Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9289a355c1 |
@@ -1,3 +0,0 @@
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/cmake-build-debug/
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/vcpkg_installed/
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/build/
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Generated
-8
@@ -1,8 +0,0 @@
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||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
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||||
/dataSources.local.xml
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||||
Generated
-2
@@ -1,2 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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Generated
-7
@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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||||
<component name="CMakePythonSetting">
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||||
<option name="pythonIntegrationState" value="YES" />
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||||
</component>
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||||
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
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</project>
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Generated
-8
@@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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||||
<component name="ProjectModuleManager">
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||||
<modules>
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||||
<module fileurl="file://$PROJECT_DIR$/.idea/gravity.iml" filepath="$PROJECT_DIR$/.idea/gravity.iml" />
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||||
</modules>
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||||
</component>
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||||
</project>
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Generated
-7
@@ -1,7 +0,0 @@
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||||
<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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||||
<component name="VcsDirectoryMappings">
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||||
<mapping directory="" vcs="Git" />
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||||
<mapping directory="$PROJECT_DIR$/vcpkg" vcs="Git" />
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||||
</component>
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||||
</project>
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@@ -1,42 +0,0 @@
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cmake_minimum_required(VERSION 3.28)
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project(gravity)
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set(CMAKE_CXX_STANDARD 17)
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# Use vcpkg
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if(DEFINED ENV{VCPKG_ROOT} AND NOT DEFINED CMAKE_TOOLCHAIN_FILE)
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||||
set(CMAKE_TOOLCHAIN_FILE "$ENV{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake"
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||||
CACHE STRING "Vcpkg toolchain file")
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endif()
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||||
|
||||
# Find packages
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||||
find_package(OpenGL REQUIRED)
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||||
find_package(GLEW REQUIRED)
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||||
find_package(glfw3 CONFIG REQUIRED)
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||||
find_package(glm CONFIG REQUIRED)
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||||
|
||||
# Add executable
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add_executable(gravity
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main.cpp
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CelestialBody.cpp
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Simulator.cpp
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Renderer.cpp
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)
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# Include directories
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target_include_directories(gravity PRIVATE
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${OPENGL_INCLUDE_DIRS}
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${GLEW_INCLUDE_DIRS}
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)
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|
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# Link libraries
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target_link_libraries(gravity PRIVATE
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${OPENGL_LIBRARIES}
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GLEW::GLEW
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glfw
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glm::glm
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)
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if(UNIX AND NOT APPLE)
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target_link_libraries(gravity PRIVATE GL)
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endif()
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@@ -1,48 +0,0 @@
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//
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// Created by Quinta on 7/12/2024.
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//
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#include "CelestialBody.h"
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#include <iostream>
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#include <sstream>
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|
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// Helper function to convert glm::vec3 to string
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||||
std::string vec3_to_string(const glm::vec3& v) {
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||||
std::stringstream ss;
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ss << "(" << v.x << ", " << v.y << ", " << v.z << ")";
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return ss.str();
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}
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CelestialBody::CelestialBody(double mass, const glm::dvec3& position, const glm::dvec3& velocity, double radius)
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: mass(mass), position(position), velocity(velocity), acceleration(0.0f) {}
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void CelestialBody::update(double dt) {
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// Runge-Kutta 4th order method
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glm::dvec3 k1v = acceleration * dt;
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glm::dvec3 k1r = velocity * dt;
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glm::dvec3 k2v = acceleration * dt;
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glm::dvec3 k2r = (velocity + k1v * 0.5) * dt;
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glm::dvec3 k3v = acceleration * dt;
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glm::dvec3 k3r = (velocity + k2v * 0.5) * dt;
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glm::dvec3 k4v = acceleration * dt;
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glm::dvec3 k4r = (velocity + k3v) * dt;
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velocity += (k1v + 2.0 * k2v + 2.0 * k3v + k4v) / 6.0;
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position += (k1r + 2.0 * k2r + 2.0 * k3r + k4r) / 6.0;
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acceleration = glm::dvec3(0.0);
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}
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void CelestialBody::applyForce(const glm::dvec3& force) {
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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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@@ -1,35 +0,0 @@
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//
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// Created by Quinta on 7/12/2024.
