# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview A 3D orbital mechanics simulation using a 2-body gravitational model with sphere of influence (SOI) transitions. The simulation features real-time visualization using raylib and supports configurable star systems via text files. ## Architecture ### Code Style This project uses **C-style C++**: structs and functions, no classes or templates. All headers use include guards. Memory management uses malloc/free. ### Core Components **Physics Layer** (`physics.h/cpp`) - Vector math operations (Vec3 struct with add, sub, scale, normalize, magnitude, distance) - Gravitational force calculation using Newton's law: F = G * m1 * m2 / r^2 - Euler integration for position/velocity updates - Defines gravitational constant G = 6.67430e-11 **Simulation Layer** (`bodies.h/cpp`) - `CelestialBody` struct: stores name, mass, radius, position, velocity, SOI radius, parent index, color - `SimulationState` struct: manages array of bodies, body count, simulation time, time step (dt) - SOI (sphere of influence) calculations using Hill sphere approximation - Dynamic parent switching when bodies cross SOI boundaries - `find_dominant_body()` determines which body has gravitational dominance - `update_simulation()` runs one physics step: finds dominant parent, calculates gravity, applies Euler integration **Configuration Layer** (`config_loader.h/cpp`) - Parses text configuration files with format: `name mass radius x y z parent_index r g b` - Automatically calculates circular orbit velocities for all bodies - Calculates SOI radii for all bodies based on parent relationships - Comments start with `#`, parent_index -1 indicates root bodies (stars) **Rendering Layer** (`renderer.h/cpp`) - `RenderState` struct: manages Camera3D, distance_scale, size_scale, show_info flag - Uses logarithmic distance scaling for visualization (astronomical distances → screen coordinates) - Uses exponential size scaling for body rendering (realistic radii → visible spheres) - Implements 3D camera controls via arrow keys - Renders bodies as colored spheres using raylib **Main Program** (`main.cpp`) - Initializes simulation with MAX_BODIES=100, TIME_STEP=60 seconds - Runs 100 physics steps per frame for stability (adjustable with speed multiplier) - Game loop: input handling → camera update → physics update (if not paused) → rendering - Supports speed multiplier (2x/0.5x per keypress, min 0.125x) ### Data Flow 1. Configuration file → `load_system_config()` → populates `SimulationState` 2. `calculate_initial_velocities()` → sets circular orbit velocities 3. `calculate_soi_radii()` → computes sphere of influence for each body 4. Main loop: - `update_simulation()` → for each body: - `find_dominant_body()` → determine gravitational parent - `calculate_gravity_force()` → compute force from parent - `euler_step()` → update position/velocity - `render_simulation()` → for each body: - `scale_position()` → convert to render coordinates - `scale_radius()` → convert to render size - `render_body()` → draw sphere with color ### Key Implementation Details **SOI Transitions**: Bodies dynamically switch gravitational parents when crossing sphere of influence boundaries. The switch uses a 0.5x distance hysteresis to prevent oscillation. **Rendering Scales**: Astronomical scales are incompatible with graphics. The renderer applies: - Logarithmic distance scaling to fit solar system in viewport - Exponential size scaling to make small bodies visible - Both scales are configurable in `RenderState` **Physics Stability**: Multiple physics steps per frame (100x by default) provide smoother integration. The time step is 60 seconds, so each frame simulates 6000 seconds of time at 1x speed. **Velocity Calculation**: Initial velocities for circular orbits are calculated using v = sqrt(G * M / r) where M is parent mass and r is orbital radius.