Gave up on that fucking bug for today
This commit is contained in:
@@ -0,0 +1 @@
|
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/cmake-build-debug/
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||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
Generated
+2
@@ -0,0 +1,2 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<module classpath="CMake" type="CPP_MODULE" version="4" />
|
||||
Generated
+7
@@ -0,0 +1,7 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="CMakePythonSetting">
|
||||
<option name="pythonIntegrationState" value="YES" />
|
||||
</component>
|
||||
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
|
||||
</project>
|
||||
Generated
+8
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="ProjectModuleManager">
|
||||
<modules>
|
||||
<module fileurl="file://$PROJECT_DIR$/.idea/gravity.iml" filepath="$PROJECT_DIR$/.idea/gravity.iml" />
|
||||
</modules>
|
||||
</component>
|
||||
</project>
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@@ -0,0 +1,37 @@
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cmake_minimum_required(VERSION 3.28)
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project(gravity)
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|
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set(CMAKE_CXX_STANDARD 17)
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||||
|
||||
# Find packages
|
||||
find_package(OpenGL REQUIRED)
|
||||
find_package(GLEW REQUIRED)
|
||||
find_package(glfw3 CONFIG REQUIRED)
|
||||
find_package(glm CONFIG REQUIRED)
|
||||
|
||||
# Add executable
|
||||
add_executable(gravity
|
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main.cpp
|
||||
CelestialBody.cpp
|
||||
Simulator.cpp
|
||||
Renderer.cpp
|
||||
)
|
||||
|
||||
# Include directories
|
||||
target_include_directories(gravity PRIVATE
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${OPENGL_INCLUDE_DIRS}
|
||||
${GLEW_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
# Link libraries
|
||||
target_link_libraries(gravity PRIVATE
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${OPENGL_LIBRARIES}
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||||
GLEW::GLEW
|
||||
glfw
|
||||
glm::glm
|
||||
)
|
||||
|
||||
# On some systems, you might need to explicitly link against OpenGL
|
||||
if(UNIX AND NOT APPLE)
|
||||
target_link_libraries(gravity PRIVATE GL)
|
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endif()
|
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@@ -0,0 +1,37 @@
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//
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// Created by 0piet on 7/12/2024.
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//
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#include "CelestialBody.h"
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#include <iostream>
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#include <sstream>
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|
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// Helper function to convert glm::vec3 to string
|
||||
std::string vec3_to_string(const glm::vec3& v) {
|
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std::stringstream ss;
|
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ss << "(" << v.x << ", " << v.y << ", " << v.z << ")";
|
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return ss.str();
|
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}
|
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|
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CelestialBody::CelestialBody(float mass, const glm::vec3& position, const glm::vec3& velocity)
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: mass(mass), position(position), velocity(velocity), acceleration(0.0f) {}
|
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|
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void CelestialBody::update(float dt) {
|
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if (glm::any(glm::isnan(velocity)) || glm::any(glm::isinf(velocity))) {
|
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std::cout << "Warning: Invalid velocity detected: " << vec3_to_string(velocity) << std::endl;
|
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velocity = glm::vec3(0.0f);
|
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}
|
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|
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velocity += acceleration * dt;
|
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position += velocity * dt;
|
||||
|
||||
if (glm::any(glm::isnan(position)) || glm::any(glm::isinf(position))) {
|
||||
std::cout << "Warning: Invalid position detected: " << vec3_to_string(position) << std::endl;
|
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position = glm::vec3(0.0f);
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}
|
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|
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acceleration = glm::vec3(0.0f);
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}
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|
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void CelestialBody::applyForce(const glm::vec3& force) {
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acceleration += force / mass;
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}
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@@ -0,0 +1,28 @@
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//
|
||||
// Created by 0piet on 7/12/2024.
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//
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||||
|
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#ifndef GRAVITY_CELESTIALBODY_H
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#define GRAVITY_CELESTIALBODY_H
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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class CelestialBody {
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public:
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CelestialBody(float mass, const glm::vec3& position, const glm::vec3& velocity);
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|
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void update(float dt);
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void applyForce(const glm::vec3& force);
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|
||||
float getMass() const { return mass; }
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glm::vec3 getPosition() const { return position; }
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||||
glm::vec3 getVelocity() const { return velocity; }
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||||
|
||||
private:
|
||||
float mass;
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
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||||
glm::vec3 acceleration;
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||||
};
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||||
#endif //GRAVITY_CELESTIALBODY_H
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+215
@@ -0,0 +1,215 @@
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||||
//
|
||||
// Created by 0piet on 7/12/2024.
