]> git.localhorst.tv Git - blobs.git/blobdiff - src/world/world.cpp
allow clicking celestial bodies
[blobs.git] / src / world / world.cpp
index 682eb9bb3763b8019da31fd206cb4a5bb483aeed..c22434a47c754b8f3b028bcbabcb8888c04d7671 100644 (file)
@@ -115,6 +115,14 @@ double Body::RotationalPeriod() const noexcept {
        }
 }
 
+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;
@@ -184,13 +192,13 @@ 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;
@@ -476,18 +484,18 @@ 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;