КП: Движение спутника в двойной системе

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А.М. Кривцов > Теоретическая механика > Курсовые проекты ТМ 2015 > Движение спутника в двойной системе


Курсовой проект по Теоретической механике

Исполнитель: Мущак Никита

Группа: 09 (23604)

Семестр: весна 2015

Модель системы

Аннотация проекта

Данный проект посвящен изучению движения спутника в двойной системе под действием гравитации. В ходе работы над проектом была написана программа, которая моделирует процесс движения спутника. Программа написана на языке JavaScript.

Формулировка задачи

Исследовать движение спутника двойной системы под действием гравитационной силы. Двойная система состоит из 2 неподвижных планет и спутника вращающегося вокруг них как показано на рисунке сверху. Определить стационарные орбиты спутника, а также устойчивость движения спутника.

Общие сведения по теме

Задачи подобного рода можно решать разными способами. Но решать данную задачу будем 2 способами :

с помощью уравнения Лагража 2-ого рода и как упрощенная задача 3-х тел

1 способ: уравнение Лагранжа 2-ого рода:

Lagrange.png




,где L - функция Лагранжа (лагранжиан),q- обобщенная координата, t — время, i— число степеней свободы механической системы

Функцию Лагранжа будем считать как разность кинетической и потенциальной энергий системы.

Дальнейшим дифференцированием получаем уравнение движения.

2 способ: записываем 2-ой закон Ньютона для данной задачи и получаем:

IC694010.png



, где G- гравитационная постоянная,m- массы планет.

Решение

Ланранжиан будет иметь вид: LA.png, где m - масса спутника, q - обобщенная координата, Phi.png- потенциал гравитационного поля.

Подставляя полученное выражение в уравнение Лагранжа, можно получить уравнение движения: Equ.png

Как можно заметить из уравнения движения масса спутника никак не влияет на траекторию.

Отдельного рассмотрения заслуживает конфигурация потенциального гравитационного поля.

Оно будет иметь вид: Phi.jpg

При этом графики такого поля будут выглядеть:

Контурный график
Сравнение с овалами Кассини
3D график



































Стационарные орбиты спутника будут близки к овалам Кассини

-это семейство кривых, которые задаются уравнением Oval.png , где 2c-расстояние между фокусами, а- некоторая константа.

графики овалов Кассини: Cass.png



Частным случаем овалов Кассини является лемниската Бернулли, которая выглядит как знак бесконечности или восьмерка


Программа: скачать

Текст программы на языке JavaScript:

Файл "K3.html"