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||||
//
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||||
#include "Renderer.h"
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||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <vector>
|
||||
#include <cmath>
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||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
|
||||
Renderer::Renderer(int width, int height) {
|
||||
if (!glfwInit()) {
|
||||
throw std::runtime_error("Failed to initialize GLFW");
|
||||
}
|
||||
|
||||
window = glfwCreateWindow(width, height, "3D Gravity Simulator", nullptr, nullptr);
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||||
if (!window) {
|
||||
glfwTerminate();
|
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throw std::runtime_error("Failed to create GLFW window");
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
throw std::runtime_error("Failed to initialize GLEW");
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_LIGHT0);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
createSphereMesh(1.0f, 20, 20);
|
||||
}
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||||
|
||||
Renderer::~Renderer() {
|
||||
glDeleteVertexArrays(1, &sphereVAO);
|
||||
glDeleteBuffers(1, &sphereVBO);
|
||||
glDeleteBuffers(1, &sphereEBO);
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
void Renderer::render(const Simulator& simulator) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.0f, 0.1f, 1.0f);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
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||||
gluPerspective(45.0, 1024.0 / 768.0, 1e8, 1e12);
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||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(3e11, 2e11, 3e11, 0, 0, 0, 0, 1, 0);
|
||||
|
||||
drawGrid();
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||||
|
||||
const auto& bodies = simulator.getBodies();
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
const auto& body = bodies[i];
|
||||
float minSize = 2e9f;
|
||||
float scaleFactor = std::max(std::cbrt(body.getMass()) * 1e-9f, minSize);
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||||
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glm::vec3 pos = body.getPosition();
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std::cout << "Rendering body " << i << " (";
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||||
switch(i) {
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||||
case 0: std::cout << "Sun"; break;
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||||
case 1: std::cout << "Mercury"; break;
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||||
case 2: std::cout << "Venus"; break;
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||||
case 3: std::cout << "Earth"; break;
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||||
case 4: std::cout << "Mars"; break;
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||||
default: std::cout << "Unknown"; break;
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||||
}
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||||
std::cout << ") at position ("
|
||||
<< pos.x << ", " << pos.y << ", " << pos.z
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||||
<< ") with scale " << scaleFactor << std::endl;
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||||
// Set color based on body index
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||||
switch(i) {
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case 0: glColor3f(1.0f, 1.0f, 0.0f); break; // Sun: Yellow
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case 1: glColor3f(0.5f, 0.5f, 0.5f); break; // Mercury: Gray
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||||
case 2: glColor3f(0.9f, 0.7f, 0.4f); break; // Venus: Light Orange
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||||
case 3: glColor3f(0.0f, 0.5f, 1.0f); break; // Earth: Blue
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||||
case 4: glColor3f(1.0f, 0.0f, 0.0f); break; // Mars: Red
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||||
default: glColor3f(1.0f, 1.0f, 1.0f); break; // White for any additional bodies
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||||
}
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||||
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||||
drawSphere(body.getPosition(), scaleFactor);
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||||
}
|
||||
}
|
||||
|
||||
bool Renderer::shouldClose() {
|
||||
return glfwWindowShouldClose(window);
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||||
}
|
||||
|
||||
void Renderer::swapBuffers() {
|
||||
glfwSwapBuffers(window);
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||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void Renderer::drawSphere(const glm::vec3& position, float radius) {
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||||
glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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||||
glScalef(radius, radius, radius);
|
||||
|
||||
glBindVertexArray(sphereVAO);
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||||
glDrawElements(GL_TRIANGLES, sphereIndexCount, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
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||||
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||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Renderer::createSphereMesh(float radius, int sectors, int stacks) {
|
||||
std::vector<GLfloat> vertices;
|
||||
std::vector<GLuint> indices;
|
||||
|
||||
float x, y, z, xy;
|
||||
float nx, ny, nz, lengthInv = 1.0f / radius;
|
||||
float s, t;
|
||||
|
||||
float sectorStep = 2 * M_PI / sectors;
|
||||
float stackStep = M_PI / stacks;
|
||||
float sectorAngle, stackAngle;
|
||||
|
||||
for (int i = 0; i <= stacks; ++i) {
|
||||
stackAngle = M_PI / 2 - i * stackStep;
|
||||
xy = radius * cosf(stackAngle);
|
||||
z = radius * sinf(stackAngle);
|
||||
|
||||
for (int j = 0; j <= sectors; ++j) {
|
||||
sectorAngle = j * sectorStep;
|
||||
|
||||
x = xy * cosf(sectorAngle);
|
||||
y = xy * sinf(sectorAngle);
|
||||
|
||||
nx = x * lengthInv;
|
||||
ny = y * lengthInv;
|
||||
nz = z * lengthInv;
|
||||
|
||||
vertices.push_back(x);
|
||||
vertices.push_back(y);
|
||||
vertices.push_back(z);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < stacks; ++i) {
|
||||
int k1 = i * (sectors + 1);
|
||||
int k2 = k1 + sectors + 1;
|
||||
|
||||
for (int j = 0; j < sectors; ++j, ++k1, ++k2) {
|
||||
if (i != 0) {
|
||||
indices.push_back(k1);
|
||||
indices.push_back(k2);
|
||||
indices.push_back(k1 + 1);
|
||||
}
|
||||
|
||||
if (i != (stacks - 1)) {
|
||||
indices.push_back(k1 + 1);
|
||||
indices.push_back(k2);
|
||||
indices.push_back(k2 + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glGenVertexArrays(1, &sphereVAO);
|
||||
glGenBuffers(1, &sphereVBO);
|
||||
glGenBuffers(1, &sphereEBO);
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
sphereVertexCount = vertices.size() / 3;
|
||||
sphereIndexCount = indices.size();
|
||||
}
|
||||
|
||||
void Renderer::drawDebugTriangle() {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(-1, 1, -1, 1, -1, 1);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(-0.5f, -0.5f, 0.0f);
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(0.5f, -0.5f, 0.0f);
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glVertex3f(0.0f, 0.5f, 0.0f);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void Renderer::drawGrid() {
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(0.2f, 0.2f, 0.2f); // Gray color for the grid
|
||||
for (float i = -5e11f; i <= 5e11f; i += 5e10f) {
|
||||
glVertex3f(i, 0, -5e11f);
|
||||
glVertex3f(i, 0, 5e11f);
|
||||
glVertex3f(-5e11f, 0, i);
|
||||
glVertex3f(5e11f, 0, i);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
+33
@@ -0,0 +1,33 @@
|
||||
//
|
||||
// Created by 0piet on 7/12/2024.
