ref: e769c8684c1200f922ff41c6ef5d0cdd4fe0e67f
dir: /physics.c/
#include <u.h> #include <libc.h> #include <ip.h> #include <draw.h> #include <geometry.h> #include "dat.h" #include "fns.h" static double G = 6.674e-11; /* * Dynamics stepper */ static Point2 accelship(Universe *u, Particle *p, double) { double g, d; /* TODO: take thrust into account, based on user input. */ d = vec2len(subpt2(u->star.p, p->p)); d *= 1e5; /* scale to the 100km/px range */ g = G*u->star.mass/(d*d); return mulpt2(normvec2(subpt2(u->star.p, p->p)), g); } static Point2 accelbullet(Universe *, Particle *, double) { return Vec2(0,0); } static Derivative eval(Universe *u, Particle *p0, double t, double Δt, Derivative *d, Point2 (*accel)(Universe*,Particle*,double)) { Particle p; Derivative res; p.p = addpt2(p0->p, mulpt2(d->dx, Δt)); p.v = addpt2(p0->v, mulpt2(d->dv, Δt)); res.dx = p.v; res.dv = accel(u, &p, t+Δt); return res; } /* * Semi-implicit Euler Integrator */ static void euler1(Universe *u, Particle *p, double t, double Δt, Point2 (*accel)(Universe*,Particle*,double)) { static Derivative ZD = {0}; Derivative d; d = eval(u, p, t, Δt, &ZD, accel); p->v = addpt2(p->v, mulpt2(d.dv, Δt)); p->p = addpt2(p->p, mulpt2(p->v, Δt)); } /* * RK4 Integrator */ static void rk4(Universe *u, Particle *p, double t, double Δt, Point2 (*accel)(Universe*,Particle*,double)) { static Derivative ZD = {0}; Derivative a, b, c, d; Point2 dxdt, dvdt; a = eval(u, p, t, 0, &ZD, accel); b = eval(u, p, t, Δt/2, &a, accel); c = eval(u, p, t, Δt/2, &b, accel); d = eval(u, p, t, Δt, &c, accel); dxdt = divpt2(addpt2(addpt2(a.dx, mulpt2(addpt2(b.dx, c.dx), 2)), d.dx), 6); dvdt = divpt2(addpt2(addpt2(a.dv, mulpt2(addpt2(b.dv, c.dv), 2)), d.dv), 6); p->p = addpt2(p->p, mulpt2(dxdt, Δt)); p->v = addpt2(p->v, mulpt2(dvdt, Δt)); } /* * The Integrator */ void integrate(Universe *u, double t, double Δt) { int i, j; for(i = 0; i < nelem(u->ships); i++){ rk4(u, &u->ships[i], t, Δt, accelship); for(j = 0; j < nelem(u->ships[i].rounds); j++) if(u->ships[i].rounds[j].fired) euler1(u, &u->ships[i].rounds[j], t, Δt, accelbullet); } }