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Task/orbits and trajectories #32
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…eferenceframetransform
…added a proper manager for the controlframe as well. Inertial reference frames (scene linear velocity) appear to work now
…up in reference frame code.
…mething is pinned to them. Not fixed yet though.
…s that are pinned to some other object to follow the target without desyncing).
…pace even for a second because that loses precision.
…ges. FIxed KinematicPhysicsTransform's scene position/rotation/etc being wrong. Kinematic physics transforms are now simulated in absolute space exclusively, because they don't respond to collisions.
…values in physics transform components.
…erence frame transform on demand. The setter is now private. Just replace the component and it'll work
…ms and their scene and absolute values, but something is still broken
…frametransform values (I think)
…ausing its position to move in certain update orders
…. But still incomplete
…ation. Fixed fast moving active scene object appearing offset from scene origin by `velocity * deltatime`. Fixed pinned reference fransform appearing in the wrong place when celestialbody is moving very fast.
…till doesn't fully work
…orbital elements from state vectors. Fixed tests comparing acceleration that had unwanted zero as expected value
… (like a dropped tank), fixed another part of keplerian from state vector calculation (seems to be fully working now in all quadrants?)
…towards pinned vessel's scene position
…turned AbsolutePosition of kinematic transform not being correct if the frmae movement matches the transform movement, although, it's a bit of a hack.
…s, but doesn't work at the start due to the vessel being sent far away and its position being clamped
…oth in scene and absolute space, depending on if current scene pos/vel is precise enough for simulation in scene space (prevents vessels far away from scene origin from truncating their absolute positions). Fixed objects pinned to rotating planets not calculating their velocities correctly.
…ybrid transform, added more precise values of 1 radian to hybrid and kinematic transforms (in case there is available precision beyond 12 sig digits). clight code cleanup
…AtUT for non-inertial frames, cleanup, added a getter for the current non-inertial frame of a celestialbody
…o an extension class for the reference frame transform itself. Vessels now use the tangential velocity when separating (likely physically incorrectly still, but it's better than not using it)
…e origin ('physics range'). Reworked the moments of inertia API of physicstransform
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...SpaceProgram/Assets/HSP.ReferenceFrames/ReferenceFrames/OrientedNonInertialReferenceFrame.cs
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HumanSpaceProgram/Assets/HSP.Vanilla/ReferenceFrames/FixedReferenceFrameTransform.cs
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lgtm
…de, comment cleanup, clarified a couple things
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Objects follow 'trajectories', and the changes to the objects (e.g. engines thrusting) can also be back-fed into the trajectories, updating them.
"Reference frame transforms" and "physics transforms" now fully encapsulate the unity rigidbody/transform components and work seamlessly with scene reference frame switches, so that mod writers don't have to worry about that.
There's several different flavors/types of them, and they are all 'combined' into a single component that contains both the reference frame and physics parts.
Lots of API changes and tweaks to make the code clearer.
Moved some stuff around to better align with the structure of the project