Fixed 3D rendering

This commit is contained in:
Verox001 2025-05-06 19:04:30 +02:00
parent adf53b7703
commit 6d9bdae160

View File

@ -1,5 +1,5 @@
use std::sync::Mutex; use std::sync::Mutex;
use cgmath::Vector3; use cgmath::{InnerSpace, Vector3};
use crate::body::Body; use crate::body::Body;
use rayon::prelude::*; use rayon::prelude::*;
@ -11,10 +11,9 @@ pub struct Simulator {
timewarp: u32 timewarp: u32
} }
pub fn distance_squared(a: [f64; 2], b: [f64; 2]) -> f64 { pub fn distance_squared(a: Vector3<f64>, b: Vector3<f64>) -> f64 {
let dx = a[0] - b[0]; let d = a - b;
let dy = a[1] - b[1]; d.magnitude2()
dx * dx + dy * dy
} }
const MAX_TIMEWARP: u32 = 536870912; const MAX_TIMEWARP: u32 = 536870912;
@ -52,78 +51,62 @@ impl Simulator {
let masses: Vec<f64> = self.bodies.iter().map(|b| b.mass).collect(); let masses: Vec<f64> = self.bodies.iter().map(|b| b.mass).collect();
fn compute_accelerations(states: &[State], masses: &[f64]) -> Vec<[f64; 2]> { fn compute_accelerations(states: &[State], masses: &[f64]) -> Vec<Vector3<f64>> {
let n = states.len(); let n = states.len();
let accels = (0..n).map(|_| Mutex::new([0.0, 0.0])).collect::<Vec<_>>(); let accels = (0..n).map(|_| Mutex::new(Vector3::new(0.0, 0.0, 0.0))).collect::<Vec<_>>();
(0..n).into_par_iter().for_each(|i| { (0..n).into_par_iter().for_each(|i| {
for j in (i + 1)..n { for j in (i + 1)..n {
let dx = states[j].position[0] - states[i].position[0]; let r = states[j].position - states[i].position;
let dy = states[j].position[1] - states[i].position[1]; let dist_sq = r.magnitude2();
let dist_sq = dx * dx + dy * dy;
let dist = dist_sq.sqrt(); let dist = dist_sq.sqrt();
if dist < 1e-3 { if dist < 1e-8 {
continue; continue;
} }
let force = G * masses[i] * masses[j] / dist_sq; let force = G * masses[i] * masses[j] / dist_sq;
let ax = force * dx / dist; let accel = force * r / (dist * masses[i]);
let ay = force * dy / dist; let accel_j = -force * r / (dist * masses[j]);
{ {
let mut a_i_lock = accels[i].lock().unwrap(); let mut a_i_lock = accels[i].lock().unwrap();
a_i_lock[0] += ax / masses[i]; *a_i_lock += accel;
a_i_lock[1] += ay / masses[i];
} }
{ {
let mut a_j_lock = accels[j].lock().unwrap(); let mut a_j_lock = accels[j].lock().unwrap();
a_j_lock[0] -= ax / masses[j]; *a_j_lock += accel_j;
a_j_lock[1] -= ay / masses[j];
} }
} }
}); });
accels accels.into_iter().map(|mutex| mutex.into_inner().unwrap()).collect()
.into_iter()
.map(|mutex| mutex.into_inner().unwrap())
.collect()
} }
let k1_pos = original_states.iter().map(|s| s.velocity).collect::<Vec<_>>(); let k1_pos = original_states.iter().map(|s| s.velocity).collect::<Vec<_>>();
let k1_vel = compute_accelerations(&original_states, &masses); let k1_vel = compute_accelerations(&original_states, &masses);
let mut temp_states = original_states let mut temp_states: Vec<State> = original_states.iter().enumerate().map(|(i, s)| {
.iter() State {
.enumerate() position: s.position + k1_pos[i] * (dt / 2.0),
.map(|(i, s)| State { velocity: s.velocity + k1_vel[i] * (dt / 2.0),
position: Vector3::new(s.position[0], s.position[1], 0.0), }
velocity: Vector3::new( }).collect();
s.velocity[0] + k1_vel[i][0] * dt / 2.0,
s.velocity[1] + k1_vel[i][1] * dt / 2.0,
0.0,
),
})
.collect::<Vec<_>>();
let k2_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>(); let k2_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>();
let k2_vel = compute_accelerations(&temp_states, &masses); let k2_vel = compute_accelerations(&temp_states, &masses);
for i in 0..n { for i in 0..n {
temp_states[i].position[0] = original_states[i].position[0] + k2_pos[i][0] * dt / 2.0; temp_states[i].position = original_states[i].position + k2_pos[i] * (dt / 2.0);
temp_states[i].position[1] = original_states[i].position[1] + k2_pos[i][1] * dt / 2.0; temp_states[i].velocity = original_states[i].velocity + k2_vel[i] * (dt / 2.0);
temp_states[i].velocity[0] = original_states[i].velocity[0] + k2_vel[i][0] * dt / 2.0;
temp_states[i].velocity[1] = original_states[i].velocity[1] + k2_vel[i][1] * dt / 2.0;
} }
let k3_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>(); let k3_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>();
let k3_vel = compute_accelerations(&temp_states, &masses); let k3_vel = compute_accelerations(&temp_states, &masses);
for i in 0..n { for i in 0..n {
temp_states[i].position[0] = original_states[i].position[0] + k3_pos[i][0] * dt; temp_states[i].position = original_states[i].position + k3_pos[i] * dt;
temp_states[i].position[1] = original_states[i].position[1] + k3_pos[i][1] * dt; temp_states[i].velocity = original_states[i].velocity + k3_vel[i] * dt;
temp_states[i].velocity[0] = original_states[i].velocity[0] + k3_vel[i][0] * dt;
temp_states[i].velocity[1] = original_states[i].velocity[1] + k3_vel[i][1] * dt;
} }
let k4_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>(); let k4_pos = temp_states.iter().map(|s| s.velocity).collect::<Vec<_>>();
@ -132,15 +115,8 @@ impl Simulator {
for i in 0..n { for i in 0..n {
let body = &mut self.bodies[i]; let body = &mut self.bodies[i];
body.position[0] += (dt / 6.0) body.position += (k1_pos[i] + 2.0 * k2_pos[i] + 2.0 * k3_pos[i] + k4_pos[i]) * (dt / 6.0);
* (k1_pos[i][0] + 2.0 * k2_pos[i][0] + 2.0 * k3_pos[i][0] + k4_pos[i][0]); body.velocity += (k1_vel[i] + 2.0 * k2_vel[i] + 2.0 * k3_vel[i] + k4_vel[i]) * (dt / 6.0);
body.position[1] += (dt / 6.0)
* (k1_pos[i][1] + 2.0 * k2_pos[i][1] + 2.0 * k3_pos[i][1] + k4_pos[i][1]);
body.velocity[0] += (dt / 6.0)
* (k1_vel[i][0] + 2.0 * k2_vel[i][0] + 2.0 * k3_vel[i][0] + k4_vel[i][0]);
body.velocity[1] += (dt / 6.0)
* (k1_vel[i][1] + 2.0 * k2_vel[i][1] + 2.0 * k3_vel[i][1] + k4_vel[i][1]);
} }
self.time += dt; self.time += dt;
@ -170,7 +146,6 @@ impl Simulator {
} }
} }
pub fn reset_timewarp(&mut self) { pub fn reset_timewarp(&mut self) {
self.timewarp = 1; self.timewarp = 1;
} }