コード例 #1
0
 public static void SetSolarBody(SolarBody sbody, string line)
 {
     try {
         // String is e.g
         //  Num   Name              Epoch      a          e        i         w        Node        M         H    G   Ref
         // ------ ----------------- ----- ---------- ---------- --------- --------- --------- ----------- ----- ---- ----------
         //      5 Astraea           57200  2.5734799 0.19118780   5.36855 358.96928 141.59578 307.8982858  6.85 0.15 JPL 97
         // Column widths are important - since names can contain spaces
         sbody.name = line.Substring(7, 17).Trim();             // start and LENGTH
         string[] data = line.Substring(25).Trim().Split(new char[0], System.StringSplitOptions.RemoveEmptyEntries);
         sbody.epoch       = SolarUtils.ConvertMJDtoAD(float.Parse(data[0]));
         sbody.a           = float.Parse(data[1]);
         sbody.ecc         = float.Parse(data[2]);
         sbody.inclination = float.Parse(data[3]);
         sbody.omega_lc    = float.Parse(data[4]);
         sbody.omega_uc    = float.Parse(data[5]);
         // TODO: Check this
         sbody.longitude =             // OrbitEllipse.MeanToTrueAnomoly(float.Parse(data[6]), sbody.ecc);
                           sbody.mass_1E24 = 0f;
         sbody.radiusKm = 2000f;       // arbitrary to give them some visible size
         sbody.bodyType = SolarSystem.Type.ASTEROID;
     } catch {
         Debug.Log("Parse error:" + line);
     }
 }
コード例 #2
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    /// <summary>
    /// Draws a satellite's interface
    /// </summary>
    /// <param name="satellite"></param>
    /// <returns></returns>
    bool DrawSatellite(SolarBody satellite)
    {
        if (satellite == null)
        {
            return(!REFRESH_EDITOR);
        }

        GUILayout.BeginHorizontal("box");

        GUILayout.BeginVertical();

        if (DrawRemoveSatelliteButton(satellite))
        {
            return(REFRESH_EDITOR);
        }

        if (DrawSolarBodyMain(satellite))
        {
            return(REFRESH_EDITOR);
        }

        GUILayout.EndVertical();

        GUILayout.EndHorizontal();

        return(!REFRESH_EDITOR);
    }
コード例 #3
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 /// <summary>
 /// Checks if the solarBody is null and removes it from the list if it is
 /// </summary>
 /// <param name="solarBody"></param>
 void CheckSolarBody(SolarBody solarBody)
 {
     if (solarBody == null)
     {
         solarBodies.Remove(solarBody);
     }
 }
コード例 #4
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    public static Vector2 CalculateAllGravityVector(Vector2 position, float mass, SolarBody exlcude = null)
    {
        Vector2 gravityVector = Vector2.zero;
        int     count         = 0;

        foreach (SolarBody body in instance.bodies)
        {
            if (body == exlcude)
            {
                continue;
            }
            if (((Vector2)body.transform.position - position).magnitude < 1)
            {
                continue;
            }


            count++;
            gravityVector += OrbitMath.GravityForce(position, body.transform.position, mass, body.mass);
        }
        if (count == 0)
        {
            return(Vector2.zero);
        }

        gravityVector /= count;
        return(gravityVector);
    }
コード例 #5
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 /// <summary>
 /// Adds a satellite to the solarBodies list
 /// </summary>
 /// <param name="solarBody"></param>
 void AddSatellites(SolarBody solarBody)
 {
     foreach (SolarBody satellite in solarBody.satellites)
     {
         solarBodies.Add(satellite.gameObject);
     }
 }
コード例 #6
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 /// <summary>
 /// Removes the each sattelite orbiting the provided solar body
 /// </summary>
 /// <param name="solarBody"></param>
 void RemoveSatellites(SolarBody solarBody)
 {
     foreach (SolarBody body in solarBody.satellites)
     {
         RemoveSolarBody(body);
     }
 }
コード例 #7
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    /// <summary>
    /// Sets the name of the planet based on it's place in the solar system
    /// </summary>
    /// <param name="newBody"></param>
    /// <param name="newSolar"></param>
    void SetPlanetName(GameObject newBody, SolarBody newSolar)
    {
        string newName = "Planet " + solarBodies.Count;

