#simulation #nbody #gravity


An optimized framework for n-(hard)-body gravitational simulation

8 releases

✓ Uses Rust 2018 edition

new 0.0.9 Jan 23, 2020
0.0.8 Jan 15, 2020
0.0.6 Dec 8, 2019
0.0.5 Sep 19, 2019

#5 in Simulation

Download history 10/week @ 2019-10-05 6/week @ 2019-10-12 16/week @ 2019-10-19 11/week @ 2019-10-26 15/week @ 2019-11-02 2/week @ 2019-11-09 18/week @ 2019-11-16 10/week @ 2019-11-23 10/week @ 2019-11-30 65/week @ 2019-12-07 6/week @ 2019-12-28 2/week @ 2020-01-04 44/week @ 2020-01-11

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docs.rs crates.io Build Status Have you used this project in your work? I'd love to hear about it and work with you. Email me at alex@alex-hansen.com.

About the project

This is a project in re-implementing a C++ particle simulation in Rust for speed comparison purposes. I originally created this tree at Trinity University with Dr. Mark Lewis around 2015. Rust changed a lot in the following years, and so I re-wrote it in 2019.

example in 3d 3d websocket-based simulation is available in the examples directory and was provided by Casey Primozic.

What exactly does it do?

It constructs a spatial k-d tree (3 dimensions) and optimally calculates gravitational acceleration forces and collisions.

Getting started with bigbang

Implementing the AsEntity trait

(or just using the provided Entity struct)

In order to use your arbitrary type inside this tree, your struct must be AsEntity + Clone + Send + Sync. I'd like to eventually get rid of the Clone requirement, but currently the tree works in an immutable way where each time step an entirely new tree is constructed with the gravitational acceleration applied to it. This makes parallelism easier to reason about and safer, and requires Clone. Send and Sync are required for the parallelism.

The real meat and potatoes you must implement is the trait AsEntity. To do so, you must provide a way to represent your struct as a gravitational entity, and a way in which it responds to acceleration forces. This looks like:

fn as_entity(&self) -> Entity;
fn respond(&self, simulation_result: SimulationResult, time_step: f64) -> Self;

as_entity must take your struct and return it as a gravitational entity consisting of a velocity vector, a position vector, a radius, and a mass:

use bigbang::Entity;
struct Entity {
    pub vx: f64,
    pub vy: f64,
    pub vz: f64,
    pub x: f64,
    pub y: f64,
    pub z: f64,
    pub radius: f64,
    pub mass: f64,

respond(&self, simulation_result: SimulationResult, time_step: f64) -> Self allows the user to decide how to respond to the simulation results. If you have no custom fields to keep track of, and just want a quick visually appealing simulation, you can use bigbang::Entity directly, as is done in examples/sample_simulation.rs.

Starting the Simulation

Now that you have a compliant type with sufficient trait implementations, you may construct a vector with the starting positions for all of these entities. Pass a mutable reference to that vector and a time_step coefficent into GravTree::new() and you'll be off to the races:

use bigbang::{ GravTree, AsEntity };

struct MyEntity { ... }

impl AsEntity for MyEntity { ...}

let mut my_fun_vec:Vec<MyEntity> = vec![entity1, entity2, entity3];
let grav_tree = GravTree::new(&my_fun_vec, 0.2);

The time_step coefficient is later passed into respond(). It can be used to effectively control the granularity of the simulation, i.e. how much each simulation frame actually impacts the movement of the entities. A smaller time_step will result in a more granular, more precise simulation. You'll probably have to play around with the constants a little bit to find something ideal for your use case.In order to advance the simulation, call grav_tree.time_step(). Given enough particles, this will probably heat up your computer. It will also eat all of your threads.

See the examples directory for a minimalist working example.

Saving output and loading from files

bigbang supports both saving to data files and loading from them. Be warned, when saving to a data file, it does not currently save out the time_step value. You must provide that again when you load from a file.

The reason for this is because the output is compliant with visualization software like SwiftViz.

C/C++ Interface

If you are hoping to use this with C or C++, I have provided FFI functionality. I have tested it on a small scale. I would love to work with you to test it on a larger scale and help you set it up. Contact me at alex@alex-hansen.com if you'd like help setting this up in C/C++.