At a glance
Whether a body orbits the Sun or leaves for good depends on its total energy E. This sim reduces the orbit to one coordinate, the distance r, so its size and shape can be read off an energy diagram.
What you'll learn
- What the effective potential Veff(r) is made of.
- How the energy E, drawn as a line on that curve, limits where the body can be.
- How E sets the orbit's type, size and eccentricity.
- How the angular speed θ̇ depends on r.
What's on screen
- Sun and body in the Orbit panel. The body's colour follows the sign of E: blue, amber or pink.
- Veff(r) curve (grey) and the E line (coloured like the body). The body's dot rides on the curve.
- Green bar: the gap between the dot and the E line.
- Coloured dots on the E line mark where it meets the curve.
- State panel (regime, e, l) and the optional θ̇(r) panel.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Total energy E | The body's energy per unit mass. It moves the E line, and with it the orbit. | −0.50 to +0.60 opens at −0.50 | |
| Show θ̇(r) plot | Opens the third panel, the angular speed against r, with a marker for the body. | on / off opens off | |
| State | The regime (circular, bound, parabolic or unbound), the eccentricity e, and the fixed l. | panel | |
| ▶ Play / ⏸ Pause | Starts or freezes the motion. | top bar | |
| ↻ Reset | Restarts the mode you are in from its beginning. | top bar |
Fixed: GM = m = 1 and the angular momentum l = 1, so every number is in these units. Near E = 0 the slider snaps to exactly 0.
The effective potential
The orbit has a conserved angular momentum l. With l fixed, only the distance r is left to follow, and it moves like a marble rolling on the effective potential:
The first term is gravity's potential energy. The second is the kinetic energy of the sideways motion, rewritten using l. It acts as a barrier that rises as r shrinks. Energy conservation then reads:
The sign of E sets the orbit's type
- E < 0. The line cuts the curve twice, so the body is confined between two radii and traces an ellipse. The lowest allowed energy is E = −1/(2l²) = −0.50, where the two radii merge and the orbit is a circle at r = 1.
- E = 0. The line meets the curve once, at r = l²/2 = 0.5. The body escapes and arrives far away with almost no speed.
- E > 0. Again one meeting point. The body passes it once and leaves, with speed √(2E) far from the Sun.
E is conserved, so the type is fixed at launch and cannot change on the way.
E sets the shape and size
With l = 1, the energy alone fixes the orbit's shape and size. For E < 0, a is the ellipse's semi-major axis (half its long diameter):
This slider moves the sim's energy too.
- Raising E from −0.50 toward 0 takes e from 0 up to 1. rapo grows without limit, while rperi only slides from 1 down to 0.5.
- For E > 0 the same e formula gives e > 1. Then a = 1/(2E) and rperi = a(e − 1).
The barrier keeps the body out
- As r → 0 the barrier l²/(2r²) grows faster than gravity's −1/r, because 1/r² beats 1/r. For any l ≠ 0 the curve climbs without limit, and no E line can reach it. The body never reaches the Sun.
- At the two meeting points, perihelion (closest) and aphelion (farthest), ṙ = 0, but the body's speed is not 0. The green bar closes, yet the body keeps sweeping round the Sun, so r turns around and the orbit goes on.
- With l = 1 and E ≤ 0 the closest approach is between 0.5 and 1. At E = +0.60, the top of the slider, it is 0.40.
The angular speed follows r
- Since l is fixed, θ̇ is large close to the Sun and small far from it. The θ̇(r) panel draws this law as a curve, and the body's marker rides on it.
- The same l that keeps the body off the Sun makes the closest approach the fastest part of the orbit. This is Kepler's second law: r²θ̇ = l is twice the area swept per unit time.
- At E = −0.35: θ̇ ≈ 2.4 at rperi = 0.65, against ≈ 0.20 at rapo = 2.21. That is about 12 times faster close in.
Where it matters
- Planets all have E < 0 and travel on closed ellipses, most of them nearly circular (Earth: e ≈ 0.017).
- Long-period comets have e very close to 1. They spend most of their time far out and sweep past the Sun quickly.
- ʻOumuamua (2017) arrived with E > 0 and e ≈ 1.2: one pass around the Sun, then gone for good.
- Spacecraft. A probe launched from Earth's surface faster than 11.2 km/s (ignoring air) has E > 0 with respect to Earth and does not come back.
Go deeper: why one coordinate is enough
- Gravity points straight at the Sun, so it exerts no torque about the Sun, and l = m r²θ̇ stays constant. That is what lets the sheet follow r alone.
- The −1/r potential also gives closed ellipses. Other force laws give the same one-dimensional picture, but the orbits generally do not close.
Summary
Key points
- Veff = −1/r + l²/(2r²); the second term is a kinetic barrier.
- E < 0 gives an ellipse, E = 0 a parabola, E > 0 a hyperbola. E cannot go below −1/(2l²).
- e = √(1 + 2El²) and, for E < 0, a = −1/(2E).
- θ̇ = l/r² is largest at the closest approach.
Common mix-ups
- "Given time, an orbit spirals into the Sun." E and l are conserved, so the inner edge of the allowed region is a wall. Spiralling in would need drag or thrust.
- "At aphelion the planet stops." Only ṙ is zero there. θ̇ = l/r² never vanishes.
- "E = 0 means no motion." It is the escape threshold: the body keeps moving and reaches infinity with no speed to spare.
Things to try on your own
- Set E = −0.20. From rperi and rapo in section 05, work out how many times faster θ̇ is at perihelion, then check it on the θ̇(r) panel.
- Move E from −0.50 to −0.05 in four steps. Check each e in the State panel against √(1 + 2E).