#ifndef BLOBS_WORLD_BODY_HPP_
#define BLOBS_WORLD_BODY_HPP_
+#include "Orbit.hpp"
+#include "../math/geometry.hpp"
+#include "../math/glm.hpp"
+
+#include <string>
#include <vector>
namespace app {
class Assets;
}
+namespace creature {
+ class Creature;
+}
namespace graphics {
class Viewport;
}
namespace world {
+class Simulation;
+
class Body {
public:
Body &operator =(Body &&) = delete;
public:
+ bool HasSimulation() const noexcept { return sim; }
+ Simulation &GetSimulation() noexcept { return *sim; }
+ const Simulation &GetSimulation() const noexcept { return *sim; }
+ void SetSimulation(Simulation &) noexcept;
+
bool HasParent() const { return parent; }
Body &Parent() { return *parent; }
const Body &Parent() const { return *parent; }
void SetParent(Body &);
void UnsetParent();
+ const std::vector<Body *> &Children() const noexcept { return children; }
+
+ const std::string &Name() const noexcept { return name; }
+ void Name(const std::string &n) noexcept { name = n; }
+
+ double Mass() const noexcept { return mass; }
+ void Mass(double m) noexcept { mass = m; }
+
+ double Radius() const noexcept { return radius; }
+ void Radius(double r) noexcept { radius = r; }
+
+ Orbit &GetOrbit() noexcept { return orbit; }
+ const Orbit &GetOrbit() const noexcept { return orbit; }
+
+ const glm::dvec2 &AxialTilt() const noexcept { return axis_tilt; }
+ void AxialTilt(const glm::dvec2 &t) noexcept { axis_tilt = t; }
+
+ double Rotation() const noexcept { return rotation; }
+ void Rotation(double r) noexcept { rotation = r; }
+
+ double AngularMomentum() const noexcept { return angular; }
+ void AngularMomentum(double m) noexcept { angular = m; }
+
+ double Inertia() const noexcept;
+
+ double GravitationalParameter() const noexcept;
+ double OrbitalPeriod() const noexcept;
+ double RotationalPeriod() const noexcept;
+ /// day length relative to parent, not neccessarily a sun
+ /// gives absolute value in seconds
+ /// returns sidereal day for parent-less bodies
+ double DayLength() const noexcept;
+ double SphereOfInfluence() const noexcept;
+
+ math::Sphere CollisionBounds() const noexcept { return math::Sphere{ glm::dvec3(0.0), Radius() }; }
+ const glm::dmat4 &CollisionTransform() const noexcept { return local; }
+
+ const glm::dmat4 &LocalTransform() const noexcept { return local; }
+ const glm::dmat4 &InverseTransform() const noexcept { return inverse_local; }
+
+ const glm::dmat4 &ToParent() const noexcept { return inverse_orbital; }
+ const glm::dmat4 &FromParent() const noexcept { return orbital; }
+
+ glm::dmat4 ToUniverse() const noexcept;
+ glm::dmat4 FromUniverse() const noexcept;
+
virtual void Draw(app::Assets &, graphics::Viewport &) { }
+ void Tick(double dt);
+ void Cache() noexcept;
+ void CheckCollision() noexcept;
+
+ void AddCreature(creature::Creature *);
+ void RemoveCreature(creature::Creature *);
+ std::vector<creature::Creature *> &Creatures() noexcept { return creatures; }
+ const std::vector<creature::Creature *> &Creatures() const noexcept { return creatures; }
+
+ void Atmosphere(int a) noexcept { atmosphere = a; }
+ int Atmosphere() const noexcept { return atmosphere; }
+ bool HasAtmosphere() const noexcept { return atmosphere >= 0; }
+
private:
void AddChild(Body &);
void RemoveChild(Body &);
private:
+ Simulation *sim;
Body *parent;
std::vector<Body *> children;
+ std::string name;
double mass;
double radius;
+ Orbit orbit;
+ glm::dvec2 axis_tilt;
+ double rotation;
+ double angular;
+
+ glm::dmat4 orbital;
+ glm::dmat4 inverse_orbital;
+ glm::dmat4 local;
+ glm::dmat4 inverse_local;
+
+ std::vector<creature::Creature *> creatures;
+ int atmosphere;
};