vibe coding an orbital mechanics simulation to try out claude code
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#include "bodies.h"
#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;
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;
}