  1 <!DOCTYPE html>
  2 
  3 <html>
  4 <head>
  5   <meta charset="utf-8" />
  6   <meta http-equiv="X-UA-Compatible" content="IE=Edge" /> <!-- For IE on an intranet. -->
  7   <title>Moon in Binary System</title>
  8   <style>
  9     html, body {
 10       margin: 0;
 11       padding: 0;
 12     }
 13 
 14     html {
 15       overflow-y: scroll; /* There's an issue with the scrollbar "randomly" appearing - this just keeps it always visible in case the user is using a very wide and narrow monitor. */
 16     }
 17 
 18     body {
 19       width: 1024px; /* Currently, most screens can handle this. */
 20       margin: auto; /* Center the page content. */
 21       background-color: #777;
 22       font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif; /* Start screen font. */
 23     }
 24 
 25     header {
 26       color: #FFF;
 27       text-shadow: 5px 5px 10px #333;
 28     }
 29 
 30     section {
 31       position: relative; /* Float children relative to this element. */
 32     }
 33 
 34       section form {
 35         width: 210px; /* This is a bit less than the "section #WebGLCanvasElementContainer margin-left" value to provide a nice space between the form and the viewport. */
 36         float: left;
 37         text-align: center; /* Center the button elements. */
 38       }
 39 
 40         section form fieldset {
 41           text-align: left; /* Undo the button center aligning trick for the text in the form. */
 42           margin-bottom: 1.25em; /* Adjust this so that the height of the form is about the same height as the WebGL Three.js viewport element. */
 43         }
 44 
 45           section form fieldset input {
 46             width: 100%;
 47           }
 48 
 49         section form td {
 50           white-space: nowrap; /* Don't let words like "x-position" break at the hyphen (which occurs in Chrome). */
 51         }
 52 
 53       section #WebGLCanvasElementContainer {
 54         border: 1px solid #DDD; /* Match the native color of the fieldset border. */
 55         width: 800px; /* The assumed fixed width of the WebGL Three.js viewport element. */
 56         height: 600px; /* The assumed fixed height of the WebGL Three.js viewport element. */
 57         margin-left: 224px; /* This is "body width" minus "section #WebGLCanvasElementContainer width" or 1024px - 800px = 224px. */
 58         background-image: url('starField.jpg'); /* 0.15 opacity value. */
 59       }
 60 
 61       section article {
 62         padding: 0 1em;
 63         color: white;
 64       }
 65 
 66       section button {
 67         width: 4.5em;
 68       }
 69   </style>
 70   <script>
 71     /*// Preload all images/bitmaps.
 72     var preloadImages = [];
 73     var preloadImagePaths = ["jupiter.png", "saturn.png", "moon.png", "starField.jpg", "starField.jpg"];
 74     
 75     for (var i = 0; i < preloadImagePaths.length; i++) {
 76       preloadImages[i] = new Image();
 77       
 78       preloadImages[i].onerror = function() { 
 79         if (console) {
 80           console.error(this.src + " error.");
 81         } // if
 82       }; // onerror
 83       
 84       preloadImages[i].src = preloadImagePaths[i]; // Preload images to improve perceived app speed.
 85     } // for  
 86   */</script>
 87 </head>
 88 
 89 <body>
 90   <header>
 91     <h1>Moon in Binary System </h1>
 92   </header>
 93   <section>
 94     <form id="initialConditions">
 95       <fieldset>
 96         <legend>Moon</legend>
 97         <table id="mass1">
 98           <tr>
 99             <td>mass:</td>
100             <td><input id="m1_mass" type="number" value="1E18" required="required" /></td>
101           </tr>
102           <tr>
103             <td>x-position:</td>
104             <td><input id="m1_position_x" type="number" value="-141" required="required" /></td>
105           </tr>
106           <tr>
107             <td>y-position:</td>
108             <td><input id="m1_position_y" type="number" value="0" required="required" /></td>
109           </tr>
110           <tr>
111             <td>x-velocity:</td>
112             <td><input id="m1_velocity_x" type="number" value="0" required="required" /></td>
113           </tr>
114           <tr>
115             <td>y-velocity:</td>
116             <td><input id="m1_velocity_y" type="number" value="2" required="required" /></td>
117           </tr>
118           <tr style="display: none;">
119             <td>bitmap:</td>
120             <td><input type="text" value="moon.png" required="required" /></td>
121           </tr>
122         </table>
123       </fieldset>
124       <fieldset>
125         <legend>1st star</legend>
126         <table id="mass2">
127           <tr>
128             <td>mass:</td>
129             <td><input type="number" value="1E19" required="required" /></td>
130           </tr>
131           <tr>
132             <td>x-position:</td>
133             <td><input type="number" value="-100" required="required" /></td>
134           </tr>
135           <tr>
136             <td>y-position:</td>
137             <td><input type="number" value="0" required="required" /></td>
