' This program simulates the movement of a system of celestial bodies.
' The movements are governed by Newtons law: F = g x m1 x m2 / r2
' All bodies attract each other following that law.
' The system may have a dominant object like the sun in our system.
' If you want to manipulate the proces other than with the buttons,
' you need to know the following:
' maxb=the dimension of the arrays
' nb=the number of objects, read by the read-data construct
' in the initprog subroutine. This is the default system
'
' Use of the buttons at the bottom of the screen:
' Center: put the centre of gravity of the system in the screen centre
' Center always: center after each iteration
' Grid: toggle grid on the screen on and off
' Traces: toggle tracing of objects on and off
' Random solar: generate random system with a central star
' Random: genrate random system without a central star
' Black hole: put a black hole in the system (not yet satisfactory)
' Meteor: let a meteor traverse the system
' Zoom buttons: zoom in and out
'
option base 1 ! option angle degrees ! randomize
maxb=15 ! nb=5 ! gravity=.05
dim dist(maxb,maxb), newt(maxb,maxb), gonio(maxb,maxb)
dim f_x(maxb,maxb), f_y(maxb,maxb)
dim mass(maxb), diam(maxb), col(maxb,3), fx(maxb), fy(maxb)
dim vx(maxb), vy(maxb), xp(maxb), yp(maxb), xold(maxb), yold(maxb)
gosub initprog
loop1:
if cent=0 then goto loop3
loop2:
mtot=0 ! zx=0 ! zy=0 ' calc centre of gravity of system
for i=1 to nb
mtot=mtot+mass(i)
zx=zx+mass(i)*xp(i) ! zy=zy+mass(i)*yp(i)
next i
zx=zx/mtot ! zy=zy/mtot
for i=1 to nb
xp(i)=xp(i)-zx ! yp(i)=yp(i)-zy ' translate planets
next i
fill rect 0,0 to maxx,maxx ! grid_on(maxx,gr)
loop3:
graphics lock ' paint the system
for i=1 to nb
if abs(xp(i))<105*scal and yp(i)<105*scal then
bpaint(i,xold,yold,xp(i),yp(i),diam(i),col,traces,scal)
end if
next i
graphics unlock
for i=1 to nb-1 ' calculate dx and dy
for j=i+1 to nb
dist(i,j)=yp(j)-yp(i)
dist(j,i)=xp(j)-xp(i)
next j
next i
min=100 ! p=0 ! q=0
for i=1 to nb-1 ' calculate (squared) distances and forces
for j=i+1 to nb
newt(i,j)=dist(i,j)*dist(i,j) + dist(j,i)*dist(j,i)
newt(j,i)=gravity*mass(i)*mass(j)/newt(i,j) ' Newton formula
newt(i,j)=sqrt(newt(i,j))
if newt(i,j)<(diam(i)+diam(j))/6 then
p=i ! q=j
end if
if newt(i,j)<min then min=newt(i,j)
next j
next i
if p then
nb=merge(p,q,nb,mass,diam,col,xp,yp,xold,yold,vx,vy)
p=0 ! q=0 ! fill rect 0,0 to maxx,maxx
grid_on(maxx,gr) ! goto loop3
end if
for i=1 to nb-1 ' calculate angles (sin and cos)
for j=i+1 to nb
gonio(i,j)=dist(i,j)/newt(i,j)
gonio(j,i)=dist(j,i)/newt(i,j)
next j
next i
for i=1 to nb-1 ' calculate x-force components
for j=i+1 to nb
f_x(j,i)=gonio(j,i)*newt(j,i) ! f_x(i,j)=-f_x(j,i)
next j
next i
for i=1 to nb-1 ' calculate y-force components
for j=i+1 to nb
f_y(j,i)=gonio(i,j)*newt(j,i) ! f_y(i,j)=-f_y(j,i)
next j
next i
for j=1 to nb ' calculate total forces per planet
fx(j)=0 ! fy(j)=0
for i=1 to nb
fx(j)=fx(j)+f_x(i,j) ! fy(j)=fy(j)+f_y(i,j)
next i
next j
if min>5 then dt=1 else dt=0.1+.03*min*min
if dt=1 then
for i=1 to nb ' calculate accel, velocity and position
acc=fx(i)/mass(i) ! vx(i)=vx(i)+acc ! xp(i)=xp(i)+vx(i)-acc/2
acc=fy(i)/mass(i) ! vy(i)=vy(i)+acc ! yp(i)=yp(i)+vy(i)-acc/2
next i
else
for i=1 to nb ' calculate accel, velocity and position
