Changes:
1. Remove all keyboard shortcuts (B, I, F keys)
2. UI panels always shown (body list, info, simulation info)
3. Selecting a body automatically enables camera follow
4. render_info() now uses GuiWindowBox style matching other UI
UI improvements:
- render_info() now uses GuiWindowBox for consistent styling
- Positioned at bottom-left with smaller window (200x280)
- Window close buttons disabled (panels always shown)
- Updated help text to reflect new workflow
User experience:
- Simpler interaction - just select body from list to follow it
- All information always visible
- Consistent UI styling across all panels
Fixes:
1. Camera now orbits horizontally (not vertically)
2. Uses camera.up instead of hardcoded global up vector
Technical changes:
- Remove hardcoded global up vector
- Use render_state->camera.up for rotation axis
- Rotate forward vector around camera's up vector
- This creates proper horizontal orbit around target
Rotation formula:
new_forward = forward * cos(angle) + cross(up, forward) * sin(angle)
Result: Camera orbits horizontally around target at any
camera position, using the camera's own up vector
for proper orientation-aware rotation.
Problems fixed:
1. Camera now maintains fixed distance to followed body
2. Camera uses proper up vector and cross products for rotation
Technical changes:
- Added camera_offset and was_following_body to RenderState
- Store offset when follow is first enabled
- Update camera position = body_pos + offset each frame
- Use cross products for proper orbital camera rotation:
- Calculate right vector from up x forward
- Rotate forward vector around right axis
- Update camera offset after each movement
- Zoom controls also update offset when following
Result: Camera maintains consistent perspective and distance
while tracking moving celestial bodies.
Features:
- Add camera_follow_body flag to RenderState
- Update update_camera() to follow selected body when enabled
- F key toggles camera follow (requires body selected)
- Camera still rotates and zooms around followed body
- Removed old focus_camera() function (superseded by new implementation)
- Updated help text to show F key for camera follow toggle
Technical details:
- Camera target updates to body position each frame when following
- Existing rotation/zoom controls work relative to new target position
- Maintains orbital camera control pattern
Issue: GuiListView() always returns 0 (known raygui bug), causing
body selection to never work.
Fix:
- Added body_list_scroll and body_list_active to RenderState for persistence
- Check body_list_active parameter changes instead of return value
- Initialize active state to -1 in main.cpp
Reference: https://github.com/raysan5/raygui/issues/448
- Convert body names array to semicolon-separated string format
- Fix GuiListView parameter usage with proper format
- Ensure proper memory management for body list text
- Add raygui as git submodule in ext/raygui/
- Update Makefile to include raygui headers
- Extend RenderState with UI fields (selected_body_index, show_body_list, show_body_info)
- Implement render_body_list_ui() for scrollable body list panel
- Implement render_body_info_ui() for detailed body information panel
- Add 'B' key toggle for body list panel
- Integrate UI rendering into main render loop
- Initialize UI state in main()
- Add render_parabolic_orbit() with true anomaly range -π*0.95 to π*0.95
- Use 80 segments for smooth parabolic curve visualization
- Update render_orbit() branching to handle parabolic (0.98 <= e <= 1.02)
- Calculate semi-latus rectum p = h²/μ for parabolic orbits
- Maintain existing elliptical/hyperbolic orbit rendering
Claude
- Calculate orbital elements dynamically from current state and parent
- Orbits now update automatically when parent body changes
- Add support for parabolic trajectories (e ≈ 1)
- Add support for hyperbolic trajectories (e > 1) with limited extent
- Properly orient orbits in 3D space using eccentricity vector
- Limit hyperbolic/parabolic drawing to avoid infinite vertices
Refactored for code reuse and separation of concerns:
- calculate_orbital_basis(): Computes orbital reference frame
- orbital_to_cartesian(): Transforms orbital coords to 3D space
- draw_orbit_segment(): Handles rendering of individual segments
- render_elliptical_orbit(): Draws closed elliptical paths
- render_hyperbolic_orbit(): Draws open hyperbolic/parabolic paths
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Orbital mechanics simulation with 2-body physics and SOI transitions.
Core Features:
- 2-body gravitational physics with sphere of influence transitions
- Real-time 3D visualization using raylib
- Configurable star systems via text files
- Interactive controls (camera, pause, speed)
Technical Implementation:
- C-style C++ (structs and functions, no classes)
- Modular architecture (physics, bodies, config loader, renderer)
- Euler integration for orbital mechanics
- SOI detection using Hill sphere approximation
Configuration System:
- Solar system with realistic data (Sun, 8 planets, 5 major moons)
- Binary star system example
- Easy to create custom systems via simple text format
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>