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
+15 -10
View File
@@ -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