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463 lines (394 loc) · 9.97 KB
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#include "Galaxy.hpp"
#include <algorithm>
#include <cstdlib>
#include <stdexcept>
#include <cmath>
#include <iostream>
#include <algorithm>
#include "Helper.hpp"
#include "Types.hpp"
#include "CumulativeDistributionFunction.hpp"
Galaxy::Galaxy(
float rad,
float radCore,
float deltaAng,
float ex1,
float ex2,
int numStars)
: _elEx1(ex1)
, _elEx2(ex2)
, _angleOffset(deltaAng)
, _radCore(radCore)
, _radGalaxy(rad)
, _radFarField(_radGalaxy * 2)
, _numStars(numStars)
, _numDust(numStars)
, _numH2(400)
, _seed((unsigned int)std::rand())
, _pertN(0)
, _pertAmp(0)
, _hasDarkMatter(true)
, _baseTemp(4000)
, _hasBar(false)
, _barRadius(3000.0f)
, _barEx(0.55f)
, _stars()
, _dustRenderSize(70)
{}
Galaxy::~Galaxy()
{}
void Galaxy::Reset(GalaxyParam param)
{
_baseTemp = param.baseTemp;
_elEx1 = param.ex1;
_elEx2 = param.ex2;
_elEx2 = param.ex2;
_angleOffset = param.deltaAng;
_radCore = param.radCore;
_radGalaxy = param.rad;
_radFarField = _radGalaxy * 2; // there is no science behind this threshold it just looks nice
_numStars = param.numStars;
_numDust = (param.numDust < 0) ? param.numStars : param.numDust;
_numH2 = param.numH2;
_dustRenderSize = param.dustRenderSize;
_hasDarkMatter = param.hasDarkMatter;
_pertN = param.pertN;
_pertAmp = param.pertAmp;
_hasBar = param.hasBar;
_barRadius = std::min(param.barRadius, _radCore);
_barEx = param.barEx;
_seed = (unsigned int)std::rand();
InitStarsAndDust();
}
bool Galaxy::HasDarkMatter() const noexcept
{
return _hasDarkMatter;
}
void Galaxy::ToggleDarkMatter()
{
_hasDarkMatter ^= true;
InitStarsAndDust();
}
void Galaxy::InitStarsAndDust()
{
// Reseed so rebuilds with tweaked parameters morph the same star
// population instead of rerolling it (needed for live slider updates).
std::srand(_seed);
_stars = std::vector<Star>();
_stars.reserve(_numStars + _numDust + _numDust / 2 + 2 * _numH2);
//
// 1.) Initialize the stars
//
CumulativeDistributionFunction cdf;
cdf.SetupRealistic(
1.0, // maximum intensity
0.02, // k (bulge)
_radGalaxy / 3.0f, // disc scale length
_radCore, // bulge radius
0, // start of the intnesity curve
_radFarField, // end of the intensity curve
1000); // number of supporting points
for (int i = 0; i < _numStars; ++i)
{
float rad = (float)cdf.ValFromProb(Helper::rnum());
auto star = Star();
star.a = rad;
star.b = rad * GetExcentricity(rad);
star.tiltAngle = GetAngularOffset(rad);
star.theta0 = 360.0f * Helper::rnum();
star.velTheta = GetOrbitalVelocity(rad);
star.temp = 6000 + (4000 * Helper::rnum() - 2000);
star.mag = 0.1f + 0.4f * Helper::rnum();
star.type = 0;
// Make a small portion of the stars brighter
if (i < _numStars / 60)
{
star.mag = std::min(star.mag + 0.1f + Helper::rnum() * 0.4f, 1.0f);
}
_stars.push_back(star);
}
//
// 2.) Initialise Dust:
//
float x, y, rad;
for (int i = 0; i < _numDust; ++i)
{
if (i % 2 == 0)
{
rad = (float)cdf.ValFromProb(Helper::rnum());
}
else
{
x = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
y = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
rad = sqrt(x * x + y * y);
}
auto dustParticle = Star();
dustParticle.a = rad;
dustParticle.b = rad * GetExcentricity(rad);
dustParticle.tiltAngle = GetAngularOffset(rad);
dustParticle.theta0 = 360.0f * Helper::rnum();
dustParticle.velTheta = GetOrbitalVelocity((dustParticle.a + dustParticle.b) / 2.0f);