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//
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#ifndef GRAVITY_CELESTIALBODY_H
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#define GRAVITY_CELESTIALBODY_H
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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class CelestialBody {
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public:
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CelestialBody(double mass, const glm::dvec3& position, const glm::dvec3& velocity, double radius);
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void update(double dt);
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void applyForce(const glm::dvec3& force);
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[[nodiscard]] double getMass() const { return mass; }
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[[nodiscard]] glm::dvec3 getPosition() const { return position; }
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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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double getRadius() const { return radius; }
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private:
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double mass;
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glm::dvec3 position;
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glm::dvec3 velocity;
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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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double radius;
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};
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#endif //GRAVITY_CELESTIALBODY_H
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@@ -1,111 +1 @@
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# 3D Gravity Simulato
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|
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|
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|
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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.
|
||||
|
||||
## Physics Implementation
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||||
|
||||
### Gravitational Force
|
||||
|
||||
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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||||
|
||||
$$
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||||
F = G \frac{m_1 m_2}{r^2}
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||||
$$
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||||
|
||||
Where:
|
||||
- $F$ 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:
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```math
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$$ \vec{a} = \frac{\vec{F}}{m} $$
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```
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3. Update velocity:
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```math
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$$ \vec{v}_{new} = \vec{v}_{old} + \vec{a} \Delta t $$
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```
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4. Update position:
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```math
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$$ \vec{x}_{new} = \vec{x}_{old} + \vec{v}_{new} \Delta t $$
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```
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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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# How to Use & Installation
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## Prerequisites
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- C++ compiler with C++17 support
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- CMake (version 3.28 or higher)
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||||
- OpenGL libraries
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||||
- GLFW3
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||||
- GLM (OpenGL Mathematics)
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||||
- vcpkg (for managing dependencies)
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||||
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||||
### Building from Source
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1. Clone the repository:
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```bash
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git clone https://github.com/Quinta0/gravity.git
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cd gravity
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||||
```
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||||
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||||
2. Install vcpkg:
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||||
```bash
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git clone https://github.com/Microsoft/vcpkg.git
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cd vcpkg
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||||
./bootstrap-vcpkg.sh # On Windows, use bootstrap-vcpkg.bat
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||||
./vcpkg integrate install
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||||
cd ..
|
||||
```
