feat: render nested orbits
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@ -14,6 +14,7 @@ class ParticleMap
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// providing these as two methods keeps things unambiguous - manipulating particles
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// is just done for setup
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const Particle& getParticle(const std::string& id) const;
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const Particle& getParent(const std::string& id) const;
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glm::dvec3 getParticlePosition(const std::string& id, double time) const;
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const Orbit& getOrbit(const std::string& id) const;
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@ -6,6 +6,12 @@ const Particle& ParticleMap::getParticle(const std::string& id) const
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return _particles.at(id);
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}
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const Particle& ParticleMap::getParent(const std::string& childId) const
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{
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const std::string parentId = _relationships.at(childId);
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return _particles.at(parentId);
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}
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const Orbit& ParticleMap::getOrbit(const std::string& id) const
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{
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return _orbits.at(id);
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@ -16,13 +22,31 @@ glm::dvec3 ParticleMap::getParticlePosition(const std::string& id, double time)
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if (_orbits.find(id) == _orbits.end())
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return {0,0,0};
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const std::string& parentId = _relationships.at(id);
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const Particle& parent = _particles.at(parentId);
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const double gravitationalParameter = parent.getGravitationalParameter();
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const Particle* particle = &(_particles.at(id));
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glm::dvec3 pos(0,0,0);
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// TODO: actually nest stuff so position is determined from all parents
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const Orbit& orbit = _orbits.at(id);
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return orbit.getPosition(gravitationalParameter, time);
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do
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{
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const std::string& id = particle->getId();
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const std::string& parentId = _relationships.at(id);
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const Particle& parent = _particles.at(parentId);
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const double gravitationalParameter = parent.getGravitationalParameter();
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const Orbit& orbit = _orbits.at(id);
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pos += orbit.getPosition(gravitationalParameter, time);
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auto it = _relationships.find(parentId);
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if (it != _relationships.end())
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{
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particle = &parent;
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}
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else
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{
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particle = nullptr;
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}
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} while (particle != nullptr);
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return pos;
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}
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void ParticleMap::setParticle(const Particle& particle)
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45
src/main.cpp
45
src/main.cpp
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@ -66,24 +66,35 @@ int main()
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GLuint unlitProgram = compileShaderProgram("./frag_unlit.glsl");
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// set parameters of moon's orbit around earth
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Orbit orbit;
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double semiMajorAxis = 3.84748e8;
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orbit.setSemiMajorAxis(semiMajorAxis); // metres
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orbit.setEccentricity(0.055);
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orbit.setInclination(glm::radians(5.15)); // radians
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orbit.setArgumentOfPeriapsis(318.15); // in the case of the moon these last two values are
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orbit.setLongitudeOfAscendingNode(60.0); // pretty much constantly changing so use whatever
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Orbit moonOrbit;
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double moonOrbitSemiMajorAxis = 3.84748e8;
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moonOrbit.setSemiMajorAxis(moonOrbitSemiMajorAxis); // metres
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moonOrbit.setEccentricity(0.055);
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moonOrbit.setInclination(glm::radians(5.15)); // radians
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moonOrbit.setArgumentOfPeriapsis(318.15); // in the case of the moon these last two values are
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moonOrbit.setLongitudeOfAscendingNode(60.0); // pretty much constantly changing so use whatever
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// set parameters of satellite orbit around moon
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Orbit stationOrbit;
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stationOrbit.setSemiMajorAxis(5e7);
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stationOrbit.setEccentricity(0.6);
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stationOrbit.setInclination(glm::radians(89.0));
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stationOrbit.setArgumentOfPeriapsis(43.2);
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stationOrbit.setLongitudeOfAscendingNode(239.7);
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// TODO: add something in a nice eccentric orbit around the moon
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// make the earth-moon system
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ParticleMap map;
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map.setParticle({"earth", 5.9e24});
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map.setParticle({"moon", 7.3e22});
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map.setRelationship("earth", "moon", orbit);
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float scale = semiMajorAxis * 1.1;
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ParticleVisualizer earthVis(map, "earth", 0.2, litProgram, unlitProgram, scale);
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ParticleVisualizer moonVis(map, "moon", 0.1, litProgram, unlitProgram, scale);
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OrbitVisualizer orbitVis(orbit, unlitProgram, scale);
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map.setParticle({"station", 1e6});
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map.setRelationship("earth", "moon", moonOrbit);