138           </tr>
139           <tr>
140             <td>x-velocity:</td>
141             <td><input type="number" value="0" required="required" /></td>
142           </tr>
143           <tr>
144             <td>y-velocity:</td>
145             <td><input type="number" value="0" required="required" /></td>
146           </tr>
147           <tr style="display: none;">
148             <td>bitmap:</td>
149             <td><input type="text" value="jupiter.png" required="required" /></td>
150           </tr>
151         </table>
152       </fieldset>
153       <fieldset>
154         <legend>2nd star</legend>
155         <table id="mass3">
156           <tr>
157             <td>mass:</td>
158             <td><input type="number" value="1E19" required="required" /></td>
159           </tr>
160           <tr>
161             <td>x-position:</td>
162             <td><input type="number" value="100" required="required" /></td>
163           </tr>
164           <tr>
165             <td>y-position:</td>
166             <td><input type="number" value="0" required="required" /></td>
167           </tr>
168           <tr>
169             <td>x-velocity:</td>
170             <td><input type="number" value="0"  required="required" /></td>
171           </tr>
172           <tr>
173             <td>y-velocity:</td>
174             <td><input type="number" value="0" required="required" /></td>
175           </tr>
176           <tr style="display: none;">
177             <td>bitmap:</td>
178             <td><input type="text" value="saturn.png" required="required" /></td>
179           </tr>
180         </table>
181       </fieldset>
182       <button id="submitButton">Submit</button>
183       <button id="reloadButton">Reload</button>
184       
185     </form>
186     <div id="WebGLCanvasElementContainer">
187       <!-- Three.js will add a canvas element to the DOM here. -->
188       <!-- The following <article> element (along with its content) will be removed via JavaScript just before the simulation starts: -->
189       <article>
190         <h2></h2>
191         <p>
192           
193         </p>
194         <h2>Running the simulation</h2>
195         <ul>
196           <li>To start the simulation with the current set of initial conditions, click the <strong>Submit</strong> button.</li>
197           <li>To orbit, left-click and drag the mouse.</li>
198           <li>To pan, right-click and drag the mouse.</li>
199           <li>To zoom, roll the mouse wheel.</li>
200           <li>To enter your own initial conditions, enter numeric values of your choice (in the form to the left) and click <strong>Submit</strong>. 
201           Note that large values such as 10<sup>18</sup> can be entered as 1E18.</li>
202           <li>To restart the simulation from scratch, click the <strong>Reload</strong> button (equivalent to refreshing the page).</li>
203           <li>For additional information and resources, click the <strong>Info</strong> button.</li>
204         </ul>
205       </article>
206     </div>
207   </section>
208   <script src="https://rawgithub.com/mrdoob/three.js/master/build/three.js"></script> <!-- The "CDN" for Three.js  -->
209   <script src="https://rawgithub.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script> <!-- Allows for orbiting, panning, and zooming. -->
210   <script>
211     var  DENSITY= 1.38E14; // This value determined qualitatively by observing how large the spheres look onscreen (i.e., their radii).
212 
213     document.getElementById('submitButton').addEventListener('click', handleSubmitButton, false);
214     document.getElementById('reloadButton').addEventListener('click', handleReloadButton, false);
215     
216 
217     var simulation = Simulation(); // Call the Simulation constructor to create a new simulation object.
218 
219     function Simulation() { // A constructor.
220       var that = {}; // The object returned by this constructor.
221       var worker; // Will contain a reference to a fast number-chrunching worker thread that runs outside of this UR/animation thread.
222       var requestAnimationFrameID = null; // Used to cancel a prior requestAnimationFrame request.
223       var gl = {}; // Will contain WebGL related items.
224 
225       gl.viewportWidth = 800; // The width of the Three.js viewport.
226       gl.viewportHeight = 600; // The height of the Three.js viewport.
227 
228       gl.cameraSpecs = {
229         aspectRatio: gl.viewportWidth / gl.viewportHeight, // Camera frustum aspect ratio.
230         viewAngle: 50 // Camera frustum vertical field of view, in degrees.
231       };
232 
233       gl.clippingPlane = {
234         near: 0.1, // The distance of the near clipping plane (which always coincides with the monitor).
235         far: 1000 // The distance of the far clipping plane (note that you get a negative far clipping plane for free, which occurs at the negative of this value).
236       };
237 
238       gl.quads = 32; // Represents both the number of vertical segments and the number of horizontal rings for each mass's sphere wireframe.
239 