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||||
|
||||
3. Install dependencies using vcpkg:
|
||||
```bash
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||||
./vcpkg/vcpkg install freeglut glew glm vcpkg-cmake opengl glfw3
|
||||
```
|
||||
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||||
4. Create a build directory and run CMake:
|
||||
```bash
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mkdir build
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cd build
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||||
cmake -DCMAKE_TOOLCHAIN_FILE=../vcpkg/scripts/buildsystems/vcpkg.cmake ..
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||||
cmake --build .
|
||||
```
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||||
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||||
5. Run the simulator:
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||||
```bash
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./gravity
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```
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# gravity
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||||
-361
@@ -1,361 +0,0 @@
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//
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||||
// Created by Quinta on 7/12/2024.
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||||
//
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||||
#include "Renderer.h"
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||||
#include <vector>
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||||
#include <cmath>
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||||
#include <stdexcept>
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||||
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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),
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||||
mouseSensitivity(0.05f),
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yaw(-45.0f),
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pitch(-30.0f),
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||||
mousePressed(false),
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||||
lastMouseX(width / 2.0),
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lastMouseY(height / 2.0)
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{
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||||
if (!glfwInit()) {
|
||||
throw std::runtime_error("Failed to initialize GLFW");
|
||||
}
|
||||
|
||||
window = glfwCreateWindow(width, height, "3D Gravity Simulator", nullptr, nullptr);
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
throw std::runtime_error("Failed to create GLFW window");
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
throw std::runtime_error("Failed to initialize GLEW");
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_LIGHT0);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
createSphereMesh(1.0f, 20, 20);
|
||||
|
||||
// Set up camera
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
glfwSetWindowUserPointer(window, this);
|
||||
glfwSetCursorPosCallback(window, cursorPosCallback);
|
||||
glfwSetMouseButtonCallback(window, mouseButtonCallback);
|
||||
}
|
||||
|
||||
Renderer::~Renderer() {
|
||||
glDeleteVertexArrays(1, &sphereVAO);
|
||||
glDeleteBuffers(1, &sphereVBO);
|
||||
glDeleteBuffers(1, &sphereEBO);
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
void Renderer::render(const Simulator& simulator) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.0f, 0.1f, 1.0f);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0, 1600.0 / 1200.0, 1e8, 1e14);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
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);
|
||||
|
||||
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());
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
const auto& body = bodies[i];
|
||||
glm::dvec3 pos = body.getPosition();
|
||||
}
|
||||
|
||||
// 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));
|
||||
|
||||
// Set color based on body index
|
||||
switch(i) {
|
||||
case 0: glColor3f(1.0f, 1.0f, 0.0f); break; // Sun: Yellow
|
||||
case 1: glColor3f(0.5f, 0.5f, 0.5f); break; // Mercury: Gray
|
||||
case 2: glColor3f(0.9f, 0.7f, 0.4f); break; // Venus: Light Orange
|
||||
case 3: glColor3f(0.0f, 0.5f, 1.0f); break; // Earth: Blue
|
||||
case 4: glColor3f(1.0f, 0.0f, 0.0f); break; // Mars: Red
|
||||
case 5: glColor3f(0.8f, 0.6f, 0.2f); break; // Jupiter: Light Brown
|
||||
case 6: glColor3f(0.9f, 0.9f, 0.7f); break; // Saturn: Light Yellow
|
||||
case 7: glColor3f(0.0f, 0.5f, 0.5f); break; // Uranus: Cyan
|
||||
case 8: glColor3f(0.0f, 0.0f, 1.0f); break; // Neptune: Dark Blue
|
||||
case 9: glColor3f(0.5f, 0.5f, 0.5f); break; // Pluto: Gray
|
||||
|
||||
default: glColor3f(1.0f, 1.0f, 1.0f); break; // White for any additional bodies
|
||||
}
|
||||
|
||||
drawSphere(renderPos, scaleFactor);
|
||||
}
|
||||
}
|
||||
|
||||
bool Renderer::shouldClose() {
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void Renderer::swapBuffers() {
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void Renderer::drawSphere(const glm::vec3& position, float radius) {
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glScalef(radius, radius, radius);
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
