// Create children that fill a single orbit, equally spaced // https://en.wikipedia.org/wiki/Klemperer_rosette public void ExpandRosette(ref Random random, int vertices) { //Debug.Log("Expanding Rosette"); // Rosette children replace the parent, parent orbital node is left empty Empty = true; // Masses in a rosette alternate, so every sequential pair has the same shared mass var sharedMass = Mass / vertices * 2; // Proportion of the masses of sequential pairs is random, but only for even vertex counts var proportion = vertices % 2 == 0 ? random.NextFloat(.5f, .95f) : .5f; // Place children at a fixed distance in the center of the range var dist = (ChildDistanceMinimum + ChildDistanceMaximum) / 2; // Position of first child var p0 = new float2(0, dist); // Position of second child var p1 = OrbitData.Evaluate(1.0f / vertices) * dist; // Maximum child distance is half the distance to the neighbor minus the neighbor's radius var p0ChildDist = (distance(p0, p1) * proportion - Settings.PlanetSafetyRadius.Evaluate(sharedMass * (1 - proportion))) * .75f; var p1ChildDist = (distance(p0, p1) * (1 - proportion) - Settings.PlanetSafetyRadius.Evaluate(sharedMass * proportion)) * .75f; for (int i = 0; i < vertices; i++) { var child = new GeneratorPlanet { Settings = Settings, Parent = this, Mass = sharedMass * (i % 2 == 0 ? proportion : 1 - proportion), // Masses alternate Distance = dist, Phase = (float)i / vertices, ChildDistanceMaximum = (i % 2 == 0 ? p0ChildDist : p1ChildDist) }; child.ChildDistanceMinimum = Settings.PlanetSafetyRadius.Evaluate(child.Mass) * 2; //child.Period = Settings..Evaluate(child.Distance); Children.Add(child); } ChildDistanceMinimum = dist + p0ChildDist; }