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272 lines
6.5 KiB
272 lines
6.5 KiB
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#include <GL/glew.h> |
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#include <imgui.h> |
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#include <backends/imgui_impl_opengl3.h> |
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#include <backends/imgui_impl_sdl.h> |
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using namespace ImGui; |
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#include "gooey.h" |
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#include "orbits.h" |
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const static int G_WIDTH = 400; |
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const static ImVec2 V_SPACER(0, 10); |
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const int H_FLAGS = ImGuiTreeNodeFlags_DefaultOpen; |
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// forward declarations |
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void drawSimulationWindow(bool& running, u64 sim_time_ms, float& sim_speed); |
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void drawOrbitWindow(GameState* gs); |
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void drawEllipseParameters(EllipseParameters& ep); |
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void drawGravitationalBody(GravBody& body); |
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void drawOrbitalElements(OrbitalElements& el); |
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void drawSatelliteWindow(Satellite& sat); |
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void drawSystemWindow(TwoBodySystem& sys); |
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void drawManeuverWindow(GameState* gs); |
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// interface |
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bool |
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gooInit(SDL_Window* window, SDL_GLContext gl_context) |
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{ |
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IMGUI_CHECKVERSION(); |
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CreateContext(); |
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ImGuiIO& io = GetIO(); |
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io.IniFilename = NULL; // don't save window state to imgui.ini |
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StyleColorsDark(); |
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bool ret = true; |
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ret = ret && ImGui_ImplSDL2_InitForOpenGL(window, gl_context); |
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ret = ret && ImGui_ImplOpenGL3_Init(); |
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return ret; |
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} |
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void |
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gooFree() |
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{ |
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ImGui_ImplOpenGL3_Shutdown(); |
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ImGui_ImplSDL2_Shutdown(); |
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DestroyContext(); |
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} |
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bool |
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gooProcessEvent(SDL_Event& e) |
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{ |
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ImGui_ImplSDL2_ProcessEvent(&e); |
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return (GetIO().WantCaptureMouse |
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|| GetIO().WantCaptureKeyboard); |
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} |
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void |
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gooDraw(SDL_Window* window, GameState* gs) |
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{ |
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplSDL2_NewFrame(window); |
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NewFrame(); |
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int x = 0, y = 0; |
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SDL_GetWindowSize(window, &x, &y); |
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SetNextWindowPos(ImVec2(x - G_WIDTH, 0)); |
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SetNextWindowSize(ImVec2(G_WIDTH, y)); |
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Begin("Gooey"); |
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drawSimulationWindow(gs->running, gs->sim_time_ms, gs->sim_speed); |
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Separator(); |
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// FIXME: slit up orbit window into function calls here |
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drawOrbitWindow(gs); |
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BeginChild("impulsive maneuver", ImVec2(G_WIDTH - 20, 300), true); |
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drawManeuverWindow(gs); |
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EndChild(); |
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#if 0 |
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assert(gs->orbits[0].in_use); |
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TwoBodySystem& sys = gs->orbits[0].system; |
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drawSystemWindow(sys); |
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drawSatelliteWindow(sys.sat); |
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drawGravitationalBody(sys.body); |
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drawOrbitalElements(sys.elements); |
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drawEllipseParameters(sys.ep); |
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#endif |
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End(); |
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Render(); |
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ImGui_ImplOpenGL3_RenderDrawData(GetDrawData()); |
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} |
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// internal |
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void drawSimulationWindow(bool& running, u64 sim_time_ms, float& sim_speed) |
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{ |
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if (Button("||")) running = false; |
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SameLine(); |
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if (Button("|>")) running = true; |
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SameLine(); |
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Text("running: %s", (running > 0) ? "true" : "false"); |
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Text("sim time: %.2f s", |
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double(double(sim_time_ms) / 1000)); |
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InputFloat("sim speed", &sim_speed, 0.1, 4.0, "%.1f"); |
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} |
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void drawOrbitWindow(GameState* gs) |
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{ |
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Text("Orbit Selection"); |
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BeginChild("orbit selection", ImVec2(G_WIDTH - 20, 100), true); |
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static u32 selected = UINT_MAX; |
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for (u32 i = 0; i < gs->num_orbits; i++) { |
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GameOrbit& orbit = gs->orbits[i]; |
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if (orbit.in_use) { |
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static const u32 label_len = 128; |
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char label[label_len]; |
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snprintf(label, label_len, "Orbit %d", i); |
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if (Selectable(label, selected == i)) { |
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selected = i; |
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selectOrbit(gs, &orbit); |
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} |
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} |
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} |
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EndChild(); |
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if (selected < gs->num_orbits |
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&& gs->orbits[selected].in_use) |
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{ |
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TwoBodySystem& sys = gs->orbits[selected].system; |
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BeginChild("orbit details", ImVec2(G_WIDTH - 20, 400), true); |
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Text("Selected Orbit#: %d", selected); |
