Got the nbody demo working, and hopefully faster, too!

This commit is contained in:
Lindsey Kuper 2011-03-26 15:14:22 -07:00 committed by Graydon Hoare
parent 1c1c67229a
commit 2650487120

View file

@ -4,8 +4,6 @@
fn main() {
log "foo";
let vec[int] inputs = vec(
50000
//these segfault :(
@ -17,13 +15,12 @@ fn main() {
let vec[Body.props] bodies = NBodySystem.MakeNBodySystem();
for (int n in inputs) {
// TODO: make #fmt handle floats?
log NBodySystem.energy(bodies);
let int i = 0;
while (i < n) {
bodies = NBodySystem.advance(bodies, 0.01);
i = i+1;
NBodySystem.advance(bodies, 0.01);
i += 1;
}
log NBodySystem.energy(bodies);
}
@ -40,7 +37,6 @@ native "rust" mod rustrt {
mod NBodySystem {
fn MakeNBodySystem() -> vec[Body.props] {
// can't iterate over a record? how about a vector, then?
let vec[Body.props] bodies = vec(
// these each return a Body.props
Body.sun(),
@ -53,10 +49,13 @@ mod NBodySystem {
let float py = 0.0;
let float pz = 0.0;
for (Body.props body in bodies) {
px += body.vx * body.mass;
py += body.vy * body.mass;
pz += body.vz * body.mass;
let int i = 0;
while (i < 5) {
px += bodies.(i).vx * bodies.(i).mass;
py += bodies.(i).vy * bodies.(i).mass;
pz += bodies.(i).vz * bodies.(i).mass;
i += 1;
}
// side-effecting
@ -65,15 +64,15 @@ mod NBodySystem {
ret bodies;
}
fn advance(vec[Body.props] bodies, float dt) -> vec[Body.props] {
for (Body.props ibody in bodies) {
fn advance(vec[Body.props] bodies, float dt) -> () {
let Body.props iBody = ibody;
for (Body.props jbody in bodies) {
let float dx = iBody.x - jbody.x;
let float dy = iBody.y - jbody.y;
let float dz = iBody.z - jbody.z;
let int i = 0;
while (i < 5) {
let int j = i+1;
while (j < 5) {
let float dx = bodies.(i).x - bodies.(j).x;
let float dy = bodies.(i).y - bodies.(j).y;
let float dz = bodies.(i).z - bodies.(j).z;
let float dSquared = dx * dx + dy * dy + dz * dz;
@ -81,23 +80,30 @@ mod NBodySystem {
rustrt.squareroot(dSquared, distance);
let float mag = dt / (dSquared * distance);
iBody.vx -= dx * jbody.mass * mag;
iBody.vy -= dy * jbody.mass * mag;
iBody.vz -= dz * jbody.mass * mag;
bodies.(i).vx -= dx * bodies.(j).mass * mag;
bodies.(i).vy -= dy * bodies.(j).mass * mag;
bodies.(i).vz -= dz * bodies.(j).mass * mag;
bodies.(j).vx += dx * bodies.(i).mass * mag;
bodies.(j).vy += dy * bodies.(i).mass * mag;
bodies.(j).vz += dz * bodies.(i).mass * mag;
j += 1;
jbody.vx += dx * iBody.mass * mag;
jbody.vy += dy * iBody.mass * mag;
jbody.vz += dz * iBody.mass * mag;
}
}
for (Body.props body in bodies) {
body.x += dt * body.vx;
body.y += dt * body.vy;
body.z += dt * body.vz;
i += 1;
}
ret bodies;
i = 0;
while (i < 5) {
bodies.(i).x += dt * bodies.(i).vx;
bodies.(i).y += dt * bodies.(i).vy;
bodies.(i).z += dt * bodies.(i).vz;
i += 1;
}
}
fn energy(vec[Body.props] bodies) -> float {
@ -107,110 +113,110 @@ mod NBodySystem {
let float distance;
let float e = 0.0;
for (Body.props ibody in bodies) {
let int i = 0;
while (i < 5) {
e += 0.5 * bodies.(i).mass *
( bodies.(i).vx * bodies.(i).vx
+ bodies.(i).vy * bodies.(i).vy
+ bodies.(i).vz * bodies.(i).vz );
// do we need this?
let Body.props iBody = ibody;
e += 0.5 * iBody.mass *
( iBody.vx * iBody.vx
+ iBody.vy * iBody.vy
+ iBody.vz * iBody.vz );
for (Body.props jbody in bodies) {
// do we need this?
let Body.props jBody = jbody;
dx = iBody.x - jBody.x;
dy = iBody.y - jBody.y;
dz = iBody.z - jBody.z;
let int j = i+1;
while (j < 5) {
dx = bodies.(i).x - bodies.(j).x;
dy = bodies.(i).y - bodies.(j).y;
dz = bodies.(i).z - bodies.(j).z;
