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Diffstat (limited to 'forces/forces.go')
-rw-r--r--forces/forces.go62
1 files changed, 28 insertions, 34 deletions
diff --git a/forces/forces.go b/forces/forces.go
index e3f822d..7763f87 100644
--- a/forces/forces.go
+++ b/forces/forces.go
@@ -10,15 +10,15 @@ import (
 
 // forces_acting calculates the force inbetween the two given stars s1 and s2
 // The function return the force
-func forceActing(s1 structs.Star, s2 structs.Star) structs.Force {
+func forceActing(s1 structs.Star2D, s2 structs.Star2D) structs.Force {
 	// Gravitational constant
 	var G float64 = 6.674e-11
 
 	// Distance between the stars
-	var r21 = math.Sqrt(math.Pow(s2.C.X-s1.C.X, 2) + math.Pow(s2.C.Y-s1.C.Y, 2) + math.Pow(s2.C.Z-s1.C.Z, 2))
+	var r21 = math.Sqrt(math.Pow(s2.C.X-s1.C.X, 2) + math.Pow(s2.C.Y-s1.C.Y, 2))
 
 	// Unit vector pointing from s1 to s2
-	rhat := structs.Force{s2.C.X - s1.C.X, s2.C.Y - s1.C.Y, s2.C.Z - s1.C.Z}
+	rhat := structs.Force{s2.C.X - s1.C.X, s2.C.Y - s1.C.Y}
 
 	// Calculate how strong the star is affected
 	var FScalar = G * (s1.Mass * s2.Mass) / math.Pow(math.Abs(r21), 2)
@@ -26,16 +26,15 @@ func forceActing(s1 structs.Star, s2 structs.Star) structs.Force {
 	// Calculate the overall force by combining the scalar and the vector
 	var Fx = FScalar * rhat.X
 	var Fy = FScalar * rhat.Y
-	var Fz = FScalar * rhat.Z
 
 	// Pack the forces in a force structur
-	F := structs.Force{Fx, Fy, Fz}
+	F := structs.Force{Fx, Fy}
 
 	return F
 }
 
 // forces calculates the forces acting in between a given star and all the other stars in a given array.
-func forces(stars_arr []structs.Star, nr int) structs.Force {
+func forces(stars_arr []structs.Star2D, nr int) structs.Force {
 
 	var force structs.Force
 	// Iterate over all the stars in the stars_arr
@@ -48,11 +47,9 @@ func forces(stars_arr []structs.Star, nr int) structs.Force {
 			fa := forceActing(stars_arr[nr], stars_arr[index])
 			stars_arr[nr].F.X += fa.X
 			stars_arr[nr].F.Y += fa.Y
-			stars_arr[nr].F.Z += fa.Z
 
 			force.X += fa.X
 			force.Y += fa.Y
-			force.Z += fa.Z
 		}
 	}
 
@@ -61,31 +58,31 @@ func forces(stars_arr []structs.Star, nr int) structs.Force {
 
 // forcesThread calculates the forces acting on a given amount of stars in a given range for a given slice of stars
 // as a go-routine
-func forcesThread(starSlice []structs.Star, localRangeStart int, localRangeEnd int, channel chan structs.Star) {
+func forcesThread(starSlice []structs.Star2D, localRangeStar2Dt int, localRangeEnd int, channel chan structs.Star2D) {
 
 	// iterate over the given range
-	for index := localRangeStart; index < localRangeEnd; index++ {
+	for index := localRangeStar2Dt; index < localRangeEnd; index++ {
 
 		// Calculate the force acting inbetween the given star and all other stars
 		var force = forces(starSlice, index)
 
 		// create a new star
-		newStar := structs.Star{
-			structs.Coord{starSlice[index].C.X, starSlice[index].C.Y, starSlice[index].C.Z},
-			structs.Force{force.X, force.Y, force.Z},
+		newStar2D := structs.Star2D{
+			structs.Coord{starSlice[index].C.X, starSlice[index].C.Y},
+			structs.Force{force.X, force.Y},
 			starSlice[index].Mass,
 		}
 
-		// push the new Star into the channel
-		channel <- newStar
+		// push the new Star2D into the channel
+		channel <- newStar2D
 	}
 }
 
