Resolved that annoying gravity bug and added trajectories, a grid, keyboard navigation and logarithimic scale
This commit is contained in:
Generated
+1
-1
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="$PROJECT_DIR$" vcs="Git" />
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
+10
-3
@@ -12,10 +12,10 @@ std::string vec3_to_string(const glm::vec3& v) {
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
CelestialBody::CelestialBody(float mass, const glm::vec3& position, const glm::vec3& velocity)
|
||||
CelestialBody::CelestialBody(double mass, const glm::dvec3& position, const glm::dvec3& velocity)
|
||||
: mass(mass), position(position), velocity(velocity), acceleration(0.0f) {}
|
||||
|
||||
void CelestialBody::update(float dt) {
|
||||
void CelestialBody::update(double dt) {
|
||||
if (glm::any(glm::isnan(velocity)) || glm::any(glm::isinf(velocity))) {
|
||||
std::cout << "Warning: Invalid velocity detected: " << vec3_to_string(velocity) << std::endl;
|
||||
velocity = glm::vec3(0.0f);
|
||||
@@ -32,6 +32,13 @@ void CelestialBody::update(float dt) {
|
||||
acceleration = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
void CelestialBody::applyForce(const glm::vec3& force) {
|
||||
void CelestialBody::applyForce(const glm::dvec3& force) {
|
||||
acceleration += force / mass;
|
||||
}
|
||||
|
||||
void CelestialBody::addToTrajectory(const glm::dvec3& position) {
|
||||
trajectory.push_back(position);
|
||||
if (trajectory.size() > MAX_TRAJECTORY_POINTS) {
|
||||
trajectory.erase(trajectory.begin());
|
||||
}
|
||||
}
|
||||
+15
-10
@@ -7,22 +7,27 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class CelestialBody {
|
||||
public:
|
||||
CelestialBody(float mass, const glm::vec3& position, const glm::vec3& velocity);
|
||||
CelestialBody(double mass, const glm::dvec3& position, const glm::dvec3& velocity);
|
||||
|
||||
void update(float dt);
|
||||
void applyForce(const glm::vec3& force);
|
||||
void update(double dt);
|
||||
void applyForce(const glm::dvec3& force);
|
||||
|
||||
float getMass() const { return mass; }
|
||||
glm::vec3 getPosition() const { return position; }
|
||||
glm::vec3 getVelocity() const { return velocity; }
|
||||
[[nodiscard]] double getMass() const { return mass; }
|
||||
[[nodiscard]] glm::dvec3 getPosition() const { return position; }
|
||||
[[nodiscard]] glm::dvec3 getVelocity() const { return velocity; }
|
||||
void addToTrajectory(const glm::dvec3& position);
|
||||
const std::vector<glm::dvec3>& getTrajectory() const { return trajectory; }
|
||||
|
||||
private:
|
||||
float mass;
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec3 acceleration;
|
||||
double mass;
|
||||
glm::dvec3 position;
|
||||
glm::dvec3 velocity;
|
||||
glm::dvec3 acceleration;
|
||||
std::vector<glm::dvec3> trajectory;
|
||||
static const size_t MAX_TRAJECTORY_POINTS = 1000;
|
||||
};
|
||||
#endif //GRAVITY_CELESTIALBODY_H
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
# 3D Gravity Simulator Documentation
|
||||
|
||||
## Overview
|
||||
|
||||
This 3D Gravity Simulator is a C++ program that visualizes the gravitational interactions between celestial bodies in a simplified solar system model. It uses OpenGL for rendering and GLFW for window management and user input.
|
||||
|
||||
## Program Structure
|
||||
|
||||
The simulator consists of several key components:
|
||||
|
||||
1. `Simulator`: Handles the physics calculations and updates the positions of celestial bodies.
|
||||
2. `Renderer`: Manages the 3D rendering of the celestial bodies, trajectories, and grid.
|
||||
3. `CelestialBody`: Represents individual celestial bodies with properties like mass, position, and velocity.
