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@ -251,19 +251,22 @@ loadScene(GameState* gs, RenderState* rs) |
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gs->coord_overlay = addCoordinateOverlay(rs); |
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gs->coord_overlay = addCoordinateOverlay(rs); |
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OrbitalElements el1 = orbitInit(8000, 0, 0, 0, 0, DEG2RAD(-90)); |
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OrbitalElements el1 = orbitInit(8000, 0, 0, 0, 0, DEG2RAD(-90)); |
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GameOrbit* go_1 = loadOrbit(gs, rs, body, el1, rg, "sat_01"); |
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loadOrbit(gs, rs, body, el1, rg, "sat_01"); |
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//GameOrbit* go_1 = loadOrbit(gs, rs, body, el1, rg, "sat_01");
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OrbitalElements el2 = orbitInit(20000, 0, 0, 0, 0, 0); |
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OrbitalElements el2 = orbitInit(20000, 0, 0, 0, 0, 0); |
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loadOrbit(gs, rs, body, el2, rg, "sat_02"); |
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//loadOrbit(gs, rs, body, el2, rg, "sat_02");
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//GameOrbit* go_2 = loadOrbit(gs, rs, body, el2, rg, "sat_02");
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GameOrbit* go_2 = loadOrbit(gs, rs, body, el2, rg, "sat_02"); |
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#if 0 |
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double v_transfer = orbitGetTransferVelocity(go_1->system, el2); |
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double v_transfer = orbitGetTransferVelocity(go_1->system, el2); |
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addManeuver(gs, go_1, ImpulseType::PROGRADE, DEG2RAD(180), v_transfer); |
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addManeuver(gs, go_1, ImpulseType::PROGRADE, DEG2RAD(180), v_transfer); |
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// FIXME: can't get circularization here unless we simulate the transfer
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addManeuver(gs, go_1, ImpulseType::CIRCULARIZE_RAISING, DEG2RAD(180)); |
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// orbit ahead of time, eg) applyManeuver to a dummy orbit
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#else |
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// could also add a ImpulseType::CIRCULARIZE and calculate in
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double v_transfer = orbitGetTransferVelocity(go_2->system, el1); |
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// applyManeuver()
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addManeuver(gs, go_2, ImpulseType::PROGRADE, DEG2RAD(180), v_transfer); |
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addManeuver(gs, go_1, ImpulseType::PROGRADE, DEG2RAD(180), 0.500); |
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addManeuver(gs, go_2, ImpulseType::CIRCULARIZE_LOWERING, DEG2RAD(0)); |
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#endif |
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return true; |
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return true; |
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} |
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} |
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