Make a simple two-planet system work. More planets must be tested.

This commit is contained in:
Marco 2024-07-07 15:47:49 +02:00
parent 75bed957c4
commit a13f42b7af
5 changed files with 123 additions and 40 deletions

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@ -1,41 +1,37 @@
use opengl_graphics::GlGraphics; use opengl_graphics::GlGraphics;
use piston::{RenderArgs, UpdateArgs}; use piston::RenderArgs;
use super::planet::Planet; use crate::planet::Planet;
pub const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
pub const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
pub const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
pub const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 1.0];
pub const BLUE: [f32; 4] = [0.0, 0.0, 1.0, 1.0];
pub struct Canvas { pub struct Canvas {
pub gl: GlGraphics, pub gl: GlGraphics,
pub planets: Vec<Planet>,
} }
impl Canvas { impl Canvas {
pub fn render(&mut self, args: &RenderArgs) { pub fn render(&mut self, planets: &Vec<Planet>, args: &RenderArgs) {
use graphics::*; use graphics::*;
const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
let middle = (args.window_size[0] / 2.0, args.window_size[1] / 2.0); let middle = (args.window_size[0] / 2.0, args.window_size[1] / 2.0);
self.gl.draw(args.viewport(), |c, gl| { self.gl.draw(args.viewport(), |c, gl| {
clear(BLACK, gl); clear(WHITE, gl);
//get all planets and draw them here //get all planets and draw them here
for planet in &self.planets { for planet in planets {
let circle = ellipse::circle(0.0, 0.0, planet.radius); let circle = ellipse::circle(0.0, 0.0, planet.radius);
let transform = c let transform = c
.transform .transform
.trans(middle.0, middle.1) .trans(middle.0, middle.1)
.trans(planet.pos[0], planet.pos[1]); .trans(planet.pos[0], planet.pos[1]);
ellipse(RED, circle, transform, gl); ellipse(planet.color, circle, transform, gl);
} }
}); });
} }
pub fn update(&mut self, args: &UpdateArgs) {
for planet in self.planets.iter_mut() {
planet.pos = vec![planet.pos[0] + 1.0 * args.dt, planet.pos[1] + 1.0 * args.dt];
}
}
} }

62
src/gravity.rs Normal file
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@ -0,0 +1,62 @@
use crate::planet::Planet;
const GRAVITATIONAL_CONTANT: f64 = 6.67430e-11;
#[derive(Clone)]
pub struct GravityCalculator {
pub planets: Vec<Planet>,
}
impl GravityCalculator {
pub fn new(planets: Vec<Planet>) -> Self {
return GravityCalculator { planets };
}
pub fn calculate_forces_newtonian(&mut self) {
let orig_set_of_planets = self.planets.clone();
for this_planet in self.planets.iter_mut() {
let mut sum_of_forces: Vec<f64> = vec![0.0, 0.0];
for other_planet in orig_set_of_planets.iter() {
let distance = this_planet.distance_to(&other_planet);
if distance == 0.0 {
continue;
}
let force = Self::force_between(this_planet, &other_planet);
sum_of_forces = vec![sum_of_forces[0] + force[0], sum_of_forces[1] + force[1]];
}
this_planet.force_affecting = sum_of_forces;
}
}
pub fn update_positions(&mut self, dt: f64) {
for this_planet in self.planets.iter_mut() {
let x = this_planet.pos[0];
let y = this_planet.pos[1];
let fx = this_planet.force_affecting[0];
let fy = this_planet.force_affecting[1];
let vx = this_planet.velocity[0];
let vy = this_planet.velocity[1];
let accelaration = vec![fx / this_planet.mass, fy / this_planet.mass];
let delta_v = [accelaration[0] * dt, accelaration[1] * dt];
let velocity = vec![vx + delta_v[0], vy + delta_v[1]];
this_planet.velocity = velocity;
this_planet.pos = vec![
x + this_planet.velocity[0] * dt,
y + this_planet.velocity[1] * dt,
];
}
}
pub fn force_between(p1: &Planet, p2: &Planet) -> Vec<f64> {
let dist = p1.distance_to(p2);
let norm_vec = p1.normal_vec_to(p2);
let scalar_part = GRAVITATIONAL_CONTANT * p1.get_mass() * p2.get_mass() / dist.powf(2.0);
vec![scalar_part * norm_vec[0], scalar_part * norm_vec[1]]
}
}

