Merge pull request #6 from Team-Deep-Impact/simulation

Simulation
This commit is contained in:
Jordan Yamada
2024-05-18 19:12:04 -05:00
committed by GitHub
3 changed files with 1086 additions and 50 deletions

File diff suppressed because it is too large Load Diff

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@@ -10,8 +10,15 @@
"preview": "vite preview"
},
"dependencies": {
"@emotion/react": "^11.11.4",
"@emotion/styled": "^11.11.5",
"@mui/material": "^5.15.18",
"axios": "^1.6.8",
"konva": "^9.3.8",
"nvm": "^0.0.4",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"react-konva": "^18.2.10",
"react-router-dom": "^6.23.1"
},
"devDependencies": {
@@ -25,6 +32,6 @@
"eslint-plugin-react-refresh": "^0.4.6",
"postcss": "^8.4.38",
"tailwindcss": "^3.4.3",
"vite": "^5.2.0"
"vite": "^5.2.11"
}
}

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@@ -1,13 +1,279 @@
import React, { useState, useEffect, useRef } from 'react';
import { Stage, Layer, Circle, Text, Line } from 'react-konva';
import { Slider, Button } from '@mui/material';
import axios from 'axios';
const API_KEY = 'LF7i77oqghRiq54HEFJh991WgjHcKsETP9D5ofsg';
const EARTH_RADIUS_KM = 6371; // Earth's radius in kilometers
const EARTH_DISPLAY_SCALE = 0.01; // Display scale for Earth
const ASTEROID_DISPLAY_SCALE = 0.3; // Display scale for asteroids
const G = 1e-8; // Gravitational constant for simulation
const EARTH_MASS = 5.972e6; // Scaled down mass of Earth for simulation
const ASTEROID_DENSITY = 2000; // Density in kg/m^3
const CANVAS_WIDTH = window.innerWidth;
const CANVAS_HEIGHT = window.innerHeight;
const EARTH_X = CANVAS_WIDTH - 100;
const EARTH_Y = CANVAS_HEIGHT / 2;
const SIMULATION_AREA_MULTIPLIER = 2; // Extend the simulation area
function Scenario() {
const [asteroid, setAsteroid] = useState({
name: '',
size: 1,
speed: 0.05,
mass: 1,
angle: Math.PI / 9,
x: 100,
y: CANVAS_HEIGHT / 2 - 100,
});
const [trajectoryPoints, setTrajectoryPoints] = useState([]);
const [forecastPoints, setForecastPoints] = useState([]);
const animationRef = useRef();
const asteroidsData = useRef([]);
const [isSimulating, setIsSimulating] = useState(false);
const [simulationResult, setSimulationResult] = useState('');
const [strategy, setStrategy] = useState(''); // State for selected strategy
const [timeStep, setTimeStep] = useState(100); // State for time step
return (
<>
useEffect(() => {
const fetchAsteroids = async () => {
try {
const response = await axios.get(`https://api.nasa.gov/neo/rest/v1/neo/browse?api_key=${API_KEY}`);
asteroidsData.current = response.data.near_earth_objects;
setAsteroidData(0); // Set initial asteroid
} catch (error) {
console.error('Error fetching asteroid data:', error);
}
};
fetchAsteroids();
}, []);
const estimateMass = (diameter) => {
const radius = diameter / 2;
const volume = (4 / 3) * Math.PI * Math.pow(radius, 3);
return volume * ASTEROID_DENSITY;
};
const setAsteroidData = (index) => {
const asteroidData = asteroidsData.current[index];
console.log('Asteroid Data:', asteroidData);
const size = asteroidData.estimated_diameter.kilometers.estimated_diameter_max;
const mass = estimateMass(size);
const speed = asteroidData.close_approach_data[0].relative_velocity.kilometers_per_second / 1000;
setAsteroid({
name: asteroidData.name,
size: size,
speed: speed,
mass: mass,
angle: Math.PI / 9,
x: 100,
y: CANVAS_HEIGHT / 2 - 100,
});
setTrajectoryPoints([]);
calculateForecastPath(size, speed, Math.PI / 9, mass); // Calculate the forecast path once
};
const handleAsteroidSelect = (event) => {
setAsteroidData(event.target.value);
};
const applyDeflectionStrategy = (vx, vy) => {
if (strategy === 'Nuclear Detonation') {
vx += 0.5; // Example effect
} else if (strategy === 'Kinetic Impact') {
vx += 0.25; // Example effect
} else if (strategy === 'Gravity Tractor') {
vy -= 0.1; // Example effect
}
return { vx, vy };
};
const calculateForecastPath = (size, speed, angle, mass) => {
let x = 100;
let y = CANVAS_HEIGHT / 2 - 100;
let vx = speed * Math.cos(angle);
let vy = speed * Math.sin(angle);
const points = [];
let iterationCount = 0;
const maxIterations = 2000; // Extended limit to allow for longer forecast
while (true) {
const dx = EARTH_X - x;
const dy = EARTH_Y - y;
const distance = Math.sqrt(dx * dx + dy * dy);
// Check if the asteroid hits Earth
if (distance <= EARTH_RADIUS_KM * EARTH_DISPLAY_SCALE + size * ASTEROID_DISPLAY_SCALE) {
break;
}
// Apply gravitational force
const force = (G * EARTH_MASS * mass) / (distance * distance);
