vibe coding an orbital mechanics simulation to try out claude code
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#include "bodies.h"
#include <cstdlib>
#include <cstring>
#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
}
// Update the entire simulation by one time step
void update_simulation(SimulationState* sim) {
// First, update root bodies (they interact with each other)
for (int i = 0; i < sim->body_count; i++) {
CelestialBody* body = &sim->bodies[i];
if (body->parent_index == -1) {
// This is a root body - calculate forces from OTHER root bodies
Vec3 total_force = {0.0, 0.0, 0.0};
for (int j = 0; j < sim->body_count; j++) {
if (i == j) continue; // Don't apply force to itself
CelestialBody* other = &sim->bodies[j];
if (other->parent_index == -1) {
// Other is also a root body - apply gravitational force
Vec3 force = calculate_gravity_force(body, other);
total_force = vec3_add(total_force, force);
}
}
// Apply total force from all other root bodies
Vec3 acceleration = calculate_acceleration(total_force, body->mass);
euler_step(body, acceleration, sim->dt);
}
}
// Now update non-root bodies (planets, moons, etc.)
for (int i = 0; i < sim->body_count; i++) {
CelestialBody* body = &sim->bodies[i];
// Skip root bodies (already updated above)
if (body->parent_index == -1) {
continue;
}
// Check if parent has changed (SOI transition)
int new_parent = find_dominant_body(sim, i);
if (new_parent != body->parent_index && new_parent != -1) {
body->parent_index = new_parent;
}
// Get the current parent
if (body->parent_index >= 0 && body->parent_index < sim->body_count) {
CelestialBody* parent = &sim->bodies[body->parent_index];
// Calculate gravitational force from parent
Vec3 force = calculate_gravity_force(body, parent);
// Calculate acceleration
Vec3 acceleration = calculate_acceleration(force, body->mass);
// Perform Euler integration step
euler_step(body, acceleration, sim->dt);
}
}
// Update simulation time
sim->time += sim->dt;
}