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577 lines
20 KiB
577 lines
20 KiB
#include "renderer.h" |
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#include "raymath.h" |
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#include <cmath> |
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#include <cstdio> |
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|
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// raygui implementation (header-only library) |
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#define RAYGUI_IMPLEMENTATION |
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#include "raygui.h" |
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|
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// Forward declarations |
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static Vector3 sim_to_render(Vec3 pos, double scale); |
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|
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// Initialize raylib window |
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void init_renderer(int width, int height, const char* title) { |
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InitWindow(width, height, title); |
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SetTargetFPS(60); |
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} |
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// Close raylib |
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void close_renderer() { |
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CloseWindow(); |
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} |
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// Setup the 3D camera |
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void setup_camera(RenderState* render_state) { |
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render_state->camera.position = (Vector3){ 0.0f, 50.0f, 100.0f }; |
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render_state->camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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render_state->camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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render_state->camera.fovy = 45.0f; |
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render_state->camera.projection = CAMERA_PERSPECTIVE; |
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|
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// Set scaling factors (same scale for distances and sizes) |
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render_state->distance_scale = 1e-9; // Meters to scaled units (1 unit = 1 billion meters) |
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render_state->size_scale = 1e-9; // Same scale for body sizes (minimum size still applies) |
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} |
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// Update camera with keyboard/mouse controls |
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void update_camera(RenderState* render_state, SimulationState* sim) { |
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float angle_speed = 0.02f; |
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// Handle camera follow state transitions |
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if (render_state->camera_follow_body && !render_state->was_following_body) { |
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// Just started following - store current offset |
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if (render_state->selected_body_index >= 0 && render_state->selected_body_index < sim->body_count) { |
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CelestialBody* body = &sim->bodies[render_state->selected_body_index]; |
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Vector3 body_pos = sim_to_render(body->position, render_state->distance_scale); |
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render_state->camera.target = body_pos; |
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render_state->camera_offset = Vector3Subtract(render_state->camera.position, body_pos); |
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} |
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} |
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// Update target position when following |
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if (render_state->camera_follow_body && render_state->selected_body_index >= 0 && |
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render_state->selected_body_index < sim->body_count) { |
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CelestialBody* body = &sim->bodies[render_state->selected_body_index]; |
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Vector3 body_pos = sim_to_render(body->position, render_state->distance_scale); |
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render_state->camera.target = body_pos; |
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render_state->camera.position = Vector3Add(body_pos, render_state->camera_offset); |
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} |
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// Camera rotation using camera's up vector |
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Vector3 to_camera = Vector3Subtract(render_state->camera.position, render_state->camera.target); |
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float camera_distance = Vector3Length(to_camera); |
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|
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// Rotate around target using camera's up vector |
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if (IsKeyDown(KEY_LEFT)) { |
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Vector3 forward = Vector3Normalize(to_camera); |
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// Rotate forward vector around camera's up axis (horizontal orbit) |
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float cos_a = cosf(angle_speed); |
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float sin_a = sinf(angle_speed); |
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Vector3 new_forward = Vector3Add( |
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Vector3Scale(forward, cos_a), |
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Vector3Scale(Vector3CrossProduct(render_state->camera.up, forward), sin_a) |
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); |
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render_state->camera.position = Vector3Add( |
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render_state->camera.target, |
