Gravity Engine  1.5
Unity Asset for Gravity
HermiteIntegrator Class Reference
Inheritance diagram for HermiteIntegrator:
INBodyIntegrator

Public Member Functions

 HermiteIntegrator (IForceDelegate force)
 
INBodyIntegrator DeepClone ()
 Clone this instance, replicating internal arrays. Copy across any internal state required for continued evolution. More...
 
void Setup (int maxBodies, double timeStep)
 
void AddNBody (int bodyNum, NBody nbody, Vector3 position, Vector3 velocity)
 Adds the N body. Implementation may support the case where the initial number of bodies in Setup() is exceeded, creating space, or may ignore additions that exceed this limit (e.g. AZTTriple). More...
 
void RemoveBodyAtIndex (int atIndex)
 Removes NBody at index i. More...
 
void GrowArrays (int growBy)
 Grows the arrays. Called by GravityEngine when it changes internal data sizes. More...
 
Vector3 GetVelocityForIndex (int i)
 
void GetVelocityDoubleForIndex (int i, ref double[] v)
 
void SetVelocityForIndex (int i, Vector3 velocity)
 
Vector3 GetAccelerationForIndex (int i)
 
float GetEnergy (GravityState gravityState)
 Gets the energy of the system. More...
 
float GetInitialEnergy (GravityState gravityState)
 Gets the initial energy. More...
 
void Reset (int numEntries)
 
void PreEvolve (GravityState gravityState, ref byte[] info)
 Call ONCE after all game objects have been added to allow integrator to pre-calc starting quantities required for integration More...
 
double Evolve (double time, GravityState gravityState, ref byte[] info)
 Evolve the specified time, m, r and info. More...
 

Member Function Documentation

void HermiteIntegrator.AddNBody ( int  bodyNum,
NBody  nbody,
Vector3  position,
Vector3  velocity 
)

Adds the N body. Implementation may support the case where the initial number of bodies in Setup() is exceeded, creating space, or may ignore additions that exceed this limit (e.g. AZTTriple).

Parameters
nbodyNBody component
positionPhysics position
velocityPhysics velocity

Implements INBodyIntegrator.

INBodyIntegrator HermiteIntegrator.DeepClone ( )

Clone this instance, replicating internal arrays. Copy across any internal state required for continued evolution.

Implements INBodyIntegrator.

double HermiteIntegrator.Evolve ( double  time,
GravityState  gravityState,
ref byte[]  info 
)

Evolve the specified time, m, r and info.

Integrators will evolve for at least as long as the specified time, but can overshoot. The GravityEngine will correct on the next cycle.

Parameters
timeTime.
mM.
rThe red component.
infoInfo.

Implements INBodyIntegrator.

float HermiteIntegrator.GetEnergy ( GravityState  gravityState)

Gets the energy of the system.

Returns
The energy.
Parameters
massMass.
posPosition.

Implements INBodyIntegrator.

float HermiteIntegrator.GetInitialEnergy ( GravityState  gravityState)

Gets the initial energy.

Returns
The initial energy.
Parameters
massMass.
posPosition.

Implements INBodyIntegrator.

void HermiteIntegrator.GrowArrays ( int  growBy)

Grows the arrays. Called by GravityEngine when it changes internal data sizes.

Parameters
growByGrow by.

Implements INBodyIntegrator.

void HermiteIntegrator.PreEvolve ( GravityState  gravityState,
ref byte[]  info 
)

Call ONCE after all game objects have been added to allow integrator to pre-calc starting quantities required for integration

To avoid copies of mass and position arrays in integrators provide a reference to these for Evolve and PreEvolve

Some implementations (e.g. AZTriple) may make their own copies and then copy the result back into these arrays ///

Parameters
mM.
rThe red component.
infoInfo.

Implements INBodyIntegrator.

void HermiteIntegrator.RemoveBodyAtIndex ( int  atIndex)

Removes NBody at index i.

Parameters
atIndexAt index.

Implements INBodyIntegrator.

void HermiteIntegrator.Setup ( int  maxBodies,
double  timeStep 
)

- maximum number of bodies to be added

Implements INBodyIntegrator.


The documentation for this class was generated from the following file: