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spaceshipsim/src/planet.cpp
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/*
* Copyright (C) 2026 Ortega Froysa, Nicolás <nicolas@ortegas.org>
* Author: Ortega Froysa, Nicolás <nicolas@ortegas.org>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "planet.h"
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#include <cmath>
#include <cassert>
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#include <allegro5/allegro_primitives.h>
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#define GRAVITY_CONSTANT 1.0f // Gravitational constant scaled for simulation
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#define SHIP_MASS 1.0f // Assumed constant ship mass
#define MASS_TO_RADIUS 1.5f // Radius scale factor: radius = MASS_TO_RADIUS * mass^(1/3)
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Planet::Planet(const float x, const float y, const float mass) :
pos(x, y), mass(mass), radius(MASS_TO_RADIUS * cbrtf(mass))
{}
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Vec<float> Planet::getGravity(const Ship &ship) const {
const Vec<float> distance = this->pos - ship.getPos();
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if(distance.length() < this->radius)
return Vec<float>(0, 0);
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// F = G * m1 * m2 / r^2
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const float force = GRAVITY_CONSTANT * SHIP_MASS * this->mass / (distance.length() * distance.length());
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// a = F / m_ship = G * m_this / r^2
const float acceleration = force / SHIP_MASS;
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// Normalize direction and apply acceleration
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return distance.normalized() * acceleration;
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}
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void Planet::draw() {
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// Color intensity based on mass (brighter = more massive)
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float color_scale = fminf(1.0f, this->mass / 1000.0f);
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int r = (int)(100 + 155 * color_scale);
int g = (int)(100 + 50 * color_scale);
int b = (int)(150 - 100 * color_scale);
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al_draw_filled_circle(this->pos.x, this->pos.y, this->radius,
al_map_rgb(r, g, b));
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}