4 #include "Resource.hpp"
6 #include "Simulation.hpp"
9 #include "TileType.hpp"
11 #include "../const.hpp"
12 #include "../app/Assets.hpp"
13 #include "../creature/Creature.hpp"
14 #include "../graphics/Viewport.hpp"
15 #include "../rand/OctaveNoise.hpp"
16 #include "../rand/SimplexNoise.hpp"
21 #include <glm/gtc/matrix_transform.hpp>
22 #include <glm/gtx/euler_angles.hpp>
23 #include <glm/gtx/io.hpp>
24 #include <glm/gtx/transform.hpp>
45 , surface_tilt(0.0, 0.0)
50 , inverse_orbital(1.0)
58 for (creature::Creature *c : creatures) {
63 void Body::SetSimulation(Simulation &s) noexcept {
65 for (auto child : children) {
66 child->SetSimulation(s);
70 void Body::SetParent(Body &p) {
75 parent->AddChild(*this);
78 void Body::UnsetParent() {
79 if (!HasParent()) return;
80 parent->RemoveChild(*this);
84 void Body::AddChild(Body &c) {
85 children.push_back(&c);
86 c.SetSimulation(*sim);
89 void Body::RemoveChild(Body &c) {
90 auto entry = std::find(children.begin(), children.end(), &c);
91 if (entry != children.end()) {
92 children.erase(entry);
96 double Body::Inertia() const noexcept {
97 // assume solid sphere for now
98 return (2.0/5.0) * Mass() * pow(Radius(), 2);
101 double Body::GravitationalParameter() const noexcept {
105 double Body::OrbitalPeriod() const noexcept {
107 return PI_2p0 * sqrt(pow(orbit.SemiMajorAxis(), 3) / (G * (parent->Mass() + Mass())));
113 double Body::RotationalPeriod() const noexcept {
114 if (std::abs(angular) < std::numeric_limits<double>::epsilon()) {
115 return std::numeric_limits<double>::infinity();
117 return PI_2p0 * Inertia() / angular;
121 glm::dmat4 Body::ToUniverse() const noexcept {
123 const Body *b = this;
124 while (b->HasParent()) {
125 m = b->ToParent() * m;
131 glm::dmat4 Body::FromUniverse() const noexcept {
133 const Body *b = this;
134 while (b->HasParent()) {
135 m *= b->FromParent();
141 void Body::Tick(double dt) {
142 rotation += dt * AngularMomentum() / Inertia();
144 for (creature::Creature *c : Creatures()) {
149 void Body::Cache() noexcept {
152 orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()))
153 * glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
155 glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x)
156 * orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
158 orbital = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
159 inverse_orbital = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
162 glm::eulerAngleY(rotation)
163 * glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
165 glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x)
166 * glm::eulerAngleY(-rotation);
169 void Body::AddCreature(creature::Creature *c) {
170 creatures.push_back(c);
173 void Body::RemoveCreature(creature::Creature *c) {
174 auto entry = std::find(creatures.begin(), creatures.end(), c);
175 if (entry != creatures.end()) {
176 creatures.erase(entry);
193 double Orbit::SemiMajorAxis() const noexcept {
197 Orbit &Orbit::SemiMajorAxis(double s) noexcept {
202 double Orbit::Eccentricity() const noexcept {
206 Orbit &Orbit::Eccentricity(double e) noexcept {
211 double Orbit::Inclination() const noexcept {
215 Orbit &Orbit::Inclination(double i) noexcept {
220 double Orbit::LongitudeAscending() const noexcept {
224 Orbit &Orbit::LongitudeAscending(double l) noexcept {
229 double Orbit::ArgumentPeriapsis() const noexcept {
233 Orbit &Orbit::ArgumentPeriapsis(double a) noexcept {
238 double Orbit::MeanAnomaly() const noexcept {
242 Orbit &Orbit::MeanAnomaly(double m) noexcept {
249 double mean2eccentric(double M, double e) {
250 double E = M; // eccentric anomaly, solve M = E - e sin E
251 // limit to 100 steps to prevent deadlocks in impossible situations
252 for (int i = 0; i < 100; ++i) {
253 double dE = (E - e * sin(E) - M) / (1 - e * cos(E));
255 if (abs(dE) < 1.0e-6) break;
262 glm::dmat4 Orbit::Matrix(double t) const noexcept {
264 double E = mean2eccentric(M, ecc);
266 // coordinates in orbital plane, P=x, Q=-z
267 double P = sma * (cos(E) - ecc);
268 double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
270 return glm::yawPitchRoll(asc, inc, arg) * glm::translate(glm::dvec3(P, 0.0, -Q));
273 glm::dmat4 Orbit::InverseMatrix(double t) const noexcept {
275 double E = mean2eccentric(M, ecc);
276 double P = sma * (cos(E) - ecc);
