#include "maneuver.h" #include "physics.h" #include "spacecraft.h" #include "simulation.h" #include "orbital_mechanics.h" #include #include #include Vec3 calculate_prograde_dir(Vec3 local_velocity) { return vec3_normalize(local_velocity); } Vec3 calculate_retrograde_dir(Vec3 local_velocity) { Vec3 prograde = calculate_prograde_dir(local_velocity); return vec3_scale(prograde, -1.0); } Vec3 calculate_normal_dir(Vec3 local_position, Vec3 local_velocity) { Vec3 angular_momentum = vec3_cross(local_position, local_velocity); return vec3_normalize(angular_momentum); } Vec3 calculate_antinormal_dir(Vec3 local_position, Vec3 local_velocity) { Vec3 normal = calculate_normal_dir(local_position, local_velocity); return vec3_scale(normal, -1.0); } Vec3 calculate_radial_in_dir(Vec3 local_position) { Vec3 radial = vec3_normalize(local_position); return vec3_scale(radial, -1.0); } Vec3 calculate_radial_out_dir(Vec3 local_position) { return vec3_normalize(local_position); } Vec3 get_burn_direction_vector(BurnDirection direction, Vec3 local_pos, Vec3 local_vel) { switch (direction) { case BURN_PROGRADE: return calculate_prograde_dir(local_vel); case BURN_RETROGRADE: return calculate_retrograde_dir(local_vel); case BURN_NORMAL: return calculate_normal_dir(local_pos, local_vel); case BURN_ANTINORMAL: return calculate_antinormal_dir(local_pos, local_vel); case BURN_RADIAL_IN: return calculate_radial_in_dir(local_pos); case BURN_RADIAL_OUT: return calculate_radial_out_dir(local_pos); case BURN_CUSTOM: default: return {0.0, 0.0, 0.0}; } } const char* get_burn_direction_name(BurnDirection direction) { switch (direction) { case BURN_PROGRADE: return "Prograde"; case BURN_RETROGRADE: return "Retrograde"; case BURN_NORMAL: return "Normal"; case BURN_ANTINORMAL: return "Antinormal"; case BURN_RADIAL_IN: return "Radial In"; case BURN_RADIAL_OUT: return "Radial Out"; case BURN_CUSTOM: return "Custom"; default: return "Unknown"; } } void apply_impulsive_burn(Spacecraft* craft, BurnDirection direction, double delta_v) { Vec3 dir = get_burn_direction_vector(direction, craft->local_position, craft->local_velocity); Vec3 delta_v_vec = vec3_scale(dir, delta_v); craft->local_velocity = vec3_add(craft->local_velocity, delta_v_vec); } void apply_custom_burn(Spacecraft* craft, Vec3 delta_v_local) { craft->local_velocity = vec3_add(craft->local_velocity, delta_v_local); craft->global_velocity = vec3_add(craft->global_velocity, delta_v_local); } OrbitalElements preview_burn_result(const Spacecraft* craft, BurnDirection direction, double delta_v, const SimulationState* sim) { OrbitalElements current_elements = craft->orbit; if (craft->parent_index < 0 || craft->parent_index >= sim->body_count) { return current_elements; } CelestialBody* parent = &sim->bodies[craft->parent_index]; double parent_mass = parent->mass; Vec3 pos; Vec3 vel; orbital_elements_to_cartesian(current_elements, parent_mass, &pos, &vel); Vec3 burn_dir = get_burn_direction_vector(direction, pos, vel); Vec3 delta_v_vec = vec3_scale(burn_dir, delta_v); Vec3 new_vel = vec3_add(vel, delta_v_vec); return cartesian_to_orbital_elements(pos, new_vel, parent_mass); } static double normalize_angle(double angle) { while (angle < 0.0) angle += 2.0 * M_PI; while (angle >= 2.0 * M_PI) angle -= 2.0 * M_PI; return angle; } static double angular_distance(double a, double b) { double diff = fabs(normalize_angle(a) - normalize_angle(b)); return (diff > M_PI) ? (2.0 * M_PI - diff) : diff; } static bool angle_between(double current, double next, double target) { double curr_norm = normalize_angle(current); double next_norm = normalize_angle(next); double target_norm = normalize_angle(target); if (curr_norm <= next_norm) { return (target_norm >= curr_norm) && (target_norm <= next_norm); } else { return (target_norm >= curr_norm) || (target_norm <= next_norm); } } static double calculate_true_anomaly(Vec3 r, Vec3 v, Vec3 e_vec, double e_mag, double r_mag) { // For near-circular orbits, eccentricity vector is near-zero // Compute true anomaly as the angle in the orbital plane if (e_mag < 1e-10) { Vec3 h = vec3_cross(r, v); double h_mag = vec3_magnitude(h); if (h_mag < 1e-10) return 0.0; // Create a coordinate system in the orbital plane Vec3 z_hat = vec3_scale(h, 1.0 / h_mag); // Choose x-axis as cross product of Z (world up) and orbit normal // This gives a consistent reference direction in the orbital plane Vec3 world_z = {0.0, 0.0, 1.0}; Vec3 x_hat = vec3_cross(world_z, z_hat); double x_hat_mag = vec3_magnitude(x_hat); if (x_hat_mag < 1e-10) { // Orbit is equatorial, use world X as reference x_hat = (Vec3){1.0, 0.0, 0.0}; } else { x_hat = vec3_scale(x_hat, 1.0 / x_hat_mag); } Vec3 y_hat = vec3_cross(z_hat, x_hat); // Project position onto this orbital plane coordinate system double x_proj = vec3_dot(r, x_hat); double y_proj = vec3_dot(r, y_hat); // True anomaly is the angle in the orbital plane double nu = atan2(y_proj, x_proj); if (nu < 0) nu += 2.0 * M_PI; return nu; } // Standard calculation using eccentricity vector double cos_nu = vec3_dot(e_vec, r) / (e_mag * r_mag); cos_nu = fmax(-1.0, fmin(1.0, cos_nu)); double nu = acos(cos_nu); // Determine correct quadrant using cross product Vec3 r_cross_v = vec3_cross(r, v); double r_cross_v_dot_e = vec3_dot(r_cross_v, e_vec); if (r_cross_v_dot_e < 0) { nu = 2.0 * M_PI - nu; } return nu; } static Vec3 calculate_eccentricity_vector(Vec3 r, Vec3 v, Vec3 h, double mu) { Vec3 v_cross_h = vec3_cross(v, h); Vec3 v_cross_h_over_mu = vec3_scale(v_cross_h, 1.0 / mu); double r_mag = vec3_magnitude(r); Vec3 r_over_mag = vec3_scale(r, 1.0 / r_mag); return vec3_sub(v_cross_h_over_mu, r_over_mag); } bool check_maneuver_trigger(Maneuver* maneuver, Spacecraft* craft, SimulationState* sim) { switch (maneuver->trigger_type) { case TRIGGER_TIME: return sim->time >= maneuver->trigger_value; case TRIGGER_TRUE_ANOMALY: { Vec3 r = craft->local_position; Vec3 v = craft->local_velocity; double r_mag = vec3_magnitude(r); // Validate position magnitude (avoid division by zero) if (r_mag < 1.0) return false; // Calculate angular momentum Vec3 h = vec3_cross(r, v); double h_mag = vec3_magnitude(h); if (h_mag < 1e-10) return false; // Near-linear trajectory // Get parent body for gravitational parameter if (craft->parent_index < 0 || craft->parent_index >= sim->body_count) { return false; } CelestialBody* parent = &sim->bodies[craft->parent_index]; double mu = G * parent->mass; Vec3 e_vec = calculate_eccentricity_vector(r, v, h, mu); double e_mag = vec3_magnitude(e_vec); double target_nu = normalize_angle(maneuver->trigger_value); double current_nu = calculate_true_anomaly(r, v, e_vec, e_mag, r_mag); double current_nu_norm = normalize_angle(current_nu); double current_diff = angular_distance(current_nu_norm, target_nu); if (current_diff < 0.01) return true; // Propagate orbit forward by one time step to check if we'll