TRying to make docker worky worky
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+17
-15
@@ -90,13 +90,13 @@ void Renderer::render(const Simulator& simulator) {
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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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//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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const auto& body = bodies[i];
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glm::dvec3 pos = body.getPosition();
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std::cout << "Body " << i << " position: " << pos.x << ", " << pos.y << ", " << pos.z << std::endl;
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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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@@ -117,18 +117,18 @@ void Renderer::render(const Simulator& simulator) {
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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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std::cout << "Rendering body " << i << " (";
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switch(i) {
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case 0: std::cout << "Sun"; break;
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case 1: std::cout << "Mercury"; break;
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case 2: std::cout << "Venus"; break;
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case 3: std::cout << "Earth"; break;
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case 4: std::cout << "Mars"; break;
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default: std::cout << "Unknown"; break;
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}
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std::cout << ") at position ("
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<< pos.x << ", " << pos.y << ", " << pos.z
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<< ") with scale " << scaleFactor << std::endl;
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// std::cout << "Rendering body " << i << " (";
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// switch(i) {
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// case 0: std::cout << "Sun"; break;
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// case 1: std::cout << "Mercury"; break;
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// case 2: std::cout << "Venus"; break;
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// case 3: std::cout << "Earth"; break;
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// case 4: std::cout << "Mars"; break;
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// default: std::cout << "Unknown"; break;
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// }
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// std::cout << ") at position ("
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// << pos.x << ", " << pos.y << ", " << pos.z
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// << ") with scale " << scaleFactor << std::endl;
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// Set color based on body index
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switch(i) {
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@@ -325,6 +325,8 @@ void Renderer::processInput() {
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cameraPos -= right * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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cameraPos += right * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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void Renderer::cursorPosCallback(GLFWwindow* window, double xpos, double ypos) {
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