diff --git a/.idea/vcs.xml b/.idea/vcs.xml
index 94a25f7..35eb1dd 100644
--- a/.idea/vcs.xml
+++ b/.idea/vcs.xml
@@ -1,6 +1,6 @@
-
+
\ No newline at end of file
diff --git a/CelestialBody.cpp b/CelestialBody.cpp
index 1919b9e..c6ab7f0 100644
--- a/CelestialBody.cpp
+++ b/CelestialBody.cpp
@@ -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());
+ }
}
\ No newline at end of file
diff --git a/CelestialBody.h b/CelestialBody.h
index 61c31b0..1c22a60 100644
--- a/CelestialBody.h
+++ b/CelestialBody.h
@@ -7,22 +7,27 @@
#pragma once
#include
#include
+#include
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& 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 trajectory;
+ static const size_t MAX_TRAJECTORY_POINTS = 1000;
};
#endif //GRAVITY_CELESTIALBODY_H
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..1bbba71
--- /dev/null
+++ b/README.md
@@ -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.
+
diff --git a/Renderer.cpp b/Renderer.cpp
index e429771..e4a15b2 100644
--- a/Renderer.cpp
+++ b/Renderer.cpp
@@ -9,7 +9,18 @@
#include
#include
-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(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::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(normalizedLogMass) * (maxScale - minScale);
+
+ glm::dvec3 pos = body.getPosition();
+ glm::vec3 renderPos(static_cast(pos.x), static_cast(pos.y), static_cast(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& 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(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& 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(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);
}
\ No newline at end of file
diff --git a/Renderer.h b/Renderer.h
index 2f18a10..c0b02d1 100644
--- a/Renderer.h
+++ b/Renderer.h
@@ -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& bodies);
+ void drawGravityField(const Simulator& simulator);
+ void drawTrajectories(const std::vector& 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
diff --git a/Simulator.cpp b/Simulator.cpp
index db6204a..f439ff7 100644
--- a/Simulator.cpp
+++ b/Simulator.cpp
@@ -4,6 +4,7 @@
#include "Simulator.h"
#include
#include
+#include
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;
diff --git a/Simulator.h b/Simulator.h
index 016b73f..8d40590 100644
--- a/Simulator.h
+++ b/Simulator.h
@@ -13,13 +13,13 @@ public:
Simulator();
void addBody(const CelestialBody& body);
- void update(float dt);
+ void update(double dt);
const std::vector& getBodies() const { return bodies; }
+ glm::dvec3 calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2);
+
private:
std::vector bodies;
const float G = 6.67430e-11f; // Gravitational constant
-
- glm::vec3 calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2);
};
#endif //GRAVITY_SIMULATOR_H
diff --git a/image.png b/image.png
new file mode 100644
index 0000000..80a92b9
Binary files /dev/null and b/image.png differ
diff --git a/main.cpp b/main.cpp
index bc04310..fde4020 100644
--- a/main.cpp
+++ b/main.cpp
@@ -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;