Wrapper class for all the components of the game, so that all the game stuff can be initialized in on...
Definition: game.h:27
Definition: isimulationsystem.h:25
Game & game
Definition: isimulationsystem.h:42
Definition: sysorbit.h:25
void ParseOrbitTree(entt::entity parent, entt::entity body)
Definition: sysorbit.cpp:196
void EnterSOI(entt::entity entity, entt::entity body, entt::entity parent, components::types::Orbit &orb, components::types::Kinematics &vehicle_position, const components::bodies::Body &body_comp, const components::types::Kinematics &target_position)
Definition: sysorbit.cpp:307
bool CheckEnterSOI(const entt::entity &parent, const entt::entity &body)
Change the current body's SOI into a child SOI
Definition: sysorbit.cpp:269
void DoSystem() override
Definition: sysorbit.cpp:43
SysOrbit(Game &game)
Definition: sysorbit.h:27
void LeaveSOI(const entt::entity &body, entt::entity &parent, components::types::Orbit &orb, components::types::Kinematics &pos, components::types::Kinematics &p_pos)
Sets the SOI of the entity to the parent
Definition: sysorbit.cpp:49
void UpdateCommandQueue(components::types::Orbit &orb, entt::entity body, entt::entity parent)
Definition: sysorbit.cpp:162
void CalculateImpulse(components::types::Orbit &orb, entt::entity body, entt::entity parent)
Definition: sysorbit.cpp:119
const bool debug_prints
Definition: sysorbit.h:71
bool CrashObject(components::types::Orbit &orb, entt::entity body, entt::entity parent)
Check if the entity has crashed into its parent object
Definition: sysorbit.cpp:81
int Interval() override
Definition: sysorbit.h:29
void ParseChildren(entt::entity body)
Definition: sysorbit.cpp:139
Definition: basicmaneuver.cpp:23
std::string parent
Definition: planetloader.cpp:50
Relative position from the parent orbiting object.
Definition: coordinates.h:32