feat: calculate mean orbital motion from M
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@ -24,16 +24,9 @@ public:
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void setArgumentOfPeriapsis(double argumentOfPeriapsis);
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void setArgumentOfPeriapsis(double argumentOfPeriapsis);
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void setLongitudeOfAscendingNode(double longitudeOfAscendingNode);
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void setLongitudeOfAscendingNode(double longitudeOfAscendingNode);
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// TODO: meanAnomaly in all these arguments actually means ellipticalMeanAnomaly,
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glm::dvec3 getPosition(double gravitationalParameter, double time) const;
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// will have to change that when adding non-ellipctical orbits - don't get confused!
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glm::dvec3 getPositionFromMeanAnomaly(double meanAnomaly) const;
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//
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//glm::dvec3 getTangent(const double meanAnomaly) const;
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// do we actual want to use mean anomaly for this? we could instead pass in time and
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// the gravitational parameter which are easier numbers to come by, i think? at least,
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// the mean motion is determined from the mean motion and time time
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//glm::vec3 getPosition(double gravitationalParameter, double time) const;
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glm::dvec3 getPosition(const double meanAnomaly) const;
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glm::dvec3 getTangent(const double meanAnomaly) const;
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//glm::mat4 getLookAlongMatrix(const double meanAnomaly) const;
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//glm::mat4 getLookAlongMatrix(const double meanAnomaly) const;
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private:
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private:
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@ -13,6 +13,7 @@ public:
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const std::string& getId() const;
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const std::string& getId() const;
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double getMass() const;
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double getMass() const;
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double getGravitationalParameter() const;
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private:
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private:
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const std::string _id;
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const std::string _id;
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@ -22,6 +22,7 @@ class ParticleMap
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private:
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private:
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std::map<std::string, Particle> _particles;
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std::map<std::string, Particle> _particles;
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// TODO: improve on this very vague name
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std::map<std::string, std::string> _relationships;
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std::map<std::string, std::string> _relationships;
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std::map<std::string, Orbit> _orbits;
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std::map<std::string, Orbit> _orbits;
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};
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};
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@ -2,6 +2,7 @@
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#include "astro/stateVectorIndices.hpp"
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#include "astro/stateVectorIndices.hpp"
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#include "astro/orbitalElementConversions.hpp"
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#include "astro/orbitalElementConversions.hpp"
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#include "astro/twoBodyMethods.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -87,9 +88,7 @@ const double Orbit::getEccentricAnomaly(const double meanAnomaly) const
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return eccentricAnomaly;
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return eccentricAnomaly;
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}
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}
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// Interpolate a position around the orbit.
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glm::dvec3 Orbit::getPositionFromMeanAnomaly(const double meanAnomaly) const
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// t is in range 0..1 and wraps.
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glm::dvec3 Orbit::getPosition(const double meanAnomaly) const
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{
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{
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Vector6 cartesian = getCartesianCoordinates(meanAnomaly);
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Vector6 cartesian = getCartesianCoordinates(meanAnomaly);
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return glm::dvec3(
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return glm::dvec3(
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@ -98,6 +97,13 @@ glm::dvec3 Orbit::getPosition(const double meanAnomaly) const
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cartesian[astro::zPositionIndex]);
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cartesian[astro::zPositionIndex]);
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}
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}
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glm::dvec3 Orbit::getPosition(double gravitationalParameter, double time) const
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{
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double meanMotion = astro::computeKeplerMeanMotion(getSemiMajorAxis(), gravitationalParameter);
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double meanAnomaly = meanMotion * time;
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return getPositionFromMeanAnomaly(meanAnomaly);
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}
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const double Orbit::getTrueAnomaly(const double meanAnomaly) const
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const double Orbit::getTrueAnomaly(const double meanAnomaly) const
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{
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{
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const double eccentricAnomaly = getEccentricAnomaly(meanAnomaly);
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const double eccentricAnomaly = getEccentricAnomaly(meanAnomaly);
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@ -114,11 +120,11 @@ const Vector6 Orbit::getCartesianCoordinates(const double meanAnomaly) const
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return astro::convertKeplerianToCartesianElements(kepler, 1.0);
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return astro::convertKeplerianToCartesianElements(kepler, 1.0);
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}
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}
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glm::dvec3 Orbit::getTangent(const double meanAnomaly) const
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//glm::dvec3 Orbit::getTangent(const double meanAnomaly) const
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{
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//{
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double epsilon = 0.01;
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// double epsilon = 0.01;
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glm::dvec3 ahead = getPosition(meanAnomaly + epsilon);
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// glm::dvec3 ahead = getPosition(meanAnomaly + epsilon);
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glm::dvec3 behind = getPosition(meanAnomaly - epsilon);
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// glm::dvec3 behind = getPosition(meanAnomaly - epsilon);
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return glm::normalize(ahead - behind);
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// return glm::normalize(ahead - behind);
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}
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//}
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@ -1,5 +1,7 @@
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#include "skein/particle.h"
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#include "skein/particle.h"
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#include <astro/constants.hpp>
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Particle::Particle(const std::string& id, double mass)
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Particle::Particle(const std::string& id, double mass)
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: _id(id), _mass(mass)
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: _id(id), _mass(mass)
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{
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{
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@ -19,3 +21,8 @@ double Particle::getMass() const
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{
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{
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return _mass;
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return _mass;
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}
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}
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double Particle::getGravitationalParameter() const
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{
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return _mass * astro::ASTRO_GRAVITATIONAL_CONSTANT;
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}
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@ -1,7 +1,6 @@
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#include "skein/particlemap.h"
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#include "skein/particlemap.h"
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#include "skein/particle.h"
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#include "skein/particle.h"
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const Particle& ParticleMap::getParticle(const std::string& id) const
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const Particle& ParticleMap::getParticle(const std::string& id) const
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{
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{
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return _particles.at(id);
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return _particles.at(id);
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@ -17,20 +16,13 @@ glm::dvec3 ParticleMap::getParticlePosition(const std::string& id, double time)
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if (_orbits.find(id) == _orbits.end())
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if (_orbits.find(id) == _orbits.end())
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return {0,0,0};
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return {0,0,0};
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// TODO: actually get stuff based on physics
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const std::string& parentId = _relationships.at(id);
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//const Particle& parent = _relationships.at(id);
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const Particle& parent = _particles.at(parentId);
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const double gravitationalParameter = parent.getGravitationalParameter();
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// how do we get the gravitational parameter?
