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4.2 KiB
4.2 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
Core Data Structures
Vec3 (physics.h)
struct Vec3 {
double x, y, z;
};
CelestialBody (bodies.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 (bodies.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 (bodies.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().
Bodies (bodies.cpp/h)
Simulation state management and updates. SOI detection using Hill sphere: r_soi = a * (m/M)^(2/5)
Config Loader (config_loader.cpp/h)
TOML-based config parser using tomlc17 library. Auto-calculates circular orbit velocities and SOI radii.
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.
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, example_binary_star.toml, 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
- Binary/multiple star system support with barycentric orbits
🔨 Remaining/Future Work
- More accurate integration methods (Newton-Raphson propagation)
- Interactive body selection
- Reference frame switching
Technical Notes
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
Physics Considerations
- Timestep: ~60 seconds for solar system scale
- Circular orbit velocity:
v = sqrt(G * M / r) - May need multiple physics sub-steps per render frame
Future Enhancements
- More accurate integration methods (Newton-Raphson propagation)
- Interactive body selection
- Reference frame switching
- 3D orbital visualization with inclination