Colisão Única

No preview image

1 collaborator

Default-person Marcos Taira (Author)

Tags

(This model has yet to be categorized with any tags)
Visible to everyone | Changeable by the author
Model was written in NetLogo 6.1.1 • Viewed 64 times • Downloaded 7 times • Run 0 times
Download the 'Colisão Única' modelDownload this modelEmbed this model

Do you have questions or comments about this model? Ask them here! (You'll first need to log in.)


Info tab cannot be displayed because of an encoding error

Comments and Questions

Please start the discussion about this model! (You'll first need to log in.)

Click to Run Model

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.

Attached files

No files

This model does not have any ancestors.

This model does not have any descendants.