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@ -4,6 +4,7 @@ extern crate opengl_graphics;
extern crate piston; extern crate piston;
mod canvas; mod canvas;
mod gravity;
mod physics; mod physics;
mod planet; mod planet;
@ -22,30 +23,40 @@ fn main() {
.build() .build()
.unwrap(); .unwrap();
let planets = vec![
planet::PlanetBuilder::new()
.with_name(String::from("Earth"))
.with_velocity(vec![-0.0002, 0.0])
.with_positsion(0.0, -25.0)
.with_mass(100000.0)
.with_radius(5.0)
.with_color(canvas::GREEN)
.build(),
planet::PlanetBuilder::new()
.with_name(String::from("Moon"))
.with_velocity(vec![0.0002, 0.0])
.with_positsion(0.0, 25.0)
.with_mass(100000.0)
.with_radius(5.0)
.with_color(canvas::RED)
.build(),
];
let mut canvas = canvas::Canvas { let mut canvas = canvas::Canvas {
gl: GlGraphics::new(opengl), gl: GlGraphics::new(opengl),
planets: vec![
planet::PlanetBuilder::new()
.with_positsion(-100.0, 0.0)
.with_mass(100.0)
.with_radius(40.0)
.build(),
planet::PlanetBuilder::new()
.with_positsion(100.0, 0.0)
.with_mass(10.0)
.with_radius(20.0)
.build(),
],
}; };
let mut calculator = gravity::GravityCalculator::new(planets);
let mut events = Events::new(EventSettings::new()); let mut events = Events::new(EventSettings::new());
while let Some(e) = events.next(&mut window) { while let Some(e) = events.next(&mut window) {
if let Some(args) = e.render_args() { if let Some(args) = e.render_args() {
canvas.render(&args); canvas.render(&calculator.planets.clone(), &args);
} }
if let Some(args) = e.update_args() { if let Some(args) = e.update_args() {
canvas.update(&args); calculator.calculate_forces_newtonian();
calculator.update_positions(100000.0 * args.dt);
} }
} }
} }

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@ -1,12 +1,2 @@
use crate::planet::Planet;
const GRAVITATIONAL_CONTANT: f64 = 6.67430e-11;
pub fn force_between(p1: &Planet, p2: &Planet) -> Vec<f64> {
let dist = p1.distance_to(p2);
let norm_vec = p1.normal_vec_to(p2);
let scalar_part = GRAVITATIONAL_CONTANT * p1.get_mass() * p2.get_mass() / dist.powf(2.0);
vec![scalar_part * norm_vec[0], scalar_part * norm_vec[1]]
}

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@ -1,7 +1,12 @@
#[derive(Clone)]
pub struct Planet { pub struct Planet {
pub name: String,
pub mass: f64, pub mass: f64,
pub pos: Vec<f64>, pub pos: Vec<f64>,
pub radius: f64, pub radius: f64,
pub force_affecting: Vec<f64>,
pub velocity: Vec<f64>,
pub color: [f32; 4],
} }
impl Planet { impl Planet {
@ -35,18 +40,37 @@ impl PlanetBuilder {
pub fn new() -> PlanetBuilder { pub fn new() -> PlanetBuilder {
return PlanetBuilder { return PlanetBuilder {
planet: Planet { planet: Planet {
name: "".to_string(),
mass: 0.0, mass: 0.0,
pos: vec![0.0, 0.0], pos: vec![0.0, 0.0],
radius: 0.0, radius: 0.0,
force_affecting: vec![0.0, 0.0],
velocity: vec![0.0, 0.0],
color: [0.0; 4],
}, },
}; };
} }
pub fn with_name(mut self, name: String) -> PlanetBuilder {
self.planet.name = name;
self
}
pub fn with_color(mut self, color: [f32; 4]) -> PlanetBuilder {
self.planet.color = color;
self
}
pub fn with_mass(mut self, mass: f64) -> PlanetBuilder { pub fn with_mass(mut self, mass: f64) -> PlanetBuilder {
self.planet.mass = mass; self.planet.mass = mass;
self self
} }
pub fn with_velocity(mut self, velocity: Vec<f64>) -> PlanetBuilder {
self.planet.velocity = velocity;
self
}
pub fn with_positsion(mut self, x: f64, y: f64) -> PlanetBuilder { pub fn with_positsion(mut self, x: f64, y: f64) -> PlanetBuilder {
self.planet.pos = vec![x, y]; self.planet.pos = vec![x, y];
self self