Colisão Única
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globals [ tick-delta ;; how much we advance the tick counter this time through max-tick-delta ;; the largest tick-delta is allowed to be plot-clock ;; keeps track of the x-axis for the plot avg-speed ;; average speed of the two particles total-energy ;; total energy of the two particles x-center y-center ;; coordinates of center of mass done? ;; becomes true when one particles is about to 'leave' the world after-collision? ;; for graphing purposes ] breed [ particles particle ] breed [ centers-of-mass center-of-mass ] particles-own [ speed mass energy ;; particle variables last-collision ] to setup clear-all set-default-shape particles "circle" set-default-shape centers-of-mass "x" set done? false set max-tick-delta 0.1073 set after-collision? false make-particles create-centers-of-mass 1 [ set size 3 ] update-variables clear-drawing ;; erase the line made by initially moving the center of mass reset-ticks end to update-variables let total-mass sum [mass] of particles set x-center (sum [ xcor * mass ] of particles) / total-mass set y-center (sum [ ycor * mass ] of particles) / total-mass set avg-speed mean [speed] of particles set total-energy sum [energy] of particles ask centers-of-mass [ ifelse mostrar-centro-da-massa? ;; marks a gray path along the particles' center of mass [ show-turtle pen-down ] [ hide-turtle pen-up ] setxy x-center y-center ] end to go ask particles [ move ] ask particles ;; each particle checks if it's on the same patch as the other [ check-for-collision ] update-variables calculate-tick-delta tick-advance tick-delta display update-plots end to go-mode if modo-de-iniciaçao = "colisao-unica" [go-once stop] if modo-de-iniciaçao = "todos-angulos-colisao" [all-angulo-colisaos] if modo-de-iniciaçao = "todos-angulos-reflexao" [all-angulo-reflexaos] end to go-once ;; a single collision setup while [ not done? ] [ go ask particles [ if not can-move? 1 [ set done? true ] ] ] end to all-angulo-colisaos ;; activated when the reflection angle is constant and the collision angle is varied go-once ifelse angulo-colisao >= 345 [ set angulo-colisao 15 ] [ set angulo-colisao angulo-colisao + 15 ] end to all-angulo-reflexaos ;; activated when the collision angle is constant and the reflection angle is varied go-once set angulo-reflexao angulo-reflexao + 15 if angulo-reflexao = 360 [ set angulo-reflexao 0 ] end to calculate-tick-delta ;; tick-delta is calculated in such way that even the fastest ;; particle will jump at most 1 patch length in a tick. As ;; particles jump (speed * tick-delta) at every tick, making ;; tick length the inverse of the speed of the fastest particle ;; (1/max speed) assures that. Having each particle advance at most ;; one patch-length is necessary for them not to "jump over" each ;; other without colliding. ifelse any? particles with [speed > 0] [ set tick-delta min list (1 / (ceiling max [speed] of particles)) max-tick-delta ] [ set tick-delta max-tick-delta ] end to move ;; particle procedure jump (speed * tick-delta) end to check-for-collision ;; particle procedure if count other particles-here = 1 [ ;; the following conditions are imposed on collision candidates: ;; 1. they must have a lower who number than my own, because collision ;; code is asymmetrical: it must always happen from the point of view ;; of just one particle. ;; 2. they must not be the same particle that we last collided with on ;; this patch, so that we have a chance to leave the patch after we've ;; collided with someone. let candidate one-of other particles-here with [who < [who] of myself and myself != last-collision] ;; we also only collide if one of us has non-zero speed. It's useless ;; (and incorrect, actually) for two particles with zero speed to collide. if (candidate != nobody) and (speed > 0 or [speed] of candidate > 0) [ collide-with candidate set last-collision candidate ask candidate [ set last-collision myself ] set after-collision? true ] ] end ;; implements a collision with another particle. ;; ;; THIS IS THE