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4 Commits

Author SHA1 Message Date
Cat Flynn 24e565fabf drag to rotate camera 2022-09-04 17:39:06 +01:00
ktyl aa592537c7 implement ellipse 2022-09-04 17:39:01 +01:00
ktyl 160cbb9f17 draw circle 2022-09-04 14:33:50 +01:00
Cat Flynn 2646aeb1fa import Vim.Math3d 2022-09-04 14:33:50 +01:00
7 changed files with 84 additions and 27 deletions

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@ -2,4 +2,7 @@
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="vim.math3d" Version="1.6.0" />
</ItemGroup>
</Project>

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@ -10,6 +10,5 @@ transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461
visible = false
[node name="Camera" parent="." instance=ExtResource( 3 )]
_speed = 0.5
[node name="Orbit System" parent="." instance=ExtResource( 4 )]

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@ -6,5 +6,5 @@
script = ExtResource( 1 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 0.913325, 0.407231, 0, -0.407231, 0.913325, 0, 24.1191, 58.6188 )
transform = Transform( 1, 0, 0, 0, 0.964146, 0.265371, 0, -0.265371, 0.964146, 0, 2.21115, 9.48434 )
fov = 25.0

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@ -4,15 +4,44 @@ using System;
public class OrbitCamera : Spatial
{
[Export]
private float _speed;
private float _sensitivity = 200f;
public override void _Ready()
private Vector2 _rotation;
private bool _canRotate = false;
public override void _Input(InputEvent e)
{
if (e is InputEventMouseMotion mouseMotion)
{
HandleMouseMovement(mouseMotion);
}
if (e is InputEventMouseButton mouseButton)
{
HandleMouseButton(mouseButton);
}
}
public override void _Process(float delta)
{
Rotate(Vector3.Up, _speed * delta);
Rotation = Vector3.Zero;
var sensitivity = -1f / _sensitivity;
Rotate(Vector3.Right, _rotation.y * sensitivity);
Rotate(Vector3.Up, _rotation.x * sensitivity);
}
// left click to drag
private void HandleMouseButton(InputEventMouseButton mouseButton)
{
if (mouseButton.ButtonIndex != (int)ButtonList.Left) return;
_canRotate = mouseButton.Pressed;
}
private void HandleMouseMovement(InputEventMouseMotion mouseMotion)
{
if (!_canRotate) return;
var delta = mouseMotion.Relative;
_rotation += delta;
}
}

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@ -53,15 +53,20 @@ public class OrbitSystem : Node, IMassive, ILocation
_orbitGeometry.Clear();
_orbitGeometry.Begin(Mesh.PrimitiveType.LineLoop);
_orbitGeometry.SetColor(new Color(1, 0, 0));
var ellipse = new Ellipse(1, .5);
for (int i = 0; i < steps; i++)
{
float t = i / (float)steps;
float a = t * Mathf.Tau;
var v2 = ellipse.Focus0 + ellipse.GetPosition(a);
_orbitGeometry.AddVertex(new Vector3
{
x = Mathf.Sin(a),
z = Mathf.Cos(a)
x = (float)v2.X,
z = (float)v2.Y
});
}
_orbitGeometry.End();

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@ -1,8 +0,0 @@
using Godot;
using System;
public struct Double2
{
public double x;
public double y;
}

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@ -1,24 +1,53 @@
using Godot;
using System;
using Vim.Math3d;
public struct Ellipse
{
public double a { get => SemiMajorAxis; set => SemiMajorAxis = value; }
public double SemiMajorAxis { get; set; }
public double e { get => Eccentricity; set => Eccentricity = value; }
public double Eccentricity { get; set; }
public double b => SemiMajorAxis;
public double SemiMinorAxis => Math.Sqrt(Apisides.max * Apisides.min);
private Apisides Apisides => new Apisides(a, e);
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