vibe coding an orbital mechanics simulation to try out claude code
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#include "physics.h"
#include "simulation.h"
#include <cmath>
// 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));
}