// true -> positive orientation // false -> negative orientation bool CalculateTriangleOrientation( CartesianCoords a1, CartesianCoords a2, CartesianCoords a3) { //(A1.x - A3.x) * (A2.y - A3.y) - (A1.y - A3.y) * (A2.x - A3.x) var orientation = (a1.X - a3.X) * (a2.Y - a3.Y) - (a1.Y - a3.Y) * (a2.X - a3.X); return(orientation > 0); }
public Astrobody(AstrobodyConstants constants) { this.constants = constants; this.orbitalElements = new OrbitalElements(); this.eclipticCartLocal = new CartesianCoords(); this.eclipticCartHelio = new CartesianCoords(); this.eclipticCartGeo = new CartesianCoords(); this.equatorialCartGeo = new CartesianCoords(); this.ecliptic = new EclipticCoords(); this.equatorial = new EquatorialCoords(); }