Javascript Canvas for Gravitational Orbit Simulation
Click to start, stop, rotate or zoom
The canvas above is a gravitational simulator of orbits in space.
The code is in
orbit.js. The mouse lets it stop and start
(by clicking without dragging), roll left or up (by clicking near the
center and dragging), clockwise and zoom (by clicking far from the
center and dragging). Moon colors, sizes, masses, positions, and
velocities are javascript parameters. Total momentum and and the center
of gravity are automatically normalized to (0,0,0). Trajectories are
plotted with a symmetric multistep
method.
Here's a page that puts the
javascript through its paces, and another of neat orbits, and
my full collection of orbit
simulations.
Parameters for the javascript are:
- name="increment" value="0.2"
- The value is how big a step to take each refresh. There are 20
refreshes per second. Bigger values mean faster orbits and bigger
errors.
- name="background" value="000000"
- The color of the background.
- name="work" value="5"
- The number of steps to do per increment. Increases accuracy,
increases CPU usage.
- name="sleep" value="50"
- The number of milliseconds to wait after each display. This lets
Javascript garbage collect, and allows the simulation to avoid eating all your
CPU. It does NOT give you accurate speed control.
- name="trail" value="yes"
- An optional parameter. Have all the moons leave trails. Zooming
or rotating erases the trails.
- name="energy" value="yes"
- An optional parameter. Report (current-initial)/initial total
energy and the number of times positions have been displayed.
Calculating energy requires velocity, and my integration formulas
don't track velocity, so I approximate it from the positions. For
stable simulations (like the solar system), the error in approximating
velocity overwhelms any real error in energy conservation. For
unstable simulations (like the one above), close passes cause real
errors in energy, position, you name it.
- name="eye" value="100.0 0.0 -0.3 0.0 300.0"
- Distance from center, left-rotation, up-rotation,
clockwise-rotation, zoom. Rotations are specified in radians, and are
applied in the order left, up, clockwise.
- name="stop" value="yes"
- An optional parameter. Bring up the javascript with nothing
happening. Clicking on the canvas (without dragging the mouse) will
start the action. To turn off, don't do value="no", just don't use
this parameter.
- name="length" value="10.0"
- An optional parameter. The virtual length of time to run the
simulation. There are 20 steps per second, if length=10 and
interval=0.01 the simulation will run for 10/(0.01*20) = 50 seconds.
The simulation stops once it hits its limit, then clicking on it will
reinitialize the simulation and run it again.
- name="scalemass" value="1.0"
- An optional parameter. Scale all masses by this amount. I added
it so that I could find the gravitational constant experimentally for
my solar system simulation.
- new Moon("moon1", new Point(6.0, 0.0, 6.0), new Point(0.0, 0.0, -6.0), 200.0, "#ffff00", 0.02)
- Moon 1 is defined to have: position(x,y,z), velocity(x,y,z), mass,
color, size.
Moons of weight 0 have an optimization that they're ignored when
calculating the forces on all other objects. That means 1 sun with
1000 massless satellites takes O(n) to simulate instead of
O(n2). It allows massless objects around binary stars or
in globular clusters, too.
- name="follow" value="17"
- An optional parameter. Keep the center on moon17. The default
center is the center of gravity.
- name="noperspective" value="yes"
- An optional parameter. No perspective, treat all distances as
the distance from the eye to the origin.
Here's an overview of the orbital code.
Newton's Law of Gravity lets you deduce accelerations from
positions and masses of moons (Simulate.accel()). The accelerations,
positions, and velocities (Moon.velocity()) let you approximate the
positions after a small time increment from the current time
(Moon.step()). It's convenient to take several steps per display
(Simulate.move()).
I use an explicit symmetric
multistep method for finding the next positions (Moon.step()).
This has several odd consequences:
- The next position depends on the previous Moon.POINTS positions,
not just the previous position. (That implies Moon.POINTS positions
must be found by some other method before the multistep method can be
used. See Simulate.getGoing(), described below.)
- Each of those Moon.POINTS positions has accumulated a different
error. Every Moon.POINTS position has about the same error. When
these errors get big, the moons appear to jitter in their orbits. I
call this problem jitter. The program dynamically detects and
dejitterizes jittery orbits (Simulate.dejitter(), Moon.dejitter()).
- Velocities aren't computed or stored. Multistep methods use
differences in previous positions instead of velocities. Thus
Moon.velocity() for estimating the velocity from positions when we
need it.
Since the multistep method needs Moon.degree previous positions,
Simulate.getGoing() uses a different method to find the first few
positions. First it uses the Verlet leapfrog method to make
Moon.POINTS steps 2-32th the final size. Next it fills
Moon.history steps using the multistep method. Then it takes every
other position, doubles the stepsize, and generates Moon.history more
positions. This is repeated 32 times, bringing the time increment up
to the intended size.
Total energy is supposed to be conserved. Any gain or loss of
energy corresponds to errors in the integration
(Simulate.FindEnergy()). Total energy is kinetic+potential.
Potential energy is -mass/||distance||. That is always larger than
kinetic (mass*velocity2/2) unless some objects have escape
velocity. Although Simulate.FindEnergy() could use the distances
between moons calculated in Simulate.accel(), accel() is called much
more often, so it turned out to be faster to have accel() simple and
FindEnergy() as a separate routine.
Itzu, or Crabs In Space
index of all orbit simulations.
Why there are no perpetual
motion machines
Cryptographic Protocols
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