
			
		||||
        InvalidateGeometry();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void InvalidateGeometry()
 | 
			
		||||
    {
 | 
			
		||||
        Orbit.Ellipse = new Ellipse(SemiMajorAxis, Eccentricity);
 | 
			
		||||
        Orbit.Draw(OrbitGeometry);
 | 
			
		||||
 | 
			
		||||
        Secondary.Position = Orbit.GetPosition(_time);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										32
									
								
								scripts/orbits/Planet.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								scripts/orbits/Planet.cs
									
									
									
									
									
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							@ -0,0 +1,32 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
using Vim.Math3d;
 | 
			
		||||
 | 
			
		||||
[Tool]
 | 
			
		||||
public class Planet : Spatial, IPointMass
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public float Mass { get; set; }
 | 
			
		||||
 | 
			
		||||
    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
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										63
									
								
								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										63
									
								
								scripts/orbits/math/Ellipse.cs
									
									
									
									
									
										Normal file
									
								
							@ -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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		Reference in New Issue
	
	Block a user