cross trigger OrbitalElements future_elements = propagate_orbital_elements(craft->orbit, sim->dt, parent->mass); Vec3 future_r, future_v; orbital_elements_to_cartesian(future_elements, parent->mass, &future_r, &future_v); double future_r_mag = vec3_magnitude(future_r); if (future_r_mag < 1.0) return false; // Calculate future eccentricity vector for true anomaly calculation Vec3 future_h = vec3_cross(future_r, future_v); Vec3 future_e_vec = calculate_eccentricity_vector(future_r, future_v, future_h, mu); double future_e_mag = vec3_magnitude(future_e_vec); // Calculate future true anomaly double future_nu = calculate_true_anomaly(future_r, future_v, future_e_vec, future_e_mag, future_r_mag); double future_nu_norm = normalize_angle(future_nu); // Check if target lies between current and future positions return angle_between(current_nu_norm, future_nu_norm, target_nu); } default: return false; } } Maneuver create_maneuver(const char* name, int craft_index, BurnDirection direction, double delta_v, TriggerType trigger_type, double trigger_value) { Maneuver m; strncpy(m.name, name, 63); m.name[63] = '\0'; m.craft_index = craft_index; m.direction = direction; m.delta_v = delta_v; m.trigger_type = trigger_type; m.trigger_value = trigger_value; m.executed = false; m.executed_time = 0.0; return m; } void execute_maneuver(Maneuver* maneuver, Spacecraft* craft, SimulationState* sim, double current_time) { apply_impulsive_burn(craft, maneuver->direction, maneuver->delta_v); if (craft->parent_index >= 0 && craft->parent_index < sim->body_count) { CelestialBody* parent = &sim->bodies[craft->parent_index]; craft->orbit = cartesian_to_orbital_elements(craft->local_position, craft->local_velocity, parent->mass); } maneuver->executed = true; maneuver->executed_time = current_time; } int add_maneuver_to_simulation(SimulationState* sim, Maneuver* maneuver) { if (sim->maneuver_count >= sim->max_maneuvers) { return -1; } for (int i = 0; i < sim->maneuver_count; i++) { if (strcmp(sim->maneuvers[i].name, maneuver->name) == 0) { return -1; } } if (maneuver->craft_index < 0 || maneuver->craft_index >= sim->craft_count) { return -1; } int new_idx = sim->maneuver_count; sim->maneuvers[new_idx] = *maneuver; sim->maneuvers[new_idx].executed = false; sim->maneuvers[new_idx].executed_time = 0.0; sim->maneuver_count++; return new_idx; } bool remove_maneuver_by_index(SimulationState* sim, int index) { if (index < 0 || index >= sim->maneuver_count) { return false; } int elements_to_move = sim->maneuver_count - index - 1; if (elements_to_move > 0) { memmove(&sim->maneuvers[index], &sim->maneuvers[index + 1], elements_to_move * sizeof(Maneuver)); } sim->maneuver_count--; return true; } HohmannTransfer calculate_hohmann_transfer(double r1, double r2, double central_mass) { HohmannTransfer result; double a_transfer = (r1 + r2) / 2.0; double mu = G * central_mass; double v1 = sqrt(mu / r1); double v_transfer1 = sqrt(mu * (2.0 / r1 - 1.0 / a_transfer)); result.dv1 = v_transfer1 - v1; double v2 = sqrt(mu / r2); double v_transfer2 = sqrt(mu * (2.0 / r2 - 1.0 / a_transfer)); result.dv2 = v2 - v_transfer2; result.transfer_time = M_PI * sqrt(pow(a_transfer, 3.0) / mu); result.true_anomaly_2 = M_PI; return result; } bool validate_burn_parameters(const Spacecraft* craft, BurnDirection direction, double delta_v, double parent_mass) { if (delta_v < 0) { return false; } if (delta_v > 50000.0) { return false; } return true; }