-
Notifications
You must be signed in to change notification settings - Fork 251
/
OrbitExtensions.cs
567 lines (501 loc) · 27.6 KB
/
OrbitExtensions.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
using System;
using UnityEngine;
namespace MuMech
{
public static class OrbitExtensions
{
//can probably be replaced with Vector3d.xzy?
public static Vector3d SwapYZ(Vector3d v)
{
return v.Reorder(132);
}
//
// These "Swapped" functions translate preexisting Orbit class functions into world
// space. For some reason, Orbit class functions seem to use a coordinate system
// in which the Y and Z coordinates are swapped.
//
public static Vector3d SwappedOrbitalVelocityAtUT(this Orbit o, double UT)
{
return SwapYZ(o.getOrbitalVelocityAtUT(UT));
}
//position relative to the primary
public static Vector3d SwappedRelativePositionAtUT(this Orbit o, double UT)
{
return SwapYZ(o.getRelativePositionAtUT(UT));
}
//position in world space
public static Vector3d SwappedAbsolutePositionAtUT(this Orbit o, double UT)
{
return o.referenceBody.position + o.SwappedRelativePositionAtUT(UT);
}
//normalized vector perpendicular to the orbital plane
//convention: as you look down along the orbit normal, the satellite revolves counterclockwise
public static Vector3d SwappedOrbitNormal(this Orbit o)
{
return -SwapYZ(o.GetOrbitNormal()).normalized;
}
//normalized vector along the orbital velocity
public static Vector3d Prograde(this Orbit o, double UT)
{
return o.SwappedOrbitalVelocityAtUT(UT).normalized;
}
//normalized vector pointing radially outward from the planet
public static Vector3d Up(this Orbit o, double UT)
{
return o.SwappedRelativePositionAtUT(UT).normalized;
}
//normalized vector pointing radially outward and perpendicular to prograde
public static Vector3d RadialPlus(this Orbit o, double UT)
{
return Vector3d.Exclude(o.Prograde(UT), o.Up(UT)).normalized;
}
//another name for the orbit normal; this form makes it look like the other directions
public static Vector3d NormalPlus(this Orbit o, double UT)
{
return o.SwappedOrbitNormal();
}
//normalized vector parallel to the planet's surface, and pointing in the same general direction as the orbital velocity
//(parallel to an ideally spherical planet's surface, anyway)
public static Vector3d Horizontal(this Orbit o, double UT)
{
return Vector3d.Exclude(o.Up(UT), o.Prograde(UT)).normalized;
}
//normalized vector parallel to the planet's surface and pointing in the northward direction
public static Vector3d North(this Orbit o, double UT)
{
return Vector3d.Exclude(o.Up(UT), (o.referenceBody.transform.up * (float)o.referenceBody.Radius) - o.SwappedRelativePositionAtUT(UT)).normalized;
}
//normalized vector parallel to the planet's surface and pointing in the eastward direction
public static Vector3d East(this Orbit o, double UT)
{
return Vector3d.Cross(o.Up(UT), o.North(UT)); //I think this is the opposite of what it should be, but it gives the right answer
}
//distance from the center of the planet
public static double Radius(this Orbit o, double UT)
{
return o.SwappedRelativePositionAtUT(UT).magnitude;
}
//returns a new Orbit object that represents the result of applying a given dV to o at UT
public static Orbit PerturbedOrbit(this Orbit o, double UT, Vector3d dV)
{
//should these in fact be swapped?
return MuUtils.OrbitFromStateVectors(o.SwappedAbsolutePositionAtUT(UT), o.SwappedOrbitalVelocityAtUT(UT) + dV, o.referenceBody, UT);
}
//mean motion is rate of increase of the mean anomaly
public static double MeanMotion(this Orbit o)
{
if (o.eccentricity > 1)
{
return Math.Sqrt(o.referenceBody.gravParameter / Math.Abs(Math.Pow(o.semiMajorAxis, 3)));
}
else
{
// The above formula is wrong when using the RealSolarSystem mod, which messes with orbital periods.
