// // Created by Quinta on 7/12/2024. // #include "CelestialBody.h" #include #include // Helper function to convert glm::vec3 to string std::string vec3_to_string(const glm::vec3& v) { std::stringstream ss; ss << "(" << v.x << ", " << v.y << ", " << v.z << ")"; return ss.str(); } CelestialBody::CelestialBody(double mass, const glm::dvec3& position, const glm::dvec3& velocity, double radius) : mass(mass), position(position), velocity(velocity), acceleration(0.0f) {} void CelestialBody::update(double dt) { // Runge-Kutta 4th order method glm::dvec3 k1v = acceleration * dt; glm::dvec3 k1r = velocity * dt; glm::dvec3 k2v = acceleration * dt; glm::dvec3 k2r = (velocity + k1v * 0.5) * dt; glm::dvec3 k3v = acceleration * dt; glm::dvec3 k3r = (velocity + k2v * 0.5) * dt; glm::dvec3 k4v = acceleration * dt; glm::dvec3 k4r = (velocity + k3v) * dt; velocity += (k1v + 2.0 * k2v + 2.0 * k3v + k4v) / 6.0; position += (k1r + 2.0 * k2r + 2.0 * k3r + k4r) / 6.0; acceleration = glm::dvec3(0.0); } void CelestialBody::applyForce(const glm::dvec3& force) { acceleration += force / mass; } void CelestialBody::addToTrajectory(const glm::dvec3& position) { trajectory.push_back(position); if (trajectory.size() > MAX_TRAJECTORY_POINTS) { trajectory.erase(trajectory.begin()); } }