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// Copyright 2022-2023 Gabriel Bjørnager Jensen.
#include <bow/logic.hxx>
#include <bow/server.hxx>
#include <cstdint>
#include <cstdio>
#include <fmt/core.h>
auto bow::ServerInstance::generate_system(::bow::ObjectRoot& system, ::std::uint64_t const identifier, ::std::uint64_t const time) -> void {
::fmt::print(stderr, "[server] generating system ({:x})\n", identifier);
if (system.has_objects()) [[likely]] {
system.~ObjectRoot();
}
// Note: The following code is only temporary;
system.add([]() -> ::bow::Star {
auto star = ::bow::Star();
star.mass = 0x1p0,
star.type = ::bow::StarType::G;
return star;
}());
system.add([]() -> ::bow::World {
auto world = ::bow::World();
world.position.y = 0x1.F76F144Dp-1;
world.positional_velocity.x = 0x1.B2D06FF3p-23 * ::bow::TIME_MODIFIER;
world.rotational_velocity.z = 0x1.31DB66BBp-15;
world.mass = 0x1.931AFC649369998Fp-19,
world.type = ::bow::WorldType::RockyWorld;
return world;
}());
this->simulate(system, time);
}
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