//--------------------------------------------------------------------- // Get orbit by two positions x1 = r(t1), x2 = r(t2) // r = r(t) - body radius-vector //--------------------------------------------------------------------- public static bool get_orbit(Vector3D x1, Vector3D x2, double t1, double t2, double mu, ref Orbit orbit) { // Radius-vectors lenght calculation r1 = x1.lenght(); r2 = x2.lenght(); // Thue anomalies difference calculation double dV = x1.angle(x2); // Distance calculation Vector3D dx = x1 - x2; s = dx.lenght(); // Lambert theorem parameter tau = Math.Sqrt(mu) * (t2 - t1); // Newton solver input data double [] x = new double [3]{dV, dV, r1}; double eps = 1e-3; double [] err = new double [3] { eps, eps, eps }; // Solve Lambert equations if (!EQs.newton_solver(f, Jacoby, err, ref x)) return false; orbit.a = x[2]; // Eccentricity calculation double L = (x[0] - x[1])/2; double R = (r1 + r2) / 4 / orbit.a; double P = (r2 - r1) / 2 / orbit.a / Math.Sin(L); double Q = (1 - 2 * R) / Math.Cos(L); orbit.e = Math.Sqrt(P * P + Q * Q); // Eccentric anomalies calculation double sin_K = P / orbit.e; double cos_K = Q / orbit.e; double K = math.arg(sin_K, cos_K); double E1 = K - L; double E2 = K + L; // Mean anomalies calculation double M1 = E1 - orbit.e * Math.Sin(E1); double M2 = E2 - orbit.e * Math.Sin(E2); // Mean anomaly at epoch calculation double n = (M2 - M1) / (t2 - t1); double n_test = Math.Sqrt(mu / orbit.a) / orbit.a; orbit.M0 = math.Trunc2PiN(M1 - n * t1); if (orbit.M0 < 0) orbit.M0 = 2 * Math.PI + orbit.M0; // True anomalies calculation double sin_V1 = Math.Sqrt(1 - orbit.e * orbit.e) * Math.Sin(E1) / (1 - orbit.e * Math.Cos(E1)); double cos_V1 = (Math.Cos(E1) - orbit.e) / (1 - orbit.e * Math.Cos(E1)); double V1 = math.arg(sin_V1, cos_V1); double V1_deg = V1 / math.RAD; double sin_V2 = Math.Sqrt(1 - orbit.e * orbit.e) * Math.Sin(E2) / (1 - orbit.e * Math.Cos(E2)); double cos_V2 = (Math.Cos(E2) - orbit.e) / (1 - orbit.e * Math.Cos(E2)); double V2 = math.arg(sin_V2, cos_V2); double V2_deg = V2 / math.RAD; // Orbit orientation calculation (high accuracity!!!) // Radius-vectors orts DVector3D ex1 = new DVector3D(Convert.ToDecimal(x1.ort().x), Convert.ToDecimal(x1.ort().y), Convert.ToDecimal(x1.ort().z)); DVector3D ex2 = new DVector3D(Convert.ToDecimal(x2.ort().x), Convert.ToDecimal(x2.ort().y), Convert.ToDecimal(x2.ort().z)); // Orbit plane normal DVector3D en = (ex1 & ex2).ort(); // Orbit inclination decimal i = DMath.acos(en.z); orbit.i = Convert.ToDouble(i) / math.RAD; // Accenting node longtitude decimal sin_Omega = en.x / DMath.sin(i); decimal cos_Omega = -en.y / DMath.sin(i); decimal Omega = DMath.arg(sin_Omega, cos_Omega); orbit.Omega = Convert.ToDouble(Omega) / math.RAD; // Argument of latitude decimal sin_u = ex1.z / DMath.sin(i); decimal cos_u = (ex1.x + sin_Omega * en.z * sin_u) / cos_Omega; decimal u = DMath.arg(sin_u, cos_u); // Argument of periapsis orbit.omega = (Convert.ToDouble(u) - V1) / math.RAD; return true; }