rustrt.squareroot(dx*dx + dy*dy + dz*dz, distance);
e -= (iBody.mass * jBody.mass) / distance;
e -= (bodies.(i).mass * bodies.(j).mass) / distance;
j += 1;
}
i += 1;
}
ret e;
}
}
}
mod Body {
const float PI = 3.14;
const float SOLAR_MASS = 39.47; // was 4 * PI * PI originally
const float PI = 3.141592653589793;
const float SOLAR_MASS = 39.478417604357432; // was 4 * PI * PI originally
const float DAYS_PER_YEAR = 365.24;
type props = rec(float x,
float y,
float z,
float vx,
float vy,
float vz,
type props = rec(mutable float x,
mutable float y,
mutable float z,
mutable float vx,
mutable float vy,
mutable float vz,
float mass);
fn jupiter() -> Body.props {
// current limitation of the float lexer: decimal part has to
// fit into a 32-bit int.
let Body.props p;
p.x = 4.84e+00;
p.y = -1.16e+00;
p.z = -1.03e-01;
p.vx = 1.66e-03 * DAYS_PER_YEAR;
p.vy = 7.69e-03 * DAYS_PER_YEAR;
p.vz = -6.90e-05 * DAYS_PER_YEAR;
p.mass = 9.54e-04 * SOLAR_MASS;
ret p;
ret rec(
mutable x = 4.84143144246472090e+00,
mutable y = -1.16032004402742839e+00,
mutable z = -1.03622044471123109e-01,
mutable vx = 1.66007664274403694e-03 * DAYS_PER_YEAR,
mutable vy = 7.69901118419740425e-03 * DAYS_PER_YEAR,
mutable vz = -6.90460016972063023e-05 * DAYS_PER_YEAR,
mass = 9.54791938424326609e-04 * SOLAR_MASS
);
}
fn saturn() -> Body.props {
let Body.props p;
p.x = 8.34e+00;
p.y = 4.12e+00;
p.z = -4.03e-01;
p.vx = -2.76e-03 * DAYS_PER_YEAR;
p.vy = 4.99e-03 * DAYS_PER_YEAR;
p.vz = 2.30e-05 * DAYS_PER_YEAR;
p.mass = 2.85e-04 * SOLAR_MASS;
ret p;
ret rec(
mutable x = 8.34336671824457987e+00,
mutable y = 4.12479856412430479e+00,
mutable z = -4.03523417114321381e-01,
mutable vx = -2.76742510726862411e-03 * DAYS_PER_YEAR,
mutable vy = 4.99852801234917238e-03 * DAYS_PER_YEAR,
mutable vz = 2.30417297573763929e-05 * DAYS_PER_YEAR,
mass = 2.85885980666130812e-04 * SOLAR_MASS
);
}
fn uranus() -> Body.props {
let Body.props p;
p.x = 1.28e+01;
p.y = -1.51e+01;
p.z = -2.23e-01;
p.vx = 2.96e-03 * DAYS_PER_YEAR;
p.vy = 2.37e-03 * DAYS_PER_YEAR;
p.vz = -2.96e-05 * DAYS_PER_YEAR;
p.mass = 4.36e-05 * SOLAR_MASS;
ret p;
ret rec(
mutable x = 1.28943695621391310e+01,
mutable y = -1.51111514016986312e+01,
mutable z = -2.23307578892655734e-01,
mutable vx = 2.96460137564761618e-03 * DAYS_PER_YEAR,
mutable vy = 2.37847173959480950e-03 * DAYS_PER_YEAR,
mutable vz = -2.96589568540237556e-05 * DAYS_PER_YEAR,
mass = 4.36624404335156298e-05 * SOLAR_MASS
);
}
fn neptune() -> Body.props {
let Body.props p;
p.x = 1.53e+01;
p.y = -2.59e+01;
p.z = 1.79e-01;
p.vx = 2.68e-03 * DAYS_PER_YEAR;
p.vy = 1.62e-03 * DAYS_PER_YEAR;
p.vz = -9.51e-05 * DAYS_PER_YEAR;
p.mass = 5.15e-05 * SOLAR_MASS;
ret p;
ret rec(
mutable x = 1.53796971148509165e+01,
mutable y = -2.59193146099879641e+01,
mutable z = 1.79258772950371181e-01,
mutable vx = 2.68067772490389322e-03 * DAYS_PER_YEAR,
mutable vy = 1.62824170038242295e-03 * DAYS_PER_YEAR,
mutable vz = -9.51592254519715870e-05 * DAYS_PER_YEAR,
mass = 5.15138902046611451e-05 * SOLAR_MASS
);
}
fn sun() -> Body.props {
let Body.props p;
p.mass = SOLAR_MASS;
ret p;
ret rec(
mutable x = 0.0,
mutable y = 0.0,
mutable z = 0.0,
mutable vx = 0.0,
mutable vy = 0.0,
mutable vz = 0.0,
mass = SOLAR_MASS
);
}
impure fn offsetMomentum(mutable Body.props props,
float px,
float py,
float pz) -> Body.props {
impure fn offsetMomentum(&Body.props props,
float px,
float py,
float pz) -> () {
props.vx = -px / SOLAR_MASS;
props.vy = -py / SOLAR_MASS;
props.vz = -pz / SOLAR_MASS;