240       gl.renderer = window.WebGLRenderingContext ? new THREE.WebGLRenderer({ alpha: true }) : new THREE.CanvasRenderer({ alpha: true }); // If WebGL isn't supported, fallback to using the canvas-based renderer (which most browsers support). Note that passing in "{ antialias: true }" is unnecessary in that this is the default behavior. However, we pass in "{ alpha: true }" in order to let the background PNG image shine through.
241       gl.renderer.setClearColor(0x000000, 0); // Make the background completely transparent (the actual color, black in this case, does not matter) so that the PNG background image can shine through.
242       gl.renderer.setSize(gl.viewportWidth, gl.viewportHeight); // Set the size of the renderer.
243 
244       gl.scene = new THREE.Scene(); // Create a Three.js scene.
245 
246       gl.camera = new THREE.PerspectiveCamera(gl.cameraSpecs.viewAngle, gl.cameraSpecs.aspectRatio, gl.clippingPlane.near, gl.clippingPlane.far); // Set up the viewer's eye position.
247       gl.camera.position.set(0, 450, 0); // The camera starts at the origin, so move it to a good position.
248       gl.camera.lookAt(gl.scene.position); // Make the camera look at the origin of the xyz-coordinate system.
249 
250       gl.controls = new THREE.OrbitControls(gl.camera, gl.renderer.domElement); // Allows for orbiting, panning, and zooming via OrbitsControls.js by http://threejs.org. For an example, see http://threejs.org/examples/misc_controls_orbit.html.
251 
252       gl.pointLight = new THREE.PointLight(0xFFFFFF); // Set the color of the light source (white).
253       gl.pointLight.position.set(0, 250, 250); // Position the light source at (x, y, z).
254       gl.scene.add(gl.pointLight); // Add the light source to the scene.
255 
256       gl.spheres = []; // Will contain WebGL sphere mesh objects representing the point masses.
257 
258       var init = function (initialConditions) { // Public method, resets everything when called.
259         if (requestAnimationFrameID) {
260           cancelAnimationFrame(requestAnimationFrameID); // Cancel the previous requestAnimationFrame request.
261         }
262 
263         if (worker) {
264           worker.terminate(); // Terminate the previously running worker thread to ensure a responsive UI.
265         }
266         worker = new Worker('K3.js'); // Spawn a fast number-chrunching thread that runs outside of this UR/animation thread.
267 
268         document.getElementById('WebGLCanvasElementContainer').style.backgroundImage = "url('starField.jpg')"; // Switch back to the non-opaque PNG background image.
269         document.getElementsByTagName('article')[0].style.display = "none"; // Remove from page-flow the one (and only) article element (along with all of its content).
270         document.getElementById('WebGLCanvasElementContainer').appendChild(gl.renderer.domElement); // Append renderer element to DOM.
271 
272         while (gl.spheres.length) { // Remove any prior spheres from the scene and empty the gl.spheres array:
273           gl.scene.remove(gl.spheres.pop());
274         } // while
275 
276         for (var i = 0; i < initialConditions.length; i++) { // Set the sphere objects in gl.spheres to initial conditions.
277           initializeMesh(initialConditions[i]); // This call sets the gl.spheres array.
278         } // for
279 
280         worker.postMessage({
281           cmd: 'init', // Pass the initialization command to the web worker.
282           initialConditions: initialConditions // Send a copy of the initial conditions to the web worker, so it can initialize its persistent global variables.
283         }); // worker.postMessage
284 
285         worker.onmessage = function (evt) { // Process the results of the "crunch" command sent to the web worker (via this UI thread).
286           for (var i = 0; i < evt.data.length; i++) {
287             gl.spheres[i].position.x = evt.data[i].p.x;
288             gl.spheres[i].position.z = evt.data[i].p.y;
289             gl.spheres[i].position.y = 0; // 3BodyWorker.js is 2D (i.e., the physics are constrained to a plane).
290             gl.spheres[i].rotation.y += initialConditions[i].rotation; // Place worker.onmessage in the init method in order to access its initialConditions array.
291           }
292           gl.renderer.render(gl.scene, gl.camera); // Update the positions of the masses (sphere meshes) onscreen based on the data returned by 3BodyWorker.js.
293         }; // worker.onmessage
294 
295         function initializeMesh(initialCondition) {
296           var texture = THREE.ImageUtils.loadTexture(initialCondition.bitmap); // Create texture object based on the given bitmap path.
297           var material = new THREE.MeshPhongMaterial({ map: texture }); // Create a material (for the spherical mesh) that reflects light, potentially causing sphere surface shadows.
298           var geometry = new THREE.SphereGeometry(initialCondition.radius, gl.quads, gl.quads); // Radius size, number of vertical segments, number of horizontal rings.
299           var mesh = new THREE.Mesh(geometry, material); // A mesh represents the object (typically composed of many tiny triangles) to be displayed - in this case a hollow sphere with a bitmap on its surface.
