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