|
||||
|
||||
## Physics Implementation
|
||||
|
||||
### Gravitational Force
|
||||
|
||||
The simulator uses Newton's law of universal gravitation to calculate the forces between celestial bodies. The gravitational force between two bodies is given by:
|
||||
|
||||
$$ F = G \frac{m_1 m_2}{r^2} $$
|
||||
|
||||
Where:
|
||||
- $F$ is the gravitational force between the two bodies
|
||||
- $G$ is the gravitational constant ($$6.67430 \times 10^{-11} \, \text{N} \cdot \text{m}^2 / \text{kg}^2$$)
|
||||
- $m_1$ and $m_2$ are the masses of the two bodies
|
||||
- $r$ is the distance between the centers of the two bodies
|
||||
|
||||
### Motion Update
|
||||
|
||||
The motion of each celestial body is updated using numerical integration. We use a simple Euler method for updating positions and velocities:
|
||||
|
||||
1. Calculate the net force on each body
|
||||
2. Calculate acceleration: $$ \vec{a} = \frac{\vec{F}}{m} $$
|
||||
3. Update velocity: $$ \vec{v}_{new} = \vec{v}_{old} + \vec{a} \Delta t $$
|
||||
4. Update position: $$ \vec{x}_{new} = \vec{x}_{old} + \vec{v}_{new} \Delta t $$
|
||||
|
||||
Where $\Delta t$ is the time step of the simulation.
|
||||
|
||||
## Rendering
|
||||
|
||||
The program uses OpenGL to render the 3D scene:
|
||||
|
||||
- Celestial bodies are represented as spheres with sizes proportional to their masses (using a logarithmic scale).
|
||||
- A grid is drawn to provide a reference plane.
|
||||
- Trajectories of the bodies are drawn as lines, fading out over time.
|
||||
- The camera can be controlled using WASD keys for movement and the mouse for orientation.
|
||||
|
||||
## Limitations and Simplifications
|
||||
|
||||
1. The simulation uses a fixed time step, which can lead to inaccuracies in long-term simulations.
|
||||
2. The Euler method for numerical integration is simple but can accumulate errors over time.
|
||||
3. The scale of the celestial bodies and their distances are not to true scale to make visualization easier.
|
||||
4. Relativistic effects are not considered; the simulation uses classical Newtonian mechanics.
|
||||
|
||||
+157
-15
@@ -9,7 +9,18 @@
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
|
||||
Renderer::Renderer(int width, int height) {
|
||||
Renderer::Renderer(int width, int height)
|
||||
: cameraPos(3e11f, 2e11f, 3e11f),
|
||||
cameraFront(glm::normalize(glm::vec3(0.0f) - glm::vec3(3e11f, 2e11f, 3e11f))),
|
||||
cameraUp(0.0f, 1.0f, 0.0f),
|
||||
cameraSpeed(1e9f), // Reduced speed
|
||||
mouseSensitivity(0.05f), // Reduced sensitivity
|
||||
yaw(-45.0f),
|
||||
pitch(-30.0f),
|
||||
firstMouse(true),
|
||||
lastX(width / 2.0f),
|
||||
lastY(height / 2.0f)
|
||||
{
|
||||
if (!glfwInit()) {
|
||||
throw std::runtime_error("Failed to initialize GLFW");
|
||||
}
|
||||
@@ -32,6 +43,13 @@ Renderer::Renderer(int width, int height) {
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
createSphereMesh(1.0f, 20, 20);
|
||||
|
||||
// Set up camera
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetWindowUserPointer(window, this);
|
||||
glfwSetCursorPosCallback(window, [](GLFWwindow* window, double xpos, double ypos) {
|
||||
static_cast<Renderer*>(glfwGetWindowUserPointer(window))->cursorPosCallback(xpos, ypos);
|
||||
});
|
||||
}
|
||||
|
||||
Renderer::~Renderer() {
|
||||
@@ -48,21 +66,58 @@ void Renderer::render(const Simulator& simulator) {
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0, 1024.0 / 768.0, 1e8, 1e12);
|
||||
gluPerspective(45.0, 1600.0 / 1200.0, 1e9, 1e13);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(3e11, 2e11, 3e11, 0, 0, 0, 0, 1, 0);
|
||||
glm::vec3 center = glm::vec3(0, 0, 0); // Look at the center of the system
|
||||