277 double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
278 return glm::translate(glm::dvec3(-P, 0.0, Q)) * glm::transpose(glm::yawPitchRoll(asc, inc, arg));
282 Planet::Planet(int sidelength)
284 , sidelength(sidelength)
285 , tiles(TilesTotal())
287 Radius(double(sidelength) / 2.0);
293 const TileType &Planet::TypeAt(int srf, int x, int y) const {
294 return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
297 glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
299 PositionToTile(pos[(srf + 0) % 3]),
300 PositionToTile(pos[(srf + 1) % 3]));
303 double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
305 ? pos[(srf + 2) % 3] - Radius()
306 : -pos[(srf + 2) % 3] - Radius();
309 glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
310 glm::dvec3 center(0.0f);
311 center[(srf + 0) % 3] = x + 0.5 - Radius();
312 center[(srf + 1) % 3] = y + 0.5 - Radius();
313 center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
317 void Planet::BuildVAO(const Set<TileType> &ts) {
318 vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
320 vao->BindAttributes();
321 vao->EnableAttribute(0);
322 vao->EnableAttribute(1);
323 vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
324 vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
325 vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
327 auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
328 float offset = Radius();
331 // up +Z +X +Y -Z -X -Y
333 for (int index = 0, surface = 0; surface < 6; ++surface) {
334 for (int y = 0; y < sidelength; ++y) {
335 for (int x = 0; x < sidelength; ++x, ++index) {
336 float tex = ts[TileAt(surface, x, y).type].texture;
337 const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
338 const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
339 attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
340 attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
341 attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
342 attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
343 attrib[4 * index + 0].tex_coord[1] = 1.0f;
344 attrib[4 * index + 0].tex_coord[2] = tex;
346 attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
347 attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
348 attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
349 attrib[4 * index + 1].tex_coord[0] = tex_u_end;
350 attrib[4 * index + 1].tex_coord[1] = 1.0f;
351 attrib[4 * index + 1].tex_coord[2] = tex;
353 attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
354 attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
355 attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
356 attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
357 attrib[4 * index + 2].tex_coord[1] = 0.0f;
358 attrib[4 * index + 2].tex_coord[2] = tex;
360 attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
361 attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
362 attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
363 attrib[4 * index + 3].tex_coord[0] = tex_u_end;
364 attrib[4 * index + 3].tex_coord[1] = 0.0f;
365 attrib[4 * index + 3].tex_coord[2] = tex;
371 vao->ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
373 auto element = vao->MapElements(GL_WRITE_ONLY);
375 for (int surface = 0; surface < 3; ++surface) {
376 for (int y = 0; y < sidelength; ++y) {
377 for (int x = 0; x < sidelength; ++x, ++index) {
378 element[6 * index + 0] = 4 * index + 0;
379 element[6 * index + 1] = 4 * index + 2;
380 element[6 * index + 2] = 4 * index + 1;
381 element[6 * index + 3] = 4 * index + 1;
382 element[6 * index + 4] = 4 * index + 2;
383 element[6 * index + 5] = 4 * index + 3;
387 for (int surface = 3; surface < 6; ++surface) {
388 for (int y = 0; y < sidelength; ++y) {
389 for (int x = 0; x < sidelength; ++x, ++index) {
390 element[6 * index + 0] = 4 * index + 0;
391 element[6 * index + 1] = 4 * index + 1;
392 element[6 * index + 2] = 4 * index + 2;
393 element[6 * index + 3] = 4 * index + 2;
394 element[6 * index + 4] = 4 * index + 1;
395 element[6 * index + 5] = 4 * index + 3;
403 void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
407 const glm::mat4 &MV = assets.shaders.planet_surface.MV();
408 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
