vibe coding an orbital mechanics simulation to try out claude code
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#include "simulation.h"
#include <cassert>
#include <cstdlib>
#include <cstring>
#include <cstdio>
#include <cmath>
// 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;
}