300 
301           mesh.position.x = initialCondition.position.x;
302           mesh.position.z = initialCondition.position.y; // Convert from 2D to "3D".
303           mesh.position.y = 0; // The physics are constrained to the xz-plane (i.e., the xy-plane in 3BodyWorker.js).
304 
305           gl.scene.add(mesh); // Add the sphere to the Three.js scene.
306           gl.spheres.push(mesh); // Make the Three.js mesh sphere objects accessible outside of this helper function.
307         } // initializeMesh
308       } // init
309       that.init = init; // This is what makes the method public.
310 
311       var run = function () { // Public method.
312         worker.postMessage({
313           cmd: 'crunch' // This processing occurs between animation frames and, therefore, is assumed to take a relatively small amount of time (as compared to current frame rates).
314         }); // worker.postMessage
315         gl.controls.update(); // Allows for orbiting, panning, and zooming.
316         requestAnimationFrameID = requestAnimationFrame(run); // Allow for the cancellation of this requestAnimationFrame request.
317       }; // run()
318       that.run = run;
319 
320       return that; // The object returned by the constructor.
321     } // Simulation
322 
323     function handleSubmitButton(evt) {
324       var m1 = InitialCondition(document.getElementById('mass1').querySelectorAll('input')); // A constructor returning an initial condition object.
325       var m2 = InitialCondition(document.getElementById('mass2').querySelectorAll('input'));
326       var m3 = InitialCondition(document.getElementById('mass3').querySelectorAll('input'));
327 
328       evt.preventDefault(); // Don't refresh the page when the user clicks this form button.
329 
330       if (!window.WebGLRenderingContext) { displayCanvasRendererWarning(); } // If necessary, warn the user that they're using a canvas-based Three.js renderer and that they should upgrade their browser so that a faster WebGL-based renderer can be used instead.
331 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
332       simulation.init([m1, m2, m3]);
333 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////     
334 	 simulation.run(); // The images have been preloaded so this works immediately.
335 
336       function InitialCondition(inputElements) {
337         var mass = parseFloat(inputElements[0].value);
338 
339         return {
340           mass: mass,
341           radius: calculateRadius(mass),
342           rotation: calculateRotation(mass),
343           position: { x: parseFloat(inputElements[1].value), y: parseFloat(inputElements[2].value) },
344           velocity: { x: parseFloat(inputElements[3].value), y: parseFloat(inputElements[4].value) },
345           bitmap: inputElements[5].value // This is a string value (hence the non-use of parseFloat).
346         };
347 
348         function calculateRadius(mass) {
349           /*
350             Mass equals density times volume or m = D * V = D * (4/3 * PI * r^3), and solving for r = [(3 * m)/(4 * PI * D)]^(1/3)
351           */
352           var radicand = (3 * mass) / (4 * Math.PI * DENSITY); // Only change the value of DENSITY to affect the value returned by this function.
353 
354           return Math.pow(radicand, 1 / 3);
355         } // calculateRadius
356 
357         function calculateRotation(mass) {
358           /*
359             Using a power model, let the x-axis represent the radius and the y-axis the rotational rate of the sphere. 
360             The power model is y = a * x^b, where a and b are constants (which were empirically derived).
361           */
362           var radius = calculateRadius(mass);
363 
364           return 1.7 * Math.pow(radius, -1.9); // Rotational rate as a function of the sphere's radius.
365         } // calculateRotation
366       } // InitialCondition
367     } // handleSubmitButton
368 
369     function handleReloadButton(evt) {
370       /*  
371         Clicking a form button automatically refreshes the page, which is exactly the behavior we want (i.e., location.reload() is not necessary here).
372       */
373     } // handleReloadButton
374 
375     function handleInfoButton(evt) {
376       /*
377         Note that when the info page covers up the animation, the animation stops because this is how requestAnimationFrame works. In this sense, we get a free pause feature.
378       */
379       evt.preventDefault(); // Don't refresh the page when the user clicks this form button.
380       window.open("info.html"); // Open the info.html page in another tab.
381     } // handleInfoButton
382 
383     function displayCanvasRendererWarning() { // This assumes that the user's browser at least supports canvas.
384       var articleElement = document.getElementsByTagName('article')[0];
385 
386       articleElement.innerHTML = "<h2>WebGL not supported, using canvas-based renderer, please upgrade your browser.</h2>";
387       articleElement.style.display = "block";
388     }
389   </script>
390 </body>
391 </html>


Текст программы на языке JavaScript (продолжение):

Файл "K3.js"

  1 /* 
  2 The acceleration equations for the 2D three-body problem (see equations 42 through 50):
  3 
  4   d^2[x1]/dt^2 = G*m2*(x2 - x1)/alpha + G*m3*(x3 - x1)/beta
  5 
  6   d^2[y1]/dt^2 = G*m2*(y2 - y1)/alpha + G*m3*(y3 - y1)/beta
  7 
  8   d^2[x2]/dt^2 = G*m1*(x1 - x2)/alpha + G*m3*(x3 - x2)/gamma
  9 
 10   d^2[y2]/dt^2 = G*m1*(y1 - y2)/alpha + G*m3*(y3 - y2)/gamma
 11 
 12   d^2[x3]/dt^2 = G*m1*(x1 - x3)/beta  + G*m2*(x2 - x3)/gamma
 13 
 14   d^2[y3]/dt^2 = G*m1*(y1 - y3)/beta  + G*m2*(y2 - y3)/gamma
 15 
 16 where G = gravitational constant = 6.6725985 X 10^(-11) N-m^2/kg^2
 17       alpha = [ (x2 - x1)^2 + (y2 - y1)^2 ]^(3/2)  AND  alpha <> 0
 18       beta  = [ (x1 - x3)^2 + (y1 - y3)^2 ]^(3/2)  AND  beta <> 0
 19       gamma = [ (x3 - x2)^2 + (y3 - y2)^2 ]^(3/2)  AND  gamma <> 0
 20 */
 21 
 22 var N = 3; // The number of bodies (point masses) this code is designed to handle.
 23 var G = 6.67384E-11; // Big-G, in N(m/kg)^2.
 24 var h = 0.000001; // Interval between time steps, in seconds. The smaller the value the more accurate the simulation. This value was empirically derived by visually observing the simulation over time.
 25 var iterationsPerFrame = 400; // The number of calculations made per animation frame, this is an empirically derived number based on the value of h.
 26     
 27 var m1;
 28 var m1_half; // Initially, will contain a copy of m1.
 29 var m2;
 30 var m2_half; 
 31 var m3;
 32 var m3_half;
 33 
 34 self.onmessage = function (evt) { // evt.data contains the data passed from the calling main page thread.
 35   switch (evt.data.cmd) {
 36     case 'init':
 37       init(evt.data.initialConditions); // Transfer the initial conditions data to the persistant variables in this thread.
 38       break;
 39     case 'crunch':
 40       crunch();
 41       break;
 42     default:
 43       console.error("ERROR FROM worker.js: SWITCH STATEMENT ERROR IN self.onmessage");
 44   } // switch
 45 };
 46 
 47 // The denominators alpha, beta, and gamma for the acceleration equations 42 through 47:
 48 function alpha(m1, m2) { // Equation 48.
 49   var delta_x = m2.p.x - m1.p.x;
 50   var delta_y = m2.p.y - m1.p.y;
 51 
 52   var delta_x_squared = delta_x * delta_x;
 53   var delta_y_squared = delta_y * delta_y;
 54 
 55   var base = delta_x_squared + delta_y_squared;
 56 
 57   return Math.sqrt(base * base * base); // Raise the base to the 3/2 power so as to calculate (x_2 - x_1 )^2 + (y_2 - y_1 )^2]^(3/2), equation 48.
 58 }
 59 
 60 function beta(m1, m3) { // Equation 49.
 61   var delta_x = m3.p.x - m1.p.x;
 62   var delta_y = m3.p.y - m1.p.y;
 63 
 64   var delta_x_squared = delta_x * delta_x;
 65   var delta_y_squared = delta_y * delta_y;
 66 
 67   var base = delta_x_squared + delta_y_squared;
 68 
 69   return Math.sqrt(base * base * base); // Raise the base to the 3/2 power so as to calculate (x3 - x1)^2 + (y3 - y1)^2 ]^(3/2), equation 49.
 70 }
 71 
 72 function gamma(m2, m3) { // Equation 50.
 73   var delta_x = m3.p.x - m2.p.x; 
 74   var delta_y = m3.p.y - m2.p.y;
 75 
 76   var delta_x_squared = delta_x * delta_x;
 77   var delta_y_squared = delta_y * delta_y;
 78 
 79   var base = delta_x_squared + delta_y_squared;
 80 
 81   return Math.sqrt(base * base * base); // Raise the base to the 3/2 power so as to calculate (x3 - x2)^2 + (y3 - y2)^2]^(3/2), equation 50.
 82 }
 83 
 84 /*
 85   Note that the alpha, beta, and gamma functions could be replaced with a single alpha_beta_gamma(massA, massB) function but for clarity, this was not done.
 86 */
 87 
 88 this.init = function (initialConditions) {
 89 
 90   // Define local mass object constructor function:
 91   function Mass(initialCondition) {
 92     this.m = initialCondition.mass; // The mass of the point mass.
 93     this.p = { x: initialCondition.position.x, y: initialCondition.position.y }; // The position of the mass.
 94     this.v = { x: initialCondition.velocity.x, y: initialCondition.velocity.y }; // The x- and y-components of velocity for the mass.
 95     this.a = {}; // Will contain the x- and y-components of acceleration for the mass.
 96   }
 97 
 98   if (initialConditions.length != N) {
 99     console.error("ERROR FROM worker.js: THE initialConditions ARRAY DOES NOT CONTAIN EXACTLY " + N + " OBJECTS - init() TERMINATED");
100     return;
101   }
102 
103   // Set the local mass object global variables:
104   m1 = new Mass(initialConditions[0]);
105   m1_half = new Mass(initialConditions[0]); // Create a copy of m1.
106   m2 = new Mass(initialConditions[1]);
107   m2_half = new Mass(initialConditions[1]); 
