import codedraw.CodeDraw; // This class represents celestial bodies like stars, planets, asteroids, etc.. public class Body { private double mass; private Vector3 massCenter; // position of the mass center. private Vector3 currentMovement; public Body(double mass, Vector3 massCenter, Vector3 currentMovement) { this.mass = mass; this.massCenter = massCenter; this.currentMovement = currentMovement; } // Returns the distance between the mass centers of this body and the specified body 'b'. public double distanceTo(Body b) { return massCenter.distanceTo(b.massCenter); } // Returns a vector representing the gravitational force exerted by 'b' on this body. // The gravitational Force F is calculated by F = G*(m1*m2)/(r*r), with m1 and m2 being the // masses of the objects interacting, r being the distance between the centers of the masses // and G being the gravitational constant. // Hint: see simulation loop in Simulation.java to find out how this is done. public Vector3 gravitationalForce(Body b) { Vector3 direction = b.massCenter.minus(massCenter); double distance = direction.length(); direction.normalize(); double force = Simulation.G * mass * b.mass / (distance * distance); return direction.times(force); } // Moves this body to a new position, according to the specified force vector 'force' exerted // on it, and updates the current movement accordingly. // (Movement depends on the mass of this body, its current movement and the exerted force.) // Hint: see simulation loop in Simulation.java to find out how this is done. public void move(Vector3 force) { // F = m*a -> a = F/m Vector3 newPosition = massCenter.plus(force.times(1.0 / mass)).plus(currentMovement); // new minus old position. Vector3 newMovement = newPosition.minus(massCenter); // update body state massCenter = newPosition; currentMovement = newMovement; } // Returns the approximate radius of this body. // (It is assumed that the radius r is related to the mass m of the body by r = m ^ 0.5, // where m and r measured in solar units.) public double radius() { return SpaceDraw.massToRadius(mass); } // Returns a new body that is formed by the collision of this body and 'b'. The impulse // of the returned body is the sum of the impulses of 'this' and 'b'. public Body merge(Body b) { double mass = this.mass + b.mass; return new Body( mass, massCenter.times(this.mass).plus(b.massCenter.times(b.mass)).times(1.0 / mass), currentMovement.times(this.mass).plus(b.currentMovement.times(b.mass)).times(1.0 / mass) ); } // Draws the body to the specified canvas as a filled circle. // The radius of the circle corresponds to the radius of the body // (use a conversion of the real scale to the scale of the canvas as // in 'Simulation.java'). // Hint: call the method 'drawAsFilledCircle' implemented in 'Vector3'. public void draw(CodeDraw cd) { cd.setColor(SpaceDraw.massToColor(mass)); massCenter.drawAsFilledCircle(cd, SpaceDraw.massToRadius(mass)); } // Returns a string with the information about this body including // mass, position (mass center) and current movement. Example: // "5.972E24 kg, position: [1.48E11,0.0,0.0] m, movement: [0.0,29290.0,0.0] m/s." public String toString() { return String.format( "%f kg, position: %s m, movement: %s m/s.", mass, massCenter.toString(), currentMovement.toString() ); } }