HEART OF THE PARTICLE SIMULATION, AND YOU ARE STRONGLY ADVISED ;; NOT TO CHANGE IT UNLESS YOU REALLY UNDERSTAND WHAT YOU'RE DOING! ;; ;; The two particles colliding are self and other-particle, and while the ;; collision is performed from the point of view of self, both particles are ;; modified to reflect its effects. This is somewhat complicated, so I'll ;; give a general outline here: ;; 1. Do initial setup, and determine the heading between the reflected particles ;; (call it theta). ;; 2. Convert the representation of the velocity of each particle from ;; speed/heading to a theta-based vector whose first component is the ;; particle's speed along theta, and whose second component is the speed ;; perpendicular to theta. ;; 3. Modify the velocity vectors to reflect the effects of the collision. ;; This involves: ;; a. computing the velocity of the center of mass of the whole system ;; along direction theta ;; b. updating the along-theta components of the two velocity vectors. ;; 4. Convert from the theta-based vector representation of velocity back to ;; the usual speed/heading representation for each particle. ;; 5. Perform final cleanup and update derived quantities. to collide-with [ other-particle ] ;; particle procedure ;;; PHASE 1: initial setup ;; for convenience, grab some quantities from other-particle let mass2 [mass] of other-particle let speed2 [speed] of other-particle let heading2 [heading] of other-particle ;; since particles are modeled as zero-size points, theta isn't meaningfully ;; defined. we can assign it randomly without affecting the model's outcome. let theta angulo-reflexao ;;; PHASE 2: convert velocities to theta-based vector representation ;; now convert my velocity from speed/heading representation to components ;; along theta and perpendicular to theta let v1t (speed * cos (theta - heading)) let v1l (speed * sin (theta - heading)) ;; do the same for other-particle let v2t (speed2 * cos (theta - heading2)) let v2l (speed2 * sin (theta - heading2)) ;;; PHASE 3: manipulate vectors to implement collision ;; compute the velocity of the system's center of mass along theta let vcm (((mass * v1t) + (mass2 * v2t)) / (mass + mass2) ) ;; now compute the new velocity for each particle along direction theta. ;; velocity perpendicular to theta is unaffected by a collision along theta, ;; so the next two lines actually implement the collision itself, in the ;; sense that the effects of the collision are exactly the following changes ;; in particle velocity. set v1t (2 * vcm - v1t) set v2t (2 * vcm - v2t) ;;; PHASE 4: convert back to normal speed/heading ;; now convert my velocity vector into my new speed and heading set speed sqrt ((v1t ^ 2) + (v1l ^ 2)) set energy (0.5 * mass * speed ^ 2) ;; if the magnitude of the velocity vector is 0, atan is undefined. but ;; speed will be 0, so heading is irrelevant anyway. therefore, in that ;; case we'll just leave it unmodified. if v1l != 0 or v1t != 0 [ set heading (theta - (atan v1l v1t)) ] ;; and do the same for other-particle ask other-particle [ set speed sqrt ((v2t ^ 2) + (v2l ^ 2)) set energy (0.5 * mass * (speed ^ 2)) if v2l != 0 or v2t != 0 [ set heading (theta - (atan v2l v2t)) ] ] end to recolor ;; particle procedure ifelse speed < (0.5 * 10) [ set color blue + 2 ] [ ifelse speed > (1.5 * 10) [ set color red ] [ set color green ] ] end ;; creates initial particles to make-particles create-particles 1 [ set color pink set speed velocidade-inicial-rosa set mass massa-rosa set heading 180 bk 2 * speed ] create-particles 1 [ set color blue set speed velocidade-inicial-azul set mass massa-azul set heading 180 + angulo-colisao bk 2 * speed ] ask particles [ setup-particle ] calculate-tick-delta end to setup-particle ;; particle procedure pen-down set size 2 set energy (0.5 * mass * speed ^ 2 ) set last-collision nobody end ; Copyright 1997 Uri Wilensky. ; See Info tab for full copyright and license.
There is only one version of this model, created over 3 years ago by Marcos Taira.
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