glDrawElements(GL_TRIANGLES, sphereIndexCount, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Renderer::createSphereMesh(float radius, int sectors, int stacks) {
|
||||
std::vector<GLfloat> vertices;
|
||||
std::vector<GLuint> indices;
|
||||
|
||||
float x, y, z, xy;
|
||||
float nx, ny, nz, lengthInv = 1.0f / radius;
|
||||
float s, t;
|
||||
|
||||
float sectorStep = 2 * M_PI / sectors;
|
||||
float stackStep = M_PI / stacks;
|
||||
float sectorAngle, stackAngle;
|
||||
|
||||
for (int i = 0; i <= stacks; ++i) {
|
||||
stackAngle = M_PI / 2 - i * stackStep;
|
||||
xy = radius * cosf(stackAngle);
|
||||
z = radius * sinf(stackAngle);
|
||||
|
||||
for (int j = 0; j <= sectors; ++j) {
|
||||
sectorAngle = j * sectorStep;
|
||||
|
||||
x = xy * cosf(sectorAngle);
|
||||
y = xy * sinf(sectorAngle);
|
||||
|
||||
nx = x * lengthInv;
|
||||
ny = y * lengthInv;
|
||||
nz = z * lengthInv;
|
||||
|
||||
vertices.push_back(x);
|
||||
vertices.push_back(y);
|
||||
vertices.push_back(z);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < stacks; ++i) {
|
||||
int k1 = i * (sectors + 1);
|
||||
int k2 = k1 + sectors + 1;
|
||||
|
||||
for (int j = 0; j < sectors; ++j, ++k1, ++k2) {
|
||||
if (i != 0) {
|
||||
indices.push_back(k1);
|
||||
indices.push_back(k2);
|
||||
indices.push_back(k1 + 1);
|
||||
}
|
||||
|
||||
if (i != (stacks - 1)) {
|
||||
indices.push_back(k1 + 1);
|
||||
indices.push_back(k2);
|
||||
indices.push_back(k2 + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glGenVertexArrays(1, &sphereVAO);
|
||||
glGenBuffers(1, &sphereVBO);
|
||||
glGenBuffers(1, &sphereEBO);
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
sphereVertexCount = vertices.size() / 3;
|
||||
sphereIndexCount = indices.size();
|
||||
}
|
||||
|
||||
void Renderer::drawDebugTriangle() {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(-1, 1, -1, 1, -1, 1);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(4e11, 3e11, 4e11, 0, 0, 0, 0, 1, 0);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(-0.5f, -0.5f, 0.0f);
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(0.5f, -0.5f, 0.0f);
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glVertex3f(0.0f, 0.5f, 0.0f);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
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 = 5e13f;
|
||||
const int gridLines = 80;
|
||||
const float lineSpacing = gridSize / gridLines;
|
||||
|
||||
glBegin(GL_LINES);
|
||||
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() {
|
||||
float cameraSpeed = this->cameraSpeed * 1e1f;
|
||||
|
||||
glm::vec3 front(cameraFront.x, 0, cameraFront.z);
|
||||
front = glm::normalize(front);
|
||||
glm::vec3 right = glm::normalize(glm::cross(front, cameraUp));
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
cameraPos += front * cameraSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
cameraPos -= front * cameraSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
cameraPos -= right * cameraSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
cameraPos += right * cameraSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
void Renderer::cursorPosCallback(GLFWwindow* window, double xpos, double ypos) {
|
||||
Renderer* renderer = static_cast<Renderer*>(glfwGetWindowUserPointer(window));
|
||||
renderer->handleMouseMove(xpos, ypos);
|
||||
}
|
||||
|
||||
void Renderer::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
|
||||
Renderer* renderer = static_cast<Renderer*>(glfwGetWindowUserPointer(window));
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT) {
|
||||
if (action == GLFW_PRESS) {
|
||||
renderer->mousePressed = true;
|
||||
glfwGetCursorPos(window, &renderer->lastMouseX, &renderer->lastMouseY);
|
||||
} else if (action == GLFW_RELEASE) {
|
||||
renderer->mousePressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::handleMouseMove(double xpos, double ypos) {
|
||||
if (!mousePressed) return;
|
||||
|
||||
float xoffset = xpos - lastMouseX;
|
||||
float yoffset = lastMouseY - ypos;
|
||||
lastMouseX = xpos;
|
||||
lastMouseY = 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);
|
||||
}
|
||||
-52
@@ -1,52 +0,0 @@
|
||||
//
|
||||
// Created by Quinta on 7/12/2024.
|
||||
//
|
||||
|
||||
#ifndef GRAVITY_RENDERER_H
|
||||
#define GRAVITY_RENDERER_H
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include "Simulator.h"
|
||||
|
||||
class Renderer {
|
||||
public:
|
||||
Renderer(int width, int height);
|
||||
~Renderer();
|
||||
|
||||
void render(const Simulator& simulator);
|
||||
bool shouldClose();
|
||||
void swapBuffers();
|
||||
void processInput();
|
||||
|
||||
static void cursorPosCallback(GLFWwindow* window, double xpos, double ypos);
|
||||
static void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
void drawSphere(const glm::vec3& position, float radius);
|
||||
void createSphereMesh(float radius, int sectors, int stacks);
|
||||
void drawDebugTriangle();
|
||||
|
||||
GLuint sphereVAO, sphereVBO, sphereEBO;
|
||||
int sphereVertexCount, sphereIndexCount;
|
||||
|
||||
void drawGrid(const Simulator& simulator);
|
||||
float calculateGravityFieldStrength(const glm::vec3& point, const std::vector<CelestialBody>& bodies);
|
||||
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 mousePressed;
|
||||
double lastMouseX, lastMouseY;
|
||||
|
||||
void updateCameraVectors();
|
||||
void handleMouseMove(double xpos, double ypos);
|
||||
};
|
||||
#endif //GRAVITY_RENDERER_H
|
||||
-103
@@ -1,103 +0,0 @@
|
||||
//
|
||||
// Created by Quinta on 7/12/2024.
