4 #include "Resource.hpp"
6 #include "Simulation.hpp"
9 #include "TileType.hpp"
11 #include "../app/Assets.hpp"
12 #include "../creature/Creature.hpp"
13 #include "../graphics/Viewport.hpp"
14 #include "../math/const.hpp"
15 #include "../math/OctaveNoise.hpp"
16 #include "../math/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()) {
147 for (auto c = Creatures().begin(); c != Creatures().end();) {
148 if ((*c)->Removable()) {
150 c = Creatures().erase(c);
157 void Body::Cache() noexcept {
160 orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()))
161 * glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
163 glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x)
164 * orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
166 orbital = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
167 inverse_orbital = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
170 glm::eulerAngleY(rotation)
171 * glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
173 glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x)
174 * glm::eulerAngleY(-rotation);
177 void Body::AddCreature(creature::Creature *c) {
178 creatures.push_back(c);
181 void Body::RemoveCreature(creature::Creature *c) {
182 auto entry = std::find(creatures.begin(), creatures.end(), c);
183 if (entry != creatures.end()) {
184 creatures.erase(entry);
201 double Orbit::SemiMajorAxis() const noexcept {
205 Orbit &Orbit::SemiMajorAxis(double s) noexcept {
210 double Orbit::Eccentricity() const noexcept {
214 Orbit &Orbit::Eccentricity(double e) noexcept {
219 double Orbit::Inclination() const noexcept {
223 Orbit &Orbit::Inclination(double i) noexcept {
228 double Orbit::LongitudeAscending() const noexcept {
232 Orbit &Orbit::LongitudeAscending(double l) noexcept {
237 double Orbit::ArgumentPeriapsis() const noexcept {
241 Orbit &Orbit::ArgumentPeriapsis(double a) noexcept {
246 double Orbit::MeanAnomaly() const noexcept {
250 Orbit &Orbit::MeanAnomaly(double m) noexcept {
257 double mean2eccentric(double M, double e) {
258 double E = M; // eccentric anomaly, solve M = E - e sin E
259 // limit to 100 steps to prevent deadlocks in impossible situations
260 for (int i = 0; i < 100; ++i) {
261 double dE = (E - e * sin(E) - M) / (1 - e * cos(E));
263 if (abs(dE) < 1.0e-6) break;
270 glm::dmat4 Orbit::Matrix(double t) const noexcept {
272 double E = mean2eccentric(M, ecc);
274 // coordinates in orbital plane, P=x, Q=-z
275 double P = sma * (cos(E) - ecc);
276 double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
278 return glm::yawPitchRoll(asc, inc, arg) * glm::translate(glm::dvec3(P, 0.0, -Q));
281 glm::dmat4 Orbit::InverseMatrix(double t) const noexcept {
283 double E = mean2eccentric(M, ecc);
284 double P = sma * (cos(E) - ecc);
285 double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
286 return glm::translate(glm::dvec3(-P, 0.0, Q)) * glm::transpose(glm::yawPitchRoll(asc, inc, arg));
290 Planet::Planet(int sidelength)
292 , sidelength(sidelength)
293 , tiles(TilesTotal())
295 Radius(double(sidelength) / 2.0);
301 const TileType &Planet::TypeAt(int srf, int x, int y) const {
302 return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
305 glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
307 PositionToTile(pos[(srf + 0) % 3]),
308 PositionToTile(pos[(srf + 1) % 3]));
311 double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
313 ? pos[(srf + 2) % 3] - Radius()
314 : -pos[(srf + 2) % 3] - Radius();
317 glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
318 glm::dvec3 center(0.0f);
319 center[(srf + 0) % 3] = x + 0.5 - Radius();
320 center[(srf + 1) % 3] = y + 0.5 - Radius();
321 center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
325 void Planet::BuildVAO(const Set<TileType> &ts) {
326 vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
328 vao->BindAttributes();
329 vao->EnableAttribute(0);
330 vao->EnableAttribute(1);
331 vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
332 vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
333 vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
335 auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
336 float offset = Radius();
339 // up +Z +X +Y -Z -X -Y
341 for (int index = 0, surface = 0; surface < 6; ++surface) {
342 for (int y = 0; y < sidelength; ++y) {
343 for (int x = 0; x < sidelength; ++x, ++index) {
344 float tex = ts[TileAt(surface, x, y).type].texture;
345 const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
346 const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
347 attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
348 attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
349 attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
350 attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
351 attrib[4 * index + 0].tex_coord[1] = 1.0f;
352 attrib[4 * index + 0].tex_coord[2] = tex;
354 attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
355 attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
356 attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
357 attrib[4 * index + 1].tex_coord[0] = tex_u_end;
358 attrib[4 * index + 1].tex_coord[1] = 1.0f;
359 attrib[4 * index + 1].tex_coord[2] = tex;
361 attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
362 attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
363 attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
364 attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
365 attrib[4 * index + 2].tex_coord[1] = 0.0f;
366 attrib[4 * index + 2].tex_coord[2] = tex;
368 attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
369 attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
