2011-03-24 20:20:49 -05:00
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// based on:
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// http://shootout.alioth.debian.org/u32/benchmark.php?test=nbody&lang=java
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2011-05-03 19:49:58 -05:00
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native "llvm" mod llvm {
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2011-07-27 07:19:39 -05:00
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fn sqrt(n: float) -> float = "sqrt.f64";
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2011-03-28 10:23:33 -05:00
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}
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2011-03-24 20:20:49 -05:00
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fn main() {
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2011-07-27 07:48:34 -05:00
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//
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// Leave these commented out to
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// finish in a reasonable time
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// during 'make check' under valgrind
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// 5000000
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// 50000000
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2011-08-12 17:42:39 -05:00
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let inputs: [int] = ~[50000, 500000];
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2011-03-24 20:20:49 -05:00
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2011-08-12 17:42:39 -05:00
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let bodies: [Body::props] = NBodySystem::MakeNBodySystem();
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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for n: int in inputs {
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2011-05-12 10:24:54 -05:00
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log NBodySystem::energy(bodies);
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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let i: int = 0;
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while i < n { NBodySystem::advance(bodies, 0.01); i += 1; }
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2011-05-12 10:24:54 -05:00
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log NBodySystem::energy(bodies);
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2011-03-24 20:20:49 -05:00
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}
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}
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2011-05-12 10:24:54 -05:00
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// Body::props is a record of floats, so
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// vec[Body::props] is a vector of records of floats
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2011-03-24 20:20:49 -05:00
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mod NBodySystem {
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2011-08-12 17:42:39 -05:00
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fn MakeNBodySystem() -> [Body::props] {
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2011-07-27 07:48:34 -05:00
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// these each return a Body::props
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2011-08-12 17:42:39 -05:00
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let bodies: [Body::props] =
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~[Body::sun(), Body::jupiter(), Body::saturn(), Body::uranus(),
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2011-07-27 07:19:39 -05:00
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Body::neptune()];
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let px: float = 0.0;
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let py: float = 0.0;
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let pz: float = 0.0;
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let i: int = 0;
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while i < 5 {
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2011-03-26 17:14:22 -05:00
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px += bodies.(i).vx * bodies.(i).mass;
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py += bodies.(i).vy * bodies.(i).mass;
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pz += bodies.(i).vz * bodies.(i).mass;
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i += 1;
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2011-03-24 20:20:49 -05:00
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}
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2011-03-25 15:40:40 -05:00
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// side-effecting
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2011-05-12 10:24:54 -05:00
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Body::offsetMomentum(bodies.(0), px, py, pz);
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2011-03-24 20:20:49 -05:00
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ret bodies;
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}
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2011-08-12 17:42:39 -05:00
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fn advance(bodies: &[Body::props], dt: float) {
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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let i: int = 0;
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while i < 5 {
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let j: int = i + 1;
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while j < 5 { advance_one(bodies.(i), bodies.(j), dt); j += 1; }
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2011-03-24 20:20:49 -05:00
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2011-03-26 17:14:22 -05:00
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i += 1;
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2011-03-24 20:20:49 -05:00
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}
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2011-03-26 17:14:22 -05:00
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i = 0;
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2011-07-27 07:19:39 -05:00
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while i < 5 { move(bodies.(i), dt); i += 1; }
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2011-03-24 20:20:49 -05:00
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}
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2011-07-27 07:19:39 -05:00
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fn advance_one(bi: &Body::props, bj: &Body::props, dt: float) {
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let dx: float = bi.x - bj.x;
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let dy: float = bi.y - bj.y;
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let dz: float = bi.z - bj.z;
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2011-03-27 01:06:06 -05:00
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2011-07-27 07:19:39 -05:00
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let dSquared: float = dx * dx + dy * dy + dz * dz;
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2011-03-27 01:06:06 -05:00
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2011-07-27 07:19:39 -05:00
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let distance: float = llvm::sqrt(dSquared);
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let mag: float = dt / (dSquared * distance);
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2011-03-27 01:06:06 -05:00
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bi.vx -= dx * bj.mass * mag;
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bi.vy -= dy * bj.mass * mag;
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bi.vz -= dz * bj.mass * mag;
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bj.vx += dx * bi.mass * mag;
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bj.vy += dy * bi.mass * mag;
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bj.vz += dz * bi.mass * mag;
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}
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2011-07-27 07:19:39 -05:00
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fn move(b: &Body::props, dt: float) {
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2011-03-28 10:23:33 -05:00
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b.x += dt * b.vx;
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b.y += dt * b.vy;
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b.z += dt * b.vz;
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}
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2011-08-12 17:42:39 -05:00
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fn energy(bodies: &[Body::props]) -> float {
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2011-07-27 07:19:39 -05:00
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let dx: float;
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let dy: float;
