Resolved that annoying gravity bug and added trajectories, a grid, keyboard navigation and logarithimic scale

This commit is contained in:
2024-07-12 16:07:49 +02:00
parent a93080b371
commit 2afc695aba
10 changed files with 284 additions and 50 deletions
+10 -3
View File
@@ -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());
}
}