Files
gravity/Simulator.cpp
T

54 lines
1.7 KiB
C++

//
// Created by 0piet on 7/12/2024.
//
#include "Simulator.h"
#include <glm/glm.hpp>
#include <iostream>
Simulator::Simulator() {}
void Simulator::addBody(const CelestialBody& body) {
bodies.push_back(body);
}
void Simulator::update(float dt) {
// 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 (auto& body : bodies) {
body.update(dt);
}
}
glm::vec3 Simulator::calculateGravitationalForce(const CelestialBody& body1, const CelestialBody& body2) {
glm::vec3 direction = body2.getPosition() - body1.getPosition();
float 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 float G = 6.67430e-11f;
float forceMagnitude = G * (body1.getMass() * body2.getMass()) / (distance * distance);
if (std::isnan(forceMagnitude) || std::isinf(forceMagnitude)) {
std::cout << "Warning: Invalid force magnitude calculated. Distance: " << distance
<< ", Masses: " << body1.getMass() << ", " << body2.getMass() << std::endl;
return glm::vec3(0.0f);
}
return glm::normalize(direction) * forceMagnitude;
}