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Reshade/size View::Stars #46

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nixpulvis opened this issue Sep 19, 2024 · 1 comment
Open

Reshade/size View::Stars #46

nixpulvis opened this issue Sep 19, 2024 · 1 comment

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@nixpulvis
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nixpulvis commented Sep 19, 2024

It should use star class, radius, luminescence, and distance from focus of camera.

Logic for the View::Stars mode is basically:

  • If the system has no stars, set the class to systems.primary_star_color and use a default luminosity and radius
  • If the system has one star, use it’s class, luminosity, and radius
  • If the system has multiple stars, blend them together
  • If the system has no other information, pick defaults

Logic for the View::Systems is unchanged, however a radius scale option (like, but exclusive with ScalePopulation) based on the starts.radius would be good. As would a new ColorBy::PrimaryStarClass.

pub fn scale_stars(mut query: Query<(&mut Transform, &System)>) {
if !query.is_empty() {
// TODO(#46): Change rgba color/emmisivity. The goal is to fade out to
// transparent when they are too far away.
for (mut system_transform, _system) in query.iter_mut() {
system_transform.scale = Vec3::splat(1e-2);
}
}
}

@nixpulvis
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nixpulvis commented Sep 20, 2024

screenshot-2024-09-20T15:21:29Z

Stellar_Classification_Chart

@nixpulvis nixpulvis changed the title Reshade View::Stars Reshade/size View::Stars Sep 21, 2024
nixpulvis added a commit that referenced this issue Sep 24, 2024
Should give this some more thought with #46
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