gluLookAt(cameraPos.x, cameraPos.y, cameraPos.z,
|
||||
center.x, center.y, center.z,
|
||||
cameraUp.x, cameraUp.y, cameraUp.z);
|
||||
drawGrid(simulator);
|
||||
|
||||
drawGrid();
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
drawTrajectories(simulator.getBodies());
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
const auto& bodies = simulator.getBodies();
|
||||
double maxMass = 0;
|
||||
double minMass = std::numeric_limits<double>::max();
|
||||
|
||||
// Find the maximum and minimum masses
|
||||
for (const auto& body : bodies) {
|
||||
maxMass = std::max(maxMass, body.getMass());
|
||||
minMass = std::min(minMass, body.getMass());
|
||||
}
|
||||
|
||||
std::cout << "Camera position: " << cameraPos.x << ", " << cameraPos.y << ", " << cameraPos.z << std::endl;
|
||||
std::cout << "Camera front: " << cameraFront.x << ", " << cameraFront.y << ", " << cameraFront.z << std::endl;
|
||||
|
||||
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);
|
||||
glm::dvec3 pos = body.getPosition();
|
||||
std::cout << "Body " << i << " position: " << pos.x << ", " << pos.y << ", " << pos.z << std::endl;
|
||||
}
|
||||
|
||||
// Calculate the log range
|
||||
double logMinMass = std::log10(minMass);
|
||||
double logMaxMass = std::log10(maxMass);
|
||||
double logRange = logMaxMass - logMinMass;
|
||||
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
const auto& body = bodies[i];
|
||||
|
||||
// Calculate the scale factor based on mass
|
||||
double logMass = std::log10(body.getMass());
|
||||
double normalizedLogMass = (logMass - logMinMass) / logRange;
|
||||
float minScale = 5e9f; // Minimum scale to ensure visibility
|
||||
float maxScale = 5e10f; // Maximum scale to prevent overly large objects
|
||||
float scaleFactor = minScale + static_cast<float>(normalizedLogMass) * (maxScale - minScale);
|
||||
|
||||
glm::dvec3 pos = body.getPosition();
|
||||
glm::vec3 renderPos(static_cast<float>(pos.x), static_cast<float>(pos.y), static_cast<float>(pos.z));
|
||||
|
||||
glm::vec3 pos = body.getPosition();
|
||||
std::cout << "Rendering body " << i << " (";
|
||||
switch(i) {
|
||||
case 0: std::cout << "Sun"; break;
|
||||
@@ -86,7 +141,7 @@ void Renderer::render(const Simulator& simulator) {
|
||||
default: glColor3f(1.0f, 1.0f, 1.0f); break; // White for any additional bodies
|
||||
}
|
||||
|
||||
drawSphere(body.getPosition(), scaleFactor);
|
||||
drawSphere(renderPos, scaleFactor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -191,6 +246,7 @@ void Renderer::drawDebugTriangle() {
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(4e11, 3e11, 4e11, 0, 0, 0, 0, 1, 0);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
@@ -202,14 +258,100 @@ void Renderer::drawDebugTriangle() {
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void Renderer::drawGrid() {
|
||||
float Renderer::calculateGravityFieldStrength(const glm::vec3& point, const std::vector<CelestialBody>& bodies) {
|
||||
float fieldStrength = 0.0f;
|
||||
const float G = 6.67430e-11f; // Gravitational constant
|
||||
const float scalingFactor = 1e20f; // Greatly increased scaling factor
|
||||
for (const auto& body : bodies) {
|
||||
glm::dvec3 bodyPos = body.getPosition();
|
||||
float distance = glm::length(glm::vec3(bodyPos) - point);
|
||||
if (distance < 1e9f) distance = 1e9f; // Prevent division by zero
|
||||
fieldStrength += scalingFactor * G * static_cast<float>(body.getMass()) / (distance * distance);
|
||||
}
|
||||
return fieldStrength;
|
||||
}
|
||||
|
||||
void Renderer::drawGrid(const Simulator& simulator) {
|
||||
const float gridSize = 5e11f;
|
||||
const int gridLines = 20;
|
||||
const float lineSpacing = gridSize / gridLines;
|
||||
|
||||
