I'm writing a simulation of a 2d protoplanetary disk, and right now, the most time consuming bit of code is calculating the gravitational attraction. This is the code I'm currently using.
for(int i=0; i<particleCount; i++){
if(boolArray[i]){ //boolArray is linked with particleArray, false means the linked particle has collided with another particle and no longer exists
double iX = particleArray[i].getXPosition();
double iY = particleArray[i].getYPosition();
double iM = particleArray[i].getMass();
for(int j=0; j<particleCount; j++){
if(i!=j&&boolArray[j]){
double rX = iX-particleArray[j].getXPosition();
double rY = iY-particleArray[j].getYPosition();
double rT = Math.sqrt(rX*rX+rY*rY);
double rF = rT*rT*rT;
double fT = -constantGravity*iM*particleArray[j].getMass()/rF;
particleArray[i].updateForce(rX*fT, rY*fT);
}
}
}
}
Does anybody have any ideas on how to speed it up? I think the sqrt in
double rT = Math.sqrt(rX*rX+rY*rY);
is the biggest culprit, but I'm not sure if I could even get rid of it.
The compile-ready code can be found at https://github.com/quietsamurai98/2D-Accretion-Simulation/tree/Trails-png