108   m3 = new Mass(initialConditions[2]);
109   m3_half = new Mass(initialConditions[2]); 
110 
111   // Calculate initial acceleration values (using initial conditions) in preparation for using equation 25:
112   m1.a.x = G * m2.m * (m2.p.x - m1.p.x) / alpha(m1, m2) + G * m3.m * (m3.p.x - m1.p.x) / beta(m1, m3); // Equation 42.
113   m1.a.y = G * m2.m * (m2.p.y - m1.p.y) / alpha(m1, m2) + G * m3.m * (m3.p.y - m1.p.y) / beta(m1, m3); // Equation 43.
114   m2.a.x = G * m1.m * (m1.p.x - m2.p.x) / alpha(m1, m2) + G * m3.m * (m3.p.x - m2.p.x) / gamma(m2, m3); // Equation 44.
115   m2.a.y = G * m1.m * (m1.p.y - m2.p.y) / alpha(m1, m2) + G * m3.m * (m3.p.y - m2.p.y) / gamma(m2, m3); // Equation 45.
116   m3.a.x = G * m1.m * (m1.p.x - m3.p.x) / beta(m1, m3)  + G * m2.m * (m2.p.x - m3.p.x) / gamma(m2, m3); // Equation 46.
117   m3.a.y = G * m1.m * (m1.p.y - m3.p.y) / beta(m1, m3)  + G * m2.m * (m2.p.y - m3.p.y) / gamma(m2, m3); // Equation 47.
118 
119   function equation25(x, v, a) {
120     return x + 0.5 * h * v + 0.25 * (h * h) * a;  // Equation 25.
121   }
122 
123   // For the first iteration (and only the first iteration), use equation 25 (instead of equation 22) to calculate the initial half-integer position values:
124   m1_half.p.x = equation25(m1.p.x, m1.v.x, m1.a.x);
125   m1_half.p.y = equation25(m1.p.y, m1.v.y, m1.a.y);
126   m2_half.p.x = equation25(m2.p.x, m2.v.x, m2.a.x);
127   m2_half.p.y = equation25(m2.p.y, m2.v.y, m2.a.y);
128   m3_half.p.x = equation25(m3.p.x, m3.v.x, m3.a.x);
129   m3_half.p.y = equation25(m3.p.y, m3.v.y, m3.a.y);
130 } // this.init
131 
132 
133 this.crunch = function () {
134   for (var i = 0; i < iterationsPerFrame; i++) {
135     // Calculate half-integer acceleration values (using equations 18 through 21) in preparation for using equation 23:
136     m1_half.a.x = G * m2_half.m * (m2_half.p.x - m1_half.p.x) / alpha(m1_half, m2_half) + G * m3_half.m * (m3_half.p.x - m1_half.p.x) / beta(m1_half, m3_half); // Equation 42.
137     m1_half.a.y = G * m2_half.m * (m2_half.p.y - m1_half.p.y) / alpha(m1_half, m2_half) + G * m3_half.m * (m3_half.p.y - m1_half.p.y) / beta(m1_half, m3_half); // Equation 43.
138     m2_half.a.x = G * m1_half.m * (m1_half.p.x - m2_half.p.x) / alpha(m1_half, m2_half) + G * m3_half.m * (m3_half.p.x - m2_half.p.x) / gamma(m2_half, m3_half); // Equation 44.
139     m2_half.a.y = G * m1_half.m * (m1_half.p.y - m2_half.p.y) / alpha(m1_half, m2_half) + G * m3_half.m * (m3_half.p.y - m2_half.p.y) / gamma(m2_half, m3_half); // Equation 45.
140     m3_half.a.x = G * m1_half.m * (m1_half.p.x - m3_half.p.x) / beta(m1_half, m3_half)  + G * m2_half.m * (m2_half.p.x - m3_half.p.x) / gamma(m2_half, m3_half); // Equation 46.
141     m3_half.a.y = G * m1_half.m * (m1_half.p.y - m3_half.p.y) / beta(m1_half, m3_half)  + G * m2_half.m * (m2_half.p.y - m3_half.p.y) / gamma(m2_half, m3_half); // Equation 47.
142     
143     // Calculate velocity values using equation 23:
144     m1.v.x = equation23(m1.v.x, m1_half.a.x);
145     m1.v.y = equation23(m1.v.y, m1_half.a.y);
146     m2.v.x = equation23(m2.v.x, m2_half.a.x);
147     m2.v.y = equation23(m2.v.y, m2_half.a.y);
148     m3.v.x = equation23(m3.v.x, m3_half.a.x);
149     m3.v.y = equation23(m3.v.y, m3_half.a.y);
150     
151     // Calculate position values using equation 24:
152     m1.p.x = equation24(m1_half.p.x, m1.v.x);
153     m1.p.y = equation24(m1_half.p.y, m1.v.y);
154     m2.p.x = equation24(m2_half.p.x, m2.v.x);
155     m2.p.y = equation24(m2_half.p.y, m2.v.y);
156     m3.p.x = equation24(m3_half.p.x, m3.v.x);
157     m3.p.y = equation24(m3_half.p.y, m3.v.y);
158 
159     // Calculate half-integer position values using equation 22:
160     m1_half.p.x = equation22(m1.p.x, m1.v.x);
161     m1_half.p.y = equation22(m1.p.y, m1.v.y);
162     m2_half.p.x = equation22(m2.p.x, m2.v.x);
163     m2_half.p.y = equation22(m2.p.y, m2.v.y);
164     m3_half.p.x = equation22(m3.p.x, m3.v.x);
165     m3_half.p.y = equation22(m3.p.y, m3.v.y);
166   } // for
167 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
168   self.postMessage([m1/*, m2, m3*/]); // Send the crunched data back to the UI thread to be rendered onscreen.
169 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
170   function equation23(v, a) {
171     return v + h * a; // Equation 23.
172   }
173 
174   function equation24(x, v) {
175     return x + 0.5 * h * v; // Equation 24.
176   }
177 
178   function equation22(x, v) {
179     return x + 0.5 * h * v; // Equation 22, this function is of course the same as the equation24(x, v) function.
180   }
181 } // this.crunch

