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