Esempio n. 1
0
        // ** Begin
        public void Draw3D(RenderContext11 renderContext, float opacity, Vector3d centerPoint)
        {
            Matrix3d orbitalPlaneOrientation = Matrix3d.RotationZ(Coordinates.DegreesToRadians(elements.w)) *
                                               Matrix3d.RotationX(Coordinates.DegreesToRadians(elements.i)) *
                                               Matrix3d.RotationZ(Coordinates.DegreesToRadians(elements.omega));

            // Extra transformation required because the ellipse shader uses the xy-plane, but WWT uses the
            // xz-plane as the reference.
            orbitalPlaneOrientation = orbitalPlaneOrientation * orbitalToWwt;

            Matrix3d worldMatrix = orbitalPlaneOrientation * Matrix3d.Translation(centerPoint) * renderContext.World;

            double M = elements.n * (SpaceTimeController.JNow - elements.T);
            double F = 1;

            if (M < 0)
            {
                F = -1;
            }
            M = Math.Abs(M) / 360.0;
            M = (M - (int)(M)) * 360.0 * F;

            Color color = Color.FromArgb((int)(opacity * 255.0f), orbitColor);

            // Newton-Raphson iteration to solve Kepler's equation.
            // This is faster than calling CAAKepler.Calculate(), and 5 steps
            // is more than adequate for draw the orbit paths of small satellites
            // (which are ultimately rendered using single-precision floating point.)
            M = Coordinates.DegreesToRadians(M);
            double E = M;

            for (int i = 0; i < 5; i++)
            {
                E += (M - E + elements.e * Math.Sin(E)) / (1 - elements.e * Math.Cos(E));
            }

            renderContext.DepthStencilMode = DepthStencilMode.ZReadOnly;
            renderContext.BlendMode        = BlendMode.Alpha;
            EllipseRenderer.DrawEllipse(renderContext, elements.a / scale, elements.e, E, color, worldMatrix);
            renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
        }