}
}
+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;
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
}
}
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;
Sun::Sun()
-: Body() {
+: Body()
+, color(1.0)
+, luminosity(1.0) {
}
Sun::~Sun() {