В случае трех материальных тел на каждое из них действуют две силы со стороны двух других тел. Например, на тело m₁ действуют следующие силы (F₂ и F₃): IC694.png




Сначала заметим, что результирующая сила F₁, действующая на тело m₁, будет суммой сил F₂ и F₃. Это значит, что F₁ = m₁a₁ = F₂ + F₃. Теперь по тригонометрическим законам, мы можем разложить модуль результирующей силы F₁, действующей на тело m₁, на компоненты x и y: IC694007.png

В красном и зеленом треугольниках на рис. мы видим:

IC694008.png




Согласно закону всемирного тяготения Ньютона, F₂ и F₃ можно выразить как: IC694009.png



Подставляя формулы, получим:

IC694010.png


Упрощая формулы, имеем: IC694012.png


Здесь α и β равны: IC694013.png

Эту систему уравнений (34,35,38-41) можно решить численно методом интегрирования "чехарда" (формулы 22–24) по заданным начальным условиям (значения массы, положения и скорости для каждого тела) с приемлемой точностью и стабильностью. Чтобы быстро добиться высокой точности, можно использовать рабочий веб-процесс для выполнения численного интегрирования в потоке, отдельном от потока пользовательского интерфейса главной страницы.

Рассмотрим N небесных тел. Пусть i обозначает одно из тел (i = 1, …, N), а h — малый интервал времени. В позиционном алгоритме Верле следующие значения положения и скорости тела i вычисляются следующим образом: IC693998.png

номера возле формул соответствуют номерам формул в программе(см.текст программы K3.js)

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