Detect and record close encounters (C)
This example integrates a densely packed planetary system which becomes unstable on a timescale of only a few orbits. The example is identical to the close_encounter
sample, except that the collisions are recorded and written to a file. What kind of collisions are recorded can be easily modified. It is also possible to implement some additional physics whenever a collision has been detection (e.g. fragmentation). The collision search is by default a direct search, i.e. O(N^2) but can be changed to a tree by using the collisions_tree.c
module.
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#include "rebound.h"
// Define our own collision resolve function, which will only record collisions but not change any of the particles.
int collision_record_only(struct reb_simulation* const r, struct reb_collision c){
double delta_t = 2.*M_PI;
struct reb_particle* particles = r->particles;
const double t = r->t;
// only record a maximum of one collision per year per particle
if ( particles[c.p1].lastcollision+delta_t < t && particles[c.p2].lastcollision+delta_t < t ){
particles[c.p1].lastcollision = t;
particles[c.p2].lastcollision = t;
printf("\nCollision detected.\n");
FILE* of = fopen("collisions.txt","a+"); // open file for collision output
fprintf(of, "%e\t", t); // time
fprintf(of, "%e\t", (particles[c.p1].x+particles[c.p2].x)/2.); // x position
fprintf(of, "%e\t", (particles[c.p1].y+particles[c.p2].y)/2.); // y position
fprintf(of, "\n");
fclose(of); // close file
}
return 0;
}
void heartbeat(struct reb_simulation* r){
if (reb_output_check(r, 10.*2.*M_PI)){
reb_output_timing(r, 0);
}
}
int main(int argc, char* argv[]){
struct reb_simulation* r = reb_create_simulation();
r->dt = 0.1*2.*M_PI; // initial timestep
r->integrator = REB_INTEGRATOR_IAS15;
r->collision = REB_COLLISION_DIRECT;
r->collision_resolve = collision_record_only; // Set function pointer for collision recording.
r->heartbeat = heartbeat;
r->usleep = 10000; // Slow down integration (for visualization only)
struct reb_particle star = {0};
star.m = 1;
star.r = 0; // Star is pointmass
reb_add(r, star);
// Add planets
int N_planets = 7;
for (int i=0; i<N_planets; i++){
double a = 1.+(double)i/(double)(N_planets-1); // semi major axis
double v = sqrt(1./a); // velocity (circular orbit)
struct reb_particle planet = {0};
planet.m = 1e-4;
double rhill = a * pow(planet.m/(3.*star.m),1./3.); // Hill radius
planet.r = rhill; // Set planet radius to hill radius
// A collision is recorded when planets get within their hill radius
// The hill radius of the particles might change, so it should be recalculated after a while
planet.lastcollision = 0;
planet.x = a;
planet.vy = v;
reb_add(r, planet);
}
reb_move_to_com(r); // This makes sure the planetary systems stays within the computational domain and doesn't drift.
reb_integrate(r, INFINITY);
}
This example is located in the directory examples/closeencounter_record