// This simpler formula should be foolproof for elliptical orbits:
return 2 * Math.PI / o.period;
}
}
//distance between two orbiting objects at a given time
public static double Separation(this Orbit a, Orbit b, double UT)
{
return (a.SwappedAbsolutePositionAtUT(UT) - b.SwappedAbsolutePositionAtUT(UT)).magnitude;
}
//Time during a's next orbit at which object a comes nearest to object b.
//If a is hyperbolic, the examined interval is the next 100 units of mean anomaly.
//This is quite a large segment of the hyperbolic arc. However, for extremely high
//hyperbolic eccentricity it may not find the actual closest approach.
public static double NextClosestApproachTime(this Orbit a, Orbit b, double UT)
{
double closestApproachTime = UT;
double closestApproachDistance = Double.MaxValue;
double minTime = UT;
double interval = a.period;
if (a.eccentricity > 1)
{
interval = 100 / a.MeanMotion(); //this should be an interval of time that covers a large chunk of the hyperbolic arc
}
double maxTime = UT + interval;
const int numDivisions = 20;
for (int iter = 0; iter < 8; iter++)
{
double dt = (maxTime - minTime) / numDivisions;
for (int i = 0; i < numDivisions; i++)
{
double t = minTime + i * dt;
double distance = a.Separation(b, t);
if (distance < closestApproachDistance)
{
closestApproachDistance = distance;
closestApproachTime = t;
}
}
minTime = MuUtils.Clamp(closestApproachTime - dt, UT, UT + interval);
maxTime = MuUtils.Clamp(closestApproachTime + dt, UT, UT + interval);
}
return closestApproachTime;
}
//Distance between a and b at the closest approach found by NextClosestApproachTime
public static double NextClosestApproachDistance(this Orbit a, Orbit b, double UT)
{
return a.Separation(b, a.NextClosestApproachTime(b, UT));
}
//The mean anomaly of the orbit.
//For elliptical orbits, the value return is always between 0 and 2pi
//For hyperbolic orbits, the value can be any number.
public static double MeanAnomalyAtUT(this Orbit o, double UT)
{
// We use ObtAtEpoch and not meanAnomalyAtEpoch because somehow meanAnomalyAtEpoch
// can be wrong when using the RealSolarSystem mod. ObtAtEpoch is always correct.
double ret = (o.ObTAtEpoch + (UT - o.epoch)) * o.MeanMotion();
if (o.eccentricity < 1) ret = MuUtils.ClampRadiansTwoPi(ret);
return ret;
}
//The next time at which the orbiting object will reach the given mean anomaly.
//For elliptical orbits, this will be a time between UT and UT + o.period
//For hyperbolic orbits, this can be any time, including a time in the past, if
//the given mean anomaly occurred in the past
public static double UTAtMeanAnomaly(this Orbit o, double meanAnomaly, double UT)
{
double currentMeanAnomaly = o.MeanAnomalyAtUT(UT);
double meanDifference = meanAnomaly - currentMeanAnomaly;
if (o.eccentricity < 1) meanDifference = MuUtils.ClampRadiansTwoPi(meanDifference);
return UT + meanDifference / o.MeanMotion();
}
//The next time at which the orbiting object will be at periapsis.
//For elliptical orbits, this will be between UT and UT + o.period.
//For hyperbolic orbits, this can be any time, including a time in the past,
//if the periapsis is in the past.
public static double NextPeriapsisTime(this Orbit o, double UT)
{
if (o.eccentricity < 1)
{
return o.TimeOfTrueAnomaly(0, UT);
}
else
{
return UT - o.MeanAnomalyAtUT(UT) / o.MeanMotion();
}
}
//Returns the next time at which the orbiting object will be at apoapsis.
//For elliptical orbits, this is a time between UT and UT + period.
//For hyperbolic orbits, this throws an ArgumentException.
public static double NextApoapsisTime(this Orbit o, double UT)
{
if (o.eccentricity < 1)
{
return o.TimeOfTrueAnomaly(180, UT);
}
else
{
throw new ArgumentException("OrbitExtensions.NextApoapsisTime cannot be called on hyperbolic orbits");
}
}
//Gives the true anomaly (in a's orbit) at which a crosses its ascending node
//with b's orbit.
