#include "../const.hpp"
#include "../app/Assets.hpp"
#include "../graphics/Viewport.hpp"
+#include "../rand/OctaveNoise.hpp"
+#include "../rand/SimplexNoise.hpp"
#include <algorithm>
#include <cmath>
+#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
using blobs::G;
, surface_tilt(0.0, 0.0)
, axis_tilt(0.0, 0.0)
, rotation(0.0)
-, angular(0.0) {
+, angular(0.0)
+, orbital(1.0)
+, inverse_orbital(1.0)
+, local(1.0)
+, inverse_local(1.0) {
}
Body::~Body() {
}
}
-glm::dmat4 Body::LocalTransform() const noexcept {
- glm::dmat4 srf = glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
- glm::dmat4 rot = glm::eulerAngleY(rotation);
- glm::dmat4 tilt = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
- return tilt * rot * srf;
-}
-
-glm::dmat4 Body::InverseTransform() const noexcept {
- glm::dmat4 srf = glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x);
- glm::dmat4 rot = glm::eulerAngleY(-rotation);
- glm::dmat4 tilt = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
- return srf * rot * tilt;
+glm::dmat4 Body::ToUniverse() const noexcept {
+ glm::dmat4 m(1.0);
+ const Body *b = this;
+ while (b->HasParent()) {
+ m = b->ToParent() * m;
+ b = &b->Parent();
+ }
+ return m;
}
-glm::dmat4 Body::ToParent() const noexcept {
- if (!parent) {
- return glm::dmat4(1.0);
+glm::dmat4 Body::FromUniverse() const noexcept {
+ glm::dmat4 m(1.0);
+ const Body *b = this;
+ while (b->HasParent()) {
+ m *= b->FromParent();
+ b = &b->Parent();
}
- return orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ return m;
}
-glm::dmat4 Body::FromParent() const noexcept {
- if (!parent) {
- return glm::dmat4(1.0);
+void Body::Cache() noexcept {
+ if (parent) {
+ orbital =
+ orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()))
+ * glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
+ inverse_orbital =
+ glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x)
+ * orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ } else {
+ orbital = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
+ inverse_orbital = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
}
- return orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ local =
+ glm::eulerAngleY(rotation)
+ * glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
+ inverse_local =
+ glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x)
+ * glm::eulerAngleY(-rotation);
}
double P = sma * (cos(E) - ecc);
double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
- return glm::translate(glm::yawPitchRoll(asc, inc, arg), glm::dvec3(P, 0.0, -Q));
+ return glm::yawPitchRoll(asc, inc, arg) * glm::translate(glm::dvec3(P, 0.0, -Q));
}
glm::dmat4 Orbit::InverseMatrix(double t) const noexcept {
double E = mean2eccentric(M, ecc);
double P = sma * (cos(E) - ecc);
double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
- return glm::transpose(glm::yawPitchRoll(asc, inc, arg)) * glm::translate(glm::dvec3(-P, 0.0, Q));
+ return glm::translate(glm::dvec3(-P, 0.0, Q)) * glm::transpose(glm::yawPitchRoll(asc, inc, arg));
}
Planet::~Planet() {
}
+glm::dvec3 Planet::TileCenter(int surface, int x, int y) const noexcept {
+ glm::dvec3 center(0.0f);
+ center[(surface + 0) % 3] = x + 0.5 - Radius();
+ center[(surface + 1) % 3] = y + 0.5 - Radius();
+ center[(surface + 2) % 3] = surface < 3 ? Radius() : -Radius();
+ return center;
+}
+
void Planet::BuildVAOs() {
vao.Bind();
vao.BindAttributes();
vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
- float offset = sidelength * 0.5f;
+ float offset = Radius();
// srf 0 1 2 3 4 5
// up +Z +X +Y -Z -X -Y
for (int y = 0; y < sidelength; ++y) {
for (int x = 0; x < sidelength; ++x, ++index) {
float tex = TileAt(surface, x, y).type;
+ const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
+ const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 0].tex_coord[0] = 0.0f;
- attrib[4 * index + 0].tex_coord[1] = 0.0f;
+ attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
+ attrib[4 * index + 0].tex_coord[1] = 1.0f;
attrib[4 * index + 0].tex_coord[2] = tex;
attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 1].tex_coord[0] = 0.0f;
+ attrib[4 * index + 1].tex_coord[0] = tex_u_end;
attrib[4 * index + 1].tex_coord[1] = 1.0f;
attrib[4 * index + 1].tex_coord[2] = tex;
attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 2].tex_coord[0] = 1.0f;
+ attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
attrib[4 * index + 2].tex_coord[1] = 0.0f;
attrib[4 * index + 2].tex_coord[2] = tex;
attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 3].tex_coord[0] = 1.0f;
- attrib[4 * index + 3].tex_coord[1] = 1.0f;
+ attrib[4 * index + 3].tex_coord[0] = tex_u_end;
+ attrib[4 * index + 3].tex_coord[1] = 0.0f;
attrib[4 * index + 3].tex_coord[2] = tex;
}
}
}
-void GenerateTest(Planet &p) {
+void GenerateEarthlike(Planet &p) noexcept {
+ rand::SimplexNoise elevation_gen(0);
+
+ constexpr int ice = 0;
+ constexpr int grass = 3;
+ constexpr int water = 4;
+ constexpr int sand = 5;
+ constexpr int rock = 8;
+
+ constexpr double water_thresh = 0.0;
+ constexpr double beach_thresh = 0.1;
+ constexpr double mountain_thresh = 0.5;
+
+ const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
+ const double cap_thresh = std::cos(p.AxialTilt().x);
+
for (int surface = 0; surface <= 5; ++surface) {
for (int y = 0; y < p.SideLength(); ++y) {
for (int x = 0; x < p.SideLength(); ++x) {
- p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2);
+ glm::dvec3 to_tile = p.TileCenter(surface, x, y);
+ double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
+ if (near_axis > cap_thresh) {
+ p.TileAt(surface, x, y).type = ice;
+ continue;
+ }
+ float elevation = rand::OctaveNoise(
+ elevation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 2 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ if (elevation < water_thresh) {
+ p.TileAt(surface, x, y).type = water;
+ } else if (elevation < beach_thresh) {
+ p.TileAt(surface, x, y).type = sand;
+ } else if (elevation < mountain_thresh) {
+ p.TileAt(surface, x, y).type = grass;
+ } else {
+ p.TileAt(surface, x, y).type = rock;
+ }
+ }
+ }
+ }
+ p.BuildVAOs();
+}
+
+void GenerateTest(Planet &p) noexcept {
+ for (int surface = 0; surface <= 5; ++surface) {
+ for (int y = 0; y < p.SideLength(); ++y) {
+ for (int x = 0; x < p.SideLength(); ++x) {
+ if (x == p.SideLength() / 2 && y == p.SideLength() / 2) {
+ p.TileAt(surface, x, y).type = surface;
+ } else {
+ p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2) + 6;
+ }
}
}
}