# Orbital Mechanics Simulation - Technical Reference ## Overview 3D orbital mechanics simulation using 2-body gravitational model with sphere of influence (SOI) transitions. Built with C-style C++ and raylib. ## Technical Constraints - C-style C++ only: structs and functions, no classes or templates - RK4 (Runge-Kutta 4th order) integration for physics - Simple rotations (quaternions deferred) - raylib for 3D visualization - Single root body systems only (parent_index = -1 for exactly one body) ## Core Data Structures ### Vec3 (physics.h) ```cpp struct Vec3 { double x, y, z; }; ``` ### CelestialBody (simulation.h) ```cpp struct CelestialBody { char name[64]; double mass; // kg double radius; // meters Vec3 local_position; // position relative to parent (meters) Vec3 local_velocity; // velocity relative to parent (m/s) Vec3 position; // global position (meters from origin) Vec3 velocity; // global velocity (m/s) double soi_radius; // sphere of influence radius (meters) int parent_index; // index of gravitational parent (-1 for root) float color[3]; // RGB for rendering double eccentricity; // orbital eccentricity (0 = circular) double semi_major_axis; // meters }; ``` ### SimulationState (simulation.h) ```cpp struct SimulationState { CelestialBody* bodies; int body_count; int max_bodies; double time; // simulation time (seconds) double dt; // time step (seconds) }; ``` ### RenderState (renderer.h) ```cpp struct RenderState { Camera3D camera; double distance_scale; // Scale factor for distances double size_scale; // Scale factor for body sizes bool show_info; // Display simulation info }; ``` ### OrbitalElements (simulation.h) ```cpp struct OrbitalElements { double time_days; double semi_major_axis_au; double eccentricity; double specific_energy; double distance_to_sun_au; double distance_to_ref_body_au; double velocity_magnitude; }; ``` ### AccelerationContext (physics.h) ```cpp struct AccelerationContext { SimulationState* sim; CelestialBody* current_body; int body_index; }; ``` ### OrbitalMetrics (test_utilities.h) ```cpp struct OrbitalMetrics { double kinetic_energy; double potential_energy; double total_energy; double orbital_radius; double velocity_magnitude; double angular_position; }; ``` ### OrbitTracker (test_utilities.h) ```cpp struct OrbitTracker { double initial_angle; double previous_angle; int quadrant_transitions; bool orbit_completed; double time_at_completion; int body_index; double min_time_days; }; ``` ## Module Overview ### Physics (physics.cpp/h) Vector math and gravity calculations. RK4 (Runge-Kutta 4th order) integration with `rk4_step()`. Physics module is independent of simulation structures and accepts direct parameters for improved modularity. **Key functions:** - `rk4_step(Vec3* position, Vec3* velocity, double dt, double body_mass, double parent_mass)` - RK4 integration using position/velocity pointers - `evaluate_acceleration(Vec3 relative_pos, double body_mass, double parent_mass)` - computes gravitational acceleration from parent ### Simulation (simulation.cpp/h) Simulation state management and updates. SOI detection using Hill sphere: `r_soi = a * (m/M)^(2/5)`. **Key functions:** - `find_dominant_body()` - determines which body has gravitational dominance - `update_soi()` - calculates sphere of influence radius using Hill sphere - `update_simulation()` - runs one physics step: finds dominant parent, calculates gravity, applies RK4 integration - `initialize_local_coordinates()` - converts global to local coordinates on load - `compute_global_coordinates()` - converts local to global coordinates after update - Dynamic parent switching when bodies cross SOI boundaries (with hysteresis) **Update Order:** - Root bodies updated first (in their own frame = global) - Global coordinates computed for roots - Child bodies updated in parent's local frame - Global coordinates computed for all children ### Config Loader (config_loader.cpp/h) TOML-based config parser using tomlc17 library. Auto-calculates circular orbit velocities and SOI radii. **Key functions:** - `parse_toml_body()` - parses individual body entries - `calculate_initial_velocities()` - sets circular orbit velocities using vis-viva equation - `calculate_soi_radii()` - computes sphere of influence for all bodies **Config format details:** - TOML array of tables: `[[bodies]]` - Comments start with `#` - `parent_index = -1` indicates root body (star) - Supports