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Vector3Scale(new_forward, camera_distance) |
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); |
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if (render_state->camera_follow_body) { |
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render_state->camera_offset = Vector3Subtract( |
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render_state->camera.position, |
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render_state->camera.target |
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); |
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} |
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} |
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if (IsKeyDown(KEY_RIGHT)) { |
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Vector3 forward = Vector3Normalize(to_camera); |
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// Rotate forward vector around camera's up axis (horizontal orbit) |
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float cos_a = cosf(-angle_speed); |
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float sin_a = sinf(-angle_speed); |
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Vector3 new_forward = Vector3Add( |
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Vector3Scale(forward, cos_a), |
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Vector3Scale(Vector3CrossProduct(render_state->camera.up, forward), sin_a) |
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); |
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render_state->camera.position = Vector3Add( |
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render_state->camera.target, |
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Vector3Scale(new_forward, camera_distance) |
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); |
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if (render_state->camera_follow_body) { |
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render_state->camera_offset = Vector3Subtract( |
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render_state->camera.position, |
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render_state->camera.target |
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); |
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} |
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} |
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// Zoom in/out with up/down keys |
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if (IsKeyDown(KEY_UP) && camera_distance > 10.0f) { |
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Vector3 direction = Vector3Normalize(Vector3Subtract(render_state->camera.target, render_state->camera.position)); |
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render_state->camera.position = Vector3Add(render_state->camera.position, Vector3Scale(direction, 2.0f)); |
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if (render_state->camera_follow_body) { |
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render_state->camera_offset = Vector3Subtract( |
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render_state->camera.position, |
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render_state->camera.target |
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); |
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} |
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} |
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if (IsKeyDown(KEY_DOWN)) { |
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Vector3 direction = Vector3Normalize(Vector3Subtract(render_state->camera.position, render_state->camera.target)); |
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render_state->camera.position = Vector3Add(render_state->camera.position, Vector3Scale(direction, 2.0f)); |
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if (render_state->camera_follow_body) { |
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render_state->camera_offset = Vector3Subtract( |
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render_state->camera.position, |
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render_state->camera.target |
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); |
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} |
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} |
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// Store previous follow state |
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render_state->was_following_body = render_state->camera_follow_body; |
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} |
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// Transform from simulation coordinates (XY plane) to render coordinates (XZ plane) |
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// Rotation matrix: 90 degrees around X-axis maps Y -> Z |
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Vector3 sim_to_render(Vec3 pos, double scale) { |
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return (Vector3){ |
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(float)(pos.x * scale), |
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(float)(-pos.z * scale), |
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(float)(pos.y * scale) |
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}; |
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} |
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// Scale a radius for rendering (with minimum visible size) |
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float scale_radius(double radius, double scale) { |
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float scaled = (float)(radius * scale); |
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float min_radius = 0.5f; // Minimum visible radius |
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return (scaled > min_radius) ? scaled : min_radius; |
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} |
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// Render a single celestial body |
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void render_body(CelestialBody* body, RenderState* render_state) { |
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Vector3 position = sim_to_render(body->position, render_state->distance_scale); |
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float radius = scale_radius(body->radius, render_state->size_scale); |
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Color color = { |
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(unsigned char)(body->color[0] * 255), |
