Initial orbiting craft
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@@ -2,6 +2,7 @@ using System.Diagnostics;
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using Godot;
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using ImGuiNET;
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using Quadratic.Carto.MathExt;
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using Vim.Math3d;
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namespace Quadratic.Carto.Craft;
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@@ -20,8 +21,24 @@ public sealed partial class Krakensbane : Node3D
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public Node3D? FocusedVessel { get; set; }
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const float maxDistance = 500.0f;
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const float planetRadius = 6372.0f;
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DVector3 originPosition = DVector3.Zero;
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DVector3 originPosition = DVector3.UnitY * planetRadius;
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/// <summary>
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/// Something to manage the non-inertial frame of reference.
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/// </summary>
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/// <para>
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/// It's good to have an inertial frame of reference when you're close to
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/// a lot of static stuff, like on the ground. However, a non-inertial frame
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/// of reference might be more appropriate when you're in deep space.
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/// </para>
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/// <para>
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/// This provider field is null if we're using an inertial frame of reference.
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/// When it's not null, it should be responsible for managing the acceleration,
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/// angular acceleration, and even positions and/or rotations of children
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/// objects.
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INonInertialFrameProvider? nonInertialFrameProvider;
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public override void _PhysicsProcess(double delta)
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{
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@@ -52,6 +69,27 @@ public sealed partial class Krakensbane : Node3D
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originPosition += vesselPosition.AsVim().AsDouble();
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}
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// Apply gravity
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foreach (var child in GetChildren())
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{
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if (child is RigidBody3D rb)
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{
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var localPosition = rb.Transform.Origin.AsVim().AsDouble();
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var globalPosition = originPosition + localPosition;
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var gravityVector = -globalPosition.Normalize();
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var floatGravityVector = gravityVector.AsSingle().AsGodot();
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var distance = globalPosition.Length();
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var gravity = 9.81f * planetRadius * planetRadius / (distance * distance);
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rb.ApplyCentralForce(floatGravityVector * (float)gravity);
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}
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}
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}
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public DVector3 GetPositionOf(Node3D node)
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{
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var localPosition = node.Transform.Origin.AsVim().AsDouble();
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return originPosition + localPosition;
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}
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public override void _Process(double delta)
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@@ -61,3 +99,9 @@ public sealed partial class Krakensbane : Node3D
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ImGui.End();
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}
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}
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public interface INonInertialFrameProvider
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{
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public DVector3 GetCurrentAcceleration();
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public DVector3 GetCurrentAngularAcceleration();
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}
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14
src/Craft/Vessel.cs
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14
src/Craft/Vessel.cs
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@@ -0,0 +1,14 @@
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using Godot;
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namespace Quadratic.Carto.Craft;
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/// <summary>
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/// A Vessel is the smallest unit of object in the game that is considered a
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/// whole on its own, such as a space station or an astronaut. Connections can
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/// be made between vessels, but each vessel is still a separate entity.
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/// </summary>
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/// <remarks>
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/// Vessel is an abstract class, and is meant to be extended by concrete
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/// implementations.
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/// </remarks>
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public abstract class Vessel { }
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9
src/Craft/VesselNode.cs
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9
src/Craft/VesselNode.cs
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@@ -0,0 +1,9 @@
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using Godot;
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namespace Quadratic.Carto.Craft;
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/// <summary>
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/// A VesselNode is the node that represents a <see cref="Vessel"/> currently
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/// loaded into the game world.
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/// </summary>
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public abstract partial class VesselNode : Node3D { }
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