shmodot/scripts/orbits/math/Ellipse.cs

69 lines
1.6 KiB
C#

using Godot;
using System;
using Vim.Math3d;
public struct Ellipse : IEllipse
{
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
Apisides = new Apisides(a, e);
b = Math.Sqrt(Apisides.max * Apisides.min);
var d = Math.Sqrt(a * a - b * b);
Foci = new DVector2[]
{
new DVector2(-d, 0),
new DVector2(d, 0)
};
}
/// <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 { get; }
/// <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 { get; }
public DVector2[] Foci { get; }
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);
}
}