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(unsigned char)(body->color[1] * 255), |
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(unsigned char)(body->color[2] * 255), |
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255 |
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}; |
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DrawSphereWires(position, radius, 16, 16, color); |
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} |
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struct OrbitalBasis { |
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Vec3 periapsis_dir; |
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Vec3 normal; |
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Vec3 q_vec; |
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}; |
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static OrbitalBasis calculate_orbital_basis(Vec3 r_vec, Vec3 velocity, Vec3 e_vec) { |
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OrbitalBasis basis; |
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basis.periapsis_dir = vec3_normalize(e_vec); |
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Vec3 h_vec = { |
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r_vec.y * velocity.z - r_vec.z * velocity.y, |
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r_vec.z * velocity.x - r_vec.x * velocity.z, |
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r_vec.x * velocity.y - r_vec.y * velocity.x |
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}; |
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basis.normal = vec3_normalize(h_vec); |
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basis.q_vec = { |
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basis.normal.y * basis.periapsis_dir.z - basis.normal.z * basis.periapsis_dir.y, |
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basis.normal.z * basis.periapsis_dir.x - basis.normal.x * basis.periapsis_dir.z, |
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basis.normal.x * basis.periapsis_dir.y - basis.normal.y * basis.periapsis_dir.x |
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}; |
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return basis; |
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} |
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static Vec3 orbital_to_cartesian(double x, double y, OrbitalBasis basis, Vec3 parent_pos) { |
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return { |
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basis.periapsis_dir.x * x + basis.q_vec.x * y + parent_pos.x, |
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basis.periapsis_dir.y * x + basis.q_vec.y * y + parent_pos.y, |
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basis.periapsis_dir.z * x + basis.q_vec.z * y + parent_pos.z |
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}; |
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} |
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static void draw_orbit_segment(double x1, double y1, double x2, double y2, |
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OrbitalBasis basis, Vec3 parent_pos, |
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RenderState* render_state, Color color) { |
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Vec3 p1_sim = orbital_to_cartesian(x1, y1, basis, parent_pos); |
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Vec3 p2_sim = orbital_to_cartesian(x2, y2, basis, parent_pos); |
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Vector3 p1 = sim_to_render(p1_sim, render_state->distance_scale); |
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Vector3 p2 = sim_to_render(p2_sim, render_state->distance_scale); |
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DrawLine3D(p1, p2, color); |
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} |
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static void render_elliptical_orbit(double a, double e, OrbitalBasis basis, |
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Vec3 parent_pos, RenderState* render_state, Color color) { |
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double b = a * sqrt(1.0 - e * e); |
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double c = a * e; |
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int segments = 100; |
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for (int i = 0; i < segments; i++) { |
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float theta1 = (float)i / segments * 2.0f * PI; |
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float theta2 = (float)(i + 1) / segments * 2.0f * PI; |
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double x1 = a * cos(theta1) - c; |
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double y1 = b * sin(theta1); |
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double x2 = a * cos(theta2) - c; |
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double y2 = b * sin(theta2); |
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draw_orbit_segment(x1, y1, x2, y2, basis, parent_pos, render_state, color); |
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} |
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} |
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static void render_hyperbolic_orbit(double p, double e, OrbitalBasis basis, |
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Vec3 parent_pos, RenderState* render_state, Color color) { |
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double max_true_anomaly = (e > 1.01) ? acos(-1.0 / e) * 0.95 : PI * 0.48; |
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int segments = 60; |
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for (int i = 0; i < segments; i++) { |
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float theta1 = -max_true_anomaly + (float)i / segments * 2.0f * max_true_anomaly; |
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float theta2 = -max_true_anomaly + (float)(i + 1) / segments * 2.0f * max_true_anomaly; |
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double r1 = p / (1.0 + e * cos(theta1)); |
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double r2 = p / (1.0 + e * cos(theta2)); |
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double x1 = r1 * cos(theta1); |
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double y1 = r1 * sin(theta1); |
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double x2 = r2 * cos(theta2); |
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double y2 = r2 * sin(theta2); |
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draw_orbit_segment(x1, y1, x2, y2, basis, parent_pos, render_state, color); |
