110 lines
2.3 KiB
C#
110 lines
2.3 KiB
C#
using Godot;
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using System;
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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 readonly PointMass[] _pointMasses = new PointMass[2];
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public Vector3 Position => Barycenter;
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[Export]
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public Vector3 Barycenter
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{
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get
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{
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var p0 = _pointMasses[0].Position;
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var p1 = _pointMasses[1].Position;
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return p0.LinearInterpolate(p1, .5f);
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}
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set => _ = value;
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}
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public float Mass { get; } = 1;
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private Orbit _orbit;
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private ImmediateGeometry _orbitGeometry;
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public override void _Ready()
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{
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InitPointMasses();
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InitGeometry();
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}
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public override void _Process(float delta)
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{
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DrawOrbit();
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}
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private void InitOrbit()
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{
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}
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private void DrawOrbit()
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{
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int steps = 100;
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_orbitGeometry.Clear();
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_orbitGeometry.Begin(Mesh.PrimitiveType.LineLoop);
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_orbitGeometry.SetColor(new Color(1, 0, 0));
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var ellipse = new Ellipse(1, .5);
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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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_orbitGeometry.AddVertex(new 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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_orbitGeometry.End();
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}
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private void InitGeometry()
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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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private void InitPointMasses()
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{
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var a = GetPointMass(_a);
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var b = GetPointMass(_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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private PointMass GetPointMass(NodePath path)
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{
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var spatial = GetNode<Spatial>(path);
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//var massive = node.GetChild<IMassive>(0);
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return new PointMass(spatial, 1f);
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}
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}
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