bench: rewrite nbody for better vectorization
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@ -39,134 +39,175 @@
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// OF THE POSSIBILITY OF SUCH DAMAGE.
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use std::mem;
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use std::ops::{Add, Sub, Mul};
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const PI: f64 = 3.141592653589793;
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const SOLAR_MASS: f64 = 4.0 * PI * PI;
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const YEAR: f64 = 365.24;
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const N_BODIES: usize = 5;
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const N_PAIRS: usize = N_BODIES * (N_BODIES - 1) / 2;
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static BODIES: [Planet;N_BODIES] = [
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const BODIES: [Planet; N_BODIES] = [
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// Sun
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Planet {
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x: 0.0, y: 0.0, z: 0.0,
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vx: 0.0, vy: 0.0, vz: 0.0,
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pos: Vec3(0.0, 0.0, 0.0),
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vel: Vec3(0.0, 0.0, 0.0),
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mass: SOLAR_MASS,
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},
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// Jupiter
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Planet {
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x: 4.84143144246472090e+00,
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y: -1.16032004402742839e+00,
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z: -1.03622044471123109e-01,
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vx: 1.66007664274403694e-03 * YEAR,
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vy: 7.69901118419740425e-03 * YEAR,
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vz: -6.90460016972063023e-05 * YEAR,
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pos: Vec3(4.84143144246472090e+00,
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-1.16032004402742839e+00,
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-1.03622044471123109e-01),
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vel: Vec3(1.66007664274403694e-03 * YEAR,
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7.69901118419740425e-03 * YEAR,
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-6.90460016972063023e-05 * YEAR),
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mass: 9.54791938424326609e-04 * SOLAR_MASS,
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},
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// Saturn
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Planet {
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x: 8.34336671824457987e+00,
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y: 4.12479856412430479e+00,
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z: -4.03523417114321381e-01,
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vx: -2.76742510726862411e-03 * YEAR,
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vy: 4.99852801234917238e-03 * YEAR,
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vz: 2.30417297573763929e-05 * YEAR,
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pos: Vec3(8.34336671824457987e+00,
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4.12479856412430479e+00,
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-4.03523417114321381e-01),
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vel: Vec3(-2.76742510726862411e-03 * YEAR,
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4.99852801234917238e-03 * YEAR,
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2.30417297573763929e-05 * YEAR),
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mass: 2.85885980666130812e-04 * SOLAR_MASS,
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},
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// Uranus
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Planet {
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x: 1.28943695621391310e+01,
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y: -1.51111514016986312e+01,
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z: -2.23307578892655734e-01,
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vx: 2.96460137564761618e-03 * YEAR,
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vy: 2.37847173959480950e-03 * YEAR,
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vz: -2.96589568540237556e-05 * YEAR,
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pos: Vec3(1.28943695621391310e+01,
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-1.51111514016986312e+01,
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-2.23307578892655734e-01),
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vel: Vec3(2.96460137564761618e-03 * YEAR,
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2.37847173959480950e-03 * YEAR,
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-2.96589568540237556e-05 * YEAR),
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mass: 4.36624404335156298e-05 * SOLAR_MASS,
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},
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// Neptune
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Planet {
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x: 1.53796971148509165e+01,
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y: -2.59193146099879641e+01,
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z: 1.79258772950371181e-01,
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vx: 2.68067772490389322e-03 * YEAR,
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vy: 1.62824170038242295e-03 * YEAR,
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vz: -9.51592254519715870e-05 * YEAR,
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pos: Vec3(1.53796971148509165e+01,
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-2.59193146099879641e+01,
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1.79258772950371181e-01),
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vel: Vec3(2.68067772490389322e-03 * YEAR,
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1.62824170038242295e-03 * YEAR,
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-9.51592254519715870e-05 * YEAR),
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mass: 5.15138902046611451e-05 * SOLAR_MASS,
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},
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];
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#[derive(Copy, Clone)]
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/// A 3d Vector type with oveloaded operators to improve readability.
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#[derive(Clone, Copy)]
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struct Vec3(pub f64, pub f64, pub f64);
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impl Vec3 {
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fn zero() -> Self { Vec3(0.0, 0.0, 0.0) }
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fn norm(&self) -> f64 { self.squared_norm().sqrt() }
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fn squared_norm(&self) -> f64 {
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self.0 * self.0 + self.1 * self.1 + self.2 * self.2
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}
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}
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impl Add for Vec3 {
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type Output = Self;
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fn add(self, rhs: Self) -> Self {
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Vec3(self.0 + rhs.0, self.1 + rhs.1, self.2 + rhs.2)
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}
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}
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impl Sub for Vec3 {
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type Output = Self;
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fn sub(self, rhs: Self) -> Self {
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Vec3(self.0 - rhs.0, self.1 - rhs.1, self.2 - rhs.2)
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}
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}
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impl Mul<f64> for Vec3 {
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type Output = Self;
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fn mul(self, rhs: f64) -> Self {
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Vec3(self.0 * rhs, self.1 * rhs, self.2 * rhs)
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}
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}
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#[derive(Clone, Copy)]
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struct Planet {
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x: f64, y: f64, z: f64,
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vx: f64, vy: f64, vz: f64,
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pos: Vec3,
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vel: Vec3,
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mass: f64,
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}
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fn advance(bodies: &mut [Planet;N_BODIES], dt: f64, steps: isize) {
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for _ in 0..steps {
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let mut b_slice: &mut [_] = bodies;
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loop {
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let bi = match shift_mut_ref(&mut b_slice) {
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Some(bi) => bi,
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None => break
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};
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for bj in &mut *b_slice {
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let dx = bi.x - bj.x;
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let dy = bi.y - bj.y;
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let dz = bi.z - bj.z;
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let d2 = dx * dx + dy * dy + dz * dz;
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let mag = dt / (d2 * d2.sqrt());
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let massj_mag = bj.mass * mag;
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bi.vx -= dx * massj_mag;
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bi.vy -= dy * massj_mag;
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bi.vz -= dz * massj_mag;
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let massi_mag = bi.mass * mag;
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bj.vx += dx * massi_mag;
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bj.vy += dy * massi_mag;
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bj.vz += dz * massi_mag;
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}
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bi.x += dt * bi.vx;
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bi.y += dt * bi.vy;
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bi.z += dt * bi.vz;
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/// Computes all pairwise position differences between the planets.