nested orbits (planets with moons) **Config format (TOML):** ```toml [[bodies]] name = "Sun" mass = 1.989e30 radius = 6.96e8 position = { x = 0.0, y = 0.0, z = 0.0 } parent_index = -1 color = { r = 1.0, g = 1.0, b = 0.0 } eccentricity = 0.0 semi_major_axis = 0.0 [[bodies]] name = "Earth" mass = 5.972e24 radius = 6.371e6 position = { x = 1.496e11, y = 0.0, z = 0.0 } parent_index = 0 color = { r = 0.0, g = 0.5, b = 1.0 } eccentricity = 0.0 semi_major_axis = 1.496e11 ``` ### Renderer (renderer.cpp/h) Raylib 3D visualization with logarithmic distance scaling and size scaling for visibility. **Orbit rendering:** - Elliptical orbits: e < 0.98 - Parabolic orbits: 0.98 ≤ e ≤ 1.02 (uses escape trajectory formula) - Hyperbolic orbits: e > 1.02 (shows asymptotic behavior) - `render_parabolic_orbit()` renders escape paths with true anomaly range: -π*0.95 to π*0.95 ### Test Utilities (test_utilities.cpp/h) Test helper functions for orbital mechanics validation. **Key functions:** - `calculate_kinetic_energy()` - computes kinetic energy of a body - `calculate_potential_energy_pair()` - computes gravitational potential energy between two bodies - `calculate_system_total_energy()` - sums total energy of entire system - `calculate_orbital_metrics()` - returns comprehensive orbital state metrics - `create_orbit_tracker()` - initializes orbit completion tracking - `update_orbit_tracker()` - tracks orbital progress and detects completion - `compare_double()` / `compare_vec3()` - floating-point comparison with tolerance ### Local Coordinate Frames (simulation.cpp/h) Hierarchical coordinate system for improved numerical precision in nested orbits. **Key functions:** - `initialize_local_coordinates()` - initializes local frame positions/velocities from global coordinates - `compute_global_coordinates()` - computes global positions/velocities from local frames **Benefits:** - Eliminates large offsets in floating-point calculations (moon at 3.8×10⁸ m instead of 1.5×10¹¹ m) - Isolates moon orbits from planetary perturbations - Maintains full floating-point precision for small orbital changes - Improved Earth-Moon orbital stability (20% drift → stable) **Implementation Details:** - Dual coordinate storage: both local and global coordinates maintained - Parent bodies treated as origin in child's reference frame during integration - RK4 integration operates on local coordinates - Global coordinates computed after each physics step for rendering and SOI checks ### Main Program (main.cpp) GUI-only application with interactive 3D visualization. - Initializes simulation with MAX_BODIES=100, TIME_STEP=60 seconds - Runs 100 physics steps per frame (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) - Default config: `tests/configs/solar_system.toml` **Controls:** - Arrow keys: Rotate and zoom camera - Space: Pause/Resume - +/-: Speed up/slow down simulation - I: Toggle info display - ESC: Quit ## Build System ### Makefile Targets - `make` - Build raylib (first time) and compile sources to `orbit_sim` - `make rebuild` - Clean and rebuild - `make clean` - Remove build artifacts - `make clean-all` - Clean everything including raylib - `make run` - Build and run the simulation - `make test` - Run full automated test suite - `make test-build` - Build test executable ### Dependencies - g++ (C++14) - raylib (built automatically from `ext/raylib/src`) - tomlc17 (included in `ext/tomlc17/src`) - Catch2 (for testing) - libX11, libGL, libpthread (system libraries) ### Test Infrastructure - **Framework**: Catch2 for unit testing - **Test Configs**: `tests/configs/` contains test scenarios - `solar_system.toml` - Full solar system with moons - `earth_circular.toml`, `mars_circular.toml` - Simple orbital tests - `parabolic_comet.toml` - Parabolic orbit (e=1.0) - `hyperbolic_comet.toml` - Hyperbolic orbit (e>1.0) - `soi_transition.toml` - SOI crossing test (3-body system) - **Test Files**: - `test_energy.cpp` - Energy conservation validation - `test_moon_orbits.cpp` - Moon orbital stability tests - `test_orbital_period.cpp` - Orbital period verification - `test_parabolic_orbit.cpp` - Parabolic orbit tests - `test_hyperbolic_orbit.cpp` - Hyperbolic orbit tests - `test_soi_transition.cpp` - SOI transition validation ## Orbit Types ### Elliptical Orbits (0 ≤ e < 1) - Standard planetary and moon orbits - Eccentricity e = 0 (circular) to e < 1 (elliptical) - Total energy is negative (bound