I've implemented in Java the Runge-Kutta 4 algorithm as described from this paper. http://spiff.rit.edu/richmond/nbody/OrbitRungeKutta4.pdf
However, the movements are erratic. Even with only two bodies, there are no periodic movements.
protected void integrateRK4(double time) {
final double H = time;
final double HO2 = H/2;
final double HO6 = H/6;
Vector2[] currentVelocities = new Vector2[objects.length];
Vector2[] currentPositions = new Vector2[objects.length];
Vector2[] vk1 = new Vector2[objects.length];
Vector2[] vk2 = new Vector2[objects.length];
Vector2[] vk3 = new Vector2[objects.length];
Vector2[] vk4 = new Vector2[objects.length];
Vector2[] rk1 = new Vector2[objects.length];
Vector2[] rk2 = new Vector2[objects.length];
Vector2[] rk3 = new Vector2[objects.length];
Vector2[] rk4 = new Vector2[objects.length];
for (int i=0; i<objects.length; i++) {
currentVelocities[i] = objects[i].velocity().clone();
currentPositions[i] = objects[i].position().clone();
}
vk1 = computeAccelerations(objects);
for (int i=0; i<objects.length; i++) {
rk1[i] = currentVelocities[i].clone();
}
for (int i=0; i<objects.length; i++) {
objects[i].setPosition(Vectors2.add(currentPositions[i], Vectors2.prod(rk1[i], HO2)));
}
vk2 = computeAccelerations(objects);
for (int i=0; i<objects.length; i++) {
rk2[i] = Vectors2.prod(vk1[i], HO2);
}
for (int i=0; i<objects.length; i++) {
objects[i].setPosition(Vectors2.add(currentPositions[i], Vectors2.prod(rk2[i], HO2)));
}
vk3 = computeAccelerations(objects);
for (int i=0; i<objects.length; i++) {
rk3[i] = Vectors2.prod(vk2[i], HO2);
}
for (int i=0; i<objects.length; i++) {
objects[i].setPosition(Vectors2.add(currentPositions[i], Vectors2.prod(rk3[i], H)));
}
vk4 = computeAccelerations(objects);
for (int i=0; i<objects.length; i++) {
rk4[i] = Vectors2.prod(vk3[i], H);
}
for (int i=0; i<objects.length; i++) {
objects[i].setVelocity(Vectors2.add(currentVelocities[i], Vectors2.prod(Vectors2.add(vk1[i], Vectors2.prod(vk2[i], 2), Vectors2.prod(vk3[i], 2), vk4[i]), HO6)));
objects[i].setPosition(Vectors2.add(currentPositions[i], Vectors2.prod(Vectors2.add(rk1[i], Vectors2.prod(rk2[i], 2), Vectors2.prod(rk3[i], 2), rk4[i]), HO6)));
}
}
Is my implementation incorrect somehow?
Note:
Vectors2
is my own implementation of Vectors, it is a first order Tensor of size 2.
All the static methods Vectors2.*
return a copy of the vector.
All the non static methods called on instances of Vector2 modify the vector, same for objects[i].addVelocity()
and objects[i].addPosition()
Vectors2.add(Vector2... vectors2)
does element-wise addition.
Vectors2.prod(Vector2... vectors2)
does element-wise multiplication.
Vectors2.prod(Vector2 vector2, double c)
does element-wise multiplication.
computeAccelerations(PointBody[] objects)
returns an array of acceleration vectors.
The variable objects
is a property of the class NBodyIntegrator
, which these functions are part of. It is an array of PointBody[]
.
To make sure that it wasn't some other bug, I've reduced the RK4 algorithm to a Explicit Euler algorithm by removing k2, k3, and k4. This one works as expected.
protected void integrateRK1(double time) {
final double H = time;
final double HO2 = H/2;
Vector2[] currentVelocities = new Vector2[objects.length];
Vector2[] currentPositions = new Vector2[objects.length];
Vector2[] vk1;
Vector2[] rk1 = new Vector2[objects.length];
for (int i=0; i<objects.length; i++) {
currentVelocities[i] = objects[i].velocity().clone();
currentPositions[i] = objects[i].position().clone();
}
vk1 = computeAccelerations(objects);
for (int i=0; i<objects.length; i++) {
rk1[i] = currentVelocities[i].clone();
}
for (int i=0; i<objects.length; i++) {
objects[i].setVelocity(Vectors2.add(currentVelocities[i], Vectors2.prod(Vectors2.add(vk1[i]), H)));
objects[i].setPosition(Vectors2.add(currentPositions[i], Vectors2.prod(Vectors2.add(rk1[i]), H)));
}
}
You are setting
rk1 = v0
pos2 = pos0 + rk1*h/2
vk2 = acc(pos2)
which is correct. But then you continue with
rk2 = vk1*h/2
where it should be
rk2 = v0 + vk1*h/2
and so on. Of course then the cumulative position update is also wrong.