        newBody.name  = newName;
        newSolar.name = newName;
    }
コード例 #8
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    /// <summary>
    /// Sets the name of the satellite GameObject and SolarBody
    /// </summary>
    /// <param name="newBody"></param>
    /// <param name="newSolar"></param>
    /// <param name="parent"></param>
    void SetSatelliteName(GameObject newBody, SolarBody newSolar, SolarBody parent)
    {
        string newName = "Satellite " + parent.satellites.Count + " of " + parent.name;

        newBody.name  = newName;
        newSolar.name = newName;
    }
コード例 #9
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ファイル: MapManager.cs プロジェクト: nikolai-momot/Perlinium
    /// <summary>
    /// Offsets the map of the sun texture to simulate movement
    /// </summary>
    /// <param name="solarBody"></param>
    public void MoveSunMap(SolarBody solarBody)
    {
        offset.x += 0.1f;
        offset.y += 0.1f;

        GenerateMap(solarBody);
    }
コード例 #10
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ファイル: CometData.cs プロジェクト: minakhan01/Astronomy
    /// <summary>
    /// Parses the JPL asteroid string
    /// </summary>
    /// <returns>The JPL asteroid.</returns>
    /// <param name="line">Line.</param>
    public static void SetSolarBody(SolarBody sbody, string line)
    {
        // String is e.g
//Num  Name                                     Epoch      q           e        i         w        Node          Tp       Ref
//------------------------------------------- ------- ----------- ---------- --------- --------- --------- -------------- ------------
//  1P/Halley                                  49400  0.58597811 0.96714291 162.26269 111.33249  58.42008 19860205.89532 JPL J863/77
        // Column widths are important - since names can contain spaces
        try {
            sbody.name = line.Substring(1, 45).Trim();             // start and LENGTH
            // slashes end up making subdirs in list groups, so replace them
            sbody.name = sbody.name.Replace("/", " ");
            string[] data = line.Substring(46).Trim().Split(new char[0], System.StringSplitOptions.RemoveEmptyEntries);
            float    q    = float.Parse(data[1]);
            sbody.ecc         = float.Parse(data[2]);
            sbody.a           = q / (1 - sbody.ecc);
            sbody.inclination = float.Parse(data[3]);
            sbody.omega_lc    = float.Parse(data[4]);
            sbody.omega_uc    = float.Parse(data[5]);
            sbody.longitude   = 0f;
            // Mis-use of epoch field. For asteroids it is used for time of elements (incl. mean anomoly)
            // For comets set epoch as time of perih. and set true anomoly to zero
            sbody.epoch     = TimePerihelionToEpoch(data[6]);
            sbody.mass_1E24 = 0f;
            sbody.radiusKm  = 2000f;            // arbitrary to give them some visible size
            sbody.bodyType  = SolarSystem.Type.COMET;
        } catch {
            Debug.Log("Parse error:" + line);
        }
    }
コード例 #11
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    /// <summary>
    /// Takes the provided solarBody and updates their properties and sattelites
    /// </summary>
    /// <param name="solarBody"></param>
    void updateSolarBody(SolarBody solarBody)
    {
        CheckSolarBody(solarBody);

        solarBody.ScaleBodyMass();

        updateSatellites(solarBody);
    }
コード例 #12
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    void Awake()
    {
        sun = GameObject.Find("Sun").GetComponent <SolarBody>();

        mapManager = GetComponent <MapManager>();

        mapManager.GenerateMaps();
    }
コード例 #13
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    /// <summary>
    /// Draws the body type field for a solar body
    /// </summary>
    /// <param name="solarBody"></param>
    void DrawBodyTypeField(SolarBody solarBody)
    {
        GUILayout.BeginHorizontal();

        solarBody.bodyType = (BodyType)EditorGUILayout.EnumPopup("Solar Body Type:", solarBody.bodyType);