to parent) - Velocity follows vis-viva equation: `v² = GM(2/r - 1/a)` ### Parabolic Orbits (e = 1) - Escape trajectories with exactly escape velocity - Total energy is zero (marginally unbound) - Escape velocity: `v² = 2GM/r` - Rendered using true anomaly range: -π*0.95 to π*0.95 - Used for comets on escape trajectories ### Hyperbolic Orbits (e > 1) - Fast escape trajectories exceeding escape velocity - Total energy is positive (unbound) - Asymptotic velocity: `v∞ = √(2GM/|a|)` where a < 0 - Shows open curve with asymptotic behavior - Used for high-speed comets and interstellar objects ## Data Flow ### Initialization Sequence 1. Configuration file → `load_system_config()` → populates `SimulationState` 2. `calculate_initial_velocities()` → sets circular orbit velocities for all bodies 3. `calculate_soi_radii()` → computes sphere of influence for each body ### Main Simulation Loop 1. `update_simulation()` → for each body: - `find_dominant_body()` → determine gravitational parent based on SOI - `evaluate_acceleration()` → compute gravitational force from parent - `rk4_step()` → update position/velocity using Runge-Kutta 4th order 2. `render_simulation()` → for each body: - `scale_position()` → convert to render coordinates using logarithmic scaling - `scale_radius()` → convert to render size using exponential scaling - `render_body()` → draw sphere with color ### SOI Transition Mechanics - Bodies dynamically switch gravitational parents when crossing SOI boundaries - Uses 0.5x distance hysteresis to prevent oscillation between parents - `find_dominant_body()` checks all bodies and selects most dominant influence ## Implementation Status ### ✅ Completed - Phase 1-4: Core physics, simulation, config loading, and rendering - Raylib integration with 3D camera - Distance and size scaling for visualization - TOML config file system with solar system configs (includes Sun + 8 planets + 6 moons) - RK4 (Runge-Kutta 4th order) integration for improved accuracy - Time scaling controls (speed up/slow down simulation) - Pause/resume functionality - Orbital elements calculation - **Hierarchical coordinate frames (local + global storage)** - **Parent-first update order for stability** - **Parabolic orbit support (e=1.0)** - **Hyperbolic orbit support (e>1.0)** - **Physics module refactoring (parameter-based signatures)** - **Comprehensive test suite (8 test files, 39+ assertions)** - **Build system with automated testing** - **UI body selection and information display (raygui integration)** - **Camera follow feature for selected bodies** - **Camera follow improvements: distance preservation and proper orbital rotation** ### 🔨 Remaining/Future Work - More accurate integration methods (Newton-Raphson propagation) - Reference frame switching - SOI transition frame transformations (Phase 3 of hierarchical frames) - Io and Titan orbital stability tuning ## Technical Notes ### Code Style and Architecture - C-style C++: structs and functions only, no classes or templates - All headers use include guards - Memory management uses malloc/free - Layer separation: Physics, Simulation, Configuration, Rendering layers - Physics module is independent of simulation structures (parameter-based signatures) ### Scaling for Visualization - Distance: logarithmic/power-law scaling for solar system scale - Size: minimum visible radius to prevent tiny bodies from disappearing - Origin at Sun for simplicity - Both distance_scale and size_scale are configurable in RenderState ### Physics Considerations - Timestep: 60 seconds for solar system scale - Circular orbit velocity: `v = sqrt(G * M / r)` - Physics steps per frame: 100 (default) with speed multiplier adjustment - Simulation time per frame: 60s * 100 = 6000 seconds at 1x speed - SOI (Sphere of Influence) uses Hill sphere approximation: `r_soi = a * (m/M)^(2/5)` - SOI transitions use 0.5x distance hysteresis to prevent oscillation - Parabolic orbits use escape velocity: `v² = 2GM/r` - Hyperbolic orbits have positive total energy and asymptotic velocity ## Future Enhancements - More accurate integration methods (Newton-Raphson propagation) - Reference frame switching - 3D orbital visualization with inclination - SOI transition frame transformations (Phase 3 of hierarchical frames) - Camera focus on selected body - Visual highlighting of selected body in 3D view - Enhanced UI features (search, multiple selection, orbital metrics)