diff --git a/src/core/modules/Planet.cpp b/src/core/modules/Planet.cpp index 407c0776010bc..a17439f1d4659 100644 --- a/src/core/modules/Planet.cpp +++ b/src/core/modules/Planet.cpp @@ -1768,7 +1768,7 @@ QVector Planet::getCandidatesForShadow() const return res; } -void Planet::computePosition(const StelObserver *observer, const double dateJDE, const Vec3d &aberrationPush) // heliocentric +void Planet::computePosition(const StelObserver *observer, const double dateJDE, const Vec3d &aberrationPush) { // Having hundreds of Minor Planets makes this very slow. Especially on transitions between locations (StelCore::moveObserverTo()) // it seems acceptable to disable position updates for minor bodies. @@ -1797,7 +1797,7 @@ void Planet::computePosition(const StelObserver *observer, const double dateJDE, this->aberrationPush=aberrationPush; } -void Planet::computePosition(const double dateJDE, Vec3d &eclPosition, Vec3d &eclVelocity) const // heliocentric +void Planet::computePosition(const double dateJDE, Vec3d &eclPosition, Vec3d &eclVelocity) const { // if Sun, then position is always 0,0,0 because coordFunc is computing barycentric coordinates if (this->getParent() == nullptr) diff --git a/src/core/modules/Planet.hpp b/src/core/modules/Planet.hpp index 3adec3431ea6f..1080a413a92fb 100644 --- a/src/core/modules/Planet.hpp +++ b/src/core/modules/Planet.hpp @@ -393,10 +393,12 @@ class Planet : public StelObject double getRotObliquity(double JDE) const; //! Compute the position and orbital velocity in the parent Planet coordinate system and set aberrationPush + //! In case of the Sun, it is the heliocentric position and velocity so zeros are set //! Does not compute new position when dateJDE is less than deltaJDE away from lastJDE //! You can add the aberrationPush value according to Edot*lightTime in Explanatory Supplement (2013) formula 7.55. virtual void computePosition(const StelObserver *observer, const double dateJDE, const Vec3d &aberrationPush); //! Compute the position and orbital velocity in the parent Planet coordinate system, and return them in eclPosition and eclVelocity + //! In case of the Sun, it is the heliocentric position and velocity so zeros are set //! These may be preferred when we want to avoid setting the actual position (e.g., RTS computation) virtual void computePosition(const double dateJDE, Vec3d &eclPosition, Vec3d &eclVelocity) const;