Got the nbody demo working, and hopefully faster, too!
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1c1c67229a
commit
2650487120
1 changed files with 111 additions and 105 deletions
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@ -4,8 +4,6 @@
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fn main() {
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log "foo";
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let vec[int] inputs = vec(
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50000
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//these segfault :(
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@ -17,13 +15,12 @@ fn main() {
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let vec[Body.props] bodies = NBodySystem.MakeNBodySystem();
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for (int n in inputs) {
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// TODO: make #fmt handle floats?
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log NBodySystem.energy(bodies);
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let int i = 0;
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while (i < n) {
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bodies = NBodySystem.advance(bodies, 0.01);
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i = i+1;
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NBodySystem.advance(bodies, 0.01);
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i += 1;
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}
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log NBodySystem.energy(bodies);
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}
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@ -40,7 +37,6 @@ native "rust" mod rustrt {
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mod NBodySystem {
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fn MakeNBodySystem() -> vec[Body.props] {
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// can't iterate over a record? how about a vector, then?
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let vec[Body.props] bodies = vec(
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// these each return a Body.props
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Body.sun(),
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@ -53,10 +49,13 @@ mod NBodySystem {
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let float py = 0.0;
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let float pz = 0.0;
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for (Body.props body in bodies) {
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px += body.vx * body.mass;
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py += body.vy * body.mass;
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pz += body.vz * body.mass;
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let int i = 0;
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while (i < 5) {
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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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}
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// side-effecting
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@ -65,15 +64,15 @@ mod NBodySystem {
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ret bodies;
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}
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fn advance(vec[Body.props] bodies, float dt) -> vec[Body.props] {
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for (Body.props ibody in bodies) {
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fn advance(vec[Body.props] bodies, float dt) -> () {
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let Body.props iBody = ibody;
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for (Body.props jbody in bodies) {
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let float dx = iBody.x - jbody.x;
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let float dy = iBody.y - jbody.y;
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let float dz = iBody.z - jbody.z;
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let int i = 0;
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while (i < 5) {
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let int j = i+1;
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while (j < 5) {
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let float dx = bodies.(i).x - bodies.(j).x;
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let float dy = bodies.(i).y - bodies.(j).y;
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let float dz = bodies.(i).z - bodies.(j).z;
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let float dSquared = dx * dx + dy * dy + dz * dz;
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@ -81,23 +80,30 @@ mod NBodySystem {
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rustrt.squareroot(dSquared, distance);
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let float mag = dt / (dSquared * distance);
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iBody.vx -= dx * jbody.mass * mag;
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iBody.vy -= dy * jbody.mass * mag;
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iBody.vz -= dz * jbody.mass * mag;
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bodies.(i).vx -= dx * bodies.(j).mass * mag;
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bodies.(i).vy -= dy * bodies.(j).mass * mag;
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bodies.(i).vz -= dz * bodies.(j).mass * mag;
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bodies.(j).vx += dx * bodies.(i).mass * mag;
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bodies.(j).vy += dy * bodies.(i).mass * mag;
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bodies.(j).vz += dz * bodies.(i).mass * mag;
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j += 1;
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jbody.vx += dx * iBody.mass * mag;
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jbody.vy += dy * iBody.mass * mag;
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jbody.vz += dz * iBody.mass * mag;
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}
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}
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for (Body.props body in bodies) {
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body.x += dt * body.vx;
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body.y += dt * body.vy;
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body.z += dt * body.vz;
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i += 1;
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}
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ret bodies;
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i = 0;
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while (i < 5) {
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bodies.(i).x += dt * bodies.(i).vx;
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bodies.(i).y += dt * bodies.(i).vy;
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bodies.(i).z += dt * bodies.(i).vz;
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i += 1;
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}
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}
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fn energy(vec[Body.props] bodies) -> float {
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@ -107,110 +113,110 @@ mod NBodySystem {
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let float distance;
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let float e = 0.0;
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for (Body.props ibody in bodies) {
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let int i = 0;
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while (i < 5) {
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e += 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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// do we need this?
