Initial project setup: Rust/WASM solar system simulator with SvelteKit frontend

- Rust workspace with 4 crates: orbital-mechanics, mass-driver-core, mass-driver-wasm, mass-driver-backend
- Keplerian orbital mechanics engine with JPL elements for 14 bodies (Sun, 8 planets, Pluto, Ceres, Europa, Titan, Ganymede)
- Kepler equation solver and orbital position computation compiled to WASM
- SvelteKit frontend with Tailwind CSS, Canvas2D renderer showing animated solar system
- Orbit ellipses, planet dots with labels, Sun glow, grid, scale bar, pan/zoom controls
- Time controls (play/pause, 5 speed levels, date picker) driving live simulation
- 2D/3D view toggle (3D placeholder for Threlte integration)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-07 22:06:30 -07:00
commit 5efe0736ac
45 changed files with 4626 additions and 0 deletions

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<script lang="ts">
import { onMount, onDestroy } from 'svelte';
import { SolarSystem2DRenderer } from '$lib/render/canvas2d/SolarSystem2D';
import { simulation } from '$lib/stores/simulation.svelte';
import { getBodyPositions, getBodyInfos, getOrbitPoints } from '$lib/wasm/bridge';
let canvas: HTMLCanvasElement;
let renderer: SolarSystem2DRenderer;
let animFrameId: number;
let orbitsComputed = false;
function computeOrbits() {
const bodyCount = simulation.bodyInfos.length;
for (let i = 1; i < bodyCount; i++) {
const points = getOrbitPoints(i, simulation.currentJD, 360);
if (points.length > 0) {
renderer.updateOrbit(i, points);
}
}
orbitsComputed = true;
}
onMount(() => {
renderer = new SolarSystem2DRenderer(canvas);
if (simulation.wasmReady) {
simulation.bodyInfos = getBodyInfos();
}
let lastTime = performance.now();
let frameCount = 0;
function mainLoop() {
const now = performance.now();
const dt = (now - lastTime) / 1000;
lastTime = now;
simulation.advanceTime(dt);
if (simulation.wasmReady) {
simulation.bodyPositions = getBodyPositions(simulation.currentJD);
renderer.updateBodies(simulation.bodyInfos, simulation.bodyPositions);
// Compute orbits on first frame and refresh every 600 frames (~10s)
if (!orbitsComputed || frameCount % 600 === 0) {
computeOrbits();
}
}
renderer.render();
frameCount++;
animFrameId = requestAnimationFrame(mainLoop);
}
mainLoop();
});
onDestroy(() => {
if (animFrameId) cancelAnimationFrame(animFrameId);
renderer?.destroy();
});
</script>
<canvas
bind:this={canvas}
class="w-full h-full block"
style="cursor: grab;"
></canvas>