dustParticle.type = 1;
// I want the outer parts to appear blue, the inner parts yellow. I'm imposing
// the following temperature distribution (no science here it just looks right)
dustParticle.temp = _baseTemp + rad / 4.5f;
dustParticle.mag = 0.02f + 0.15f * Helper::rnum();
_stars.push_back(dustParticle);
}
//
// 3.) Initialize additional dust filaments
//
for (int i = 0; i < _numDust / 100; ++i)
{
rad = (float)cdf.ValFromProb(Helper::rnum());
x = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
y = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
rad = sqrt(x * x + y * y);
auto theta = 360.0f * Helper::rnum();
auto mag = 0.1f + 0.05f * Helper::rnum();
auto a = rad;
auto b = rad * GetExcentricity(rad);
auto num = (int)(100 * Helper::rnum());
auto temp = _baseTemp + rad / 4.5f - 2000;
for (int i = 0; i < num; ++i)
{
rad = rad + 200 - 400 * Helper::rnum();
auto dustParticle = Star();
dustParticle.a = rad;
dustParticle.b = rad * GetExcentricity(rad);
dustParticle.tiltAngle = GetAngularOffset(rad);
dustParticle.theta0 = theta + 10 - 20 * Helper::rnum();
dustParticle.velTheta = GetOrbitalVelocity((dustParticle.a + dustParticle.b) / 2.0f);
// I want the outer parts to appear blue, the inner parts yellow. I'm imposing
// the following temperature distribution (no science here it just looks right)
dustParticle.temp = _baseTemp + rad / 4.5f - 1000;;
dustParticle.mag = mag + 0.025f * Helper::rnum();
dustParticle.type = 2;
_stars.push_back(dustParticle);
}
}
//
// 4.) Initialise H2 regions
//
for (int i = 0; i < _numH2; ++i)
{
x = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
y = 2 * _radGalaxy * Helper::rnum() - _radGalaxy;
rad = sqrt(x * x + y * y);
auto particleH2 = Star();
particleH2.a = rad;
particleH2.b = rad * GetExcentricity(rad);
particleH2.tiltAngle = GetAngularOffset(rad);
particleH2.theta0 = 360.0f * Helper::rnum();
particleH2.velTheta = GetOrbitalVelocity((particleH2.a + particleH2.b) / 2.0f);
particleH2.temp = 6000 + (6000 * Helper::rnum()) - 3000;
particleH2.mag = 0.1f + 0.05f * Helper::rnum();
particleH2.type = 3;
_stars.push_back(particleH2);
// Push particle again with type 4 (bright red core of an h2 region)
particleH2.type = 4;
_stars.push_back(particleH2);
}
}
bool Galaxy::HasBar() const noexcept
{
return _hasBar;
}
float Galaxy::GetBarRadius() const noexcept
{
return _barRadius;
}
float Galaxy::GetBarEx() const noexcept
{
return _barEx;
}
void Galaxy::SetBarEnabled(bool on)
{
_hasBar = on;
InitStarsAndDust();
}
void Galaxy::SetBarRadius(float rad)
{
_barRadius = std::clamp(rad, 100.0f, _radCore);
InitStarsAndDust();
}
void Galaxy::SetBarEx(float ex)
{
_barEx = std::clamp(ex, 0.1f, 1.0f);
InitStarsAndDust();
}
float Galaxy::GetBaseTemp() const noexcept
{
return _baseTemp;
}
void Galaxy::SetBaseTemp(float baseTemp)
{
_baseTemp = baseTemp;
InitStarsAndDust();
}
void Galaxy::SetDustRenderSize(float sz)
{
_dustRenderSize = std::min(200.0f, std::max(sz, 1.0f));
}
const std::vector<Star>& Galaxy::GetStars() const
{
return _stars;
}
float Galaxy::GetDustRenderSize() const
{
return _dustRenderSize;
}
float Galaxy::GetRad() const
{
return _radGalaxy;
}
float Galaxy::GetCoreRad() const
{
return _radCore;
}
float Galaxy::GetFarFieldRad() const
{
return _radFarField;
}
void Galaxy::SetAngularOffset(float offset)
{
_angleOffset = offset;
InitStarsAndDust();
}
/** \brief Returns the orbital velocity in degrees per year.
