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
+157 -15
View File
@@ -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);
}