}
}
+double Body::SphereOfInfluence() const noexcept {
+ if (HasParent()) {
+ return orbit.SemiMajorAxis() * std::pow(Mass() / Parent().Mass(), 2.0 / 5.0);
+ } else {
+ return std::numeric_limits<double>::infinity();
+ }
+}
+
glm::dmat4 Body::ToUniverse() const noexcept {
glm::dmat4 m(1.0);
const Body *b = this;
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;
for (auto &c : collisions) {
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()));
+ c.A().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.AVel()));
+ c.B().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.BVel()));
// TODO: notify participants so they can be annoyed
}
}
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;
}
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) {
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<TileType> &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;
}
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
);
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
Sun::Sun()
-: Body() {
+: Body()
+, color(1.0)
+, luminosity(1.0) {
}
Sun::~Sun() {