#include "physics.h" #include "simulation.h" #include // Vector addition Vec3 vec3_add(Vec3 a, Vec3 b) { return {a.x + b.x, a.y + b.y, a.z + b.z}; } // Vector subtraction Vec3 vec3_sub(Vec3 a, Vec3 b) { return {a.x - b.x, a.y - b.y, a.z - b.z}; } // Scalar multiplication Vec3 vec3_scale(Vec3 v, double s) { return {v.x * s, v.y * s, v.z * s}; } // Vector magnitude double vec3_magnitude(Vec3 v) { return sqrt(v.x * v.x + v.y * v.y + v.z * v.z); } // Distance between two points double vec3_distance(Vec3 a, Vec3 b) { Vec3 diff = vec3_sub(a, b); return vec3_magnitude(diff); } // Normalize vector to unit length Vec3 vec3_normalize(Vec3 v) { double mag = vec3_magnitude(v); if (mag > 0.0) { return vec3_scale(v, 1.0 / mag); } return {0.0, 0.0, 0.0}; } // Calculate gravitational force using Newton's law: F = G * m1 * m2 / r^2 Vec3 calculate_gravity_force(CelestialBody* body, CelestialBody* parent) { Vec3 r = vec3_sub(parent->position, body->position); double distance = vec3_magnitude(r); // Avoid division by zero if (distance < 1.0) { distance = 1.0; } double force_magnitude = G * body->mass * parent->mass / (distance * distance); Vec3 direction = vec3_normalize(r); return vec3_scale(direction, force_magnitude); } // Calculate acceleration from force: a = F / m Vec3 calculate_acceleration(Vec3 force, double mass) { if (mass > 0.0) { return vec3_scale(force, 1.0 / mass); } return {0.0, 0.0, 0.0}; } Vec3 evaluate_acceleration(Vec3 pos, Vec3 vel, AccelerationContext* ctx) { CelestialBody temp_body = *ctx->current_body; temp_body.position = pos; temp_body.velocity = vel; Vec3 total_force = {0.0, 0.0, 0.0}; if (temp_body.parent_index == -1) { for (int j = 0; j < ctx->sim->body_count; j++) { if (j == ctx->body_index) continue; CelestialBody* other = &ctx->sim->bodies[j]; if (other->parent_index == -1) { Vec3 force = calculate_gravity_force(&temp_body, other); total_force = vec3_add(total_force, force); } } } else { if (temp_body.parent_index >= 0 && temp_body.parent_index < ctx->sim->body_count) { CelestialBody* parent = &ctx->sim->bodies[temp_body.parent_index]; total_force = calculate_gravity_force(&temp_body, parent); } } return calculate_acceleration(total_force, temp_body.mass); } void rk4_step(CelestialBody* body, AccelerationContext* ctx, double dt) { Vec3 k1_vel, k2_vel, k3_vel, k4_vel; Vec3 k1_pos, k2_pos, k3_pos, k4_pos; Vec3 pos0 = body->position; Vec3 vel0 = body->velocity; k1_vel = evaluate_acceleration(pos0, vel0, ctx); k1_pos = vel0; Vec3 pos1 = vec3_add(pos0, vec3_scale(k1_pos, dt * 0.5)); Vec3 vel1 = vec3_add(vel0, vec3_scale(k1_vel, dt * 0.5)); k2_vel = evaluate_acceleration(pos1, vel1, ctx); k2_pos = vel1; Vec3 pos2 = vec3_add(pos0, vec3_scale(k2_pos, dt * 0.5)); Vec3 vel2 = vec3_add(vel0, vec3_scale(k2_vel, dt * 0.5)); k3_vel = evaluate_acceleration(pos2, vel2, ctx); k3_pos = vel2; Vec3 pos3 = vec3_add(pos0, vec3_scale(k3_pos, dt)); Vec3 vel3 = vec3_add(vel0, vec3_scale(k3_vel, dt)); k4_vel = evaluate_acceleration(pos3, vel3, ctx); k4_pos = vel3; Vec3 k_vel_sum = vec3_add(vec3_add(k1_vel, vec3_scale(k2_vel, 2.0)), vec3_add(vec3_scale(k3_vel, 2.0), k4_vel)); Vec3 k_pos_sum = vec3_add(vec3_add(k1_pos, vec3_scale(k2_pos, 2.0)), vec3_add(vec3_scale(k3_pos, 2.0), k4_pos)); body->velocity = vec3_add(vel0, vec3_scale(k_vel_sum, dt / 6.0)); body->position = vec3_add(pos0, vec3_scale(k_pos_sum, dt / 6.0)); }