//The returned value is always between 0 and 360.
public static double AscendingNodeTrueAnomaly(this Orbit a, Orbit b)
{
Vector3d vectorToAN = Vector3d.Cross(a.SwappedOrbitNormal(), b.SwappedOrbitNormal());
return a.TrueAnomalyFromVector(vectorToAN);
}
//Gives the true anomaly (in a's orbit) at which a crosses its descending node
//with b's orbit.
//The returned value is always between 0 and 360.
public static double DescendingNodeTrueAnomaly(this Orbit a, Orbit b)
{
return MuUtils.ClampDegrees360(a.AscendingNodeTrueAnomaly(b) + 180);
}
//Gives the true anomaly at which o crosses the equator going northwards, if o is east-moving,
//or southwards, if o is west-moving.
//The returned value is always between 0 and 360.
public static double AscendingNodeEquatorialTrueAnomaly(this Orbit o)
{
Vector3d vectorToAN = Vector3d.Cross(o.referenceBody.transform.up, o.SwappedOrbitNormal());
return o.TrueAnomalyFromVector(vectorToAN);
}
//Gives the true anomaly at which o crosses the equator going southwards, if o is east-moving,
//or northwards, if o is west-moving.
//The returned value is always between 0 and 360.
public static double DescendingNodeEquatorialTrueAnomaly(this Orbit o)
{
return MuUtils.ClampDegrees360(o.AscendingNodeEquatorialTrueAnomaly() + 180);
}
//For hyperbolic orbits, the true anomaly only takes on values in the range
// -M < true anomaly < +M for some M. This function computes M.
public static double MaximumTrueAnomaly(this Orbit o)
{
if (o.eccentricity < 1) return 180;
else return 180 / Math.PI * Math.Acos(-1 / o.eccentricity);
}
//Returns whether a has an ascending node with b. This can be false
//if a is hyperbolic and the would-be ascending node is within the opening
//angle of the hyperbola.
public static bool AscendingNodeExists(this Orbit a, Orbit b)
{
return Math.Abs(MuUtils.ClampDegrees180(a.AscendingNodeTrueAnomaly(b))) <= a.MaximumTrueAnomaly();
}
//Returns whether a has a descending node with b. This can be false
//if a is hyperbolic and the would-be descending node is within the opening
//angle of the hyperbola.
public static bool DescendingNodeExists(this Orbit a, Orbit b)
{
return Math.Abs(MuUtils.ClampDegrees180(a.DescendingNodeTrueAnomaly(b))) <= a.MaximumTrueAnomaly();
}
//Returns whether o has an ascending node with the equator. This can be false
//if o is hyperbolic and the would-be ascending node is within the opening
//angle of the hyperbola.
public static bool AscendingNodeEquatorialExists(this Orbit o)
{
return Math.Abs(MuUtils.ClampDegrees180(o.AscendingNodeEquatorialTrueAnomaly())) <= o.MaximumTrueAnomaly();
}
//Returns whether o has a descending node with the equator. This can be false
//if o is hyperbolic and the would-be descending node is within the opening
//angle of the hyperbola.
public static bool DescendingNodeEquatorialExists(this Orbit o)
{
return Math.Abs(MuUtils.ClampDegrees180(o.DescendingNodeEquatorialTrueAnomaly())) <= o.MaximumTrueAnomaly();
}
//Returns the vector from the primary to the orbiting body at periapsis
//Better than using Orbit.eccVec because that is zero for circular orbits
public static Vector3d SwappedRelativePositionAtPeriapsis(this Orbit o)
{
Vector3d vectorToAN = Quaternion.AngleAxis(-(float)o.LAN, Planetarium.up) * Planetarium.right;
Vector3d vectorToPe = Quaternion.AngleAxis((float)o.argumentOfPeriapsis, o.SwappedOrbitNormal()) * vectorToAN;
return o.PeR * vectorToPe;
}
//Returns the vector from the primary to the orbiting body at apoapsis
//Better than using -Orbit.eccVec because that is zero for circular orbits
public static Vector3d SwappedRelativePositionAtApoapsis(this Orbit o)
{
Vector3d vectorToAN = Quaternion.AngleAxis(-(float)o.LAN, Planetarium.up) * Planetarium.right;
Vector3d vectorToPe = Quaternion.AngleAxis((float)o.argumentOfPeriapsis, o.SwappedOrbitNormal()) * vectorToAN;
Vector3d ret = -o.ApR * vectorToPe;
if (double.IsNaN(ret.x))
{
Debug.LogError("OrbitExtensions.SwappedRelativePositionAtApoapsis got a NaN result!");
Debug.LogError("o.LAN = " + o.LAN);
Debug.LogError("o.inclination = " + o.inclination);
Debug.LogError("o.argumentOfPeriapsis = " + o.argumentOfPeriapsis);
Debug.LogError("o.SwappedOrbitNormal() = " + o.SwappedOrbitNormal());
}
return ret;
}
//TODO 1.1 changed trueAnomaly to rad but MJ ext stil uses deg. Should change for consistency
//Converts a direction, specified by a Vector3d, into a true anomaly.