const ax = force * (dx / distance) / mass;
const ay = force * (dy / distance) / mass;
vx += ax * timeStep;
vy += ay * timeStep;
x += vx * timeStep;
y += vy * timeStep;
points.push(x, y);
iterationCount++;
if (iterationCount >= maxIterations) {
break;
}
// Stop the loop if the asteroid goes off screen
if (y > CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x > CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER || y < -CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x < -CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER) {
break;
}
}
setForecastPoints(points);
};
const simulate = () => {
let { x, y, speed, angle, mass } = asteroid;
let vx = speed * Math.cos(angle);
let vy = speed * Math.sin(angle);
const updateFrame = () => {
console.log(`Asteroid position: (${x}, ${y}), velocity: (${vx}, ${vy})`);
const dx = EARTH_X - x;
const dy = EARTH_Y - y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= EARTH_RADIUS_KM * EARTH_DISPLAY_SCALE + asteroid.size * ASTEROID_DISPLAY_SCALE) {
setSimulationResult('Asteroid collided with Earth!');
setIsSimulating(false);
return;
}
// Apply gravitational force
const force = (G * EARTH_MASS * mass) / (distance * distance);
const ax = force * (dx / distance) / mass;
const ay = force * (dy / distance) / mass;
vx += ax * timeStep;
vy += ay * timeStep;
({ vx, vy } = applyDeflectionStrategy(vx, vy));
x += vx * timeStep;
y += vy * timeStep;
if (y > CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x > CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER || y < -CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x < -CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER) {
setSimulationResult('Asteroid missed Earth!');
setIsSimulating(false);
return;
}
setAsteroid(prev => ({ ...prev, x, y }));
setTrajectoryPoints(prev => [...prev, x, y]);
animationRef.current = window.requestAnimationFrame(updateFrame);
};
setIsSimulating(true);
setSimulationResult('');
animationRef.current = window.requestAnimationFrame(updateFrame);
};
const handleSimulate = () => {
if (isSimulating) return;
simulate();
};
const handleTimeStepChange = (event, newValue) => {
setTimeStep(newValue);
};
const handleAngleChange = (event, newValue) => {
setAsteroid(prev => ({ ...prev, angle: newValue }));
calculateForecastPath(asteroid.size, asteroid.speed, newValue, asteroid.mass);
};
return (
<>
<div>
<h1>Asteroid Collision Scenario</h1>
<select onChange={handleAsteroidSelect}>
{asteroidsData.current.map((ast, index) => (
<option key={index} value={index}>{ast.name}</option>
))}
</select>
<select onChange={(e) => setStrategy(e.target.value)}>
<option value="">Select Deflection Strategy</option>
<option value="Nuclear Detonation">Nuclear Detonation</option>
<option value="Kinetic Impact">Kinetic Impact</option>
<option value="Gravity Tractor">Gravity Tractor</option>
</select>
<Button
variant="contained"
color="primary"
onClick={handleSimulate}
disabled={isSimulating}
style={{ marginTop: '10px' }}
>
Simulate
</Button>
{simulationResult && (
<div>
<h2>Simulation Result</h2>
<p>{simulationResult}</p>
</div>
)}
{asteroid.name && (
<div>
<h3>Asteroid Information</h3>
<p><strong>Name:</strong> {asteroid.name}</p>
<p><strong>Size:</strong> {asteroid.size.toFixed(3)} kilometers</p>
<p><strong>Speed:</strong> {(asteroid.speed * 1000).toFixed(3)} km/s</p>
<p><strong>Mass:</strong> {asteroid.mass.toExponential(3)} kg</p>
</div>
)}
<div>
<p>Scenario</p>
<h3>Time Step: {timeStep}</h3>
<Slider
value={timeStep}
min={10}
max={500}
step={10}
onChange={handleTimeStepChange}
aria-labelledby="time-step-slider"
/>
</div>
</>
)
}
export default Scenario
<div>
<h3>Initial Angle: {(asteroid.angle * 180 / Math.PI).toFixed(2)}°</h3>
<Slider
value={asteroid.angle}
min={0}
max={Math.PI / 2}
step={Math.PI / 180}
onChange={handleAngleChange}
aria-labelledby="angle-slider"
/>
</div>
</div>
<Stage width={CANVAS_WIDTH} height={CANVAS_HEIGHT}>
<Layer>
<Text text="Earth" fontSize={20} x={EARTH_X - EARTH_RADIUS_KM * EARTH_DISPLAY_SCALE} y={EARTH_Y - 10} />
<Circle x={EARTH_X} y={EARTH_Y} radius={EARTH_RADIUS_KM * EARTH_DISPLAY_SCALE} fill="blue" />
<Circle x={asteroid.x} y={asteroid.y} radius={asteroid.size * ASTEROID_DISPLAY_SCALE} fill="gray" stroke="black" strokeWidth={1} />
{trajectoryPoints.length > 0 && (
<Line points={trajectoryPoints.flat()} stroke="red" strokeWidth={2} />
)}
{forecastPoints.length > 0 && (
<Line points={forecastPoints} stroke="gray" strokeWidth={2} dash={[10, 10]} />
)}
</Layer>
</Stage>
</>
);
}
export default Scenario;