@@ -6,45 +6,6 @@ public class Schwarzschild : Spacetime
66{
77 public float schwarzschildRad ;
88 public GameObject blackholeDisp ;
9- //public override Metric GetMetric(Vector4 spaceTime)
10- //{
11- // return new Metric()
12- // {
13- // components = new float[4, 4] { { 1f - schwarzschildRad / spaceTime.x, 0f, 0f, 0f },
14- // { 0f, -1f / (1f - schwarzschildRad / spaceTime.x), 0f, 0f },
15- // { 0f, 0f, -spaceTime.x * spaceTime.x, 0f },
16- // { 0f, 0f, 0f, -Mathf.Pow(Mathf.Sin(spaceTime.y) * spaceTime.x, 2) } }
17- // };
18- //}
19- //public override Vector4 ToCoordSystem(Vector4 spaceTime)
20- //{
21- // Vector3 space = spaceTime;
22- // float rad = space.magnitude;
23- // float theta = Mathf.Acos(space.normalized.y);
24- // float phi = Mathf.Atan2(space.z, space.x);
25- // return new Vector4(rad, theta, phi, spaceTime.w);
26- //}
27- //public override Vector4 ToCoordSystemVelocity(Vector4 spaceTimeVel, Vector3 cartesian)
28- //{
29- // Vector3 spaceVel = spaceTimeVel;
30- // Vector3 perp = Vector3.Cross(cartesian, Vector3.up).normalized;
31- // float rad = Vector3.Dot(spaceVel, cartesian.normalized);
32- // float phi = Vector3.Dot(spaceVel, perp) / cartesian.magnitude;
33- // float theta = Vector3.Dot(spaceVel, Vector3.Cross(cartesian, perp)) / cartesian.sqrMagnitude;
34-
35- // return new Vector4(rad, theta, phi, spaceTimeVel.w);
36- //}
37- //public override Vector4 FromCoordSystem(Vector4 coordSpace)
38- //{
39- // Vector3 space = new Vector3(Mathf.Cos(coordSpace.z) * Mathf.Sin(coordSpace.y), Mathf.Cos(coordSpace.y), Mathf.Sin(coordSpace.z) * Mathf.Sin(coordSpace.y)) * coordSpace.x;
40- // return new Vector4(space.x, space.y, space.z, coordSpace.w);
41- //}
42- //private void Update()
43- //{
44- // if (blackholeDisp == null)
45- // return;
46- // blackholeDisp.transform.localScale = Vector3.one * schwarzschildRad * 2f;
47- //}
489 public override Metric GetMetric ( Vector4 spaceTime )
4910 {
5011 return new Metric ( )
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