//The vector is projected into the orbital plane and then the true anomaly is
//computed as the angle this vector makes with the vector pointing to the periapsis.
//The returned value is always between 0 and 360.
public static double TrueAnomalyFromVector(this Orbit o, Vector3d vec)
{
Vector3d oNormal = o.SwappedOrbitNormal();
Vector3d projected = Vector3d.Exclude(oNormal, vec);
Vector3d vectorToPe = o.SwappedRelativePositionAtPeriapsis();
double angleFromPe = Vector3d.Angle(vectorToPe, projected);
//If the vector points to the infalling part of the orbit then we need to do 360 minus the
//angle from Pe to get the true anomaly. Test this by taking the the cross product of the
//orbit normal and vector to the periapsis. This gives a vector that points to center of the
//outgoing side of the orbit. If vectorToAN is more than 90 degrees from this vector, it occurs
//during the infalling part of the orbit.
if (Math.Abs(Vector3d.Angle(projected, Vector3d.Cross(oNormal, vectorToPe))) < 90)
{
return angleFromPe;
}
else
{
return 360 - angleFromPe;
}
}
//TODO 1.1 changed trueAnomaly to rad but MJ ext stil uses deg. Should change for consistency
//Originally by Zool, revised by The_Duck
//Converts a true anomaly into an eccentric anomaly.
//For elliptical orbits this returns a value between 0 and 2pi
//For hyperbolic orbits the returned value can be any number.
//NOTE: For a hyperbolic orbit, if a true anomaly is requested that does not exist (a true anomaly
//past the true anomaly of the asymptote) then an ArgumentException is thrown
public static double GetEccentricAnomalyAtTrueAnomaly(this Orbit o, double trueAnomaly)
{
double e = o.eccentricity;
trueAnomaly = MuUtils.ClampDegrees360(trueAnomaly);
trueAnomaly = trueAnomaly * (Math.PI / 180);
if (e < 1) //elliptical orbits
{
double cosE = (e + Math.Cos(trueAnomaly)) / (1 + e * Math.Cos(trueAnomaly));
double sinE = Math.Sqrt(1 - (cosE * cosE));
if (trueAnomaly > Math.PI) sinE *= -1;
return MuUtils.ClampRadiansTwoPi(Math.Atan2(sinE, cosE));
}
else //hyperbolic orbits
{
double coshE = (e + Math.Cos(trueAnomaly)) / (1 + e * Math.Cos(trueAnomaly));
if (coshE < 1) throw new ArgumentException("OrbitExtensions.GetEccentricAnomalyAtTrueAnomaly: True anomaly of " + trueAnomaly + " radians is not attained by orbit with eccentricity " + o.eccentricity);
double E = MuUtils.Acosh(coshE);
if (trueAnomaly > Math.PI) E *= -1;
return E;
}
}
//Originally by Zool, revised by The_Duck
//Converts an eccentric anomaly into a mean anomaly.
