Gave up on that fucking bug for today
This commit is contained in:
@@ -0,0 +1,54 @@
|
||||
//
|
||||
// Created by 0piet on 7/12/2024.
|
||||
//
|
||||
#include "Simulator.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
|
||||
Simulator::Simulator() {}
|
||||
|
||||
void Simulator::addBody(const CelestialBody& body) {
|
||||
bodies.push_back(body);
|
||||
}
|
||||
|
||||
void Simulator::update(float dt) {
|
||||
// Calculate and apply gravitational forces
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
glm::vec3 totalForce(0.0f);
|
||||
for (size_t j = 0; j < bodies.size(); ++j) {
|
||||
if (i != j) {
|
||||
glm::vec3 force = calculateGravitationalForce(bodies[i], bodies[j]);
|
||||
totalForce += force;
|
||||
}
|
||||
}
|
||||
bodies[i].applyForce(totalForce);
|
||||
}
|
||||
|
||||
// Update positions and velocities
|
||||
for (auto& body : bodies) {
|
||||
body.update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2) {
|
||||
glm::vec3 direction = body2.getPosition() - body1.getPosition();
|
||||
float distance = glm::length(direction);
|
||||
|
||||
// Avoid division by zero and unrealistic forces at very small distances
|
||||
if (distance < 1e9) {
|
||||
std::cout << "Warning: Bodies too close, using minimum distance" << std::endl;
|
||||
distance = 1e9;
|
||||
}
|
||||
|
||||
// Use the actual G value
|
||||
const float G = 6.67430e-11f;
|
||||
float forceMagnitude = G * (body1.getMass() * body2.getMass()) / (distance * distance);
|
||||
|
||||
if (std::isnan(forceMagnitude) || std::isinf(forceMagnitude)) {
|
||||
std::cout << "Warning: Invalid force magnitude calculated. Distance: " << distance
|
||||
<< ", Masses: " << body1.getMass() << ", " << body2.getMass() << std::endl;
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
return glm::normalize(direction) * forceMagnitude;
|
||||
}
|
||||
Reference in New Issue
Block a user