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map.setRelationship("moon", "station", stationOrbit);
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float scale = moonOrbitSemiMajorAxis * 1.1;
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ParticleVisualizer earthVis(map, "earth", 0.1, litProgram, unlitProgram, scale);
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ParticleVisualizer moonVis(map, "moon", 0.02, litProgram, unlitProgram, scale);
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ParticleVisualizer stationVis(map, "station", 0.01, litProgram, unlitProgram, scale);
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OrbitVisualizer moonOrbitVis(map, "moon", unlitProgram, scale);
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OrbitVisualizer stationOrbitVis(map, "station", unlitProgram, scale);
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// register input
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glfwSetKeyCallback(window, keyCallback);
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@ -125,7 +136,7 @@ int main()
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else
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{
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double e = .25 + .2 * sin(getTime());
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orbit.setEccentricity(e);
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moonOrbit.setEccentricity(e);
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}
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// rendering
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@ -134,7 +145,9 @@ int main()
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earthVis.render(time);
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moonVis.render(time);
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orbitVis.render(time);
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stationVis.render(time);
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moonOrbitVis.render(time);
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stationOrbitVis.render(time);
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glfwSwapBuffers(window);
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}
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@ -1,8 +1,8 @@
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#include "orbitvisualizer.hpp"
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#include "gfx.hpp"
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OrbitVisualizer::OrbitVisualizer(const Orbit& orbit, const GLuint shaderProgram, float scale)
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: _orbit(orbit), _shaderProgram(shaderProgram), _scale(scale)
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OrbitVisualizer::OrbitVisualizer(const ParticleMap& map, const std::string& particleId, const GLuint shaderProgram, float scale)
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: _map(map), _particleId(particleId), _shaderProgram(shaderProgram), _scale(scale)
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{
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glGenVertexArrays(1, &_vao);
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glGenBuffers(1, &_vbo);
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@ -10,7 +10,11 @@ OrbitVisualizer::OrbitVisualizer(const Orbit& orbit, const GLuint shaderProgram,
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void OrbitVisualizer::render(const float time)
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{
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regenerateVertices();
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// Orbit needs to be drawn relative to its parent
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const Particle& parent = _map.getParent(_particleId);
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const glm::vec3 parentPos = _map.getParticlePosition(parent.getId(), time);
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regenerateVertices(parentPos);
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glUseProgram(_shaderProgram);
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updateModelViewProjectionMatrix(_shaderProgram, time);
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@ -21,17 +25,19 @@ void OrbitVisualizer::render(const float time)
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glDrawArrays(GL_LINE_LOOP, 0, _vertices.size() / 3);
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}
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void OrbitVisualizer::regenerateVertices()
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void OrbitVisualizer::regenerateVertices(const glm::vec3& basePos)
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{
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_vertices.clear();
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const Orbit& orbit = _map.getOrbit(_particleId);
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_vertices.clear();
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for (int i = 0; i < _vertexCount; i++)
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{
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// TODO: this method of getting ellipse vertices is a huge hack. it would be
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// better to actually create a first-class ellipse object and use that to generate
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// a nice continuous mesh, instead of using orbital positions.
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float t = (float)i / (float)_vertexCount * 2.0 * _pi;
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glm::vec3 pos = _orbit.getPositionFromMeanAnomaly(t);
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glm::vec3 pos = orbit.getPositionFromMeanAnomaly(t);
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pos += basePos;
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// Vertices come out of the library with X and Y being in the 'flat' plane. Re-order them
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// here such that Z is up.
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@ -2,12 +2,12 @@
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#include <GL/glew.h>
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#include <vector>
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#include <skein/orbit.h>
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#include <skein/particlemap.h>
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class OrbitVisualizer
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{
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public:
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OrbitVisualizer(const Orbit& orbit, const GLuint shaderProgram, float scale);
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OrbitVisualizer(const ParticleMap& map, const std::string& particleId, const GLuint shaderProgram, float scale);
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~OrbitVisualizer();
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void render(const float time);
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@ -17,12 +17,13 @@ class OrbitVisualizer
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const int _vertexCount = 100;
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const GLuint _shaderProgram;
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const Orbit& _orbit;
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const ParticleMap& _map;
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const std::string _particleId;
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const float _scale;
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GLuint _vbo;
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GLuint _vao;
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std::vector<float> _vertices;
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void regenerateVertices();
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void regenerateVertices(const glm::vec3& basePos);
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};
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