409 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
410 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
411 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
412 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
413 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
414 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
415 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
416 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
417 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
418 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
419 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
423 void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
424 rand::SimplexNoise elevation_gen(0);
425 rand::SimplexNoise variation_gen(45623752346);
427 const int ice = tiles["ice"].id;
428 const int ocean = tiles["ocean"].id;
429 const int water = tiles["water"].id;
430 const int sand = tiles["sand"].id;
431 const int grass = tiles["grass"].id;
432 const int tundra = tiles["tundra"].id;
433 const int taiga = tiles["taiga"].id;
434 const int desert = tiles["desert"].id;
435 const int mntn = tiles["mountain"].id;
436 const int algae = tiles["algae"].id;
437 const int forest = tiles["forest"].id;
438 const int jungle = tiles["jungle"].id;
439 const int rock = tiles["rock"].id;
440 const int wheat = tiles["wheat"].id;
442 constexpr double ocean_thresh = -0.2;
443 constexpr double water_thresh = 0.0;
444 constexpr double beach_thresh = 0.05;
445 constexpr double highland_thresh = 0.4;
446 constexpr double mountain_thresh = 0.5;
448 const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
449 const double cap_thresh = std::abs(std::cos(p.AxialTilt().x));
450 const double equ_thresh = std::abs(std::sin(p.AxialTilt().x)) / 2.0;
451 const double fzone_start = equ_thresh - (equ_thresh - cap_thresh) / 3.0;
452 const double fzone_end = cap_thresh + (equ_thresh - cap_thresh) / 3.0;
454 for (int surface = 0; surface <= 5; ++surface) {
455 for (int y = 0; y < p.SideLength(); ++y) {
456 for (int x = 0; x < p.SideLength(); ++x) {
457 glm::dvec3 to_tile = p.TileCenter(surface, x, y);
458 double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
459 if (near_axis > cap_thresh) {
460 p.TileAt(surface, x, y).type = ice;
463 float elevation = rand::OctaveNoise(
465 to_tile / p.Radius(),
468 5 / p.Radius(), // frequency
472 float variation = rand::OctaveNoise(
474 to_tile / p.Radius(),
477 16 / p.Radius(), // frequency
481 if (elevation < ocean_thresh) {
482 p.TileAt(surface, x, y).type = ocean;
483 } else if (elevation < water_thresh) {
484 if (variation > 0.3) {
485 p.TileAt(surface, x, y).type = algae;
487 p.TileAt(surface, x, y).type = water;
489 } else if (elevation < beach_thresh) {
490 p.TileAt(surface, x, y).type = sand;
491 } else if (elevation < highland_thresh) {
492 if (near_axis < equ_thresh) {
493 if (variation > 0.6) {
494 p.TileAt(surface, x, y).type = grass;
495 } else if (variation > 0.2) {
496 p.TileAt(surface, x, y).type = sand;
498 p.TileAt(surface, x, y).type = desert;
500 } else if (near_axis < fzone_start) {
501 if (variation > 0.4) {
502 p.TileAt(surface, x, y).type = forest;
503 } else if (variation < -0.5) {
504 p.TileAt(surface, x, y).type = jungle;
505 } else if (variation > -0.02 && variation < 0.02) {
506 p.TileAt(surface, x, y).type = wheat;
508 p.TileAt(surface, x, y).type = grass;
510 } else if (near_axis < fzone_end) {
511 p.TileAt(surface, x, y).type = tundra;
513 p.TileAt(surface, x, y).type = taiga;
515 } else if (elevation < mountain_thresh) {
516 if (variation > 0.3) {
517 p.TileAt(surface, x, y).type = mntn;
519 p.TileAt(surface, x, y).type = rock;
522 p.TileAt(surface, x, y).type = mntn;
530 void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {
531 for (int surface = 0; surface <= 5; ++surface) {
532 for (int y = 0; y < p.SideLength(); ++y) {
533 for (int x = 0; x < p.SideLength(); ++x) {
534 if (x == p.SideLength() / 2 && y == p.SideLength() / 2) {
535 p.TileAt(surface, x, y).type = surface;
537 p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2) + 6;
554 std::vector<TileType::Yield>::const_iterator TileType::FindResource(int r) const {
555 auto yield = resources.cbegin();
556 for (; yield != resources.cend(); ++yield) {
557 if (yield->resource == r) {