SpaceSim | body simulation of the solar system

 by   zlynn1990 C# Version: Current License: MIT

kandi X-RAY | SpaceSim Summary

kandi X-RAY | SpaceSim Summary

SpaceSim is a C# library typically used in Simulation applications. SpaceSim has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

SpaceSim is an n-body simulation of the solar system complete with stars, planets, moons, and spacecraft. It is currently setup to simulate various SpaceX launch profiles with vehicles including the Dragon, Falcon 9, and Falcon Heavy.
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            kandi-support Support

              SpaceSim has a low active ecosystem.
              It has 159 star(s) with 18 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              SpaceSim has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of SpaceSim is current.

            kandi-Quality Quality

              SpaceSim has 0 bugs and 0 code smells.

            kandi-Security Security

              SpaceSim has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              SpaceSim code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              SpaceSim is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SpaceSim releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.
              SpaceSim saves you 7982 person hours of effort in developing the same functionality from scratch.
              It has 16429 lines of code, 0 functions and 636 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            SpaceSim Key Features

            No Key Features are available at this moment for SpaceSim.

            SpaceSim Examples and Code Snippets

            No Code Snippets are available at this moment for SpaceSim.

            Community Discussions

            QUESTION

            How can I convert a mesh.locallyTranslate Vector3 motion into a world space motion to give momentum to an object?
            Asked 2017-Nov-02 at 16:08

            I have the following scene https://rawgit.com/bicarbon8/SpaceSim/MomentumProblem/babylon.html that I've setup with the ability to rotate using the following keys:

            • i = pitch down
            • k = pitch up
            • j = roll left
            • l = roll right
            • u = yaw left
            • o = yaw right
            • / = cancel all rotation

            and to move with the following keys:

            • q = move forwards
            • a = move backwards
            • s = strafe left
            • f = strafe right
            • e = move up
            • d = move down
            • \ = cancel all movement

            which is working fine to move the mesh in a direction that it is pointing, but I would like to initiate motion based on the rotation of the mesh, but then continue the movement in the original direction irrespective of the change in rotation to the mesh that happens after motion is initiated (maintain momentum).

            I'm tracking the motion in each direction via a separate object with x, y, and z values so that each press of the keyboard for motion only modifies this object which is then applied to the mesh for each loop of the animation cycle, but because I'm using:

            mesh.locallyTranslate(new BABYLON.Vector3(x, y, z))

            when the mesh is rotated the motion rotates with the mesh. How can I convert the directionality of the mesh's rotation into a Vector3 that I can use with World-based translation such that the subsequent rotation of the mesh does not affect the motion it already has?

            NOTE: this should simulate motion in a microgravity / no gravity environment

            Thanks in advance for any help.

            ...

            ANSWER

            Answered 2017-Nov-02 at 16:08

            managed to find a solution on my own through a combination of Unity engine and Three.js solutions to a similar type of problem followed by scouring the Babylon.js github pages. To fix it I had to change my globally tracked velocity object from a direct input based on key presses to a calculated BABYLON.Vector3 based on the mesh's World Matrix and a Normalised Vector3 for the local-space direction I wanted to move the mesh which is then added to the existing global Vector3 used to track the momentum (and is then subsequently applied to the mesh using World-space translation.

            Original:

            Source https://stackoverflow.com/questions/47051117

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install SpaceSim

            If you just want to run the simulation, download the latest build found under the builds directory. Unzip the build and launch SpaceSim.exe to get started. Otherwise, you can clone this repository and browse the source code. In order to have the best graphically experience, your video card must support double precision openCL kernels. If support isn't detected the program will fallback to basic GDI rendering. The program accepts two command line arguments. If you want to run the game in windowed mode add a "-w". To launch a custom flight profile use the profile's name like "Falcon Heavy 35000kg".

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/zlynn1990/SpaceSim.git

          • CLI

            gh repo clone zlynn1990/SpaceSim

          • sshUrl

            git@github.com:zlynn1990/SpaceSim.git

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