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// is it just G * M
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// where M is the mass of the parent
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//const double u = getGravitationalParameter(parent.getId());
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//const double mass = parent.getMass();
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// how do we get the particle position from the time + gravitational parameter?
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// TODO: actually nest stuff so position is determined from all parents
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// TODO: actually nest stuff so position is determined from all parents
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const Orbit& orbit = _orbits.at(id);
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const Orbit& orbit = _orbits.at(id);
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return orbit.getPosition(time);
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return orbit.getPosition(gravitationalParameter, time);
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}
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}
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void ParticleMap::setParticle(const Particle& particle)
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void ParticleMap::setParticle(const Particle& particle)
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@ -128,7 +128,9 @@ void updateViewMatrix(GLuint shaderProgram, float time)
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glm::mat4 view = glm::mat4(1.0);
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glm::mat4 view = glm::mat4(1.0);
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// Rotation
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// Rotation
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constexpr float angle = glm::radians(10.0);
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// TODO: disconnect application and simulation time
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constexpr float angle = 0;
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//constexpr float angle = glm::radians(10.0);
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glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
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glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
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view = glm::rotate(view, angle * time, axis);
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view = glm::rotate(view, angle * time, axis);
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@ -103,10 +103,10 @@ int main()
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// set parameters of moon's orbit around earth
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// set parameters of moon's orbit around earth
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Orbit orbit;
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Orbit orbit;
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double semiMajorAxis = 3.84748e9;
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double semiMajorAxis = 3.84748e8;
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orbit.setSemiMajorAxis(semiMajorAxis); // metres
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orbit.setSemiMajorAxis(semiMajorAxis); // metres
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orbit.setEccentricity(0.055);
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orbit.setEccentricity(0.055);
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orbit.setInclination(glm::radians(5.15)); // radians?
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orbit.setInclination(glm::radians(5.15)); // radians
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orbit.setArgumentOfPeriapsis(318.15); // in the case of the moon these last two values are
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orbit.setArgumentOfPeriapsis(318.15); // in the case of the moon these last two values are
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orbit.setLongitudeOfAscendingNode(60.0); // pretty much constantly changing so use whatever
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orbit.setLongitudeOfAscendingNode(60.0); // pretty much constantly changing so use whatever
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@ -149,8 +149,11 @@ int main()
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}
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}
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}
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}
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// the moon takes like 27 days to orbit earth. to see this in motion, then, we need to
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// increase the speed of time by 60 * 60 * 24 to see 1 day per second.
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const double speed = 60 * 60 * 24;
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// only update time if playing the orbiting animation
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// only update time if playing the orbiting animation
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const double speed = 0.5;
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if (animation == ANIM_ORBITING)
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if (animation == ANIM_ORBITING)
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{
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{
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time = getTime() * speed;
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time = getTime() * speed;
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@ -27,8 +27,12 @@ void OrbitVisualizer::regenerateVertices()
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for (int i = 0; i < _vertexCount; i++)
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for (int i = 0; i < _vertexCount; i++)
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{
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{
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// TODO: this method of getting ellipse vertices is a huge hack. it would be
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// better to actually create a first-class ellipse object and use that to generate
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// a nice continuous mesh, instead of using orbital positions.
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float t = (float)i / (float)_vertexCount * 2.0 * _pi;
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float t = (float)i / (float)_vertexCount * 2.0 * _pi;
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glm::vec3 pos = _orbit.getPosition(t);
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glm::vec3 pos = _orbit.getPositionFromMeanAnomaly(t);
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// Vertices come out of the library with X and Y being in the 'flat' plane. Re-order them
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// Vertices come out of the library with X and Y being in the 'flat' plane. Re-order them
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// here such that Z is up.
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// here such that Z is up.
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float y = pos.z;
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float y = pos.z;
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