370 attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
371 attrib[4 * index + 3].tex_coord[0] = tex_u_end;
372 attrib[4 * index + 3].tex_coord[1] = 0.0f;
373 attrib[4 * index + 3].tex_coord[2] = tex;
379 vao->ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
381 auto element = vao->MapElements(GL_WRITE_ONLY);
383 for (int surface = 0; surface < 3; ++surface) {
384 for (int y = 0; y < sidelength; ++y) {
385 for (int x = 0; x < sidelength; ++x, ++index) {
386 element[6 * index + 0] = 4 * index + 0;
387 element[6 * index + 1] = 4 * index + 2;
388 element[6 * index + 2] = 4 * index + 1;
389 element[6 * index + 3] = 4 * index + 1;
390 element[6 * index + 4] = 4 * index + 2;
391 element[6 * index + 5] = 4 * index + 3;
395 for (int surface = 3; surface < 6; ++surface) {
396 for (int y = 0; y < sidelength; ++y) {
397 for (int x = 0; x < sidelength; ++x, ++index) {
398 element[6 * index + 0] = 4 * index + 0;
399 element[6 * index + 1] = 4 * index + 1;
400 element[6 * index + 2] = 4 * index + 2;
401 element[6 * index + 3] = 4 * index + 2;
402 element[6 * index + 4] = 4 * index + 1;
403 element[6 * index + 5] = 4 * index + 3;
411 void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
415 const glm::mat4 &MV = assets.shaders.planet_surface.MV();
416 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
417 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
418 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
419 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
420 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
421 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
422 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
423 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
424 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
425 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
426 assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
427 vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
431 void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
432 math::SimplexNoise elevation_gen(0);
433 math::SimplexNoise variation_gen(45623752346);
435 const int ice = tiles["ice"].id;
436 const int ocean = tiles["ocean"].id;
437 const int water = tiles["water"].id;
438 const int sand = tiles["sand"].id;
439 const int grass = tiles["grass"].id;
440 const int tundra = tiles["tundra"].id;
441 const int taiga = tiles["taiga"].id;
442 const int desert = tiles["desert"].id;
443 const int mntn = tiles["mountain"].id;
444 const int algae = tiles["algae"].id;
445 const int forest = tiles["forest"].id;
446 const int jungle = tiles["jungle"].id;
447 const int rock = tiles["rock"].id;
448 const int wheat = tiles["wheat"].id;
450 constexpr double ocean_thresh = -0.2;
451 constexpr double water_thresh = 0.0;
452 constexpr double beach_thresh = 0.05;
453 constexpr double highland_thresh = 0.4;
454 constexpr double mountain_thresh = 0.5;
456 const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
457 const double cap_thresh = std::abs(std::cos(p.AxialTilt().x));
458 const double equ_thresh = std::abs(std::sin(p.AxialTilt().x)) / 2.0;
459 const double fzone_start = equ_thresh - (equ_thresh - cap_thresh) / 3.0;
460 const double fzone_end = cap_thresh + (equ_thresh - cap_thresh) / 3.0;
462 for (int surface = 0; surface <= 5; ++surface) {
463 for (int y = 0; y < p.SideLength(); ++y) {
464 for (int x = 0; x < p.SideLength(); ++x) {
465 glm::dvec3 to_tile = p.TileCenter(surface, x, y);
466 double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
467 if (near_axis > cap_thresh) {
468 p.TileAt(surface, x, y).type = ice;
471 float elevation = math::OctaveNoise(
473 to_tile / p.Radius(),
476 5 / p.Radius(), // frequency
480 float variation = math::OctaveNoise(
482 to_tile / p.Radius(),
485 16 / p.Radius(), // frequency
489 if (elevation < ocean_thresh) {
490 p.TileAt(surface, x, y).type = ocean;
491 } else if (elevation < water_thresh) {
492 if (variation > 0.3) {
493 p.TileAt(surface, x, y).type = algae;
495 p.TileAt(surface, x, y).type = water;
497 } else if (elevation < beach_thresh) {
498 p.TileAt(surface, x, y).type = sand;
499 } else if (elevation < highland_thresh) {
500 if (near_axis < equ_thresh) {
501 if (variation > 0.6) {
502 p.TileAt(surface, x, y).type = grass;
503 } else if (variation > 0.2) {
504 p.TileAt(surface, x, y).type = sand;
506 p.TileAt(surface, x, y).type = desert;
508 } else if (near_axis < fzone_start) {
509 if (variation > 0.4) {
510 p.TileAt(surface, x, y).type = forest;
511 } else if (variation < -0.5) {
512 p.TileAt(surface, x, y).type = jungle;
513 } else if (variation > -0.02 && variation < 0.02) {
514 p.TileAt(surface, x, y).type = wheat;
516 p.TileAt(surface, x, y).type = grass;
518 } else if (near_axis < fzone_end) {
519 p.TileAt(surface, x, y).type = tundra;
521 p.TileAt(surface, x, y).type = taiga;
523 } else if (elevation < mountain_thresh) {
524 if (variation > 0.3) {
525 p.TileAt(surface, x, y).type = mntn;
527 p.TileAt(surface, x, y).type = rock;
530 p.TileAt(surface, x, y).type = mntn;
538 void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {
539 for (int surface = 0; surface <= 5; ++surface) {
540 for (int y = 0; y < p.SideLength(); ++y) {
541 for (int x = 0; x < p.SideLength(); ++x) {
542 if (x == p.SideLength() / 2 && y == p.SideLength() / 2) {
543 p.TileAt(surface, x, y).type = surface;
545 p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2) + 6;
562 std::vector<TileType::Yield>::const_iterator TileType::FindResource(int r) const {
563 auto yield = resources.cbegin();
564 for (; yield != resources.cend(); ++yield) {
565 if (yield->resource == r) {