celestia/src/celengine/globular.h

102 lines
2.9 KiB
C++

// qlobular.h
//
// Copyright (C) 2008, Celestia Development Team
// Initial implementation by Dr. Fridger Schrempp <fridger.schrempp@desy.de>
//
// Simulation of globular clusters, theoretical framework by
// Ivan King, Astron. J. 67 (1962) 471; ibid. 71 (1966) 64
//
//
// 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 2
// of the License, or (at your option) any later version.
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <Eigen/Core>
#include <Eigen/Geometry>
#include "deepskyobj.h"
#include "vertexobject.h"
struct Matrices;
class Renderer;
struct GBlob
{
Eigen::Vector3f position;
unsigned int colorIndex;
float radius_2d;
};
struct GlobularForm
{
std::vector<GBlob>* gblobs;
Eigen::Vector3f scale;
};
class Globular : public DeepSkyObject
{
public:
Globular();
const char* getType() const override;
void setType(const std::string&) override;
std::string getDescription() const override;
float getDetail() const;
void setDetail(float);
float getCoreRadius() const;
void setCoreRadius(const float);
void setConcentration(const float);
float getConcentration() const;
float getHalfMassRadius() const override;
unsigned int cSlot(float) const;
float getBoundingSphereRadius() const override { return tidalRadius; }
bool pick(const Eigen::ParametrizedLine<double, 3>& ray,
double& distanceToPicker,
double& cosAngleToBoundCenter) const override;
bool load(AssociativeArray*, const fs::path&) override;
void render(const Eigen::Vector3f& offset,
const Eigen::Quaternionf& viewerOrientation,
float brightness,
float pixelSize,
const Matrices& m,
Renderer* r) override;
GlobularForm* getForm() const;
std::uint64_t getRenderMask() const override;
unsigned int getLabelMask() const override;
const char* getObjTypeName() const override;
private:
void renderGlobularPointSprites(const Eigen::Vector3f& offset,
const Eigen::Quaternionf& viewerOrientation,
float brightness,
float pixelSize,
const Matrices& m,
Renderer* r);
// Reference values ( = data base averages) of core radius, King concentration
// and mu25 isophote radius:
static constexpr float R_c_ref = 0.83f, C_ref = 2.1f, R_mu25 = 40.32f;
void recomputeTidalRadius();
float detail{ 1.0f };
GlobularForm* form{ nullptr };
float r_c{ R_c_ref };
float c{ C_ref };
float tidalRadius{ 0.0f };
celgl::VertexObject vo{ GL_ARRAY_BUFFER, 0, GL_STATIC_DRAW };
};