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fn pairwise_diffs(bodies: &[Planet; N_BODIES], diff: &mut [Vec3; N_PAIRS]) {
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let mut bodies = bodies.iter();
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let mut diff = diff.iter_mut();
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while let Some(bi) = bodies.next() {
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for bj in bodies.clone() {
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*diff.next().unwrap() = bi.pos - bj.pos;
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}
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}
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}
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fn energy(bodies: &[Planet;N_BODIES]) -> f64 {
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/// Computes the magnitude of the force between each pair of planets.
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fn magnitudes(diff: &[Vec3; N_PAIRS], dt: f64, mag: &mut [f64; N_PAIRS]) {
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for (mag, diff) in mag.iter_mut().zip(diff.iter()) {
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let d2 = diff.squared_norm();
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*mag = dt / (d2 * d2.sqrt());
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}
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}
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/// Updates the velocities of the planets by computing their gravitational
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/// accelerations and performing one step of Euler integration.
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fn update_velocities(bodies: &mut [Planet; N_BODIES], dt: f64,
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diff: &mut [Vec3; N_PAIRS], mag: &mut [f64; N_PAIRS]) {
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pairwise_diffs(bodies, diff);
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magnitudes(&diff, dt, mag);
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let mut bodies = &mut bodies[..];
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let mut mag = mag.iter();
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let mut diff = diff.iter();
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while let Some(bi) = shift_mut_ref(&mut bodies) {
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for bj in bodies.iter_mut() {
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let diff = *diff.next().unwrap();
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let mag = *mag.next().unwrap();
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bi.vel = bi.vel - diff * (bj.mass * mag);
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bj.vel = bj.vel + diff * (bi.mass * mag);
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}
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}
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}
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/// Advances the solar system by one timestep by first updating the
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/// velocities and then integrating the positions using the updated velocities.
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///
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/// Note: the `diff` & `mag` arrays are effectively scratch space. They're
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/// provided as arguments to avoid re-zeroing them every time `advance` is
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/// called.
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fn advance(mut bodies: &mut [Planet; N_BODIES], dt: f64,
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diff: &mut [Vec3; N_PAIRS], mag: &mut [f64; N_PAIRS]) {
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update_velocities(bodies, dt, diff, mag);
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for body in bodies.iter_mut() {
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body.pos = body.pos + body.vel * dt;
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}
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}
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/// Computes the total energy of the solar system.
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fn energy(bodies: &[Planet; N_BODIES]) -> f64 {
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let mut e = 0.0;
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let mut bodies = bodies.iter();
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loop {
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let bi = match bodies.next() {
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Some(bi) => bi,
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None => break
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};
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e += (bi.vx * bi.vx + bi.vy * bi.vy + bi.vz * bi.vz) * bi.mass / 2.0;
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for bj in bodies.clone() {
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let dx = bi.x - bj.x;
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let dy = bi.y - bj.y;
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let dz = bi.z - bj.z;
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let dist = (dx * dx + dy * dy + dz * dz).sqrt();
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e -= bi.mass * bj.mass / dist;
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}
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while let Some(bi) = bodies.next() {
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e += bi.vel.squared_norm() * bi.mass / 2.0
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- bi.mass * bodies.clone()
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.map(|bj| bj.mass / (bi.pos - bj.pos).norm())
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.fold(0.0, |a, b| a + b);
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}
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e
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}
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fn offset_momentum(bodies: &mut [Planet;N_BODIES]) {
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let mut px = 0.0;
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let mut py = 0.0;
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let mut pz = 0.0;
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for bi in bodies.iter() {
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px += bi.vx * bi.mass;
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py += bi.vy * bi.mass;
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pz += bi.vz * bi.mass;
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}
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let sun = &mut bodies[0];
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sun.vx = - px / SOLAR_MASS;
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sun.vy = - py / SOLAR_MASS;
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sun.vz = - pz / SOLAR_MASS;
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/// Offsets the sun's velocity to make the overall momentum of the system zero.
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fn offset_momentum(bodies: &mut [Planet; N_BODIES]) {
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let p = bodies.iter().fold(Vec3::zero(), |v, b| v + b.vel * b.mass);
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bodies[0].vel = p * (-1.0 / bodies[0].mass);
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}
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fn main() {
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@ -178,11 +219,15 @@ fn main() {
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.unwrap_or(1000)
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};
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let mut bodies = BODIES;
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let mut diff = [Vec3::zero(); N_PAIRS];
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let mut mag = [0.0f64; N_PAIRS];
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offset_momentum(&mut bodies);
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println!("{:.9}", energy(&bodies));
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advance(&mut bodies, 0.01, n);
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for _ in (0..n) {
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advance(&mut bodies, 0.01, &mut diff, &mut mag);
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}
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println!("{:.9}", energy(&bodies));
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}
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