/// <summary>
        /// Draw orbit. All needed orbit data will be calculated if is not in playmode.
        /// Orbit points count is provided by SimControl
        /// </summary>
        /// <param name="body"></param>
        void DrawOrbitInEditorFor(CelestialBody body)
        {
            int pointsCount = (int)_simControl.orbitPointsCount;

            if (body.isActiveAndEnabled && !body.IsFixedPosition)
            {
                if (!Application.isPlaying)
                {
                    if (_draggingObject == null || body == _draggingObject)
                    {
                        body.CalculateNewOrbitData();
                    }
                }
                var points = body.GetOrbitPoints(pointsCount);
                for (int i = 1; i < points.Length; i++)
                {
                    Handles.DrawLine((Vector3)points[i - 1], (Vector3)points[i]);
                    //Handles.DrawDottedLine( (Vector3)points[i - 1], (Vector3)points[i], 12f ); //pretty expensive for performance
                }
            }
        }
		/// <summary>
		/// Draw orbit. All needed orbit data will be calculated if is not in playmode.
		/// Orbit points count is provided by SimControl
		/// </summary>
		/// <param name="body"></param>
		void DrawOrbitInEditorFor(CelestialBody body) {
			int pointsCount = (int)_simControl.orbitPointsCount;
			if (body.isActiveAndEnabled && !body.IsFixedPosition) {
				if (!Application.isPlaying) {
					if (_draggingObject == null || body == _draggingObject) {
						body.CalculateNewOrbitData();
					}
				}
				var points = body.GetOrbitPoints(pointsCount);
				for (int i = 1; i < points.Length; i++) {
					Handles.DrawLine((Vector3)points[i - 1], (Vector3)points[i]);
					//Handles.DrawDottedLine( (Vector3)points[i - 1], (Vector3)points[i], 12f ); //pretty expensive for performance
				}
			}
		}