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);
|
||||
glColor3f(0.2f, 0.2f, 0.2f); // Lighter gray for better visibility
|
||||
|
||||
for (int i = -gridLines/2; i <= gridLines/2; ++i) {
|
||||
float pos = i * lineSpacing;
|
||||
glVertex3f(-gridSize/2, 0, pos);
|
||||
glVertex3f(gridSize/2, 0, pos);
|
||||
glVertex3f(pos, 0, -gridSize/2);
|
||||
glVertex3f(pos, 0, gridSize/2);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void Renderer::drawTrajectories(const std::vector<CelestialBody>& bodies) {
|
||||
glBegin(GL_LINES);
|
||||
for (const auto& body : bodies) {
|
||||
const auto& trajectory = body.getTrajectory();
|
||||
if (trajectory.size() < 2) continue;
|
||||
|
||||
for (size_t i = 1; i < trajectory.size(); ++i) {
|
||||
glm::vec3 p1(trajectory[i-1]);
|
||||
glm::vec3 p2(trajectory[i]);
|
||||
|
||||
// Fade out older parts of the trajectory
|
||||
float alpha = static_cast<float>(i) / trajectory.size();
|
||||
glColor4f(1.0f, 1.0f, 1.0f, alpha * 0.5f);
|
||||
|
||||
glVertex3f(p1.x, p1.y, p1.z);
|
||||
glVertex3f(p2.x, p2.y, p2.z);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void Renderer::processInput() {
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
cameraPos += cameraSpeed * cameraFront;
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
cameraPos -= cameraSpeed * cameraFront;
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||
}
|
||||
|
||||
void Renderer::cursorPosCallback(double xpos, double ypos) {
|
||||
if (firstMouse) {
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
xoffset *= mouseSensitivity;
|
||||
yoffset *= mouseSensitivity;
|
||||
|
||||
yaw += xoffset;
|
||||
pitch += yoffset;
|
||||
|
||||
if (pitch > 89.0f)
|
||||
pitch = 89.0f;
|
||||
if (pitch < -89.0f)
|
||||
pitch = -89.0f;
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
void Renderer::updateCameraVectors() {
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
front.y = sin(glm::radians(pitch));
|
||||
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
cameraFront = glm::normalize(front);
|
||||
}
|
||||
+18
-1
@@ -18,6 +18,8 @@ public:
|
||||
void render(const Simulator& simulator);
|
||||
bool shouldClose();
|
||||
void swapBuffers();
|
||||
void processInput();
|
||||
void cursorPosCallback(double xpos, double ypos);
|
||||
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
@@ -28,6 +30,21 @@ private:
|
||||
GLuint sphereVAO, sphereVBO, sphereEBO;
|
||||
int sphereVertexCount, sphereIndexCount;
|
||||
|
||||
void drawGrid();
|
||||
void drawGrid(const Simulator& simulator);
|
||||
float calculateGravityFieldStrength(const glm::vec3& point, const std::vector<CelestialBody>& bodies);
|
||||
void drawGravityField(const Simulator& simulator);
|
||||
void drawTrajectories(const std::vector<CelestialBody>& bodies);
|
||||
|
||||
glm::vec3 cameraPos;
|
||||
glm::vec3 cameraFront;
|
||||
glm::vec3 cameraUp;
|
||||
float cameraSpeed;
|
||||
float mouseSensitivity;
|
||||
float yaw;
|
||||
float pitch;
|
||||
bool firstMouse;
|
||||
double lastX, lastY;
|
||||
|
||||
void updateCameraVectors();
|
||||
};
|
||||
#endif //GRAVITY_RENDERER_H
|
||||
|
||||
+16
-9
@@ -4,6 +4,7 @@
|
||||
#include "Simulator.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
Simulator::Simulator() {}
|
||||
|
||||
@@ -11,7 +12,12 @@ void Simulator::addBody(const CelestialBody& body) {
|
||||
bodies.push_back(body);
|
||||
}
|
||||
|
||||
void Simulator::update(float dt) {
|
||||
void Simulator::update(double dt) {
|
||||
// Sort bodies by mass (descending order)
|
||||
std::sort(bodies.begin(), bodies.end(), [](const CelestialBody& a, const CelestialBody& b) {
|
||||
return a.getMass() > b.getMass();
|
||||
});
|
||||
|
||||
