Particular

MIT/Apache 2.0 Crates.io Docs

Particular is a crate providing a simple way to simulate N-body gravitational interaction of particles in Rust.

Goals

The main goal of this crate is to provide users with a simple API to setup N-body gravitational simulations that can easily be integrated in existing game and physics engines. Thus, it does not include numerical integration or other similar tools and instead only focuses on the acceleration calculations.

Currently, acceleration calculations are computed naively by iterating over all the particles and summing the acceleration caused by all the massive particles. In the future, I would like to implement other algorithms such as Barnes-Hut algorithm or even use compute shaders on the GPU for faster calculations.

Particular can be used with a parallel implementation on the CPU thanks to the rayon crate. Use the "parallel" feature to enable it, which can lead to huge performance improvements.

Using Particular

The API to setup a simulation is straightforward:

Implementing the Particle trait

Attribute macro or deriving

Used in most cases, when the type has fields named position and mu:

```rust

[particle(3)]

pub struct Body { position: Vec3, mu: f32, // ... } ```

This is equivalent to:

```rust

[derive(Particle)]

[dim(3)]

pub struct Body { position: Vec3, mu: f32, // ... } ```

Manual implementation

Used when the type has more complex fields and cannot directly provide a position and a gravitational parameter.

```rust struct Body { position: Vec3, mass: f32, // ... }

impl Particle for Body { type Vector = VectorDescriptor<3, Vec3>;

fn position(&self) -> Vec3 {
    self.position
}

fn mu(&self) -> f32 {
    self.mass * G
}

} ```

Setting up the simulation

Using the type implementing Particle, create a ParticleSet that will contain the particles.

Particles are stored in two vectors, massive or massless, depending on if they have mass or not. This allows optimizations in the case of massless particles (which represents objects that do not need to affect other objects, like a spaceship).

```rust // If the type cannot be inferred, use the turbofish syntax: let mut particleset = ParticleSet::::new(); // Otherwise: let mut particleset = ParticleSet::new();

particle_set.add(Body { position, mu }); ```

Computing and using the gravitational acceleration

Finally, use the result method of ParticleSet, which returns an iterator over a mutable reference to the Particle and its computed gravitational acceleration.

rust for (acceleration, particle) in particle_set.result() { particle.velocity += acceleration * DT; particle.position += particle.velocity * DT; }

Contribution

PRs are welcome!