\param rad Radius in parsec
*/
float Galaxy::GetOrbitalVelocity(float rad) const
{
float vel_kms = 0; // velovity in kilometer per seconds
if (_hasDarkMatter)
{
vel_kms = Helper::VelocityWithDarkMatter(rad);
}
else
{
vel_kms = Helper::VelocityWithoutDarkMatter(rad);
}
// Calculate velocity in degree per year
float u = 2.0f * Helper::PI * rad * Helper::PC_TO_KM; // Umfang in km
float time = u / (vel_kms * Helper::SEC_PER_YEAR); // Umlaufzeit in Jahren
return 360.0f / time; // Grad pro Jahr
}
float Galaxy::GetExcentricity(float r) const
{
// NOTE: the star shader mirrors this profile in GLSL (VertexBufferStars,
// excentricity()); both must be changed in lockstep.
if (r < _radCore)
{
if (_hasBar && _barRadius > 0)
{
// Barred core: strongly elongated orbits out to the bar end,
// then blending back into the regular core value.
if (r < _barRadius)
return 1 + (r / _barRadius) * (_barEx - 1);
return _barEx + (r - _barRadius) / (_radCore - _barRadius) * (_elEx1 - _barEx);
}
// Core region of the galaxy. Innermost part is round
// excentricity increasing linear to the border of the core.
return 1 + (r / _radCore) * (_elEx1 - 1);
}
else if (r > _radCore && r <= _radGalaxy)
{
return _elEx1 + (r - _radCore) / (_radGalaxy - _radCore) * (_elEx2 - _elEx1);
}
else if (r > _radGalaxy && r < _radFarField)
{
// excentricity is slowly reduced to 1.
return _elEx2 + (r - _radGalaxy) / (_radFarField - _radGalaxy) * (1 - _elEx2);
}
else
return 1;
}
float Galaxy::GetAngularOffset(float rad) const
{
// Inside the bar all orbits share the orientation of the bar-end orbit,
// so the inner ellipses line up into a bar instead of twisting into a
// spiral. C0-continuous at the bar end where the arms peel off.
// Mirrored in GLSL as tiltAt() (VertexBufferStars).
if (_hasBar && rad < _barRadius)
return _barRadius * _angleOffset;
return rad * _angleOffset;
}
float Galaxy::GetAngularOffset() const
{
return _angleOffset;
}
float Galaxy::GetExInner() const
{
return _elEx1;
}
float Galaxy::GetExOuter() const
{
return _elEx2;
}
int Galaxy::GetPertN() const
{
return _pertN;
}
float Galaxy::GetPertAmp() const
{
return _pertAmp;
}
void Galaxy::SetPertN(int n)
{
if (n < 0 || n>5)
throw std::runtime_error("pertN must be greater than 0 and less than 6!");
_pertN = n;
}
void Galaxy::SetPertAmp(float amp)
{
_pertAmp = std::max(0.0f, amp);
}
int Galaxy::GetNumStars() const
{
return _numStars;
}
int Galaxy::GetNumDust() const
{
return _numDust;
}
int Galaxy::GetNumH2() const
{
return _numH2;
}
void Galaxy::SetNumStars(int n)
{
_numStars = std::max(0, n);
InitStarsAndDust();
}
void Galaxy::SetNumDust(int n)
{
_numDust = std::max(0, n);
InitStarsAndDust();
}
void Galaxy::SetNumH2(int n)
{
_numH2 = std::max(0, n);
InitStarsAndDust();
}
void Galaxy::SetRad(float rad)
{
_radGalaxy = rad;
InitStarsAndDust();
}
void Galaxy::SetCoreRad(float rad)
{
_radCore = rad;
InitStarsAndDust();
}
void Galaxy::SetExInner(float ex)
{
_elEx1 = ex;
InitStarsAndDust();
}
void Galaxy::SetExOuter(float ex)
{
_elEx2 = ex;
InitStarsAndDust();
}