So I\'m just doing a basic orbit simulator using Raphael JS, where I draw one circle as the \"star\" and another circle as the \"planet\". It seems to be working just fine,
The problem is with the call back to calculateOrbit in your planet.animate() call. Its not being handled by raphael correctly and is causing a memory leak or an execution slow down. if you remove it and replace the line
calculateOrbit()
with
setInterval(calculateOrbit, 150);
it should run smoothly.
full code:
$(function() {
var paper = Raphael(document.getElementById('canvas'), 640, 480);
var star = paper.circle(320, 240, 10);
var planet = paper.circle(320, 150, 5);
var starVelocity = [0,0];
var planetVelocity = [20.42,0];
var starMass = 3.08e22;
var planetMass = 3.303e26;
var gravConstant = 1.034e-18;
function calculateOrbit() {
var accx = 0;
var accy = 0;
accx = (gravConstant * starMass * ((star.attr('cx') - planet.attr('cx')))) / (Math.pow(circleDistance(), 3));
accy = (gravConstant * starMass * ((star.attr('cy') - planet.attr('cy')))) / (Math.pow(circleDistance(), 3));
planetVelocity[0] += accx;
planetVelocity[1] += accy;
planet.animate({cx: planet.attr('cx') + planetVelocity[0], cy: planet.attr('cy') + planetVelocity[1]}, 150);
paper.circle(planet.attr('cx'), planet.attr('cy'), 1); // added to 'trace' orbit
}
function circleDistance() {
return (Math.sqrt(Math.pow(star.attr('cx') - planet.attr('cx'), 2) + Math.pow(star.attr('cy') - planet.attr('cy'), 2)));
}
setInterval(calculateOrbit, 150);
});