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//Text("Orbital Period: %.2fs", sys.orbital_period); |
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drawSystemWindow(sys); |
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Separator(); |
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drawGravitationalBody(sys.body); |
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Separator(); |
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drawSatelliteWindow(sys.sat); |
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EndChild(); |
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} |
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} |
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void drawEllipseParameters(EllipseParameters& ep) |
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{ |
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Text("semi_major axis, a: %f km", ep.a); |
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Text("semi_minor axis, b: %f km", ep.b); |
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Text("eccentricity, e: %f ", ep.e); |
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Text("linear eccentricity, c: %f km", ep.c); |
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Text("semilatus rectum, p: %f km", ep.p); |
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} |
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void drawGravitationalBody(GravBody& body) |
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{ |
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Text("Grav Body:"); |
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Indent(); |
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Text("mu, gravitational parameter: %.3f", body.mu); |
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Text("r, radius in km: %.3f", body.radius); |
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Unindent(); |
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} |
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void drawOrbitalElements(OrbitalElements& el) |
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{ |
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if (CollapsingHeader("Orbital Elements", H_FLAGS)) { |
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Text("semi_major axis, a: %f km", el.a); |
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Text("eccentricity, e: %f", el.e); |
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Text("iota, inclination: %f", el.iota); |
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Text("ohm, longitude ascending node: %f", el.ohm); |
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Text("omega, argument of periapsis: %f", el.omega); |
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Text("nu, true anomaly at T0: %f", el.nu); |
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} |
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} |
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void |
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drawSatelliteWindow(Satellite& sat) |
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{ |
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Text("Satellite Parameters:"); |
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Indent(); |
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Text("theta, true anomaly: %f", sat.theta); |
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Text("r, radial distance: %f km", sat.r); |
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Text("position:"); |
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Indent(); |
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Text("x: %f km", sat.position.x); |
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Text("y: %f km", sat.position.y); |
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Text("z: %f km", sat.position.z); |
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Unindent(); |
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Text("velocity, km/s: %f", sat.v); |
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Text("flight path angle: %f", sat.gamma); |
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Unindent(); |
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} |
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void drawSystemWindow(TwoBodySystem& sys) |
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{ |
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Text("System Info:"); |
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Indent(); |
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Text("orbital period: %.2f s", sys.orbital_period); |
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Text("epsilon, spec. orb. energy: %f", sys.epsilon); |
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Text("h, angular momentum: %f", sys.h); |
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Text("r_apoapsis: %f km", sys.r_apoapsis); |
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Text("r_periapsis: %f km", sys.r_periapsis); |
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// FIXME: not ideal to call into orbit interface from the gooey |
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double tof_apoapse = orbitGetTimeOfFlight(sys, sys.sat.theta, M_PI); |
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Text("time to apoapsis: %.2f s", tof_apoapse); |
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double tof_periapse = |
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orbitGetTimeOfFlight(sys, sys.sat.theta, 2 * M_PI); |
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Text("time to periapsis: %.2f s", tof_periapse); |
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Unindent(); |
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} |
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void |
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drawManeuverWindow(GameState* gs) |
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{ |
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GameOrbit* orbit = getSelectedOrbit(gs); |
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static int item_current_idx = 0; |
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static double anom = 0.f; |
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static float dv = 0.f; |
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if (orbit) { |
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if (orbit->maneuver.active) { |
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Text("Orbital Maneuver"); |
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Indent(); |
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Text("true anomaly: %f", orbit->maneuver.true_anomaly); |
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Text("impulse dv: %f km/s", orbit->maneuver.impulse_delta_v); |
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Unindent(); |
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if (Button("remove")) { |
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removeManeuver(orbit); |
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item_current_idx = 0; |
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anom = 0.f; |
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dv = 0.f; |
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} |
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} else { |
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Text("Add orbital maneuver"); |
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const double min_anom = -M_PI, max_anom = M_PI; |
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SliderScalar("maneuver anomaly", ImGuiDataType_Double, &anom, |
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&min_anom, &max_anom, "%.19f"); |
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// FIXME: map ImpulseType to strings for UI |
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// select maneuver vector |
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const char* items[] = { |
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"prograde", |
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"retrograde", |
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"some other vector" |
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}; |
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Combo("thrust vector", &item_current_idx, items, |
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IM_ARRAYSIZE(items)); |
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InputFloat("impulse dv, km/s", &dv, 0.1, 4.0, "%.1f"); |
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if (Button("apply")) { |
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if (!addManeuver(orbit, ImpulseType::PROGRADE, anom, dv)) { |
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// flash a color or something? |
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} |
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} |
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} |
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} |
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}
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