#include "simulation.h" #include #include #include #include #include // Create a new simulation SimulationState* create_simulation(int max_bodies, double time_step) { SimulationState* sim = (SimulationState*)malloc(sizeof(SimulationState)); sim->bodies = (CelestialBody*)malloc(sizeof(CelestialBody) * max_bodies); sim->body_count = 0; sim->max_bodies = max_bodies; sim->time = 0.0; sim->dt = time_step; sim->config_name[0] = '\0'; return sim; } // Destroy simulation and free memory void destroy_simulation(SimulationState* sim) { if (sim) { if (sim->bodies) { free(sim->bodies); } free(sim); } } // Add a body to the simulation at runtime int add_body_to_simulation(SimulationState* sim, CelestialBody* body) { if (sim->body_count >= sim->max_bodies) { printf("Error: Cannot add body - simulation full (%d/%d)\n", sim->body_count, sim->max_bodies); return -1; } int new_idx = sim->body_count; sim->bodies[new_idx] = *body; sim->body_count++; if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* parent = &sim->bodies[body->parent_index]; sim->bodies[new_idx].local_position = vec3_sub(body->position, parent->position); sim->bodies[new_idx].local_velocity = vec3_sub(body->velocity, parent->velocity); } else { sim->bodies[new_idx].local_position = body->position; sim->bodies[new_idx].local_velocity = body->velocity; } if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* parent = &sim->bodies[body->parent_index]; update_soi(&sim->bodies[new_idx], parent, body->semi_major_axis); } else { sim->bodies[new_idx].soi_radius = 1e15; } sim->bodies[new_idx].position = body->position; sim->bodies[new_idx].velocity = body->velocity; return new_idx; } int find_dominant_body(SimulationState* sim, int body_index) { if (body_index < 0 || body_index >= sim->body_count) { return -1; } CelestialBody* body = &sim->bodies[body_index]; int parent_idx = body->parent_index; // If parent is not root (not Sun): only check if still within parent's SOI if (parent_idx != 0) { if (parent_idx < 0 || parent_idx >= sim->body_count) { return -1; } CelestialBody* parent = &sim->bodies[parent_idx]; double distance = vec3_distance(body->position, parent->position); // Stay with parent if within SOI, otherwise go to Sun if (distance < parent->soi_radius) { return parent_idx; } else { return 0; } } // Parent is root (Sun): check all bodies for SOI containment int new_parent = 0; double min_distance = INFINITY; for (int i = 0; i < sim->body_count; i++) { if (i == body_index) continue; CelestialBody* potential = &sim->bodies[i]; double distance = vec3_distance(body->position, potential->position); // If within SOI and closer than current, switch to this body if (distance < potential->soi_radius && distance < min_distance) { min_distance = distance; new_parent = i; } } return new_parent; } // Update sphere of influence radius using Hill sphere approximation // r_soi = a * (m/M)^(2/5) where a = semi-major axis, m = body mass, M = parent mass void update_soi(CelestialBody* body, CelestialBody* parent, double semi_major_axis) { if (parent == NULL || parent->mass <= 0.0) { // Root body (like Sun) has infinite SOI, use a large value body->soi_radius = 1e15; // 1000 AU in meters return; } double mass_ratio = body->mass / parent->mass; body->soi_radius = semi_major_axis * pow(mass_ratio, 0.4); // 2/5 = 0.4 } void update_simulation(SimulationState* sim) { for (int i = 0; i < sim->body_count; i++) { CelestialBody* body = &sim->bodies[i]; if (body->parent_index == -1) { continue; } int new_parent = find_dominant_body(sim, i); if (new_parent != body->parent_index) { // Convert current local coordinates to global coordinates using old parent if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* old_parent = &sim->bodies[body->parent_index]; body->position = vec3_add(body->local_position, old_parent->position); body->velocity = vec3_add(body->local_velocity, old_parent->velocity); } else { // old_parent is root (Sun): local = global body->position = body->local_position; body->velocity = body->local_velocity; } // Update parent index body->parent_index = new_parent; // Convert global coordinates to local coordinates using new parent if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* new_parent_body = &sim->bodies[body->parent_index]; body->local_position = vec3_sub(body->position, new_parent_body->position); body->local_velocity = vec3_sub(body->velocity, new_parent_body->velocity); } else { // new_parent is root (Sun): global = local body->local_position = body->position; body->local_velocity = body->velocity; } } if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* parent = &sim->bodies[body->parent_index]; rk4_step(&body->local_position, &body->local_velocity, sim->dt, body->mass, parent->mass); } } compute_global_coordinates(sim); sim->time += sim->dt; } // Calculate orbital velocity using vis-viva equation // Returns velocity vector for body relative to parent static Vec3 calc_orbital_velocity(CelestialBody* body, CelestialBody* parent) { Vec3 r = vec3_sub(body->position, parent->position); double distance = vec3_magnitude(r); double e = body->eccentricity; double a = body->semi_major_axis; double v_squared; if (fabs(e) < 0.0001) { v_squared = G * parent->mass / a; } else if (fabs(e - 1.0) < 0.0001) { v_squared = 2.0 * G * parent->mass / distance; } else { v_squared = G * parent->mass * (2.0 / distance - 1.0 / a); } assert(v_squared >= 0); double speed = (double) sqrt(v_squared); Vec3 z_axis = {0.0, 0.0, 1.0}; Vec3 vel_dir = vec3_cross(z_axis, r); if (vec3_magnitude(vel_dir) < 0.01) { Vec3 x_axis = {1.0, 0.0, 0.0}; vel_dir = vec3_cross(z_axis, r); } vel_dir = vec3_normalize(vel_dir); Vec3 velocity = vec3_scale(vel_dir, speed); return vec3_add(velocity, parent->velocity); } // Calculate SOI radius for a single body // r_soi = a * (m/M)^(2/5) where a = semi-major axis, m = body mass, M = parent mass // Returns SOI radius in meters double calculate_soi_radius(CelestialBody* body, CelestialBody* parent) { assert(body != nullptr && parent != nullptr); double mass_ratio = body->mass / parent->mass; return body->semi_major_axis * pow(mass_ratio, 0.4); // 2/5 = 0.4 } // Combined initialization - sets velocities, SOI radii, and local coordinates in single loop void initialize_bodies(SimulationState* sim) { for (int i = 0; i < sim->body_count; i++) { CelestialBody* body = &sim->bodies[i]; CelestialBody* parent = NULL; // Set parent pointer if not root body if (body->parent_index >= 0 && body->parent_index < sim->body_count) { parent = &sim->bodies[body->parent_index]; body->velocity = calc_orbital_velocity(body, parent); body->local_position = vec3_sub(body->position, parent->position); body->local_velocity = vec3_sub(body->velocity, parent->velocity); body->soi_radius = calculate_soi_radius(body, parent); } else { // root body body->velocity = {0.0, 0.0, 0.0}; body->local_position = body->position; body->local_velocity = body->velocity; // Root body (like Sun) has infinite SOI, use a large value body->soi_radius = 1e15; // 1000 AU in meters } } } void compute_global_coordinates(SimulationState* sim) { for (int i = 0; i < sim->body_count; i++) { CelestialBody* body = &sim->bodies[i]; if (body->parent_index == -1) { body->position = body->local_position; body->velocity = body->local_velocity; } else if (body->parent_index >= 0 && body->parent_index < sim->body_count) { CelestialBody* parent = &sim->bodies[body->parent_index]; body->position = vec3_add(body->local_position, parent->position); body->velocity = vec3_add(body->local_velocity, parent->velocity); } } } OrbitalElements calculate_orbital_elements(CelestialBody* body, CelestialBody* primary, CelestialBody* optional_ref_body, double current_time) { const double AU = 1.496e11; const double SECONDS_PER_DAY = 86400.0; const double M_sun = primary->mass; OrbitalElements elem; elem.time_days = current_time / SECONDS_PER_DAY; Vec3 r_vec = vec3_sub(body->position, primary->position); double r = vec3_magnitude(r_vec); double v = vec3_magnitude(body->velocity); elem.distance_to_sun_au = r / AU; elem.velocity_magnitude = v; if (optional_ref_body) { double dist_ref = vec3_distance(body->position, optional_ref_body->position); elem.distance_to_ref_body_au = dist_ref / AU; } else { elem.distance_to_ref_body_au = -1.0; } elem.specific_energy = (v * v) / 2.0 - (G * M_sun) / r; if (elem.specific_energy < 0) { elem.semi_major_axis_au = -(G * M_sun) / (2.0 * elem.specific_energy) / AU; double v_squared = v * v; double r_dot_v = r_vec.x * body->velocity.x + r_vec.y * body->velocity.y + r_vec.z * body->velocity.z; Vec3 e_vec; e_vec.x = (v_squared - G * M_sun / r) * r_vec.x - r_dot_v * body->velocity.x; e_vec.y = (v_squared - G * M_sun / r) * r_vec.y - r_dot_v * body->velocity.y; e_vec.z = (v_squared - G * M_sun / r) * r_vec.z - r_dot_v * body->velocity.z; double e_mag = vec3_magnitude(e_vec) / (G * M_sun); elem.eccentricity = e_mag; } else { elem.semi_major_axis_au = 0.0; elem.eccentricity = 1.0; } return elem; }