gravity/math.c

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#include "math.h"
#include "object.h"
#include <cglm/cglm.h>
float frand48(void) {
float number = (float) rand() / (float) (RAND_MAX + 1.0);
float side = rand() % 2;
if (side == 0) {
number = -number;
}
return number;
}
void calculate_gravity(struct object *src, struct object *target, vec3 force) {
vec4 v4distance;
glm_vec4_sub(target->position, src->position, v4distance);
vec3 v3distance;
glm_vec3(v4distance, v3distance);
float distance_xy = sqrt((v3distance[0] * v3distance[0]) + (v3distance[1] * v3distance[1]));
float distance_xyz = sqrt((distance_xy * distance_xy) + (v3distance[2] * v3distance[2]));
float force_scale = 4.0f;
float g = 6.67f * 1e-11f;
float top = g * src->mass * target->mass;
for (int i = 0; i < 3; i++) {
v3distance[i] = (v3distance[i] * v3distance[i] * v3distance[i]);
}
for (int i = 0; i < 3; i++) {
if (v3distance[i] == 0) {
force[i] = 0.0f;
continue;
}
force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale;
}
}