        GUILayout.EndHorizontal();
    }
コード例 #14
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ファイル: AsteroidData.cs プロジェクト: minakhan01/Astronomy
	public static void SetEllipse(float epoch, EllipseBase ellipseBase, SolarBody sb) {
		// orbital element variation is not provided - only phase to determine
		// What is the delat to the reference epoch?
		float deltaYears = epoch - sb.epoch;
		float period = SolarUtils.GetPeriodYears(sb);
		float numPeriod = deltaYears/period;
		ellipseBase.phase = OrbitEllipse.MeanToTrueAnomoly(NUtils.DegressMod360( sb.longitude + 360f*numPeriod), ellipseBase.ecc);
	}
コード例 #15
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    /// <summary>
    /// Generates a colour map for the provided solarbody
    /// </summary>
    /// <param name="noiseMap"></param>
    /// <param name="solarBody"></param>
    /// <param name="falloffCurve"></param>
    /// <returns></returns>
    public static Color[] GetColourMap(float[,] noiseMap, SolarBody solarBody, AnimationCurve falloffCurve)
    {
        List <PaletteColour> colours = GetPalette(solarBody);

        ModifyMap(noiseMap, solarBody, falloffCurve);

        return(FillColourMap(noiseMap, colours));
    }
コード例 #16
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    /// <summary>
    /// Gets the period of a solar body around the Sun in Years
    /// </summary>
    /// <returns>The period.</returns>
    /// <param name="sbody">Sbody.</param>
    public static float GetPeriodYears(SolarBody sbody)
    {
        float a         = sbody.a * AU_METERS;
        float mu        = G * SolarSystem.mass_sun * 1e24f;
        float periodYrs = Mathf.Sqrt((4f * Mathf.PI * Mathf.PI * a * a * a) / mu) / SECS_PER_YEAR;

        return(periodYrs);
    }
コード例 #17
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    /// <summary>
    /// Fetches the MapManager if it hasn't been already and
    /// calls the method to generate texture maps for the solar system
    /// </summary>
    /// <param name="solarBody"></param>
    void ApplyTexture(SolarBody solarBody)
    {
        if (mapManager == null)
        {
            mapManager = GetComponent <MapManager>();
        }

        mapManager.GenerateMap(solarBody);
    }
コード例 #18
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    /// <summary>
    /// Draws the name field for a solar body
    /// </summary>
    /// <param name="solarBody"></param>
    void DrawNameField(SolarBody solarBody)
    {
        GUILayout.BeginHorizontal();

        GUILayout.Label("Name");

        solarBody.name = GUILayout.TextField(solarBody.name, GUILayout.Width(135));

        GUILayout.EndHorizontal();
    }
コード例 #19
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 /// <summary>
 /// Inits from solar body.
 /// </summary>
 /// <param name="sbody">Sbody.</param>
 public void InitFromSolarBody(SolarBody sbody)
 {
     a           = sbody.a;
     ecc         = sbody.ecc;
     omega_lc    = sbody.omega_lc;
     omega_uc    = sbody.omega_uc;
     inclination = sbody.inclination;
     phase       = sbody.longitude;
     Init();
     ApplyScale(GravityEngine.Instance().GetLengthScale());
 }
コード例 #20
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    float getSatelliteDistance(SolarBody parent)
    {
        float satelliteDistance = 0f;

        foreach (SolarBody satellite in parent.satellites)
        {
            satelliteDistance += satellite.mass + satellite.GetRadius() + 50;
        }

        return(satelliteDistance);
    }
コード例 #21
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ファイル: MapManager.cs プロジェクト: nikolai-momot/Perlinium
    /// <summary>
    /// Creates a noise map, uses it to make a colour map
    /// </summary>
    /// <param name="solarBody"></param>
    /// <returns></returns>
    Color[] DrawMap(SolarBody solarBody)
    {
        float[,] noiseMap = new float[mapSize, mapSize];

        int satelitteSeed = GetSatelliteSeed(solarBody);

        NoiseGenerator.GenerateNoiseMap(noiseMap, satelitteSeed, noiseScale, octaves, persistance, lacunarity, offset);

        Color[] colourMap = ColourMapGenerator.GetColourMap(noiseMap, solarBody, falloffCurve);
        return(colourMap);
    }
コード例 #22
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ファイル: Factory.cs プロジェクト: wizardbeard/NeuralNetwork
    /// <summary>
    /// Creates items and uses items based on the elapsed time
    /// </summary>
    /// <param name="elapsedTime">time elapsed (in seconds)</param>
    public void UpdateProduction(SolarBody parentBody)
    {
        if (isProducing)
        {
            if (RequiredComponentsAvailable(parentBody))
            {