acc=fx(i)/mass(i) ! vx(i)=vx(i)+acc*dt
xp(i)=xp(i)+vx(i)*dt-acc*dt*dt/2
acc=fy(i)/mass(i) ! vy(i)=vy(i)+acc*dt
yp(i)=yp(i)+vy(i)*dt-acc*dt*dt/2
next i
end if
if button_pressed("grid") then
gr=1-gr ! grid_on(maxx,gr)
end if
if button_pressed("center") then goto loop2
if button_pressed("centeralw") then cent=1-cent
if button_pressed("trace") then traces=1-traces
if button_pressed("zoomplus") then
fill rect 0,0 to maxx,maxx ! scal=scal/2 ! grid_on(maxx,gr)
end if
if button_pressed("zoommin") then
fill rect 0,0 to maxx,maxx ! scal=scal*2 ! grid_on(maxx,gr)
end if
if button_pressed("solar") then
mass(1)=4900 ! diam(1)=10 ! gravity=0.01 ! nb=12
xp(1)=0 ! yp(1)=0 ! vx(1)=0 ! vy(1)=0 ! xold(1)=0 ! yold(1)=0
for i=2 to nb
diam(i)=2+rnd(7) ! mass(i)=diam(i)*diam(i)
col(i,1)=.5+rnd(.5) ! col(i,2)=.5+rnd(.5) ! col(i,3)=.5+rnd(.5)
rr=10*i-8-rnd(5) ! ang=60*i+rnd(5)
xp(i)=rr*cos(ang) ! yp(i)=rr*sin(ang)
xold(i)=xp(i) ! yold(i)=yp(i)
vel=7/sqrt(rr) ! dd=1-2*rnd(2)
vx(i)=vel*sin(ang)*dd ! vy(i)=-vel*cos(ang)*dd
next i
fill rect 0,0 to maxx,maxx ! grid_on(maxx,gr)
end if
if button_pressed("rand") then
gravity=0.01 ! nb=8
for i=1 to nb
diam(i)=2+rnd(7) ! mass(i)=diam(i)*diam(i)
col(i,1)=.5+rnd(.5) ! col(i,2)=.5+rnd(.5) ! col(i,3)=.5+rnd(.5)
xp(i)=90-rnd(180) ! yp(i)=90-rnd(180)
xold(i)=xp(i) ! yold(i)=yp(i)
vx(i)=.2-rnd(.3) ! vy(i)=.2-rnd(.3)
vx(i)=0 ! vy(i)=0
next i
fill rect 0,0 to maxx,maxx ! grid_on(maxx,gr)
end if
if button_pressed("meteor") then
if meteo=0 then
meteo=1 ! nb=nb+1
end if
mass(nb)=10 ! diam(nb)=3 ! col(nb,1)=1 ! col(nb,2)=1 ! col(nb,3)=1
xp(nb)=-110 ! yp(nb)=-rnd(100) ! xold(nb)=xp(nb)! yold(nb)=yp(nb)
vx(nb)=2 ! vy(nb)=1
end if
if button_pressed("hole") then
if meteo=0 then
meteo=1 ! nb=nb+1
end if
mass(nb)=10000 ! diam(nb)=2 ! col(nb,1)=0 ! col(nb,2)=0 ! col(nb,3)=0
xp(nb)=50-rnd(100) ! yp(nb)=50-rnd(100) ! vx(nb)=0 ! vy(nb)=0
end if
goto loop1
end
def bpaint(i,xold(),yold(),xn,yn,dia,col(,),tr,sc)
xpix=x_to_pix(xold(i)/sc) ! ypix=y_to_pix(yold(i)/sc)
if ypix<768-dia then
fill rect xpix,ypix size dia+tr
end if
xpix=x_to_pix(xn/sc) ! ypix=y_to_pix(yn/sc)
if ypix<768-dia then
fill color col(i,1),col(i,2),col(i,3)
fill circle xpix,ypix size dia
fillback()
end if
xold(i)=xn ! yold(i)=yn
end def
def merge(p,q,nb,mass(),diam(),col(,),xp(),yp(),xold(),yold(),vx(),vy())
mtot=mass(p)+mass(q)
r=diam(p) ! if diam(q)<r then r=diam(q)
diam(p)=sqrt(diam(p)^2+diam(q)^2)
if diam(p)>10 then diam(p)=10
for j=1 to 3
col(p,j)=(mass(p)*col(p,j)+mass(q)*col(q,j))/mtot
next j
vx(p)=(mass(p)*vx(p)+mass(q)*vx(q))/mtot
vy(p)=(mass(p)*vy(p)+mass(q)*vy(q))/mtot
if q<nb then
for k=q to nb-1
mass(k)=mass(k+1) ! diam(k)=diam(k+1)
for j=1 to 3 ! col(k,j)=col(k+1,j) ! next j
xp(k)=xp(k+1) ! yp(k)=yp(k+1)
xold(k)=xold(k+1) ! yold(k)=yold(k+1)
vx(k)=vx(k+1) ! vy(k)=vy(k+1)
next k
end if
nb=nb-1
blast(x_to_pix(xp(p)),y_to_pix(yp(p)),10*r)
merge=nb
end def
def x_to_pix(x) = 3.84*x+384
def y_to_pix(y) = 384-3.84*y
def fillback()
fill color .2,.2,.2
end def
def grid_on(mx,on)
draw size 1
if on then draw color .3,.3,.3 else draw color .2,.2,.2
for aa=96 to 672 step 96
draw line 0,aa to mx,aa ! draw line aa,0 to aa,mx
next aa
end def
def blast(x,y,rad)
for i=1 to 500
fill color 1,1,1
fill circle x,y size i*rad/500
next i
for i=1 to 200
fill color 1,1,1-i/250
fill circle x,y size rad