|
||||
//
|
||||
|
||||
#ifndef GRAVITY_RENDERER_H
|
||||
#define GRAVITY_RENDERER_H
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include "Simulator.h"
|
||||
|
||||
class Renderer {
|
||||
public:
|
||||
Renderer(int width, int height);
|
||||
~Renderer();
|
||||
|
||||
void render(const Simulator& simulator);
|
||||
bool shouldClose();
|
||||
void swapBuffers();
|
||||
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
void drawSphere(const glm::vec3& position, float radius);
|
||||
void createSphereMesh(float radius, int sectors, int stacks);
|
||||
void drawDebugTriangle(); // Add this line
|
||||
|
||||
GLuint sphereVAO, sphereVBO, sphereEBO;
|
||||
int sphereVertexCount, sphereIndexCount;
|
||||
|
||||
void drawGrid();
|
||||
};
|
||||
#endif //GRAVITY_RENDERER_H
|
||||
@@ -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;
|
||||
}
|
||||
+25
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by 0piet on 7/12/2024.
|
||||
//
|
||||
|
||||
#ifndef GRAVITY_SIMULATOR_H
|
||||
#define GRAVITY_SIMULATOR_H
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "CelestialBody.h"
|
||||
|
||||
class Simulator {
|
||||
public:
|
||||
Simulator();
|
||||
|
||||
void addBody(const CelestialBody& body);
|
||||
void update(float dt);
|
||||
const std::vector<CelestialBody>& getBodies() const { return bodies; }
|
||||
|
||||
private:
|
||||
std::vector<CelestialBody> bodies;
|
||||
const float G = 6.67430e-11f; // Gravitational constant
|
||||
|
||||
glm::vec3 calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2);
|
||||
};
|
||||
#endif //GRAVITY_SIMULATOR_H
|
||||
@@ -0,0 +1,36 @@
|
||||
#include "Simulator.h"
|
||||
#include "Renderer.h"
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
|
||||
int main() {
|
||||
Simulator simulator;
|
||||
Renderer renderer(1024, 768); // Increased window size for better visibility
|
||||
|
||||
// Sun
|
||||
simulator.addBody(CelestialBody(1.989e30f, glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)));
|
||||
|
||||
// Mercury
|
||||
simulator.addBody(CelestialBody(3.285e23f, glm::vec3(57.9e9f, 0, 0), glm::vec3(0, 47.36e3f, 0)));
|
||||
|
||||
// Venus
|
||||
simulator.addBody(CelestialBody(4.867e24f, glm::vec3(108.2e9f, 0, 0), glm::vec3(0, 35.02e3f, 0)));
|
||||
|
||||
// Earth
|
||||
simulator.addBody(CelestialBody(5.972e24f, glm::vec3(149.6e9f, 0, 0), glm::vec3(0, 29.78e3f, 0)));
|
||||
|
||||
// Mars
|
||||
simulator.addBody(CelestialBody(6.39e23f, glm::vec3(227.9e9f, 0, 0), glm::vec3(0, 24.07e3f, 0)));
|
||||
|
||||
const float dt = 3600.0f; // Time step of 1 hour
|
||||
|
||||
while (!renderer.shouldClose()) {
|
||||
simulator.update(dt);
|
||||
renderer.render(simulator);
|
||||
renderer.swapBuffers();
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // Aim for roughly 60 FPS
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"default-registry": {
|
||||
"kind": "git",
|
||||
"baseline": "3f530d4827b064f5894e94a8946473d40999826e",
|
||||
"repository": "https://github.com/microsoft/vcpkg"
|
||||
},
|
||||
"registries": [
|
||||
{
|
||||
"kind": "artifact",
|
||||
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
|
||||
"name": "microsoft"
|
||||
}
|
||||
]
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"freeglut",
|
||||
"glew",
|
||||
"glm",
|
||||
"vcpkg-cmake",
|
||||
"opengl",
|
||||
"glfw3"
|
||||
]
|
||||
}
|
||||
Reference in New Issue
Block a user