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let Body.props iBody = ibody;
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e += 0.5 * iBody.mass *
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( iBody.vx * iBody.vx
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+ iBody.vy * iBody.vy
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+ iBody.vz * iBody.vz );
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for (Body.props jbody in bodies) {
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// do we need this?
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let Body.props jBody = jbody;
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dx = iBody.x - jBody.x;
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dy = iBody.y - jBody.y;
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dz = iBody.z - jBody.z;
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let int j = i+1;
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while (j < 5) {
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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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rustrt.squareroot(dx*dx + dy*dy + dz*dz, distance);
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e -= (iBody.mass * jBody.mass) / distance;
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e -= (bodies.(i).mass * bodies.(j).mass) / distance;
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j += 1;
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}
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i += 1;
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}
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ret e;
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}
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}
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}
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mod Body {
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const float PI = 3.14;
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const float SOLAR_MASS = 39.47; // was 4 * PI * PI originally
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const float PI = 3.141592653589793;
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const float SOLAR_MASS = 39.478417604357432; // was 4 * PI * PI originally
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const float DAYS_PER_YEAR = 365.24;
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type props = rec(float x,
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float y,
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float z,
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float vx,
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float vy,
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float vz,
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type props = rec(mutable float x,
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mutable float y,
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mutable float z,
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mutable float vx,
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mutable float vy,
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mutable float vz,
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float mass);
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fn jupiter() -> Body.props {
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// current limitation of the float lexer: decimal part has to
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// fit into a 32-bit int.
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let Body.props p;
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p.x = 4.84e+00;
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p.y = -1.16e+00;
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p.z = -1.03e-01;
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p.vx = 1.66e-03 * DAYS_PER_YEAR;
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p.vy = 7.69e-03 * DAYS_PER_YEAR;
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p.vz = -6.90e-05 * DAYS_PER_YEAR;
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p.mass = 9.54e-04 * SOLAR_MASS;
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ret p;
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ret rec(
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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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);
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}
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fn saturn() -> Body.props {
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let Body.props p;
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p.x = 8.34e+00;
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p.y = 4.12e+00;
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p.z = -4.03e-01;
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p.vx = -2.76e-03 * DAYS_PER_YEAR;
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p.vy = 4.99e-03 * DAYS_PER_YEAR;
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p.vz = 2.30e-05 * DAYS_PER_YEAR;
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p.mass = 2.85e-04 * SOLAR_MASS;
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ret p;
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ret rec(
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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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}
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fn uranus() -> Body.props {
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let Body.props p;
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p.x = 1.28e+01;
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p.y = -1.51e+01;
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p.z = -2.23e-01;
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p.vx = 2.96e-03 * DAYS_PER_YEAR;
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p.vy = 2.37e-03 * DAYS_PER_YEAR;
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p.vz = -2.96e-05 * DAYS_PER_YEAR;
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p.mass = 4.36e-05 * SOLAR_MASS;
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ret p;
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ret rec(
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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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);
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}
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fn neptune() -> Body.props {
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let Body.props p;
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p.x = 1.53e+01;
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p.y = -2.59e+01;
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p.z = 1.79e-01;
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p.vx = 2.68e-03 * DAYS_PER_YEAR;
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p.vy = 1.62e-03 * DAYS_PER_YEAR;
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p.vz = -9.51e-05 * DAYS_PER_YEAR;
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p.mass = 5.15e-05 * SOLAR_MASS;
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ret p;
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ret rec(
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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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}
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fn sun() -> Body.props {
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let Body.props p;
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p.mass = SOLAR_MASS;
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ret p;
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ret rec(
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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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}
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impure fn offsetMomentum(mutable Body.props props,
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float px,
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float py,
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float pz) -> Body.props {
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impure fn offsetMomentum(&Body.props props,
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float px,
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float py,
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float pz) -> () {
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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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