// Calculate and apply gravitational forces
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
glm::vec3 totalForce(0.0f);
|
||||
@@ -25,14 +31,15 @@ void Simulator::update(float dt) {
|
||||
}
|
||||
|
||||
// Update positions and velocities
|
||||
for (auto& body : bodies) {
|
||||
body.update(dt);
|
||||
for (size_t i = 1; i < bodies.size(); ++i) { // Start from 1 to skip the Sun
|
||||
bodies[i].update(dt);
|
||||
bodies[i].addToTrajectory(bodies[i].getPosition());
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2) {
|
||||
glm::vec3 direction = body2.getPosition() - body1.getPosition();
|
||||
float distance = glm::length(direction);
|
||||
glm::dvec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2) {
|
||||
glm::dvec3 direction = body2.getPosition() - body1.getPosition();
|
||||
double distance = glm::length(direction);
|
||||
|
||||
// Avoid division by zero and unrealistic forces at very small distances
|
||||
if (distance < 1e9) {
|
||||
@@ -41,13 +48,13 @@ glm::vec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, con
|
||||
}
|
||||
|
||||
// Use the actual G value
|
||||
const float G = 6.67430e-11f;
|
||||
float forceMagnitude = G * (body1.getMass() * body2.getMass()) / (distance * distance);
|
||||
const double G = 6.67430e-11;
|
||||
double 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::dvec3(0.0);
|
||||
}
|
||||
|
||||
return glm::normalize(direction) * forceMagnitude;
|
||||
|
||||
+3
-3
@@ -13,13 +13,13 @@ public:
|
||||
Simulator();
|
||||
|
||||
void addBody(const CelestialBody& body);
|
||||
void update(float dt);
|
||||
void update(double dt);
|
||||
const std::vector<CelestialBody>& getBodies() const { return bodies; }
|
||||
glm::dvec3 calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2);
|
||||
|
||||
|
||||
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
|
||||
|
||||
@@ -8,31 +8,32 @@
|
||||
|
||||
int main() {
|
||||
Simulator simulator;
|
||||
Renderer renderer(1024, 768); // Increased window size for better visibility
|
||||
Renderer renderer(1600, 1200); // Increased window size for better visibility
|
||||
|
||||
// Sun
|
||||
simulator.addBody(CelestialBody(1.989e30f, glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)));
|
||||
// Sun (at the center)
|
||||
simulator.addBody(CelestialBody(1.989e30f, glm::dvec3(0, 0, 0), glm::dvec3(0, 0, 0)));
|
||||
|
||||
// Mercury
|
||||
simulator.addBody(CelestialBody(3.285e23f, glm::vec3(57.9e9f, 0, 0), glm::vec3(0, 47.36e3f, 0)));
|
||||
simulator.addBody(CelestialBody(3.285e23f, glm::dvec3(57.9e9f, 0, 0), glm::dvec3(0, 47.36e3f, 0)));
|
||||
|
||||
// Venus
|
||||
simulator.addBody(CelestialBody(4.867e24f, glm::vec3(108.2e9f, 0, 0), glm::vec3(0, 35.02e3f, 0)));
|
||||
simulator.addBody(CelestialBody(4.867e24f, glm::dvec3(108.2e9f, 0, 0), glm::dvec3(0, 35.02e3f, 0)));
|
||||
|
||||
// Earth
|
||||
simulator.addBody(CelestialBody(5.972e24f, glm::vec3(149.6e9f, 0, 0), glm::vec3(0, 29.78e3f, 0)));
|
||||
simulator.addBody(CelestialBody(5.972e24f, glm::dvec3(149.6e9f, 0, 0), glm::dvec3(0, 29.78e3f, 0)));
|
||||
|
||||
// Mars
|
||||
simulator.addBody(CelestialBody(6.39e23f, glm::vec3(227.9e9f, 0, 0), glm::vec3(0, 24.07e3f, 0)));
|
||||
simulator.addBody(CelestialBody(6.39e23f, glm::dvec3(227.9e9f, 0, 0), glm::dvec3(0, 24.07e3f, 0)));
|
||||
|
||||
const float dt = 3600.0f; // Time step of 1 hour
|
||||
|
||||
while (!renderer.shouldClose()) {
|
||||
renderer.processInput();
|
||||
simulator.update(dt);
|
||||
renderer.render(simulator);
|
||||
renderer.swapBuffers();
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // Aim for roughly 60 FPS
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16));
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user