, mass(1.0)
, radius(1.0)
, orbit()
-, surface_tilt(0.0, 0.0)
, axis_tilt(0.0, 0.0)
, rotation(0.0)
, angular(0.0)
}
}
+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<double>::infinity();
+ }
+}
+
glm::dmat4 Body::ToUniverse() const noexcept {
glm::dmat4 m(1.0);
const Body *b = this;
orbital = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
inverse_orbital = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
}
- 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);
+ local = glm::eulerAngleY(rotation);
+ inverse_local = glm::eulerAngleY(-rotation);
}
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 (glm::length2(diff) > max_dist * max_dist) continue;
- math::AABB j_box((*j)->CollisionBox());
+ math::AABB j_box((*j)->CollisionBounds());
glm::dmat4 j_mat((*j)->CollisionTransform());
glm::dvec3 normal;
double depth;
}
}
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() * -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
}
}
return glm::normalize(cubeunmap(srf, u, v)) * (Radius() + e);
}
-void Planet::BuildVAO(const Set<TileType> &ts) {
+void Planet::BuildVAO() {
vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
vao->Bind();
vao->BindAttributes();
vao->EnableAttribute(0);
vao->EnableAttribute(1);
vao->EnableAttribute(2);
+ vao->EnableAttribute(3);
+ vao->EnableAttribute(4);
+ vao->EnableAttribute(5);
vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
vao->AttributePointer<glm::vec3>(2, false, offsetof(Attributes, tex_coord));
+ vao->AttributePointer<float>(3, false, offsetof(Attributes, shiny));
+ vao->AttributePointer<float>(4, false, offsetof(Attributes, glossy));
+ vao->AttributePointer<float>(5, false, offsetof(Attributes, metallic));
vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
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 TileType &t = TypeAt(surface, x, y);
+ float tex = t.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].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 + 0].shiny = t.shiny;
+ attrib[4 * index + 0].glossy = t.glossy;
+ attrib[4 * index + 0].metallic = t.metallic;
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 + 1].shiny = t.shiny;
+ attrib[4 * index + 1].glossy = t.glossy;
+ attrib[4 * index + 1].metallic = t.metallic;
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 + 2].shiny = t.shiny;
+ attrib[4 * index + 2].glossy = t.glossy;
+ attrib[4 * index + 2].metallic = t.metallic;
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;
attrib[4 * index + 3].tex_coord[2] = tex;
+ attrib[4 * index + 3].shiny = t.shiny;
+ attrib[4 * index + 3].glossy = t.glossy;
+ attrib[4 * index + 3].metallic = t.metallic;
}
}
}
constexpr double highland_thresh = 0.4;
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 glm::dvec3 axis(0.0, 1.0, 0.0);
const double cap_thresh = std::abs(std::cos(p.AxialTilt().x));
const double equ_thresh = std::abs(std::sin(p.AxialTilt().x)) / 2.0;
const double fzone_start = equ_thresh - (equ_thresh - cap_thresh) / 3.0;
}
}
}
- p.BuildVAO(tiles);
+ p.BuildVAO();
}
void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {
}
}
}
- p.BuildVAO(tiles);
+ p.BuildVAO();
}
Sun::Sun()
-: Body() {
+: Body()
+, color(1.0)
+, luminosity(1.0) {
}
Sun::~Sun() {