//For an elliptical orbit, the returned value is between 0 and 2pi
//For a hyperbolic orbit, the returned value is any number
public static double GetMeanAnomalyAtEccentricAnomaly(this Orbit o, double E)
{
double e = o.eccentricity;
if (e < 1) //elliptical orbits
{
return MuUtils.ClampRadiansTwoPi(E - (e * Math.Sin(E)));
}
else //hyperbolic orbits
{
return (e * Math.Sinh(E)) - E;
}
}
//TODO 1.1 changed trueAnomaly to rad but MJ ext stil uses deg. Should change for consistency
//Converts a true anomaly into a mean anomaly (via the intermediate step of the eccentric anomaly)
//For elliptical orbits, the output is between 0 and 2pi
//For hyperbolic orbits, the output can be any number
//NOTE: For a hyperbolic orbit, if a true anomaly is requested that does not exist (a true anomaly
//past the true anomaly of the asymptote) then an ArgumentException is thrown
public static double GetMeanAnomalyAtTrueAnomaly(this Orbit o, double trueAnomaly)
{
return o.GetMeanAnomalyAtEccentricAnomaly(o.GetEccentricAnomalyAtTrueAnomaly(trueAnomaly));
}
//TODO 1.1 changed trueAnomaly to rad but MJ ext stil uses deg. Should change for consistency
//NOTE: this function can throw an ArgumentException, if o is a hyperbolic orbit with an eccentricity
//large enough that it never attains the given true anomaly
public static double TimeOfTrueAnomaly(this Orbit o, double trueAnomaly, double UT)
{
return o.UTAtMeanAnomaly(o.GetMeanAnomalyAtEccentricAnomaly(o.GetEccentricAnomalyAtTrueAnomaly(trueAnomaly)), UT);
}
//Returns the next time at which a will cross its ascending node with b.
//For elliptical orbits this is a time between UT and UT + a.period.
//For hyperbolic orbits this can be any time, including a time in the past if
//the ascending node is in the past.
//NOTE: this function will throw an ArgumentException if a is a hyperbolic orbit and the "ascending node"
//occurs at a true anomaly that a does not actually ever attain
public static double TimeOfAscendingNode(this Orbit a, Orbit b, double UT)
{
return a.TimeOfTrueAnomaly(a.AscendingNodeTrueAnomaly(b), UT);
}
//Returns the next time at which a will cross its descending node with b.
//For elliptical orbits this is a time between UT and UT + a.period.
//For hyperbolic orbits this can be any time, including a time in the past if
//the descending node is in the past.
//NOTE: this function will throw an ArgumentException if a is a hyperbolic orbit and the "descending node"
//occurs at a true anomaly that a does not actually ever attain
public static double TimeOfDescendingNode(this Orbit a, Orbit b, double UT)
{
return a.TimeOfTrueAnomaly(a.DescendingNodeTrueAnomaly(b), UT);
}
//Returns the next time at which the orbiting object will cross the equator
//moving northward, if o is east-moving, or southward, if o is west-moving.
//For elliptical orbits this is a time between UT and UT + o.period.
//For hyperbolic orbits this can by any time, including a time in the past if the
//ascending node is in the past.
//NOTE: this function will throw an ArgumentException if o is a hyperbolic orbit and the
//"ascending node" occurs at a true anomaly that o does not actually ever attain.
public static double TimeOfAscendingNodeEquatorial(this Orbit o, double UT)
{
return o.TimeOfTrueAnomaly(o.AscendingNodeEquatorialTrueAnomaly(), UT);
}
//Returns the next time at which the orbiting object will cross the equator
//moving southward, if o is east-moving, or northward, if o is west-moving.
//For elliptical orbits this is a time between UT and UT + o.period.
//For hyperbolic orbits this can by any time, including a time in the past if the
//descending node is in the past.
//NOTE: this function will throw an ArgumentException if o is a hyperbolic orbit and the
//"descending node" occurs at a true anomaly that o does not actually ever attain.
public static double TimeOfDescendingNodeEquatorial(this Orbit o, double UT)
{
return o.TimeOfTrueAnomaly(o.DescendingNodeEquatorialTrueAnomaly(), UT);
}
//Computes the period of the phase angle between orbiting objects a and b.
//This only really makes sense for approximately circular orbits in similar planes.
//For noncircular orbits the time variation of the phase angle is only "quasiperiodic"
//and for high eccentricities and/or large relative inclinations, the relative motion is
//not really periodic at all.
public static double SynodicPeriod(this Orbit a, Orbit b)
{
int sign = (Vector3d.Dot(a.SwappedOrbitNormal(), b.SwappedOrbitNormal()) > 0 ? 1 : -1); //detect relative retrograde motion
return Math.Abs(1.0 / (1.0 / a.period - sign * 1.0 / b.period)); //period after which the phase angle repeats
}
//Computes the phase angle between two orbiting objects.
