Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        massiveBodyElements = GetComponent <MassiveBodyElements>();
        switch (massiveBodyElements.massiveBodyType)
        {
        case MassiveBodyType.Black_Hole:
            massiveBodyElements.SphereOfInfluence = double.PositiveInfinity;
            break;

        default:
            gravityElements = GetComponent <GravityElements>();
            massiveBodyElements.SphereOfInfluence = calculateSphereOfInfluence(gravityElements.SemiMajorAxis,
                                                                               massiveBodyElements.mass, gravityElements.MassiveBody.GetComponent <MassiveBodyElements>().mass);
            break;
        }
    }
    // Use this for initialization
    void Start()
    {
        gravElements    = GetComponentInChildren <GravityElements>();
        lineDrawer      = Camera.main.GetComponent <LineDrawer>();
        massiveElements = GetComponent <MassiveBodyElements>();

        switch (gravElements.gravitationalType)
        {
        case GravitationalType.black_hole:
            patchedConicsColor = Color.black;
            break;

        case GravitationalType.star:
            patchedConicsColor = Color.yellow;
            break;

        case GravitationalType.planet:
            patchedConicsColor = Color.blue;
            break;
        }
    }
Ejemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     blackHoleElements   = GetComponent <BlackHoleElements>();
     massiveBodyElements = GetComponent <MassiveBodyElements>();
 }
Ejemplo n.º 4
0
    //Takes in the ships current gravity elements according to its last encounter, current massive body elements as they are at tiem 0 and current massivebodyelements as they are at time 0
    private void predictAnEncounter(Encounter currentEncounter, ref List <Encounter> encounters)
    {
        encounters.Add(currentEncounter);

        //data sources
        MassiveBodyElements  currentMassiveBody             = currentEncounter.GravElements.massiveBody.GetComponent <MassiveBodyElements>();
        GravityElementsClass currentMassiveBodyGravElements = currentEncounter.GravElements.massiveBody.GetComponent <GravityElements>().getClassVersion();

        iterations++;
        double     time = 0;
        double     currentOrbitalPeriod   = calculatePeriod(currentEncounter.GravElements.OrbitType, currentEncounter.GravElements.SemiMajorAxis, currentEncounter.GravElements.Mu);
        bool       foundNewEncounter      = false;
        GameObject encounteredMassiveBody = null;

        while (time < currentOrbitalPeriod && !foundNewEncounter)
        {
            time += 0.01;

            //have we exited the current soi?
            double altitude = currentEncounter.GravElements.calculateLocalPositionAtFutureTime(time).magnitude; //the ships massive body is always at time 0
            if (currentMassiveBody.SphereOfInfluence < altitude)
            {
                foundNewEncounter      = true;
                encounteredMassiveBody = currentEncounter.GravElements.massiveBody.GetComponent <GravityElements>().massiveBody;
                break;
            }

            //have we entered a new soi?
            foreach (GameObject satelite in currentMassiveBody.satelites)
            {
                double  sateliteSphereOfInfluence = satelite.GetComponent <MassiveBodyElements>().SphereOfInfluence;
                Vector2 sateliteLocalPosition     = satelite.GetComponent <GravityElements>().calculateLocalPositionAtFutureTime(time + currentEncounter.TimeOfEncounter);
                Vector2 shipsLocalPosition        = currentEncounter.GravElements.calculateLocalPositionAtFutureTime(time);
                if (Vector2.Distance(shipsLocalPosition, sateliteLocalPosition) < sateliteSphereOfInfluence)
                {
                    foundNewEncounter      = true;
                    encounteredMassiveBody = satelite;
                    break;
                }
            }

            if (time > 100) //hyperbolic orbit with infinite periode, this prevents infinite loops
            {
                break;
            }
        }

        //We have encountered nothing, just a regular eliptical orbit, or a hyperbolic one that's really long
        if (encounteredMassiveBody == null)
        {
            return;
        }

        //We have encountered a massive body, time to assemble a new encounter
        Tuple <Vector2, Vector2> returnInfo;

        returnInfo = currentEncounter.GravElements.calculateLocalPositionAndVelocityAtFutureTime(time);
        Vector2 shipPredictedLocalPosition = returnInfo.item1;
        Vector2 shipPredictedLocalVelocity = returnInfo.item2;

        returnInfo = currentMassiveBodyGravElements.calculateGlobalPositionAndVelocityAtFutureTime(time + currentEncounter.TimeOfEncounter);
        Vector2 currentMassiveBodyPredictedGlobalPosition = returnInfo.item1;
        Vector2 currentMassiveBodyPredictedGlobalVelocity = returnInfo.item2;

        returnInfo = encounteredMassiveBody.GetComponent <GravityElements>().calculateGlobalPositionAndVelocityAtFutureTime(time + currentEncounter.TimeOfEncounter);
        Vector2 encounteredMassiveBodyPredictedGlobalPosition = returnInfo.item1;
        Vector2 encounteredmassiveBodyPredictedGlobalVelocity = returnInfo.item2;

        Vector2 shipPositionRelativeToEncounter = (shipPredictedLocalPosition + currentMassiveBodyPredictedGlobalPosition) - encounteredMassiveBodyPredictedGlobalPosition;
        Vector2 shipVelocityRelativeToEncounter = (shipPredictedLocalVelocity + currentMassiveBodyPredictedGlobalVelocity) - encounteredmassiveBodyPredictedGlobalVelocity;

        GravityElementsClass newShipsGravityElements = calculateInitialOrbitalElements(shipPositionRelativeToEncounter, shipVelocityRelativeToEncounter, encounteredMassiveBody); //massive body is inputed in its state at time 0

        //Change the ending true anomaly of the last encounter
        double startingTrueAnomaly = newShipsGravityElements.TrueAnomaly;
        double endingTrueAnomaly   = MiscHelperFuncs.AngleBetweenVector2(currentEncounter.GravElements.Eccentricity, shipPredictedLocalPosition);

        encounters[encounters.Count - 1].EndingTrueAnomaly = endingTrueAnomaly;

        if (iterations < MAX_ITERATIONS)
        {
            GameObject tempPerigeeIcon = Instantiate(perigeeIcon);
            OrbitalPOI perigeePOI      = new OrbitalPOI(tempPerigeeIcon, newShipsGravityElements.Perigee);

            Encounter newEncounter = new Encounter(newShipsGravityElements, startingTrueAnomaly, double.PositiveInfinity, time + currentEncounter.TimeOfEncounter, perigeePOI);

            predictAnEncounter(newEncounter, ref encounters);
        }
    }