Gave up on that fucking bug for today
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#include "Simulator.h"
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#include "Renderer.h"
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#include <chrono>
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#include <thread>
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int main() {
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Simulator simulator;
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Renderer renderer(1024, 768); // Increased window size for better visibility
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// Sun
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simulator.addBody(CelestialBody(1.989e30f, glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)));
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// Mercury
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simulator.addBody(CelestialBody(3.285e23f, glm::vec3(57.9e9f, 0, 0), glm::vec3(0, 47.36e3f, 0)));
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// Venus
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simulator.addBody(CelestialBody(4.867e24f, glm::vec3(108.2e9f, 0, 0), glm::vec3(0, 35.02e3f, 0)));
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// Earth
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simulator.addBody(CelestialBody(5.972e24f, glm::vec3(149.6e9f, 0, 0), glm::vec3(0, 29.78e3f, 0)));
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// Mars
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simulator.addBody(CelestialBody(6.39e23f, glm::vec3(227.9e9f, 0, 0), glm::vec3(0, 24.07e3f, 0)));
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const float dt = 3600.0f; // Time step of 1 hour
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while (!renderer.shouldClose()) {
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simulator.update(dt);
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renderer.render(simulator);
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renderer.swapBuffers();
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std::this_thread::sleep_for(std::chrono::milliseconds(16)); // Aim for roughly 60 FPS
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}
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return 0;
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}
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