|
||||
//
|
||||
#include "Simulator.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
Simulator::Simulator() {}
|
||||
|
||||
void Simulator::addBody(const CelestialBody& body) {
|
||||
bodies.push_back(body);
|
||||
}
|
||||
|
||||
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
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
glm::vec3 totalForce(0.0f);
|
||||
for (size_t j = 0; j < bodies.size(); ++j) {
|
||||
if (i != j) {
|
||||
glm::vec3 force = calculateGravitationalForce(bodies[i], bodies[j]);
|
||||
totalForce += force;
|
||||
}
|
||||
}
|
||||
bodies[i].applyForce(totalForce);
|
||||
}
|
||||
|
||||
// Update positions and velocities
|
||||
for (size_t i = 1; i < bodies.size(); ++i) { // Start from 1 to skip the Sun
|
||||
bodies[i].update(dt);
|
||||
bodies[i].addToTrajectory(bodies[i].getPosition());
|
||||
}
|
||||
|
||||
// Check for collisions
|
||||
checkCollisions();
|
||||
}
|
||||
|
||||
glm::dvec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2) {
|
||||
glm::dvec3 direction = body2.getPosition() - body1.getPosition();
|
||||
double distance = glm::length(direction);
|
||||
|
||||
// Avoid division by zero and unrealistic forces at very small distances
|
||||
if (distance < 1e9) {
|
||||
std::cout << "Warning: Bodies too close, using minimum distance" << std::endl;
|
||||
distance = 1e9;
|
||||
}
|
||||
|
||||
// Use the actual G value
|
||||
const double G = 6.67430e-11;
|
||||
double forceMagnitude = G * (body1.getMass() * body2.getMass()) / (distance * distance);
|
||||
|
||||
if (std::isnan(forceMagnitude) || std::isinf(forceMagnitude)) {
|
||||
return glm::dvec3(0.0);
|
||||
}
|
||||
|
||||
return glm::normalize(direction) * forceMagnitude;
|
||||
}
|
||||
|
||||
void Simulator::handleCollision(CelestialBody& body1, CelestialBody& body2) {
|
||||
double totalMass = body1.getMass() + body2.getMass();
|
||||
|
||||
// Calculate center of mass position
|
||||
glm::dvec3 newPosition = (body1.getPosition() * body1.getMass() + body2.getPosition() * body2.getMass()) / totalMass;
|
||||
|
||||
// Calculate new velocity (momentum conservation)
|
||||
glm::dvec3 newVelocity = (body1.getVelocity() * body1.getMass() + body2.getVelocity() * body2.getMass()) / totalMass;
|
||||
|
||||
// Calculate new radius (assuming constant density)
|
||||
double newRadius = std::pow(std::pow(body1.getRadius(), 3) + std::pow(body2.getRadius(), 3), 1.0/3.0);
|
||||
|
||||
// Create new body
|
||||
CelestialBody newBody(totalMass, newPosition, newVelocity, newRadius);
|
||||
|
||||
// Replace body1 with the new body
|
||||
body1 = newBody;
|
||||
|
||||
// Remove body2
|
||||
auto it = std::find_if(bodies.begin(), bodies.end(), [&body2](const CelestialBody& b) {
|
||||
return &b == &body2;
|
||||
});
|
||||
if (it != bodies.end()) {
|
||||
bodies.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void Simulator::checkCollisions() {
|
||||
for (size_t i = 0; i < bodies.size(); ++i) {
|
||||
for (size_t j = i + 1; j < bodies.size(); ++j) {
|
||||
CelestialBody& body1 = bodies[i];
|
||||
CelestialBody& body2 = bodies[j];
|
||||
glm::dvec3 distanceVec = body1.getPosition() - body2.getPosition();
|
||||
double distance = glm::length(distanceVec);
|
||||
if (distance < (body1.getRadius() + body2.getRadius())) {
|
||||
handleCollision(body1, body2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
-27
@@ -1,27 +0,0 @@
|
||||
//
|
||||
// Created by Quinta on 7/12/2024.
|
||||
//
|
||||
|
||||
#ifndef GRAVITY_SIMULATOR_H
|
||||
#define GRAVITY_SIMULATOR_H
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "CelestialBody.h"
|
||||
|
||||
class Simulator {
|
||||
public:
|
||||
Simulator();
|
||||
|
||||
void addBody(const CelestialBody& body);
|
||||
void update(double dt);
|
||||
const std::vector<CelestialBody>& getBodies() const { return bodies; }
|
||||
glm::dvec3 calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2);
|
||||
|
||||
|
||||
private:
|
||||
std::vector<CelestialBody> bodies;
|
||||
const float G = 6.67430e-11f; // Gravitational constant
|
||||
void checkCollisions();
|
||||
void handleCollision(CelestialBody& body1, CelestialBody& body2);
|
||||
};
|
||||
#endif //GRAVITY_SIMULATOR_H
|
||||
@@ -1,74 +0,0 @@
|
||||
//
|
||||
// Created by Quinta on 7/12/2024.
