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186 lines
5.9 KiB
186 lines
5.9 KiB
#include "bodies.h" |
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#include <cstdlib> |
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#include <cstring> |
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#include <cstdio> |
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#include <cmath> |
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// Create a new simulation |
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SimulationState* create_simulation(int max_bodies, double time_step) { |
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SimulationState* sim = (SimulationState*)malloc(sizeof(SimulationState)); |
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sim->bodies = (CelestialBody*)malloc(sizeof(CelestialBody) * max_bodies); |
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sim->body_count = 0; |
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sim->max_bodies = max_bodies; |
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sim->time = 0.0; |
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sim->dt = time_step; |
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return sim; |
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} |
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// Destroy simulation and free memory |
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void destroy_simulation(SimulationState* sim) { |
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if (sim) { |
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if (sim->bodies) { |
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free(sim->bodies); |
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} |
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free(sim); |
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} |
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} |
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// Add a celestial body to the simulation |
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void add_body(SimulationState* sim, const char* name, double mass, double radius, |
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Vec3 pos, Vec3 vel, int parent_index, float r, float g, float b, |
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double eccentricity, double semi_major_axis) { |
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if (sim->body_count >= sim->max_bodies) { |
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return; // No more space |
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} |
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CelestialBody* body = &sim->bodies[sim->body_count]; |
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strncpy(body->name, name, 63); |
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body->name[63] = '\0'; |
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body->mass = mass; |
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body->radius = radius; |
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body->position = pos; |
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body->velocity = vel; |
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body->soi_radius = 0.0; // Will be calculated later |
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body->parent_index = parent_index; |
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body->color[0] = r; |
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body->color[1] = g; |
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body->color[2] = b; |
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body->eccentricity = eccentricity; |
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body->semi_major_axis = semi_major_axis; |
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sim->body_count++; |
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} |
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// Find which body is gravitationally dominant for the given body |
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int find_dominant_body(SimulationState* sim, int body_index) { |
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if (body_index < 0 || body_index >= sim->body_count) { |
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return -1; |
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} |
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CelestialBody* body = &sim->bodies[body_index]; |
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int dominant = body->parent_index; |
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// Check all other bodies to see if we're within their SOI |
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for (int i = 0; i < sim->body_count; i++) { |
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if (i == body_index) continue; |
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CelestialBody* potential_parent = &sim->bodies[i]; |
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double distance = vec3_distance(body->position, potential_parent->position); |
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// If we're within this body's SOI and it's not our current parent |
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if (distance < potential_parent->soi_radius && i != dominant) { |
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// Check if this body is more dominant (closer or more massive) |
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if (dominant == -1) { |
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dominant = i; |
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} else { |
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CelestialBody* current_parent = &sim->bodies[dominant]; |
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double dist_to_current = vec3_distance(body->position, current_parent->position); |
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// Switch if this potential parent is significantly closer |
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if (distance < dist_to_current * 0.5) { |
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dominant = i; |
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} |
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} |
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} |
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} |
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return dominant; |
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} |
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// Update sphere of influence radius using Hill sphere approximation |
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// r_soi = a * (m/M)^(2/5) where a = semi-major axis, m = body mass, M = parent mass |
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void update_soi(CelestialBody* body, CelestialBody* parent, double semi_major_axis) { |
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if (parent == NULL || parent->mass <= 0.0) { |
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// Root body (like Sun) has infinite SOI, use a large value |
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body->soi_radius = 1e15; // 1000 AU in meters |
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return; |
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} |
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double mass_ratio = body->mass / parent->mass; |
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body->soi_radius = semi_major_axis * pow(mass_ratio, 0.4); // 2/5 = 0.4 |
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} |
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void update_simulation(SimulationState* sim) { |
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for (int i = 0; i < sim->body_count; i++) { |
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CelestialBody* body = &sim->bodies[i]; |
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if (body->parent_index == -1) { |
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AccelerationContext ctx; |
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ctx.sim = sim; |
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ctx.current_body = body; |
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ctx.body_index = i; |
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rk4_step(body, &ctx, sim->dt); |
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} |
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} |
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for (int i = 0; i < sim->body_count; i++) { |
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CelestialBody* body = &sim->bodies[i]; |
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if (body->parent_index == -1) { |
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continue; |
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} |
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int new_parent = find_dominant_body(sim, i); |
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if (new_parent != body->parent_index && new_parent != -1) { |
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body->parent_index = new_parent; |
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} |
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if (body->parent_index >= 0 && body->parent_index < sim->body_count) { |
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AccelerationContext ctx; |
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ctx.sim = sim; |
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ctx.current_body = body; |
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ctx.body_index = i; |
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rk4_step(body, &ctx, sim->dt); |
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} |
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} |
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sim->time += sim->dt; |
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} |
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OrbitalElements calculate_orbital_elements(CelestialBody* body, CelestialBody* primary, |
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CelestialBody* optional_ref_body, double current_time) { |
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const double AU = 1.496e11; |
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const double SECONDS_PER_DAY = 86400.0; |
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const double M_sun = primary->mass; |
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OrbitalElements elem; |
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elem.time_days = current_time / SECONDS_PER_DAY; |
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Vec3 r_vec = vec3_sub(body->position, primary->position); |
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double r = vec3_magnitude(r_vec); |
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double v = vec3_magnitude(body->velocity); |
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elem.distance_to_sun_au = r / AU; |
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elem.velocity_magnitude = v; |
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if (optional_ref_body) { |
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double dist_ref = vec3_distance(body->position, optional_ref_body->position); |
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elem.distance_to_ref_body_au = dist_ref / AU; |
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} else { |
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elem.distance_to_ref_body_au = -1.0; |
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} |
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elem.specific_energy = (v * v) / 2.0 - (G * M_sun) / r; |
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if (elem.specific_energy < 0) { |
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elem.semi_major_axis_au = -(G * M_sun) / (2.0 * elem.specific_energy) / AU; |
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double v_squared = v * v; |
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double r_dot_v = r_vec.x * body->velocity.x + r_vec.y * body->velocity.y + r_vec.z * body->velocity.z; |
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Vec3 e_vec; |
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e_vec.x = (v_squared - G * M_sun / r) * r_vec.x - r_dot_v * body->velocity.x; |
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e_vec.y = (v_squared - G * M_sun / r) * r_vec.y - r_dot_v * body->velocity.y; |
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e_vec.z = (v_squared - G * M_sun / r) * r_vec.z - r_dot_v * body->velocity.z; |
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double e_mag = vec3_magnitude(e_vec) / (G * M_sun); |
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elem.eccentricity = e_mag; |
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} else { |
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elem.semi_major_axis_au = 0.0; |
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elem.eccentricity = 1.0; |
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} |
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return elem; |
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}
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