// Cloned by !DDHa_PX_Gm7.v6c98-a on 14 Jun 2021 from World "One Cube World (Three.js) (clone by !DDHa_PX_Gm7.v6c98-a)" by !DDHa_PX_Gm7.v6c98-a
// Please leave this clone trail here.
let planets = []
let sun
let numPlanets = 8
let G = 120
let destabilise = 0.15
function setup() {
createCanvas(windowWidth,windowHeight)
sun = new Body(50,createVector(0,0),createVector(0,0))
// Initialise the planets
for (let i = 0; i < numPlanets; i++) {
let mass = random(5, 15)
let radius = random(sun.d, min(windowWidth/2,windowHeight/2))
let angle = random(0, TWO_PI)
let planetPos = createVector(radius * cos(angle), radius * sin(angle))
// Find direction of orbit and set velocity
let planetVel = planetPos.copy()
if (random(1) < 0.1) planetVel.rotate(-HALF_PI)
else planetVel.rotate(HALF_PI) // Direction of orbit
planetVel.normalize()
planetVel.mult( sqrt((G * sun.mass)/(radius)) ) // Circular orbit velocity
planetVel.mult( random( 1-destabilise, 1+destabilise) ) // create elliptical orbit
planets.push( new Body(mass, planetPos, planetVel) )
}
}
function draw() {
background(180)
translate(width/2, height/2)
for (let i = numPlanets-1; i >= 0; i--) {
sun.attract(planets[i])
planets[i].move()
planets[i].show()
}
sun.show()
}
function Body(_mass, _pos, _vel){
this.mass = _mass
this.pos = _pos
this.vel = _vel
this.d = this.mass*2
this.thetaInit = 0
this.path = []
this.pathLen = Infinity
this.show = function() {
stroke(0,50)
for (let i = 0; i < this.path.length-2; i++) {
line(this.path[i].x, this.path[i].y, this.path[i+1].x, this.path[i+1].y,)
}
fill(255); noStroke()
ellipse(this.pos.x, this.pos.y, this.d, this.d)
}
this.move = function() {
this.pos.x += this.vel.x
this.pos.y += this.vel.y
this.path.push(createVector(this.pos.x,this.pos.y))
if (this.path.length > 200) this.path.splice(0,1)
}
this.applyForce = function(f) {
this.vel.x += f.x / this.mass
this.vel.y += f.y / this.mass
}
this.attract = function(child) {
let r = dist(this.pos.x, this.pos.y, child.pos.x, child.pos.y)
let f = (this.pos.copy()).sub(child.pos)
f.setMag( (G * this.mass * child.mass)/(r * r) )
child.applyForce(f)
}
}