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} |
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} |
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static void render_parabolic_orbit(double p, OrbitalBasis basis, |
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Vec3 parent_pos, RenderState* render_state, Color color) { |
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double max_true_anomaly = PI * 0.95; |
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int segments = 80; |
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for (int i = 0; i < segments; i++) { |
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float theta1 = -max_true_anomaly + (float)i / segments * 2.0f * max_true_anomaly; |
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float theta2 = -max_true_anomaly + (float)(i + 1) / segments * 2.0f * max_true_anomaly; |
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double r1 = p / (1.0 + cos(theta1)); |
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double r2 = p / (1.0 + cos(theta2)); |
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double x1 = r1 * cos(theta1); |
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double y1 = r1 * sin(theta1); |
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double x2 = r2 * cos(theta2); |
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double y2 = r2 * sin(theta2); |
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draw_orbit_segment(x1, y1, x2, y2, basis, parent_pos, render_state, color); |
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} |
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} |
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// Render orbit path for a body |
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void render_orbit(CelestialBody* body, CelestialBody* parent, RenderState* render_state) { |
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if (body->parent_index == -1 || parent == NULL) { |
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return; |
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} |
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Vec3 r_vec = vec3_sub(body->position, parent->position); |
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double r = vec3_magnitude(r_vec); |
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double v = vec3_magnitude(body->velocity); |
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if (r < 1.0) return; |
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double mu = G * parent->mass; |
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double specific_energy = (v * v) / 2.0 - mu / r; |
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double v_squared = v * v; |
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double r_dot_v = r_vec.x * body->velocity.x + r_vec.y * body->velocity.y + r_vec.z * body->velocity.z; |
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Vec3 e_vec = { |
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(v_squared - mu / r) * r_vec.x - r_dot_v * body->velocity.x, |
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(v_squared - mu / r) * r_vec.y - r_dot_v * body->velocity.y, |
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(v_squared - mu / r) * r_vec.z - r_dot_v * body->velocity.z |
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}; |
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double e = vec3_magnitude(e_vec) / mu; |
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Color orbit_color = { |
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(unsigned char)(body->color[0] * 128), |
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(unsigned char)(body->color[1] * 128), |
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(unsigned char)(body->color[2] * 128), |
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128 |
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}; |
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OrbitalBasis basis = calculate_orbital_basis(r_vec, body->velocity, e_vec); |
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if (e < 0.98) { |
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double a = -mu / (2.0 * specific_energy); |
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if (a <= 0.0) return; |
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render_elliptical_orbit(a, e, basis, parent->position, render_state, orbit_color); |
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} else if (e > 1.02) { |
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double a = mu / (2.0 * (-specific_energy)); |
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double p = a * (1.0 - e * e); |
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if (p <= 0.0) return; |
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render_hyperbolic_orbit(p, e, basis, parent->position, render_state, orbit_color); |
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} else { |
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Vec3 h_vec = { |
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r_vec.y * body->velocity.z - r_vec.z * body->velocity.y, |
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r_vec.z * body->velocity.x - r_vec.x * body->velocity.z, |
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r_vec.x * body->velocity.y - r_vec.y * body->velocity.x |
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}; |
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double h_squared = h_vec.x * h_vec.x + h_vec.y * h_vec.y + h_vec.z * h_vec.z; |
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double p = h_squared / mu; |
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if (p <= 0.0) return; |
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render_parabolic_orbit(p, basis, parent->position, render_state, orbit_color); |
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} |
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} |
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// Render the entire simulation |
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void render_simulation(SimulationState* sim, RenderState* render_state) { |
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BeginDrawing(); |
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ClearBackground(BLACK); |
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BeginMode3D(render_state->camera); |
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// Draw a subtle reference grid |
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for (int i = -50; i <= 50; i++) { |
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if (i == 0) continue; |
