X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=525222f284b77c9c6bc57cd3a40df77849be5fd8;hb=1c385fe716fda927843cdbb83805bc467f517f92;hp=ef9311fbb79022e1f826593dcd3d791c15704f55;hpb=348143f5e41a5692ed7c8deab200f3c62f4395a2;p=blobs.git diff --git a/src/world/world.cpp b/src/world/world.cpp index ef9311f..525222f 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -115,6 +115,24 @@ double Body::RotationalPeriod() const noexcept { } } +double Body::DayLength() const noexcept { + if (!HasParent()) { + return RotationalPeriod(); + } + double year = OrbitalPeriod(); + double sidereal = RotationalPeriod(); + double grade = (angular < 0.0 ? -1.0 : 1.0) * (std::abs(axis_tilt.x) > PI * 0.5 ? -1.0 : 1.0); + return std::abs((year * sidereal) / ( year + (grade * sidereal))); +} + +double Body::SphereOfInfluence() const noexcept { + if (HasParent()) { + return orbit.SemiMajorAxis() * std::pow(Mass() / Parent().Mass(), 2.0 / 5.0); + } else { + return std::numeric_limits::infinity(); + } +} + glm::dmat4 Body::ToUniverse() const noexcept { glm::dmat4 m(1.0); const Body *b = this; @@ -184,13 +202,13 @@ void Body::CheckCollision() noexcept { collisions.clear(); auto end = Creatures().end(); for (auto i = Creatures().begin(); i != end; ++i) { - math::AABB i_box((*i)->CollisionBox()); + math::AABB i_box((*i)->CollisionBounds()); glm::dmat4 i_mat((*i)->CollisionTransform()); for (auto j = (i + 1); j != end; ++j) { glm::dvec3 diff((*i)->GetSituation().Position() - (*j)->GetSituation().Position()); double max_dist = ((*i)->Size() + (*j)->Size()) * 1.74; - if (length2(diff) > max_dist * max_dist) continue; - math::AABB j_box((*j)->CollisionBox()); + if (glm::length2(diff) > max_dist * max_dist) continue; + math::AABB j_box((*j)->CollisionBounds()); glm::dmat4 j_mat((*j)->CollisionTransform()); glm::dvec3 normal; double depth; @@ -200,11 +218,12 @@ void Body::CheckCollision() noexcept { } } for (auto &c : collisions) { + c.A().OnCollide(c.B()); + c.B().OnCollide(c.A()); c.A().GetSituation().Move(c.Normal() * (c.Depth() * -0.5)); c.B().GetSituation().Move(c.Normal() * (c.Depth() * 0.5)); - c.A().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.AVel())); - c.B().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.BVel())); - // TODO: notify participants so they can be annoyed + c.A().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.AVel())); + c.B().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.BVel())); } } @@ -314,7 +333,7 @@ double mean2eccentric(double M, double e) { for (int i = 0; i < 100; ++i) { double dE = (E - e * sin(E) - M) / (1 - e * cos(E)); E -= dE; - if (abs(dE) < 1.0e-6) break; + if (std::abs(dE) < 1.0e-6) break; } return E; } @@ -355,8 +374,8 @@ Planet::~Planet() { namespace { /// map p onto cube, s gives the surface, u and v the position in [-1,1] void cubemap(const glm::dvec3 &p, int &s, double &u, double &v) noexcept { - const glm::dvec3 p_abs(abs(p)); - const glm::bvec3 p_pos(greaterThan(p, glm::dvec3(0.0))); + const glm::dvec3 p_abs(glm::abs(p)); + const glm::bvec3 p_pos(glm::greaterThan(p, glm::dvec3(0.0))); double max_axis = 0.0; if (p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) { @@ -452,7 +471,7 @@ const TileType &Planet::TypeAt(int srf, int x, int y) const noexcept { glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept { double u = (double(x) - Radius() + 0.5) / Radius(); double v = (double(y) - Radius() + 0.5) / Radius(); - return normalize(cubeunmap(srf, u, v)) * (Radius() + e); + return