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let dz: float;
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let distance: float;
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let e: float = 0.0;
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let i: int = 0;
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while i < 5 {
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e +=
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0.5 * bodies.(i).mass *
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(bodies.(i).vx * bodies.(i).vx +
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bodies.(i).vy * bodies.(i).vy +
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bodies.(i).vz * bodies.(i).vz);
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let j: int = i + 1;
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while j < 5 {
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2011-03-26 17:14:22 -05:00
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dx = bodies.(i).x - bodies.(j).x;
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dy = bodies.(i).y - bodies.(j).y;
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dz = bodies.(i).z - bodies.(j).z;
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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distance = llvm::sqrt(dx * dx + dy * dy + dz * dz);
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e -= bodies.(i).mass * bodies.(j).mass / distance;
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2011-07-13 17:44:09 -05:00
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2011-03-26 17:14:22 -05:00
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j += 1;
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2011-03-24 20:20:49 -05:00
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}
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2011-03-26 17:14:22 -05:00
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i += 1;
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2011-03-24 20:20:49 -05:00
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}
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ret e;
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2011-03-26 17:14:22 -05:00
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}
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2011-03-24 20:20:49 -05:00
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}
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mod Body {
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2011-03-26 17:14:22 -05:00
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2011-07-27 07:19:39 -05:00
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const PI: float = 3.141592653589793;
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const SOLAR_MASS: float = 39.478417604357432;
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// was 4 * PI * PI originally
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const DAYS_PER_YEAR: float = 365.24;
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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type props =
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{mutable x: float,
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mutable y: float,
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mutable z: float,
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mutable vx: float,
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mutable vy: float,
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mutable vz: float,
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mass: float};
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2011-03-24 20:20:49 -05:00
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2011-05-12 10:24:54 -05:00
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fn jupiter() -> Body::props {
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2011-07-27 07:19:39 -05:00
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ret {mutable x: 4.84143144246472090e+00,
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mutable y: -1.16032004402742839e+00,
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mutable z: -1.03622044471123109e-01,
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mutable vx: 1.66007664274403694e-03 * DAYS_PER_YEAR,
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mutable vy: 7.69901118419740425e-03 * DAYS_PER_YEAR,
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mutable vz: -6.90460016972063023e-05 * DAYS_PER_YEAR,
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mass: 9.54791938424326609e-04 * SOLAR_MASS};
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2011-03-24 20:20:49 -05:00
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}
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2011-05-12 10:24:54 -05:00
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fn saturn() -> Body::props {
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2011-07-27 07:19:39 -05:00
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ret {mutable x: 8.34336671824457987e+00,
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mutable y: 4.12479856412430479e+00,
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mutable z: -4.03523417114321381e-01,
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mutable vx: -2.76742510726862411e-03 * DAYS_PER_YEAR,
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mutable vy: 4.99852801234917238e-03 * DAYS_PER_YEAR,
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mutable vz: 2.30417297573763929e-05 * DAYS_PER_YEAR,
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mass: 2.85885980666130812e-04 * SOLAR_MASS};
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}
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2011-03-24 20:20:49 -05:00
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2011-05-12 10:24:54 -05:00
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fn uranus() -> Body::props {
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2011-07-27 07:19:39 -05:00
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ret {mutable x: 1.28943695621391310e+01,
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mutable y: -1.51111514016986312e+01,
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mutable z: -2.23307578892655734e-01,
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mutable vx: 2.96460137564761618e-03 * DAYS_PER_YEAR,
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mutable vy: 2.37847173959480950e-03 * DAYS_PER_YEAR,
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mutable vz: -2.96589568540237556e-05 * DAYS_PER_YEAR,
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mass: 4.36624404335156298e-05 * SOLAR_MASS};
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2011-03-24 20:20:49 -05:00
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}
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2011-05-12 10:24:54 -05:00
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fn neptune() -> Body::props {
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2011-07-27 07:19:39 -05:00
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ret {mutable x: 1.53796971148509165e+01,
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mutable y: -2.59193146099879641e+01,
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mutable z: 1.79258772950371181e-01,
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mutable vx: 2.68067772490389322e-03 * DAYS_PER_YEAR,
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mutable vy: 1.62824170038242295e-03 * DAYS_PER_YEAR,
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mutable vz: -9.51592254519715870e-05 * DAYS_PER_YEAR,
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mass: 5.15138902046611451e-05 * SOLAR_MASS};
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}
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2011-03-24 20:20:49 -05:00
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2011-07-27 07:19:39 -05:00
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fn sun() -> Body::props {
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ret {mutable x: 0.0,
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mutable y: 0.0,
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mutable z: 0.0,
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mutable vx: 0.0,
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mutable vy: 0.0,
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mutable vz: 0.0,
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mass: SOLAR_MASS};
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}
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fn offsetMomentum(props: &Body::props, px: float, py: float, pz: float) {
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props.vx = -px / SOLAR_MASS;
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props.vy = -py / SOLAR_MASS;
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props.vz = -pz / SOLAR_MASS;
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}
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}
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