internal override void ActionCommand(Game game) { if (!IsRunning) { Entity parentEntity = EntityCommanding.GetDataBlob <OrbitDB>().Parent; Vector2 newVector = OrbitProcessor.InstantaneousOrbitalVelocityVector(EntityCommanding.GetDataBlob <OrbitDB>(), _db.ActionOnDateTime); newVector += _db.DeltaVToExpend_AU; var spdmps = Distance.AuToMt(newVector.Length()); Vector3 newVector3d = new Vector3(newVector.X, newVector.Y, 0); OrbitDB newOrbit = OrbitDB.FromVector(parentEntity, EntityCommanding, newVector3d, _db.ActionOnDateTime); /* * if (newOrbit.Periapsis > targetSOI) * { * //TODO: find who's SOI we're currently in and create an orbit for that; * } * if (newOrbit.Apoapsis > targetSOI) * { * //TODO: change orbit to new parent at SOI change * } */ EntityCommanding.SetDataBlob(newOrbit); newOrbit.SetParent(parentEntity); } }
/// <summary> /// This was designed so that fast moving objects will get interpolated a lot more than slow moving objects /// so fast moving objects shouldn't loose positional acuracy when close to a planet, /// and slow moving objects won't have processor time wasted on them by calulcating too often. /// However this seems to be unstable and looses energy, unsure why. currently set it to just itterate/interpolate every second. /// so currently will be using more time to get through this than neccisary. /// </summary> /// <param name="entity">Entity.</param> /// <param name="deltaSeconds">Delta seconds.</param> public static void NewtonMove(Entity entity, int deltaSeconds) { NewtonMoveDB newtonMoveDB = entity.GetDataBlob <NewtonMoveDB>(); PositionDB positionDB = entity.GetDataBlob <PositionDB>(); double Mass_Kg = entity.GetDataBlob <MassVolumeDB>().Mass; double ParentMass_kg = newtonMoveDB.ParentMass; var manager = entity.Manager; DateTime dateTimeFrom = newtonMoveDB.LastProcessDateTime; DateTime dateTimeNow = manager.ManagerSubpulses.StarSysDateTime; DateTime dateTimeFuture = dateTimeNow + TimeSpan.FromSeconds(deltaSeconds); double deltaT = (dateTimeFuture - dateTimeFrom).TotalSeconds; double secondsToItterate = deltaT; while (secondsToItterate > 0) { double speed_kms = newtonMoveDB.CurrentVector_kms.Length(); //double timeStep = Math.Max(secondsToItterate / speed_kms, 1); //timeStep = Math.Min(timeStep, secondsToItterate); double timeStep = 1;//because the above seems unstable and looses energy. double distanceToParent_m = Distance.AuToMt(positionDB.GetDistanceTo(newtonMoveDB.SOIParent.GetDataBlob <PositionDB>())); distanceToParent_m = Math.Max(distanceToParent_m, 0.1); //don't let the distance be 0 (once collision is in this will likely never happen anyway) double gravForce = GameConstants.Science.GravitationalConstant * (Mass_Kg * ParentMass_kg / Math.Pow(distanceToParent_m, 2)); Vector3 gravForceVector = gravForce * -Vector3.Normalise(positionDB.RelativePosition_AU); double distance = Distance.AuToKm(positionDB.RelativePosition_AU).Length(); Vector3 totalForce = gravForceVector + newtonMoveDB.ThrustVector; Vector3 acceleration_mps = totalForce / Mass_Kg; Vector3 newVelocity = (acceleration_mps * timeStep * 0.001) + newtonMoveDB.CurrentVector_kms; newtonMoveDB.CurrentVector_kms = newVelocity; Vector3 deltaPos = (newtonMoveDB.CurrentVector_kms + newVelocity) / 2 * timeStep; //Vector4 deltaPos = newtonMoveDB.CurrentVector_kms * timeStep; positionDB.RelativePosition_AU += Distance.KmToAU(deltaPos); double sOIRadius_AU = OrbitProcessor.GetSOI(newtonMoveDB.SOIParent); if (positionDB.RelativePosition_AU.Length() >= sOIRadius_AU) { Entity newParent; Vector3 parentRalitiveVector; //if our parent is a regular kepler object (normaly this is the case) if (newtonMoveDB.SOIParent.HasDataBlob <OrbitDB>()) { var orbitDB = newtonMoveDB.SOIParent.GetDataBlob <OrbitDB>(); newParent = orbitDB.Parent; var parentVelocity = OrbitProcessor.InstantaneousOrbitalVelocityVector(orbitDB, entity.Manager.ManagerSubpulses.StarSysDateTime); parentRalitiveVector = Distance.KmToAU(newtonMoveDB.CurrentVector_kms) + parentVelocity; var pvlen = Distance.AuToKm(parentVelocity.Length()); var vlen = newtonMoveDB.CurrentVector_kms.Length(); var rvlen = Distance.AuToKm(parentRalitiveVector.Length()); } else //if (newtonMoveDB.SOIParent.HasDataBlob<NewtonMoveDB>()) { //this will pretty much never happen. newParent = newtonMoveDB.SOIParent.GetDataBlob <NewtonMoveDB>().SOIParent; var parentVelocity = newtonMoveDB.SOIParent.GetDataBlob <NewtonMoveDB>().CurrentVector_kms; parentRalitiveVector = Distance.KmToAU(newtonMoveDB.CurrentVector_kms + parentVelocity); } double newParentMass = newParent.GetDataBlob <MassVolumeDB>().Mass; double sgp = GameConstants.Science.GravitationalConstant * (newParentMass + Mass_Kg) / 3.347928976e33; Vector3 posRalitiveToNewParent = positionDB.AbsolutePosition_AU - newParent.GetDataBlob <PositionDB>().AbsolutePosition_AU; var dateTime = dateTimeNow + TimeSpan.FromSeconds(deltaSeconds - secondsToItterate); var kE = OrbitMath.KeplerFromPositionAndVelocity(sgp, posRalitiveToNewParent, parentRalitiveVector, dateTime); if (kE.Eccentricity < 1) //if we're going to end up in a regular orbit around our new parent { /* * var newOrbit = OrbitDB.FromKeplerElements( * newParent, * newParentMass, * Mass_Kg, * kE, * dateTime); */ var newOrbit = OrbitDB.FromVector(newParent, entity, parentRalitiveVector, dateTime); entity.RemoveDataBlob <NewtonMoveDB>(); entity.SetDataBlob(newOrbit); positionDB.SetParent(newParent); var currentPos = Distance.AuToKm(positionDB.RelativePosition_AU); var newPos = OrbitProcessor.GetPosition_AU(newOrbit, dateTime); var newPosKM = Distance.AuToKm(newPos); positionDB.RelativePosition_AU = newPos; break; } else //else we're in a hyperbolic trajectory around our new parent, so just coninue the newtonion move. { positionDB.SetParent(newParent); newtonMoveDB.ParentMass = newParentMass; newtonMoveDB.SOIParent = newParent; } } secondsToItterate -= timeStep; } newtonMoveDB.LastProcessDateTime = dateTimeFuture; }