glm::normalize(cubeunmap(srf, u, v)) * (Radius() + e); } void Planet::BuildVAO(const Set &ts) { @@ -476,43 +495,43 @@ void Planet::BuildVAO(const Set &ts) { for (int index = 0, surface = 0; surface < 6; ++surface) { for (int y = 0; y < sidelength; ++y) { for (int x = 0; x < sidelength; ++x, ++index) { - glm::vec3 pos[5]; - pos[0][(surface + 0) % 3] = x + 0 - offset; - pos[0][(surface + 1) % 3] = y + 0 - offset; + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - offset; + pos[0][(surface + 1) % 3] = float(y + 0) - offset; pos[0][(surface + 2) % 3] = offset; - pos[1][(surface + 0) % 3] = x + 0 - offset; - pos[1][(surface + 1) % 3] = y + 1 - offset; + pos[1][(surface + 0) % 3] = float(x + 0) - offset; + pos[1][(surface + 1) % 3] = float(y + 1) - offset; pos[1][(surface + 2) % 3] = offset; - pos[2][(surface + 0) % 3] = x + 1 - offset; - pos[2][(surface + 1) % 3] = y + 0 - offset; + pos[2][(surface + 0) % 3] = float(x + 1) - offset; + pos[2][(surface + 1) % 3] = float(y + 0) - offset; pos[2][(surface + 2) % 3] = offset; - pos[3][(surface + 0) % 3] = x + 1 - offset; - pos[3][(surface + 1) % 3] = y + 1 - offset; + pos[3][(surface + 0) % 3] = float(x + 1) - offset; + pos[3][(surface + 1) % 3] = float(y + 1) - offset; pos[3][(surface + 2) % 3] = offset; float tex = ts[TileAt(surface, x, y).type].texture; const float tex_v_begin = surface < 3 ? 1.0f : 0.0f; const float tex_v_end = surface < 3 ? 0.0f : 1.0f; - attrib[4 * index + 0].position = normalize(pos[0]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 0].position = glm::normalize(pos[0]) * (surface < 3 ? offset : -offset); attrib[4 * index + 0].normal = pos[0]; attrib[4 * index + 0].tex_coord[0] = 0.0f; attrib[4 * index + 0].tex_coord[1] = tex_v_begin; attrib[4 * index + 0].tex_coord[2] = tex; - attrib[4 * index + 1].position = normalize(pos[1]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 1].position = glm::normalize(pos[1]) * (surface < 3 ? offset : -offset); attrib[4 * index + 1].normal = pos[1]; attrib[4 * index + 1].tex_coord[0] = 0.0f; attrib[4 * index + 1].tex_coord[1] = tex_v_end; attrib[4 * index + 1].tex_coord[2] = tex; - attrib[4 * index + 2].position = normalize(pos[2]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 2].position = glm::normalize(pos[2]) * (surface < 3 ? offset : -offset); attrib[4 * index + 2].normal = pos[2]; attrib[4 * index + 2].tex_coord[0] = 1.0f; attrib[4 * index + 2].tex_coord[1] = tex_v_begin; attrib[4 * index + 2].tex_coord[2] = tex; - attrib[4 * index + 3].position = normalize(pos[3]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 3].position = glm::normalize(pos[3]) * (surface < 3 ? offset : -offset); attrib[4 * index + 3].normal = pos[3]; attrib[4 * index + 3].tex_coord[0] = 1.0f; attrib[4 * index + 3].tex_coord[1] = tex_v_end; @@ -604,7 +623,7 @@ void GenerateEarthlike(const Set &tiles, Planet &p) noexcept { } float elevation = math::OctaveNoise( elevation_gen, - to_tile / p.Radius(), + glm::vec3(to_tile / p.Radius()), 3, // octaves 0.5, // persistence 5 / p.Radius(), // frequency @@ -613,7 +632,7 @@ void GenerateEarthlike(const Set &tiles, Planet &p) noexcept { ); float variation = math::OctaveNoise( variation_gen, - to_tile / p.Radius(), + glm::vec3(to_tile / p.Radius()), 3, // octaves 0.5, // persistence 16 / p.Radius(), // frequency @@ -686,7 +705,9 @@ void GenerateTest(const Set &tiles, Planet &p) noexcept { Sun::Sun() -: Body() { +: Body() +, color(1.0) +, luminosity(1.0) { } Sun::~Sun() {