Wednesday 2 March 2011

Week 23 - Planet View and Completion!

This week was the deadline I had set myself to complete the program, so - have I managed it?

Just about! I still have a couple of tweaks I want to make, and clean up some code, but effectively the program is now fully functional and as advanced as I am going to make it.

I've changed quite a bit this week, cleaning a few things up - I've implemented arrays in several places where I had lists of variables for each planet, and completely reworked my planet rotation method to fix an error where the planet would stop if the speed became too great. The main addition this week though is the implementation of "planet views", an option on the menu which allows the user to focus the camera on one planet, and the camera will follow along as the planet orbits the Sun.

Firstly, the arrays I've implemented. I've replaced four variable lists with arrays:


Previously there was a model variable for each planet, a size variable for each planet etc, but using an array instead cleans things up greatly, and hopefully improves the program speed a little as well. Example: mercSize is now size[0], venSize is now size[1] etc.

Now, onto the planet rotation. The problem was that the rotation value is given by the rotation amount times the speed factor. When that equals 360, the planet stops spinning. Example: Earths rotation amount is 18 degrees. When the speed factor is increased to 20, the rotation amount is 18x20 = 360, so the planet appears to be still when the speed of the program is at 20 times. Since each planet reaches it's fastest speed when the rotation amount = 180 degrees, I simply worked out when this was for each planet and stopped increasing the rotation amount at that point. It's all explained in the method comments, here it is:





Finally, the planet views. To implement these I had to create 8 new methods in the DrawSolarSystem class - one for each planet, called mercuryView(), venusView etc. I also had to modify the camera controls to use gluLookAt, so I could focus the camera on a position.
 So, in each view method I set the camera's position, and the camera's focus, using the X,Y,Z coordinates of each planet. For the cameras position, I had to move it slightly off the X,Y,Z of the planet so you could see it - I perfected each position by assigning a 'test' variable to be added or subtracted to the Y or Z, and controlled the increments with the keyboard. These keyboard controls are now commented out, and I replaced the test variables with an actual number once I'd gotten the best camera position. I also had to set certain booleans to false so they did not affect the camera. Here is an example of the mercuryView method:



The next step was to add this method into the DrawGLScene method. Since i wanted this view to be activated when a menu option is selected, a boolean trigger is required to be set to 'true' in order for the view to be shown.



Finally, in the menu responder I simply set the boolean for the planet view I want implemented to true (in this case Mercury), and all the rest to false.


I've also included an option to return to the default view, which simply resets the camera and loops through the planetView array, setting all the booleans to false.


I'm going to post a blog following this one, with screenshots of all the planet views.

Save for some minor tweaks, thats the program pretty much finished. I'm really pleased with the end result, and delighted I've been able to implement all the features I wanted to in the desired timeframe. Onto the report!

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