            }
        }

    }
コード例 #23
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    /// <summary>
    /// Removes the game object from each list of planets, removes their sattelites and destroys the gameobject
    /// </summary>
    /// <param name="solarBody"></param>
    public void RemoveSolarBody(SolarBody solarBody)
    {
        if (solarBody == null)
        {
            return;
        }

        solarBodies.Remove(solarBody);
        RemoveSatellites(solarBody);
        DestroyImmediate(solarBody.gameObject);
    }
コード例 #24
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 public void UpdatePlanetScale(float scale)
 {
     _planetScale = scale;
     foreach (EllipseBase ellipseBase in EllipsesInSystem())
     {
         SolarBody sbody = ellipseBase.transform.gameObject.GetComponent <SolarBody>();
         if (sbody != null)
         {
             ScaleModel(ellipseBase.transform.gameObject, sbody);
         }
     }
 }
コード例 #25
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    private void ScaleModel(GameObject bodyGO, SolarBody sbody)
    {
        // is there a direct child with a sphere? If so, set scale from size
        MeshRenderer renderer = bodyGO.GetComponentInChildren <MeshRenderer>();

        if (renderer != null && sbody.radiusKm > 0)
        {
            // scale is per 10^5 km
            float scaleSize = _planetScale * sbody.radiusKm / 10000f;
            renderer.transform.localScale = scaleSize * Vector3.one;
        }
    }
コード例 #26
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    /// <summary>
    /// Draws a solarBody editor box
    /// </summary>
    bool DrawSunBox()
    {
        SolarBody sun = solarManager.getSun().GetComponent <SolarBody>();

        GUILayout.BeginHorizontal("box");
        if (DrawSolarBodyMain(sun))
        {
            return(REFRESH_EDITOR);
        }
        GUILayout.EndHorizontal();

        return(!REFRESH_EDITOR);
    }
コード例 #27
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 /// <summary>
 /// Sets the starting epoch time and adjusts the phase parameters of all bodies in the system accordingly.
 ///
 /// Phase is set by using the original orbit data reference. Any hand-tuning of phase by manual changes
 /// in the editor will be lost.
 ///
 /// This method is typically called by the scene inspector. Not at run-time.
 /// </summary>
 /// <param name="newTime">New time.</param>
 public void UpdateEpochTime(float newTime)
 {
     _epochTime = newTime;
     foreach (EllipseBase ellipseBase in EllipsesInSystem())
     {
         SolarBody sbody = ellipseBase.transform.gameObject.GetComponent <SolarBody>();
         if (sbody != null)
         {
             SetPhase(ellipseBase, sbody);
             ellipseBase.Init();
         }
     }
 }
コード例 #28
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    /// <summary>
    /// Loops through the satellites of the provided solarbody
    /// </summary>
    /// <param name="solarBody"></param>
    void updateSatellites(SolarBody solarBody)
    {
        foreach (SolarBody satellite in solarBody.satellites)
        {
            if (satellite == null)
            {
                solarBody.satellites.Remove(satellite);
                return;
            }

            updateSolarBody(satellite);
        }
    }
コード例 #29
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    /// <summary>
    /// Modifies the noise map values according to the solarbody type
    /// </summary>
    /// <param name="noiseMap"></param>
    /// <param name="solarBody"></param>
    /// <param name="falloffCurve"></param>
    static void ModifyMap(float[,] noiseMap, SolarBody solarBody, AnimationCurve falloffCurve)
    {
        bool useFalloff = true;

        if (solarBody.bodyType == BodyType.GasGiant)
        {
            GasGiantGenerator.ApplyGasGiantMap(noiseMap);
        }
        else if (useFalloff)
        {
            FalloffGenerator.ApplyFalloffMap(noiseMap, falloffCurve);
        }
    }
コード例 #30
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ファイル: MapManager.cs プロジェクト: nikolai-momot/Perlinium
    /// <summary>
    /// Generates a texture map for every solarbody in the system
    /// </summary>
    public void GenerateMaps()
    {
        if (solarManager == null)
        {
            solarManager = FindObjectOfType <SolarManager>();
        }

        SolarBody sun = GameObject.Find("Sun").GetComponent <SolarBody>();

        GenerateMap(sun);

        GenerateSatelliteMaps(solarManager.GetSolarBodies());
    }