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3d.c
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#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "raylib.h"
#include "raymath.h"
#define MAX_PARTICLES 1024
#define MAX_TRAIL 100
#define G 6.67430e-3f
#define SOFTENING 5.0f
typedef struct Particle {
Vector3 pos;
Vector3 vel;
float mass;
int diameter;
Vector3 trail[MAX_TRAIL];
int trailCount;
} Particle;
Particle particles[MAX_PARTICLES];
int particleCount = 0;
void AddParticle(Vector3 pos, Vector3 vel, float mass, float diameter) {
if (particleCount < MAX_PARTICLES) {
particles[particleCount].pos = pos;
particles[particleCount].vel = vel;
particles[particleCount].mass = mass;
particles[particleCount].diameter = diameter;
particles[particleCount].trailCount = 0;
particleCount++;
}
}
float ComputeCurvature(float x, float z) {
float curvature = 0.0f;
for (int i = 0; i < particleCount; i++) {
float dx = x - particles[i].pos.x;
float dz = z - particles[i].pos.z;
float r = sqrtf(dx * dx + dz * dz + SOFTENING);
curvature += 1.0f / r;
}
return curvature;
}
int main(int argc, char *argv[]) {
int initialCount = 3;
float mass = 250000000.0f;
char *arrangement = "circle";
if (argc >= 2) {
initialCount = atoi(argv[1]);
if (initialCount < 1) initialCount = 50;
if (initialCount > MAX_PARTICLES) initialCount = MAX_PARTICLES;
}
if (argc >= 3) {
arrangement = argv[2];
}
if (argc >= 4) {
mass = atof(argv[3]);
}
int screenWidth = 800, screenHeight = 600;
InitWindow(screenWidth, screenHeight, "3D N-Body Simulation");
SetTargetFPS(60);
float simSize = 400.0f;
Camera3D camera = {0};
camera.position = (Vector3){ simSize, simSize, simSize };
camera.target = (Vector3){ 0, 0, 0 };
camera.up = (Vector3){ 0, 1, 0 };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
if (strcmp(arrangement, "circle") == 0) {
funny: ;
Vector3 center = { 0, 0, 0 };
float radius = simSize / 3.0f;
float speed = 50.0f;
for (int i = 0; i < initialCount; i++) {
float theta = acosf(1 - 2 * ((float)i + 0.5f) / initialCount);
float phi = PI * (1 + sqrtf(5)) * i;
Vector3 pos = {
center.x + radius * sinf(theta) * cosf(phi),
center.y + radius * sinf(theta) * sinf(phi),
center.z + radius * cosf(theta)
};
Vector3 radial = { pos.x - center.x, pos.y - center.y, pos.z - center.z };
Vector3 up = { 0, 1, 0 };
if (fabsf(Vector3DotProduct(radial, up)) > 0.99f) up = (Vector3){ 1, 0, 0 };
Vector3 tangent = Vector3Normalize(Vector3CrossProduct(radial, up));
Vector3 vel = { tangent.x * speed, tangent.y * speed, tangent.z * speed };
AddParticle(pos, vel, mass, 2.0f);
}
} else if (strcmp(arrangement, "random") == 0) {
for (int i = 0; i < initialCount; i++) {
Vector3 pos = {
(float)GetRandomValue(-simSize/2, simSize/2),
(float)GetRandomValue(-simSize/2, simSize/2),
(float)GetRandomValue(-simSize/2, simSize/2)
};
Vector3 vel = {
(float)GetRandomValue(-50, 50),
(float)GetRandomValue(-50, 50),
(float)GetRandomValue(-50, 50)
};
AddParticle(pos, vel, mass, 2.0f);
}
} else if (strcmp(arrangement, "solar system") == 0) {
// https://nssdc.gsfc.nasa.gov/planetary/factsheet/
// TODO: calculate initial velocities
// position velocity mass diameter
AddParticle((Vector3){0,0,0}, (Vector3){0,0,0}, 1.9891e-30f, 1.391e-6f); // Sun
AddParticle((Vector3){0,0,47.4}, (Vector3){0,0,0}, 0.33e-24f, 4.879e-3f); // Mercury
AddParticle((Vector3){0,0,35.0}, (Vector3){0,0,0}, 4.87e-24f, 12.104e-3f); // Venus
AddParticle((Vector3){0,0,29.8}, (Vector3){0,0,0}, 5.97e-24f, 12.756e-3f); // Earth
AddParticle((Vector3){0,0,24.1}, (Vector3){0,0,0}, 0.642e-24f, 6.792e-3f); // Mars
AddParticle((Vector3){0,0,13.1}, (Vector3){0,0,0}, 1898e-24f, 142.984e-3f);// Jupiter
AddParticle((Vector3){0,0,9.7}, (Vector3){0,0,0}, 568e-24f, 120.536e-3f);// Saturn
AddParticle((Vector3){0,0,6.8}, (Vector3){0,0,0}, 86.8e-24f, 51.118e-3f); // Uranus
AddParticle((Vector3){0,0,5.4}, (Vector3){0,0,0}, 102e-24f, 49.528e-3f); // Neptune
AddParticle((Vector3){0,0,4.7}, (Vector3){0,0,0}, 0.013e-24f, 2.376e-3f); // Pluto
} else {
goto funny;
}