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DrawLine3D((Vector3){(float)i * 10.0f, 0, -500.0f}, |
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(Vector3){(float)i * 10.0f, 0, 500.0f}, |
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(Color){20, 20, 20, 255}); |
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DrawLine3D((Vector3){-500.0f, 0, (float)i * 10.0f}, |
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(Vector3){500.0f, 0, (float)i * 10.0f}, |
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(Color){20, 20, 20, 255}); |
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} |
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DrawLine3D((Vector3){0, 0, -500.0f}, (Vector3){0, 0, 500.0f}, (Color){40, 40, 40, 255}); |
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DrawLine3D((Vector3){-500.0f, 0, 0}, (Vector3){500.0f, 0, 0}, (Color){40, 40, 40, 255}); |
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// Render orbit paths first |
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for (int i = 0; i < sim->body_count; i++) { |
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CelestialBody* body = &sim->bodies[i]; |
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if (body->parent_index >= 0 && body->parent_index < sim->body_count) { |
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CelestialBody* parent = &sim->bodies[body->parent_index]; |
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render_orbit(body, parent, render_state); |
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} |
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} |
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// Render all bodies |
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for (int i = 0; i < sim->body_count; i++) { |
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render_body(&sim->bodies[i], render_state); |
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} |
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EndMode3D(); |
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// Render UI panels (always shown) |
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render_info(sim, "solar_system.txt"); |
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render_body_list_ui(sim, render_state); |
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render_body_info_ui(sim, render_state); |
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EndDrawing(); |
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} |
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// Render simulation information overlay |
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void render_info(SimulationState* sim, const char* config_name) { |
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// Panel dimensions |
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int panel_width = 200; |
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int panel_height = 280; |
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int panel_x = 10; |
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int panel_y = GetScreenHeight() - panel_height - 10; |
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Rectangle panel_bounds = { (float)panel_x, (float)panel_y, (float)panel_width, (float)panel_height }; |
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// Draw window |
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if (GuiWindowBox(panel_bounds, "Info")) { |
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// Window box close button doesn't close this panel |
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} |
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// Prepare info text |
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char info_text[1024]; |
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char temp_buffer[256]; |
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int offset = 0; |
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snprintf(info_text, sizeof(info_text), "Orbital Mechanics Simulation\n\n"); |
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// Simulation time (in days) |
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double days = sim->time / 86400.0; // seconds to days |
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snprintf(temp_buffer, sizeof(temp_buffer), "Time: %.2f days\n", days); |
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strcat(info_text, temp_buffer); |
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// Body count |
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snprintf(temp_buffer, sizeof(temp_buffer), "Bodies: %d\n", sim->body_count); |
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strcat(info_text, temp_buffer); |
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// FPS |
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snprintf(temp_buffer, sizeof(temp_buffer), "FPS: %d\n\n", GetFPS()); |
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strcat(info_text, temp_buffer); |
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// Controls |
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strcat(info_text, "Controls:\n"); |
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strcat(info_text, " Arrows: Rotate/Zoom\n"); |
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strcat(info_text, " Space: Pause/Resume\n"); |
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strcat(info_text, " +/-: Speed control\n"); |
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strcat(info_text, " ESC: Quit\n"); |
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// Draw info text (inside window, leave space for title bar) |
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Rectangle text_bounds = { |
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(float)panel_x + 8, |
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(float)panel_y + 25, |
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(float)panel_width - 16, |
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(float)panel_height - 29 |
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}; |
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GuiLabel(text_bounds, info_text); |
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} |
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// Render body list UI panel |
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void render_body_list_ui(SimulationState* sim, RenderState* render_state) { |
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// Panel dimensions |
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int panel_width = 200; |
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int panel_height = 400; |
