Difference between revisions of "Celestial mechanics particle system"

From BRL-CAD
(refer to pnts and ell primitives)
Line 1: Line 1:
BRL-CAD can be used to model items at a celestial scale, but there is no system available in BRL-cAD for simulating body dynamics.  For example, you could accurately model the solar system, to scale, but you cannot simulate their orbits automatically (e.g., for an animation).  
+
BRL-CAD can be used to model items at a celestial scale, but there is no system available in BRL-CAD for simulating body dynamics.  For example, you could accurately model the solar system, to scale, but you cannot simulate their orbits automatically (e.g., for an animation).  
  
 
This task involves integrating or implementing a system that can be used for simulating basic celestial mechanics.  One possible approach is to implement a particle system where mass properties can be assigned to objects and let the simulation drive position, velocity, and acceleration changes over time.  The simulation itself could be integrated into BRL-CAD's Archer modeling environment as a plugin that dynamically changes geometry (updating positions over time).
 
This task involves integrating or implementing a system that can be used for simulating basic celestial mechanics.  One possible approach is to implement a particle system where mass properties can be assigned to objects and let the simulation drive position, velocity, and acceleration changes over time.  The simulation itself could be integrated into BRL-CAD's Archer modeling environment as a plugin that dynamically changes geometry (updating positions over time).

Revision as of 08:36, 13 July 2011

BRL-CAD can be used to model items at a celestial scale, but there is no system available in BRL-CAD for simulating body dynamics. For example, you could accurately model the solar system, to scale, but you cannot simulate their orbits automatically (e.g., for an animation).

This task involves integrating or implementing a system that can be used for simulating basic celestial mechanics. One possible approach is to implement a particle system where mass properties can be assigned to objects and let the simulation drive position, velocity, and acceleration changes over time. The simulation itself could be integrated into BRL-CAD's Archer modeling environment as a plugin that dynamically changes geometry (updating positions over time).

A third-party particle or dynamics system can be used for this project in leu of implementing one, but selection of such a system will need to be discussed beforehand to ensure compatibility and maintainability.

References

  • src/archer
  • src/librt
  • src/librt/primitives/pnts
  • src/librt/primitives/ell

Requirements

  • Strong familiarity with C and/or C++