197 lines
6.1 KiB
C++
197 lines
6.1 KiB
C++
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "gfx.hpp"
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#include "icosphere.hpp"
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#include "particlevisualizer.hpp"
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#include "orbitvisualizer.hpp"
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#include "widget.hpp"
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#include <skein/orbit.h>
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#include <skein/particle.h>
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#include <skein/particlemap.h>
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#include <chrono>
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// INPUT!
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//
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// what input do we even want in the first place?
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// * camera controls - this is a rendering only concern which needn't affect the orbital
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// * model validation - we want to modify orbits over time to confirm that our model is
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// working properly
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//
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// TODO: input can only be directly handled by static methods, so we need to find a way to collect
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// input from object instances and handle it at a higher level. in the case of this class, we want
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// to determine when a configurable key is pressed. alternatively, we can split the behaviour into
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// multiple sub-classes and run different loops at the top level?
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//
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// another idea is to process all input into a well-defined Input struct in the main loop, then
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// pass this struct into objects' render() method.
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//
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// it's possible the first idea makes the most sense if the plan is to ultimately extract the orbit
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// stuff to a library, since it keeps input a separate concern from the physics model
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struct Input
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{
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bool pauseTime;
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bool printCartesian;
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} input;
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action == GLFW_PRESS)
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{
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input.pauseTime = key == GLFW_KEY_SPACE;
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input.printCartesian = key == GLFW_KEY_W;
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}
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}
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void clearInput()
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{
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input.pauseTime = false;
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input.printCartesian = false;
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}
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// now should always increase linearly with real world time, this should not be modified by input
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// for animations etc
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struct Time
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{
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double now;
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double dt;
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} engineTime;
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void updateTime()
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{
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std::chrono::duration timeSinceEpoch = std::chrono::steady_clock::now().time_since_epoch();
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double now = std::chrono::duration<double>(timeSinceEpoch).count();
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double dt = now - engineTime.now;
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engineTime.dt = dt;
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engineTime.now = now;
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}
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void printVector(const glm::dvec3& vector)
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{
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std::cout << "(" << vector.x << ", " << vector.y << ", " << vector.z << ")";
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}
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int main()
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{
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GLFWwindow* window = nullptr;
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if (initGraphics(&window, "skeingl") != 0)
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return -1;
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GLuint litProgram = compileShaderProgram("./frag_lit.glsl");
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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 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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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.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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// TODO: convert these to an enum
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const int MODE_ORBIT = 0;
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const int MODE_MANEOUVRE = 1;
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int mode = 0;
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// simulation time. this can be paused or whatever as animation demands.
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double time = 0;
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// receive input - key callback populates input struct defined further up,
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// clearInput() needs to be called to clear input from previous frame
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clearInput();
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glfwPollEvents();
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updateTime();
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// apply input
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if (input.pauseTime)
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{
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mode++;
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if (mode > MODE_MANEOUVRE)
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{
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mode = 0;
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}
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}
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// the moon takes like 27 days to orbit earth. to see this in motion, then, we need to
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// increase the speed of time by 60 * 60 * 24 to see 1 day per second.
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const double speed = 60 * 60 * 24;
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// orbit modifications need to be instanteneous
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if (mode == MODE_ORBIT)
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{
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time += engineTime.dt * speed;
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}
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else
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{
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if (input.printCartesian)
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{
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const glm::dvec3 p = map.getParticleLocalPosition("station", time);
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printVector(p);
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std::cout << std::endl;
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// TODO: what unit is this in lol
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const glm::dvec3 v = map.getParticleLocalVelocity("station", time);
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const glm::dvec3 newVelocity = v * 0.9;
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printVector(v);
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std::cout << " -> ";
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printVector(newVelocity);
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std::cout << std::endl;
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map.setParticleLocalVelocity("station", time, newVelocity);
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}
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}
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// rendering
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glClearColor(0.2, 0.3, 0.3, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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earthVis.render(time);
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moonVis.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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glfwTerminate();
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return 0;
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}
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