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Body.cpp
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Body.cpp
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#include "Body.h"
#include "Math.h"
#include <cmath>
#include <iostream>
Body::Body(int id, sf::Vector2<double> position, sf::Vector2<double> velocity, double radius, double density, sf::Color color) {
this->id = id;
this->position = position;
//radius = std::cbrt((3 * mass) / (4 * PI * density));
this->radius = radius;
this->density = density;
//this->mass = mass;
mass = (PI * Math::pow(this->radius, 3) * ((double)4/3) * this->density);
shape = sf::CircleShape(radius / 500);
shape.setOrigin(radius / 500, radius / 500);
shape.setPosition(position.x, position.y);
shape.setFillColor(color);
this->velocity = velocity;
}
sf::Vector2<double> Body::getPosition() { return position; }
sf::Vector2<double> Body::getVelocity() { return velocity; }
int Body::getId() { return id; }
double Body::getMass() { return mass; }
double Body::getRadius() { return radius; }
void Body::absorb(Body* body) {
mass += body->mass;
radius = std::cbrt((mass * 3) / (4 * PI * density));
shape.setRadius(radius / 500);
}
sf::CircleShape Body::getShape() { return shape; }
void Body::render(sf::RenderWindow* window) const{
window->draw(shape);
}
double Body::magnitude(sf::Vector2<double> lhs, sf::Vector2<double> rhs) { return sqrt((pow((rhs.x - lhs.x), 2) + pow((rhs.y - lhs.y), 2))); }
double Body::magnitude(sf::Vector2<float> lhs, sf::Vector2<float> rhs) { return sqrt((pow((rhs.x - lhs.x), 2) + pow((rhs.y - lhs.y), 2))); }
void Body::updatePosition() {
position += velocity;
shape.setPosition(position.x, position.y);
}
void Body::updateVelocity(std::vector<Body>* bodies) {
for (int i = 0; i < bodies->size(); i++) {
if (this->position != bodies->at(i).getPosition()) {
double magn = magnitude(this->position, bodies->at(i).getPosition());
sf::Vector2<double> unitV = (this->position - bodies->at(i).getPosition()) / magn;
double F = -((G * mass * bodies->at(i).getMass()) / Math::pow(magn, 2));
sf::Vector2<double> acceleration = (unitV * F) / mass;
velocity += acceleration;
}
}
}