/// <summary>
 /// Raise a circular orbit by the specified percent
 /// - only on-rail is implemented
 /// </summary>
 /// <param name="percentRaise"></param>
 private void NewCircularOrbit(float percentRaise)
 {
     if (onRails)
     {
         KeplerSequence keplerSeq = spaceship.GetComponent <KeplerSequence>();
         OrbitUniversal orbitU    = keplerSeq.GetCurrentOrbit();
         // check orbit is circular
         if (orbitU.eccentricity < 1E-2)
         {
             // circular, ok to proceed
             OrbitData fromOrbit = new OrbitData(orbitU);
             OrbitData toOrbit   = new OrbitData(fromOrbit);
             toOrbit.a = percentRaise * fromOrbit.a;
             const bool    rendezvous  = false;
             OrbitTransfer hohmannXfer = new HohmannXfer(fromOrbit, toOrbit, rendezvous);
             keplerSeq.RemoveFutureSegments();
             keplerSeq.AddManeuvers(hohmannXfer.GetManeuvers());
         }
     }
     else
     {
         // assume we're in orbit around the moon
         OrbitData orbitData = new OrbitData();
         orbitData.SetOrbitForVelocity(spaceship, moonBody);
         OrbitData toOrbit = new OrbitData(orbitData);
         toOrbit.a = percentRaise * orbitData.a;
         const bool    rendezvous  = false;
         OrbitTransfer hohmannXfer = new HohmannXfer(orbitData, toOrbit, rendezvous);
         ge.AddManeuvers(hohmannXfer.GetManeuvers());
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(KeyCode.H))
     {
         OrbitData shipOrbit = new OrbitData();
         shipOrbit.SetOrbitForVelocity(shipNbody, centerNbody);
         OrbitData targetOrbit = new OrbitData();
         targetOrbit.SetOrbitForVelocity(targetNbody, centerNbody);
         // determine the transfer
         orbitTransfer = new HohmannXfer(shipOrbit, targetOrbit, rendezvous);
         // If this is a ship with a Kepler sequence take the maneuvers and add them as KeplerSequence elements
         // This allows the transfer to be time-reversible if the whole scene is on rails.
         if (keplerSeq != null)
         {
             keplerSeq.AddManeuvers(orbitTransfer.GetManeuvers());
         }
         else
         {
             // Nbody evolution (or plain onRails w/o KeplerSequence) use maneuvers
             foreach (Maneuver m in orbitTransfer.GetManeuvers())
             {
                 GravityEngine.Instance().AddManeuver(m);
             }
         }
         // Maneuver markers
         if (markerPrefab != null)
         {
             foreach (Maneuver m in orbitTransfer.GetManeuvers())
             {
                 // set maneuver position marker
                 GameObject marker = Instantiate(markerPrefab, centerNbody.gameObject.transform, true);
                 marker.transform.position = m.physPosition.ToVector3();
                 markers.Add(marker);
                 m.onExecuted = RemoveMarker;
             }
         }
     }
     if (Input.GetKeyUp(KeyCode.C))
     {
         // clear maneuvers
         GravityEngine.Instance().ClearManeuvers();
         // delete on rails maneuvers
         if (keplerSeq != null)
         {
             keplerSeq.RemoveManeuvers(orbitTransfer.GetManeuvers());
         }
         foreach (GameObject marker in markers)
         {
             Destroy(marker);
         }
         markers.Clear();
     }
     // optionally report time to next maneuver
     // for now just do first maneuver
     if ((timeToManeuverText != null) && (orbitTransfer != null))
     {
         double time = orbitTransfer.GetManeuvers()[0].worldTime - GravityEngine.Instance().GetPhysicalTime();
         timeToManeuverText.text = string.Format("Time to Next Maneuver = {0:0.00}", time);
     }
 }
 /// <summary>
 /// Circularize around Moon
 /// - currently only onRails is implemented
 /// </summary>
 private void CircularizeAroundMoon()
 {
     // check ship is on segment where it near Moon
     if (onRails)
     {
         KeplerSequence keplerSeq = spaceship.GetComponent <KeplerSequence>();
         OrbitUniversal orbitU    = keplerSeq.GetCurrentOrbit();
         if (orbitU.centerNbody == moonBody)
         {
             // in orbit around the moon - do circularization
             OrbitData     orbitData       = new OrbitData(orbitU);
             OrbitTransfer circularizeXfer = new CircularizeXfer(orbitData);
             keplerSeq.RemoveFutureSegments();
             keplerSeq.AddManeuvers(circularizeXfer.GetManeuvers());
         }
     }
     else
     {
         // assume we're in orbit around the moon
         OrbitData orbitData = new OrbitData();
         orbitData.SetOrbitForVelocity(spaceship, moonBody);
         OrbitTransfer circularizeXfer = new CircularizeXfer(orbitData);
         ge.AddManeuvers(circularizeXfer.GetManeuvers());
     }
 }
Exemplo n.º 4
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(KeyCode.C))
     {
         OrbitData currentOrbit = new OrbitData();
         currentOrbit.SetOrbitForVelocity(shipNbody, centerNbody);
         // circularize the orbit
         OrbitTransfer t = new CircularizeXfer(currentOrbit);
         // If this is a ship with a Kepler sequence take the maneuvers and add them as KeplerSequence elements
         // This allows the transfer to be time-reversible if the whole scene is on rails.
         if (keplerSeq != null)
         {
             keplerSeq.AddManeuvers(t.GetManeuvers());
         }
         else
         {
             // Nbody evolution (or plain onRails w/o KeplerSequence) use maneuvers
             GravityEngine.Instance().AddManeuver(t.GetManeuvers()[0]);
         }
     }
     else if (Input.GetKeyDown(KeyCode.R))
     {
         // return orbit to GravityEngine control (go Off-Rails)
         if (keplerSeq != null)
         {
             keplerSeq.AppendReturnToGE(GravityEngine.Instance().GetPhysicalTime(), shipNbody);
         }
     }
     else if (Input.GetKeyDown(KeyCode.W))
     {
         // return orbit to GravityEngine control (go Off-Rails)
         GravityEngine.Instance().ApplyImpulse(shipNbody, Vector3.up);
     }
 }
    /// <summary>
    /// Raise a circular orbit by the specified percent
    /// - only on-rail is implemented
    /// </summary>
    /// <param name="percentRaise"></param>
    private void NewCircularOrbit(float percentRaise)
    {
        KeplerSequence keplerSeq = spaceship.GetComponent <KeplerSequence>();
        OrbitUniversal orbitU    = keplerSeq.GetCurrentOrbit();

        // check orbit is circular
        if (orbitU.eccentricity < 1E-2)
        {
            // circular, ok to proceed
            OrbitData fromOrbit = new OrbitData(orbitU);
            OrbitData toOrbit   = new OrbitData(fromOrbit);
            toOrbit.a = percentRaise * fromOrbit.a;
            const bool    rendezvous  = false;
            OrbitTransfer hohmannXfer = new HohmannXfer(fromOrbit, toOrbit, rendezvous);
            keplerSeq.RemoveFutureSegments();
            keplerSeq.AddManeuvers(hohmannXfer.GetManeuvers());
        }
    }