Position of a body moving by Newtons Univ. Law. of Grav., at a point in time

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SUMMARY

The discussion focuses on simulating the motion of two bodies, specifically the Sun and Earth, using Newton's Law of Universal Gravitation. The user encounters challenges when linking the simulation to a real clock source, requiring the calculation of position, velocity, and acceleration vectors at arbitrary future points in time. The conversation highlights the need for definite integration techniques to compute these vectors over a specified time interval, particularly for elliptical orbits, which involve complex calculations using conservation of angular momentum.

PREREQUISITES
  • Understanding of Newton's Law of Universal Gravitation
  • Familiarity with vector mathematics and physics
  • Knowledge of orbital mechanics, including elliptical orbits
  • Experience with numerical integration methods for simulations
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  • Research numerical integration techniques for simulating motion, such as the Runge-Kutta method
  • Learn about conservation of angular momentum in orbital mechanics
  • Explore polar coordinates and their application in orbital simulations
  • Investigate methods for linking simulations to real-time clock sources in programming
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Physics enthusiasts, simulation developers, and anyone interested in orbital mechanics and numerical methods for simulating gravitational interactions.

amn
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Hi all,

I am trying to code a simulation that pins two bodies against each other and animates their motion. I am using Sun and Earth as example, with preset positions and velocities, and Newtons Law of Universal Gravitation formula. It all works quite alright, up until I have decided to link my animation to a real clock source, which immediately presented the problem of obtaining acceleration, velocity and position vectors not just iteratively as I was used to, but at an arbitrary point in the future. We're talking delta-T here. I am not sure how to approach this problem.

Formally, say I have masses, position, acceleration, velocity vectors for both bodies and want to calculate position after a time interval T in the future.

Will there be definite integration involved?
 
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amn said:
Hi all,

I am trying to code a simulation that pins two bodies against each other and animates their motion. I am using Sun and Earth as example, with preset positions and velocities, and Newtons Law of Universal Gravitation formula. It all works quite alright, up until I have decided to link my animation to a real clock source, which immediately presented the problem of obtaining acceleration, velocity and position vectors not just iteratively as I was used to, but at an arbitrary point in the future. We're talking delta-T here. I am not sure how to approach this problem.

Formally, say I have masses, position, acceleration, velocity vectors for both bodies and want to calculate position after a time interval T in the future.

Will there be definite integration involved?
The orbit can be described in polar co-ordinates of radius and angle by the following equation:

[tex]r = a(1 - e^2)/(1 + e\cos(\theta))[/tex]

where r is the distance from the focus of the ellipse (ie. the position of the sun), a is the semi-major axis of the orbit, e is the eccentricity of the orbit and [itex]\theta[/itex] is the angle through which the planet has moved since perigee (minimum r).

It is easy to find the angle as a function of t for a circular orbit (e = 0 => r = a for all [itex]\theta[/itex]). It just becomes:

[tex](r,\theta) = 2\pi at/T[/tex]

where T is the period of the orbit and t is the time after perigee.

It is much more difficult for elliptical orbits (e>0). To determine [itex]\theta[/itex] at a given time one has to use conservation of angular momentum. L = mvr where L is constant (same for all time). The planet sweeps out equal areas in the orbital plane in equal times. It is a difficult calculation.

AM
 

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