Exemplo n.º 1
0
    private void PredictIntersection(SourceIntersections sourceIntersectionsEntry, int segmentIndex, OrbitalBody orbitalBody, Vector2 orbitalPosition, Vector2 orbitalVelocity, float timeToPosition, Trajectory trajectory, Color intersectionColor)
    {
        // Calculate time of flight of current object to destination
        Vector2 worldDestination = sourceIntersectionsEntry.SegmentIntersections[segmentIndex].ClosestPoint;
        Vector2 localDestination = (worldDestination - trajectory.ParentGravitySource.Position).RotateVector(-trajectory.ArgumentOfPeriapsis);

        float timeOfFlight = timeToPosition + OrbitalMechanics.UniversalVariableMethod.CalculateTimeOfFlight(orbitalPosition, orbitalVelocity, localDestination, trajectory.EccentricityVector, trajectory.ParentGravitySource.Mass);

        if (float.IsNaN(timeOfFlight))
        {
            // timeOfFlight not properly calculated. hide sprites.
            sourceIntersectionsEntry.HideIntersectionObjects(segmentIndex);
            return;
        }

        // Plot current object's future position
        sourceIntersectionsEntry.InitiateIntersectionSprite(segmentIndex, sourceIntersectionsEntry.SegmentIntersections[segmentIndex].ClosestPoint, intersectionColor, true);

        // Plot this source object's position at timeOfFlight
        Vector2 predictedWorldPosition = sourceIntersectionsEntry.Source.PredictPosition(timeOfFlight);

        sourceIntersectionsEntry.InitiateIntersectionSprite(segmentIndex, predictedWorldPosition, intersectionColor, false);

        StartNewIntersectionCoroutine(orbitalBody, timeOfFlight, trajectory, sourceIntersectionsEntry, segmentIndex);
    }
Exemplo n.º 2
0
    private void UpdateNearbySourceIntersections(GravitySource gravitySource)
    {
        if (gravitySource != currentGravitySource)
        {
            // Gravity source changed. Re-initialize source intersections
            currentGravitySource = gravitySource;
            InitializeSourceIntersections();
            return;
        }
        // Update source intersection entries
        for (int i = 0; i < sourceIntersections.Count; i++)
        {
            SourceIntersections thisSourceIntersectionEntry = sourceIntersections[i];

            // Hide all intersection sprites
            thisSourceIntersectionEntry.HideIntersectionObjects();
            // Stop coroutines running for each existing segment intersection
            for (int j = 0; j < thisSourceIntersectionEntry.IntersectionCount; j++)
            {
                IEnumerator thisRoutine = thisSourceIntersectionEntry.intersectionCoroutines[j];
                if (thisRoutine == null)
                {
                    continue;
                }
                StopCoroutine(thisRoutine);
            }
            // Update this entry with now valid intersection objects
            SegmentIntersection[] validIntersections = GetValidSegmentIntersections(thisSourceIntersectionEntry.Source);
            thisSourceIntersectionEntry.UpdateSegmentIntersections(validIntersections);
        }
    }
Exemplo n.º 3
0
    private void UpdateIntersectionSprites(OrbitalBody orbitalBody, Trajectory trajectory, SourceIntersections sourceIntersectionsEntry, int segmentIndex)
    {
        // Calculate time of flight to next closest point -- FIXME: Still needed?????
        if (trajectory.TrajectoryType != OrbitalMechanics.Globals.TrajectoryType.Ellipse)
        {
            sourceIntersectionsEntry.HideIntersectionObjects(segmentIndex);
            return;
        }
        // Use trajectory period as timeOfFlight
        float timeOfFlight = trajectory.Period;

        Vector2 predictedWorldPosition = sourceIntersectionsEntry.Source.PredictPosition(timeOfFlight);

        sourceIntersectionsEntry.InitiateIntersectionSprite(segmentIndex, predictedWorldPosition, false);
        StartNewIntersectionCoroutine(orbitalBody, trajectory.Period, trajectory, sourceIntersectionsEntry, segmentIndex);
    }