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7.0 KiB
7.0 KiB
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)
struct Vec3 {
double x, y, z;
};
CelestialBody (simulation.h)
struct CelestialBody {
char name[64];
double mass; // kg
double radius; // meters
Vec3 position; // meters from origin
Vec3 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)
struct SimulationState {
CelestialBody* bodies;
int body_count;
int max_bodies;
double time; // simulation time (seconds)
double dt; // time step (seconds)
};
RenderState (renderer.h)
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)
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)
struct AccelerationContext {
SimulationState* sim;
CelestialBody* current_body;
int body_index;
};
Module Overview
Physics (physics.cpp/h)
Vector math and gravity calculations. RK4 (Runge-Kutta 4th order) integration with rk4_step().
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 dominanceupdate_soi()- calculates sphere of influence radius using Hill sphereupdate_simulation()- runs one physics step: finds dominant parent, calculates gravity, applies RK4 integration- Dynamic parent switching when bodies cross SOI boundaries (with hysteresis)
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 entriescalculate_initial_velocities()- sets circular orbit velocities using vis-viva equationcalculate_soi_radii()- computes sphere of influence for all bodies
Config format details:
- TOML array of tables:
[[bodies]] - Comments start with
# parent_index = -1indicates root body (star)
Config format (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.
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)
Controls:
- Arrow keys: Rotate and zoom camera
- Space: Pause/Resume
- +/-: Speed up/slow down simulation
- I: Toggle info display
- ESC: Quit
Data Flow
Initialization Sequence
- Configuration file →
load_system_config()→ populatesSimulationState calculate_initial_velocities()→ sets circular orbit velocities for all bodiescalculate_soi_radii()→ computes sphere of influence for each body
Main Simulation Loop
update_simulation()→ for each body:find_dominant_body()→ determine gravitational parent based on SOIevaluate_acceleration()→ compute gravitational force from parentrk4_step()→ update position/velocity using Runge-Kutta 4th order
render_simulation()→ for each body:scale_position()→ convert to render coordinates using logarithmic scalingscale_radius()→ convert to render size using exponential scalingrender_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.toml and test_simple.toml
- RK4 (Runge-Kutta 4th order) integration for improved accuracy
- Time scaling controls (speed up/slow down simulation)
- Pause/resume functionality
- Orbital elements calculation
🔨 Remaining/Future Work
- More accurate integration methods (Newton-Raphson propagation)
- Interactive body selection
- Reference frame switching
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
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
Future Enhancements
- More accurate integration methods (Newton-Raphson propagation)
- Interactive body selection
- Reference frame switching
- 3D orbital visualization with inclination