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Gravity Engine 12.0
Unity Asset for Gravity
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Newton force. This is not generally used - since Netwonian gravity is the more efficient default force built in to the integrators. More...
Public Member Functions | |
| double[] | CalcAccelerationIJPerM (double[] rji, int i, int j, GravityState.NbodyState[] nbodyStates) |
| Calculate the acceleration between bodies i and j. | |
| double[] | CalcAccelerationIPerParticle (double[] rji, int i, GravityState.NbodyState[] nbodyStates) |
| double[] | CalcJerkIJPerM (double[] rji, int i, int j, GravityState.NbodyState[] nbodyStates) |
| double[] | CalcAccelerationIJPerM (double[] rji, int i, int j, GravityState.NbodyState[] nbodyStates) |
| Calculate the acceleration between bodies i and j. | |
| double[] | CalcAccelerationIPerParticle (double[] rji, int i, GravityState.NbodyState[] nbodyStates) |
| double[] | CalcJerkIJPerM (double[] rji, int i, int j, GravityState.NbodyState[] nbodyStates) |
Newton force. This is not generally used - since Netwonian gravity is the more efficient default force built in to the integrators.
This code is used to double check the force delegate code
| double[] NewtonForce.CalcAccelerationIJPerM | ( | double[] | rji, |
| int | i, | ||
| int | j, | ||
| GravityState.NbodyState[] | nbodyStates | ||
| ) |
Calculate the acceleration between bodies i and j.
Return the aij and aji accelerations because in some case (e.g one is oblate) they will not be equal and opposite!
| rji | |
| i | |
| j | |
| nbodyStates |
Implements IForceDelegate.
| double[] NewtonForce.CalcAccelerationIPerParticle | ( | double[] | rji, |
| int | i, | ||
| GravityState::NbodyState[] | nbodyStates | ||
| ) |
Implements IForceDelegate.
| double[] NewtonForce.CalcJerkIJPerM | ( | double[] | rji, |
| int | i, | ||
| int | j, | ||
| GravityState::NbodyState[] | nbodyStates | ||
| ) |
Implements IForceDelegate.