while (!WindowShouldClose()) {
float dt = (1.0f / 60.0f) * 0.5f;
for (int i = 0; i < particleCount; i++) {
Vector3 acceleration = { 0, 0, 0 };
for (int j = 0; j < particleCount; j++) {
if (i == j) continue;
Vector3 diff = {
particles[j].pos.x - particles[i].pos.x,
particles[j].pos.y - particles[i].pos.y,
particles[j].pos.z - particles[i].pos.z
};
float distSqr = diff.x*diff.x + diff.y*diff.y + diff.z*diff.z + SOFTENING;
float dist = sqrtf(distSqr);
float force = G * particles[j].mass / distSqr;
acceleration.x += (diff.x / dist) * force;
acceleration.y += (diff.y / dist) * force;
acceleration.z += (diff.z / dist) * force;
}
particles[i].vel.x += acceleration.x * dt;
particles[i].vel.y += acceleration.y * dt;
particles[i].vel.z += acceleration.z * dt;
}
for (int i = 0; i < particleCount; i++) {
particles[i].pos.x += particles[i].vel.x * dt;
particles[i].pos.y += particles[i].vel.y * dt;
particles[i].pos.z += particles[i].vel.z * dt;
particles[i].trail[particles[i].trailCount % MAX_TRAIL] = particles[i].pos;
particles[i].trailCount++;
}
#ifdef BOX
for (int i = 0; i < particleCount; i++) {
if (particles[i].pos.x >= simSize/2 || particles[i].pos.x <= -simSize/2)
particles[i].vel.x *= -0.9;
if (particles[i].pos.y >= simSize/2 || particles[i].pos.y <= -simSize/2)
particles[i].vel.y *= -0.9;
if (particles[i].pos.z >= simSize/2 || particles[i].pos.z <= -simSize/2)
particles[i].vel.z *= -0.9;
}
#endif // BOX
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
Vector2 mousePos = GetMousePosition();
Ray ray = GetMouseRay(mousePos, camera);
float t = -ray.position.y / ray.direction.y;
Vector3 newPos = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
Vector3 vel = {
(float)GetRandomValue(-50, 50),
(float)GetRandomValue(-50, 50),
(float)GetRandomValue(-50, 50)
};
AddParticle(newPos, vel, mass, 2.0f);
}
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);
#ifdef GRID
float gridSpacing = 10.0f;
float sampleStep = 10.0f;
float gridScale = 50.0f;
for (float z = -simSize/2; z <= simSize/2; z += gridSpacing) {
Vector3 prev = { -simSize/2, gridScale * ComputeCurvature(-simSize/2, z), z };
for (float x = -simSize/2; x <= simSize/2; x += sampleStep) {
float offset = gridScale * ComputeCurvature(x, z);
Vector3 curr = { x, offset, z };
DrawLine3D(prev, curr, LIGHTGRAY);
prev = curr;
}
}
for (float x = -simSize/2; x <= simSize/2; x += gridSpacing) {
Vector3 prev = { x, gridScale * ComputeCurvature(x, -simSize/2), -simSize/2 };
for (float z = -simSize/2; z <= simSize/2; z += sampleStep) {
float offset = gridScale * ComputeCurvature(x, z);
Vector3 curr = { x, offset, z };
DrawLine3D(prev, curr, LIGHTGRAY);
prev = curr;
}
}
#endif // GRID
#ifdef COLLISIONS
for (int i = 0; i < particleCount; i++) {
for (int j = i + 1; j < particleCount; j++) {
float r_i = particles[i].diameter * 0.5f;
float r_j = particles[j].diameter * 0.5f;
if (Vector3Distance(particles[i].pos, particles[j].pos) < (r_i + r_j)) {
if (particles[i].mass >= particles[j].mass) {
particles[i].mass += particles[j].mass * 0.5f;
// Remove particle j
for (int k = j; k < particleCount - 1; k++) {
particles[k] = particles[k + 1];
}
particleCount--;
j--;
} else {
particles[j].mass += particles[i].mass * 0.5f;
// Remove particle i
for (int k = i; k < particleCount - 1; k++) {
particles[k] = particles[k + 1];
}
particleCount--;
i--;
break;
}
}
}
}
#endif // COLLISONS
for (int i = 0; i < particleCount; i++) {
int count = particles[i].trailCount < MAX_TRAIL ? particles[i].trailCount : MAX_TRAIL;
if (count > 1) {
int startIndex = (particles[i].trailCount >= MAX_TRAIL) ? (particles[i].trailCount % MAX_TRAIL) : 0;
Vector3 prev = particles[i].trail[startIndex];
for (int k = 1; k < count; k++) {
int index = (startIndex + k) % MAX_TRAIL;
DrawLine3D(prev, particles[i].trail[index], LIGHTGRAY);
prev = particles[i].trail[index];
}
}
}
for (int i = 0; i < particleCount; i++) {
DrawSphere(particles[i].pos, (float)particles[i].diameter/2, WHITE);
}
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
}
CloseWindow();
return 0;
}