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int panel_x = 10; |
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int panel_y = 10; |
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Rectangle panel_bounds = { (float)panel_x, (float)panel_y, (float)panel_width, (float)panel_height }; |
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// Create body list string for raygui (NULL-terminated) |
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int buffer_size = sim->body_count * (64 + 1) + 1; |
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char* body_list_text = (char*)malloc(buffer_size); |
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if (!body_list_text) return; |
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body_list_text[0] = '\0'; |
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int offset = 0; |
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for (int i = 0; i < sim->body_count; i++) { |
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if (i > 0) { |
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offset += snprintf(body_list_text + offset, buffer_size - offset, ";"); |
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} |
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offset += snprintf(body_list_text + offset, buffer_size - offset, "%s", sim->bodies[i].name); |
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} |
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// Draw window (no close button - panels always shown) |
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GuiWindowBox(panel_bounds, "Bodies"); |
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// Draw list view (inside window, leave space for title bar) |
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Rectangle list_bounds = { |
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(float)panel_x + 4, |
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(float)panel_y + 25, |
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(float)panel_width - 8, |
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(float)panel_height - 29 |
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}; |
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int previous_active = render_state->body_list_active; |
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GuiListView(list_bounds, body_list_text, &render_state->body_list_scroll, &render_state->body_list_active); |
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// Check if a body was selected (active changed from -1 or previous value) |
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if (render_state->body_list_active >= 0 && render_state->body_list_active < sim->body_count && |
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render_state->body_list_active != previous_active) { |
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render_state->selected_body_index = render_state->body_list_active; |
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// Enable camera follow when body is selected |
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render_state->camera_follow_body = true; |
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printf("Camera follow enabled for: %s\n", sim->bodies[render_state->selected_body_index].name); |
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} |
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free(body_list_text); |
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} |
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// Render body information UI panel |
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void render_body_info_ui(SimulationState* sim, RenderState* render_state) { |
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if (render_state->selected_body_index < 0 || render_state->selected_body_index >= sim->body_count) { |
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// No body selected - render empty panel |
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int panel_width = 250; |
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int panel_height = 300; |
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int panel_x = GetScreenWidth() - panel_width - 10; |
|
int panel_y = 10; |
|
|
|
Rectangle panel_bounds = { (float)panel_x, (float)panel_y, (float)panel_width, (float)panel_height }; |
|
GuiWindowBox(panel_bounds, "Info"); |
|
return; |
|
} |
|
|
|
// Panel dimensions |
|
int panel_width = 250; |
|
int panel_height = 300; |
|
int panel_x = GetScreenWidth() - panel_width - 10; |
|
int panel_y = 10; |
|
|
|
Rectangle panel_bounds = { (float)panel_x, (float)panel_y, (float)panel_width, (float)panel_height }; |
|
|
|
CelestialBody* body = &sim->bodies[render_state->selected_body_index]; |
|
|
|
// Draw window (no close button - panels always shown) |
|
GuiWindowBox(panel_bounds, body->name); |
|
|
|
// Prepare info text |
|
char info_text[1024]; |
|
char temp_buffer[256]; |
|
|
|
snprintf(info_text, sizeof(info_text), "Name: %s", body->name); |
|
|
|
snprintf(temp_buffer, sizeof(temp_buffer), "Mass: %.2e kg", body->mass); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
snprintf(temp_buffer, sizeof(temp_buffer), "Radius: %.2e m", body->radius); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// Position |
|
snprintf(temp_buffer, sizeof(temp_buffer), "Position: (%.2e, %.2e, %.2e)", |
|
body->position.x, body->position.y, body->position.z); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// Velocity |
|
double vel_mag = vec3_magnitude(body->velocity); |
|
snprintf(temp_buffer, sizeof(temp_buffer), "Velocity: %.2f m/s", vel_mag); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// Orbital elements |
|
snprintf(temp_buffer, sizeof(temp_buffer), "Eccentricity: %.3f", body->eccentricity); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
snprintf(temp_buffer, sizeof(temp_buffer), "Semi-major axis: %.2e m", body->semi_major_axis); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// Parent body |
|
if (body->parent_index >= 0 && body->parent_index < sim->body_count) { |
|
snprintf(temp_buffer, sizeof(temp_buffer), "Parent: %s", sim->bodies[body->parent_index].name); |
|
} else { |
|
snprintf(temp_buffer, sizeof(temp_buffer), "Parent: None"); |
|
} |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// SOI |
|
snprintf(temp_buffer, sizeof(temp_buffer), "SOI radius: %.2e m", body->soi_radius); |
|
strcat(info_text, "\n"); |
|
strcat(info_text, temp_buffer); |
|
|
|
// Draw info text (inside window, leave space for title bar) |
|
Rectangle text_bounds = { |
|
(float)panel_x + 8, |
|
(float)panel_y + 25, |
|
(float)panel_width - 16, |
|
(float)panel_height - 29 |
|
}; |
|
|
|
GuiLabel(text_bounds, info_text); |
|
}
|
|
|