//This only makes sence if a.referenceBody == b.referenceBody.
public static double PhaseAngle(this Orbit a, Orbit b, double UT)
{
Vector3d normalA = a.SwappedOrbitNormal();
Vector3d posA = a.SwappedRelativePositionAtUT(UT);
Vector3d projectedB = Vector3d.Exclude(normalA, b.SwappedRelativePositionAtUT(UT));
double angle = Vector3d.Angle(posA, projectedB);
if (Vector3d.Dot(Vector3d.Cross(normalA, posA), projectedB) < 0)
{
angle = 360 - angle;
}
return angle;
}
//Computes the angle between two orbital planes. This will be a number between 0 and 180
//Note that in the convention used two objects orbiting in the same plane but in
//opposite directions have a relative inclination of 180 degrees.
public static double RelativeInclination(this Orbit a, Orbit b)
{
return Math.Abs(Vector3d.Angle(a.SwappedOrbitNormal(), b.SwappedOrbitNormal()));
}
//Finds the next time at which the orbiting object will achieve a given radius
//from the center of the primary.
//If the given radius is impossible for this orbit, an ArgumentException is thrown.
//For elliptical orbits this will be a time between UT and UT + period
//For hyperbolic orbits this can be any time. If the given radius will be achieved
//in the future then the next time at which that radius will be achieved will be returned.
//If the given radius was only achieved in the past, then there are no guarantees
//about which of the two times in the past will be returned.
public static double NextTimeOfRadius(this Orbit o, double UT, double radius)
{
if (radius < o.PeR || (o.eccentricity < 1 && radius > o.ApR)) throw new ArgumentException("OrbitExtensions.NextTimeOfRadius: given radius of " + radius + " is never achieved: o.PeR = " + o.PeR + " and o.ApR = " + o.ApR);
double trueAnomaly1 = 180 / Math.PI * o.TrueAnomalyAtRadius(radius);
double trueAnomaly2 = 360 - trueAnomaly1;
double time1 = o.TimeOfTrueAnomaly(trueAnomaly1, UT);
double time2 = o.TimeOfTrueAnomaly(trueAnomaly2, UT);
if (time2 < time1 && time2 > UT) return time2;
else return time1;
}
public static Vector3d DeltaVToManeuverNodeCoordinates(this Orbit o, double UT, Vector3d dV)
{
return new Vector3d(Vector3d.Dot(o.RadialPlus(UT), dV),
Vector3d.Dot(-o.NormalPlus(UT), dV),
Vector3d.Dot(o.Prograde(UT), dV));
}
// Return the orbit of the parent body orbiting the sun
public static Orbit TopParentOrbit(this Orbit orbit)
{
Orbit result = orbit;
while (result.referenceBody != Planetarium.fetch.Sun)
{
result = result.referenceBody.orbit;
}
return result;
}
public static double SuicideBurnCountdown(Orbit orbit, VesselState vesselState, Vessel vessel)
{
if (vesselState.mainBody == null) return 0;
if (orbit.PeA > 0) return Double.PositiveInfinity;
double angleFromHorizontal = 90 - Vector3d.Angle(-vessel.srf_velocity, vesselState.up);
angleFromHorizontal = MuUtils.Clamp(angleFromHorizontal, 0, 90);
double sine = Math.Sin(angleFromHorizontal * Math.PI / 180);
double g = vesselState.localg;
double T = vesselState.limitedMaxThrustAccel;
double effectiveDecel = 0.5 * (-2 * g * sine + Math.Sqrt((2 * g * sine) * (2 * g * sine) + 4 * (T * T - g * g)));
double decelTime = vesselState.speedSurface / effectiveDecel;
Vector3d estimatedLandingSite = vesselState.CoM + 0.5 * decelTime * vessel.srf_velocity;
double terrainRadius = vesselState.mainBody.Radius + vesselState.mainBody.TerrainAltitude(estimatedLandingSite);
double impactTime = 0;
try
{
impactTime = orbit.NextTimeOfRadius(vesselState.time, terrainRadius);
}
catch (ArgumentException)
{
return 0;
}
return impactTime - decelTime / 2 - vesselState.time;
}
}
}