 // CalcAllForces calculates all the forces acting inbetween all the stars in the given starSlice slice and
 // returns a "new" slice contaning the forces
-func CalcAllForces(starSlice []structs.Star, threads int) []structs.Star {
+func CalcAllForces(starSlice []structs.Star2D, threads int) []structs.Star2D {
 	// create a channel for bundling the stars generaten in the go-routines
-	channel := make(chan structs.Star, 1000)
+	channel := make(chan structs.Star2D, 1000)
 
 	sliceLength := len(starSlice)
 
@@ -94,7 +91,7 @@ func CalcAllForces(starSlice []structs.Star, threads int) []structs.Star {
 	localRangeLen := sliceLength / threads
 
 	// generate a new slice for storing the stars
-	var newSlice []structs.Star
+	var newSlice []structs.Star2D
 
 	llog.Good(fmt.Sprintf("Starting %d workers, each processing %d stars", threads, localRangeLen))
 
@@ -102,39 +99,37 @@ func CalcAllForces(starSlice []structs.Star, threads int) []structs.Star {
 	for i := 0; i < threads; i++ {
 
 		// define the local range
-		localRangeStart := i * localRangeLen
+		localRangeStar2Dt := i * localRangeLen
 		localRangeEnd := (i * localRangeLen) + localRangeLen
 
 		// calculate the forces for all the stars in the given slice in the given range and return them using the
 		// given channel
-		go forcesThread(starSlice, localRangeStart, localRangeEnd, channel)
+		go forcesThread(starSlice, localRangeStar2Dt, localRangeEnd, channel)
 	}
 
 	// Handle errors (10004 stars, but 1250 stars per thread, so 4 stars are not calculate and block the queue)
 	if sliceLength > localRangeLen {
 
 		// Calculate the amount of stars and their range
-		remainingStars := sliceLength - (localRangeLen * threads)
+		remainingStar2Ds := sliceLength - (localRangeLen * threads)
 		localRangeEnd := ((threads - 1) * localRangeLen) + localRangeLen
 
 		// Run the Thread
-		// go forcesThread(starSlice, localRangeEnd, localRangeEnd+remainingStars, channel)
-		forcesThread(starSlice, localRangeEnd, localRangeEnd+remainingStars, channel)
+		// go forcesThread(starSlice, localRangeEnd, localRangeEnd+remainingStar2Ds, channel)
+		forcesThread(starSlice, localRangeEnd, localRangeEnd+remainingStar2Ds, channel)
 	}
 
 	// Initialize a new progress bar
-	bar := pb.New(len(starSlice)).Prefix("Stars: ")
-
-	bar.Start()
+	bar := pb.New(len(starSlice)).Prefix("Star2Ds: ")
 
 	// iterate over the amount of stars
 	for i := 0; i < sliceLength; i++ {
 
 		// block until a star is finisehd
-		var newStar structs.Star = <-channel
+		var newStar2D structs.Star2D = <-channel
 
 		// append the star from the channel to the newSlice for returning in the end
-		newSlice = append(newSlice, newStar)
+		newSlice = append(newSlice, newStar2D)
 
 		// increment the progress bar and the counter
 		bar.Increment()
@@ -146,9 +141,9 @@ func CalcAllForces(starSlice []structs.Star, threads int) []structs.Star {
 }
 
 // Calculate the new positions of the stars using the
-func NextTimestep(starSlice []structs.Star, deltat int) []structs.Star {
+func NextTimestep(starSlice []structs.Star2D, deltat int) []structs.Star2D {
 	// create a new slice for storing the "new" stars
-	var newSlice []structs.Star
+	var newSlice []structs.Star2D
 
 	// iterate over all the stars in the old slice
 	for index := range starSlice {
@@ -156,17 +151,16 @@ func NextTimestep(starSlice []structs.Star, deltat int) []structs.Star {
 		// calculate the new position
 		newX := starSlice[index].C.X + starSlice[index].F.X*float64(deltat)
 		newY := starSlice[index].C.Y + starSlice[index].F.Y*float64(deltat)
-		newZ := starSlice[index].C.Z + starSlice[index].F.Z*float64(deltat)
 
 		// assemble the new star
-		newStar := structs.Star{
-			C:    structs.Coord{X: newX, Y: newY, Z: newZ},
+		newStar2D := structs.Star2D{
+			C:    structs.Coord{X: newX, Y: newY},
 			F:    structs.Force{},
 			Mass: starSlice[index].Mass,
 		}
 
 		// append the new star to the newSlice
-		newSlice = append(newSlice, newStar)
+		newSlice = append(newSlice, newStar2D)
 	}
 
 	return newSlice