bigbang 0.0.2

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

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. The second time I wrote it, I actually read the Rust book and attempted best practices :)

What exactly does it do?

It constructs a k-d tree of 3 dimensions and optimally calculates the gravitational force all of the entities are exerting on each other. It then calls apply_acceleration() on each individual entity with the acceleration value it calculated.

It optimizes gravitational calculation by treating entire nodes of 3d space as one giant entity, avoiding a lot of calculation.

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 an acceleration force. This looks like:

fn as_entity(&self) -> &Entity;
fn apply_acceleration(&self, acceleration: (f64, f64, f64), 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,
}

apply_acceleration(accel: (f64, f64, f64), time_step: f64) -> Self takes a three-tuple of f64 values representing acceleration on the x, y, and z axes, and a coefficient for how long a single unit of time is in this simulation. You must return a new Self which has responded to this acceleration (typically just adding it to your velocity).

Here is what those implementations look like for Entity itself:

use bigbang::{ AsEntity, Entity };
impl AsEntity for Entity {
    fn as_entity(&self) -> &Entity {
        return self;
    }
    fn apply_acceleration(&self, acceleration: (f64, f64, f64), time_step: f64) -> Self {
        let (vx, vy, vz) = (
            self.vx + acceleration.0 * time_step,
            self.vy + acceleration.1 * time_step,
            self.vz + acceleration.2 * time_step,
        );
        Entity {
            vx,
            vy,
            vz,
            x: self.x + (vx * time_step),
            y: self.y + (vy * time_step),
            z: self.z + (vz * time_step),
            radius: self.radius,
            mass: self.mass,
        }
    }
}

If you have no custom fields to keep track of on your struct and just want to simulate raw particles, 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(&mut my_fun_vec, 0.2);

The time_step coefficient is later passed into apply_acceleration(). 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 tree. For my general research purposes, I've found 0.2 to be a good starting number. For something like a video game or real-time simulation, you may wish to up that number quite a lot. How you choose to implement this coefficient is ultimately up to you in your apply_acceleration() function, though.

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++.