next i
for i=1 to 200
fill color 1,1-i/250,.2
fill circle x,y size rad
next i
for i=1 to 200
fill color 1-i/250,.2,.2
fill circle x,y size rad+1
next i
end def
initprog:
graphics ! graphics clear .2,.2,.2
maxx=screen_width() ! maxy=screen_height() ! set orientation top
fill color .8,.8,.8 ! fill rect 0,769 to maxx,maxy ! fillback()
xc=maxx/2 ! yc=xc ! traces=1 ! gr=0 ! cent=0 ! scal=1 ! meteo=0
randomize
for i=1 to nb
read mass(i),diam(i)
for j=1 to 3 ! read col(i,j) ! next j
read xp(i),yp(i),vx(i),vy(i)
xold(i)=xp(i) ! yold(i)=yp(i)
next i
data 100,8,1,1,0.8,0,0,0,0, 10,4,0.6,0.7,1,50,0,0,.33
data 7,3,1,0,0,-30,0,0,.4, 0.5,2,1,1,.6,45,0,0,.1
data 12,5,0,0,1,0,60,.4,0
button "center" title "Center" at 20,maxx+10 size 120,50
button "centeralw" title "Center always" at 160,maxx+10 size 120,50
button "grid" title "Grid" at 300,maxx+10 size 120,50
button "trace" title "traces" at 440,maxx+10 size 120,50
button "solar" title "random Solar" at 580,maxx+10 size 120,50
button "rand" title "random" at 580,maxx+80 size 120,50
button "zoomplus" title "zoom +" at 20,maxx+80 size 120,50
button "zoommin" title "zoom -" at 160,maxx+80 size 120,50
button "meteor" title "Meteor" at 300,maxx+80 size 120,50
button "hole" title "Black hole" at 440,maxx+80 size 120,50
return
Celestial bodies simulation (Newton's gravitational law)
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Celestial bodies simulation (Newton's gravitational law)
Last edited by Henko on Tue Sep 10, 2013 3:01 pm, edited 1 time in total.
- Mr. Kibernetik
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Re: Celestial bodies simulation (Newton's gravitational law)
Very interesting!
I suggest you to force device rotation to vertical, because otherwise buttons can be missing from view...
I suggest you to force device rotation to vertical, because otherwise buttons can be missing from view...
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Re: Celestial bodies simulation (Newton's gravitational law)
Indeed. I added "set orientation top" to the initprog subroutineMr. Kibernetik wrote:Very interesting!
I suggest you to force device rotation to vertical, because otherwise buttons can be missing from view...
Very nice Basic now.
- Mr. Kibernetik
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Re: Celestial bodies simulation (Newton's gravitational law)
Does it run normally on your device?Henko wrote: Very nice Basic now.
- Mr. Kibernetik
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Re: Celestial bodies simulation (Newton's gravitational law)
It is more correct to put SET ORIENTATION before getting screen dimensions, because if device was initially horizontal then screen dimensions will not suit after change of orientation.
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Re: Celestial bodies simulation (Newton's gravitational law)
I didn't use all new features yet. But so far so good (iPad3 with retina screen)Mr. Kibernetik wrote:Does it run normally on your device?Henko wrote: Very nice Basic now.
- Mr. Kibernetik
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Re: Celestial bodies simulation (Newton's gravitational law)
Very nice to know that you like it!Henko wrote: I didn't use all new features yet. But so far so good (iPad3 with retina screen)