|
||||
//
|
||||
#include "Simulator.h"
|
||||
#include "Renderer.h"
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
|
||||
glm::dvec3 calculateOrbitalVelocity(double centralMass, double distance) {
|
||||
const double G = 6.67430e-11;
|
||||
double speed = std::sqrt(G * centralMass / distance);
|
||||
return glm::dvec3(0, speed, 0); // Assuming orbit in the XZ plane
|
||||
}
|
||||
|
||||
int main() {
|
||||
Simulator simulator;
|
||||
Renderer renderer(1600, 1200);
|
||||
|
||||
double sunMass = 1.989e30;
|
||||
|
||||
// Sun (at the center)
|
||||
simulator.addBody(CelestialBody(sunMass, glm::dvec3(0, 0, 0), glm::dvec3(0, 0, 0), 6.96e8));
|
||||
|
||||
// Mercury
|
||||
double mercuryDist = 57.9e9;
|
||||
simulator.addBody(CelestialBody(3.285e23, glm::dvec3(mercuryDist, 0, 0), calculateOrbitalVelocity(sunMass, mercuryDist), 2.44e6));
|
||||
|
||||
// Venus
|
||||
double venusDist = 108.2e9;
|
||||
simulator.addBody(CelestialBody(4.867e24, glm::dvec3(venusDist, 0, 0), calculateOrbitalVelocity(sunMass, venusDist), 6.05e6));
|
||||
|
||||
// Earth
|
||||
double earthDist = 149.6e9;
|
||||
simulator.addBody(CelestialBody(5.972e24, glm::dvec3(earthDist, 0, 0), calculateOrbitalVelocity(sunMass, earthDist), 6.37e6));
|
||||
|
||||
// Mars
|
||||
double marsDist = 227.9e9;
|
||||
simulator.addBody(CelestialBody(6.39e23, glm::dvec3(marsDist, 0, 0), calculateOrbitalVelocity(sunMass, marsDist), 3.39e6));
|
||||
|
||||
// Jupiter
|
||||
double jupiterDist = 778.5e9;
|
||||
simulator.addBody(CelestialBody(1.898e27, glm::dvec3(jupiterDist, 0, 0), calculateOrbitalVelocity(sunMass, jupiterDist), 69.91e6));
|
||||
|
||||
// Saturn
|
||||
double saturnDist = 1.429e12;
|
||||
simulator.addBody(CelestialBody(5.683e26, glm::dvec3(saturnDist, 0, 0), calculateOrbitalVelocity(sunMass, saturnDist), 58.23e6));
|
||||
|
||||
// Uranus
|
||||
double uranusDist = 2.871e12;
|
||||
simulator.addBody(CelestialBody(8.681e25, glm::dvec3(uranusDist, 0, 0), calculateOrbitalVelocity(sunMass, uranusDist ), 25.36e6));
|
||||
|
||||
// Neptune
|
||||
double neptuneDist = 4.495e12;
|
||||
simulator.addBody(CelestialBody(1.024e26, glm::dvec3(neptuneDist, 0, 0), calculateOrbitalVelocity(sunMass, neptuneDist), 24.62e6));
|
||||
|
||||
// Pluto
|
||||
double plutoDist = 5.906e12;
|
||||
simulator.addBody(CelestialBody(1.309e22, glm::dvec3(plutoDist, 0, 0), calculateOrbitalVelocity(sunMass, plutoDist), 1.18e6));
|
||||
|
||||
|
||||
|
||||
const float dt = 3600.0f; // Time step of 1 hour
|
||||
|
||||
while (!renderer.shouldClose()) {
|
||||
renderer.processInput();
|
||||
simulator.update(dt);
|
||||
renderer.render(simulator);
|
||||
renderer.swapBuffers();
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16));
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
{
|
||||
"default-registry": {
|
||||
"kind": "git",
|
||||
"baseline": "3f530d4827b064f5894e94a8946473d40999826e",
|
||||
"repository": "https://github.com/microsoft/vcpkg"
|
||||
},
|
||||
"registries": [
|
||||
{
|
||||
"kind": "artifact",
|
||||
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
|
||||
"name": "microsoft"
|
||||
}
|
||||
]
|
||||
}
|
||||
-10
@@ -1,10 +0,0 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"freeglut",
|
||||
"glew",
|
||||
"glfw3",
|
||||
"glm",
|
||||
"opengl",
|
||||
"vcpkg-cmake"
|
||||
]
|
||||
}
|
||||
Reference in New Issue
Block a user