#include "bodies.h" #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; return sim; } // Destroy simulation and free memory void destroy_simulation(SimulationState* sim) { if (sim) { if (sim->bodies) { free(sim->bodies); } free(sim); } } // Add a celestial body to the simulation void add_body(SimulationState* sim, const char* name, double mass, double radius, Vec3 pos, Vec3 vel, int parent_index, float r, float g, float b, double eccentricity, double semi_major_axis) { if (sim->body_count >= sim->max_bodies) { return; // No more space } CelestialBody* body = &sim->bodies[sim->body_count]; strncpy(body->name, name, 63); body->name[63] = '\0'; body->mass = mass; body->radius = radius; body->position = pos; body->velocity = vel; body->soi_radius = 0.0; // Will be calculated later body->parent_index = parent_index; body->color[0] = r; body->color[1] = g; body->color[2] = b; body->eccentricity = eccentricity; body->semi_major_axis = semi_major_axis; sim->body_count++; } // Find which body is gravitationally dominant for the given body 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 dominant = body->parent_index; // Check all other bodies to see if we're within their SOI for (int i = 0; i < sim->body_count; i++) { if (i == body_index) continue; CelestialBody* potential_parent = &sim->bodies[i]; double distance = vec3_distance(body->position, potential_parent->position); // If we're within this body's SOI and it's not our current parent if (distance < potential_parent->soi_radius && i != dominant) { // Check if this body is more dominant (closer or more massive) if (dominant == -1) { dominant = i; } else { CelestialBody* current_parent = &sim->bodies[dominant]; double dist_to_current = vec3_distance(body->position, current_parent->position); // Switch if this potential parent is significantly closer if (distance < dist_to_current * 0.5) { dominant = i; } } } } return dominant; } // 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) { AccelerationContext ctx; ctx.sim = sim; ctx.current_body = body; ctx.body_index = i; rk4_step(body, &ctx, sim->dt); } } 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 && new_parent != -1) { body->parent_index = new_parent; } if (body->parent_index >= 0 && body->parent_index < sim->body_count) { AccelerationContext ctx; ctx.sim = sim; ctx.current_body = body; ctx.body_index = i; rk4_step(body, &ctx, sim->dt); } } sim->time += sim->dt; } 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; }