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README
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README
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+-------------+
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| Gravity |
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+-------------+
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C+OpenGL simulator of mass objects in
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space - according to Newton.
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FEATURES
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[DONE] Object tracing
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[DONE] Toggle object tracing
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[DONE] Scaling up/down objects
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[DONE] Locking camera view to an object
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[TODO] File format for importing scenes
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[TODO] Collision
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INSTALL
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Build automation system is cmake. Thus, one
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can compile this project much like any other
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cmake project.
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mkdir build
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cd build
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cmake ..
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make all
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./gravity
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LICENSE
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Gravity is licensed under the GPL-3.0 license.
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See the `LICENSE` file for more information.
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README.md
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README.md
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<p align="center">
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<img src=".imgs/icon.png" width="200"/>
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</p>
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# Gravity
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---
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Pet project simulator for interactions between matter built off of OpenGL and C.
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Goals and features:
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- [x] Law of gravitation
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- [x] Object tracing
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- [x] Toggle object tracing
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- [ ] Grid
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- [ ] Toggle Grid
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- [x] Scaling up/down objects
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- [x] Locking camera view to an object
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- [ ] File format for importing scenes
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- [ ] Collision
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- [ ] Soft-bodies and structures
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## Installation
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Gravity uses CMake as its build automation system. To download and run gravity, please follow these steps:
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- Clone the repository `git clone https://github.com/0xdeadbeer/gravity`
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- Create a build directory `mkdir build`
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- Go into the build directory `cd build`
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- Generate build files `cmake ..`
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- Compile project `make all`
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- Run `./gravity`
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- Enjoy
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## Contributions
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We highly encourage playing around with the software and contributing to the project.
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Before opening a pull request, the contributor is expected to open an issue in which they thoroughly describe the issue (or feature) they're solving (or implementing).
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## License
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Gravity is licensed under the GPL-3.0 license. See the `LICENSE` file for more information.
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@ -445,7 +445,6 @@ int main(int argc, char **argv) {
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struct object *a = create_object(100000000.0f, sphere_model);
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struct object *a = create_object(100000000.0f, sphere_model);
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struct object *b = create_object(100000.0f, sphere_model);
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struct object *b = create_object(100000.0f, sphere_model);
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struct object *c = create_object(10000000.0f, sphere_model);
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float distance = -500.0f;
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float distance = -500.0f;
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vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
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vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
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@ -458,15 +457,11 @@ int main(int argc, char **argv) {
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// vec4 b_pos = {0.0f, -75.0f, -150.0f, 0.0f};
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// vec4 b_pos = {0.0f, -75.0f, -150.0f, 0.0f};
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// glm_vec4_add(b->position, b_pos, b->position);
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// glm_vec4_add(b->position, b_pos, b->position);
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vec4 c_pos = {-100.0f, -400.0f, distance, 0.0f};
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glm_vec4_add(c->position, c_pos, c->position);
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float n = 0.05f;
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float n = 0.05f;
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vec3 b_boost = {-70*n, 0.0f, 0.0f};
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vec3 b_boost = {-70*n, 0.0f, 0.0f};
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glm_vec3_add(b->translation_force, b_boost , b->translation_force);
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glm_vec3_add(b->translation_force, b_boost , b->translation_force);
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glm_vec3_add(c->translation_force, b_boost , c->translation_force);
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// b->scale = 2.0f;
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// b->scale = 2.0f;
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a->scale = 5.0f;
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a->scale = 5.0f;
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