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📄 ---p5_movie_1.nlogo

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globals [  clock tick-length          ;; clock variables  box-edge                   ;; distance of box edge from axes  total-particle-number  max-ever-speed current-max-speed  pressure   outside-energy  volume  temperature]breeds [ particles ]particles-own [  speed mass                 ;; particle info  last-collision]to setup  ca  random-seed 10  set-default-shape particles "circle"  set clock 0  set pressure 0   set outside-energy 0  set temperature 0  ;; box has constant size...  set box-edge (screen-edge-x - 1)  make-box  make-particles;;  ask particles [recolor]    ask particle 3 [ st set color orange pendown]endto go  locals [old-clock]  ask particles [ bounce ]  ask particles [ move ]  ask particles    [ ;; without-interruption is needed here so one collision is      ;; happening at a time      without-interruption        [ check-for-collision ] ]  set old-clock clock  set clock clock + tick-length  set current-max-speed (ceiling max values-from particles [speed])  if (max-ever-speed < current-max-speed)  [    set max-ever-speed current-max-speed    set tick-length 1 / max-ever-speed  ];;  ifelse (clock < 6) [ ask patches [ if (pcolor != yellow) [ set pcolor black ]] ask turtles [ ht ] ask particle 3 [ st pu ]] [ ask turtles [ st ] ask particle 3 [ ]]  ask turtles with [ abs xcor > 34 or abs ycor > 34 ] [die]  wait 0.01 if (clock > 100) [ set clock 0 clear-drawing]endto bounce  ;; particle procedure  locals [new-px new-py]  ;; if we're not about to hit a wall (yellow patch), or if we're already on a  ;; wall, we don't need to do any further checks  if pcolor = yellow or pcolor-of patch-at dx dy != yellow     [ stop ]  ;; get the coordinates of the patch we'll be on if we go forward 1  set new-px round (xcor + dx)  set new-py round (ycor + dy)  ;; if hitting left or right wall, reflect heading around x axis  if (abs new-px = box-edge)    [ set heading (- heading) ]  ;; if hitting top or bottom wall, reflect heading around y axis  if (abs new-py = box-edge)    [ set heading (180 - heading) ]endto move  ;; particle procedure  if patch-ahead (speed * tick-length) != patch-here    [ set last-collision nobody ]  jump (speed * tick-length)endto check-for-collision  ;; particle procedure  locals [ candidate ]  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.    set candidate random-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      set last-collision-of candidate self    ]  ]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 particle centers;;      (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 compenent 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  locals  [    ;; local copies of other-particle's relevant quantities    mass2 speed2 heading2     ;; quantities used in the collision itself    theta   ;; heading of vector from my center to the center of other-particle.    v1t     ;; velocity of self along direction theta    v1l     ;; velocity of self perpendicular to theta    v2t v2l ;; velocity of other-particle, represented in the same way    vcm     ;; velocity of the center of mass of the colliding particles,            ;;   along direction theta  ]    ;;; PHASE 1: initial setup  ;; for convenience, grab some quantities from other-particle  set mass2 mass-of other-particle  set speed2 speed-of other-particle  set 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.  set theta (random-float 360)  ;;; 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  set v1t (speed * cos (theta - heading))  set v1l (speed * sin (theta - heading))  ;; do the same for other-particle  set v2t (speed2 * cos (theta - heading2))  set v2l (speed2 * sin (theta - heading2))  ;;; PHASE 3: manipulate vectors to implement collision   ;; compute the velocity of the system's center of mass along theta  set 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 * v1t) + (v1l * v1l))  ;; 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  set speed-of other-particle sqrt ((v2t * v2t) + (v2l * v2l))  if v2l != 0 or v2t != 0    [ set heading-of other-particle (theta - (atan v2l v2t)) ]  ;; PHASE 5: final updates  ;; now recolor, since color is based on quantities that may have changed ;; recolor ;; ask other-particle ;;   [ recolor ]endto recolor  ;; particle procedureset color green ;; ifelse ( speed < (0.5 * 10) and speed > 0 ) ;; [;;    set color blue ;; ] ;; [ ;;   ifelse speed > (1.5 * 10)  ;;    [ set color red ];;      [ set color green ] ;; ]end;;;;;; drawing procedures;;;;; draws the boxto make-box  ask patches with [ ((abs pxcor = box-edge) and (abs pycor <= box-edge)) or                     ((abs pycor = box-edge) and (abs pxcor <= box-edge)) ]    [ set pcolor yellow ]end;; creates some particlesto make-particles set total-particle-number 400  create-custom-particles 400  [    set speed random-float 20    set mass 1.0    set last-collision nobody    random-position    recolor  ;;  ht  ]  set tick-length 1 / (ceiling max values-from particles [speed])end;; place particle at random location inside the box.to random-position ;; particle procedure  setxy ((1 - box-edge) + random-float ((2 * box-edge) - 2))        ((1 - box-edge) + random-float ((2 * box-edge) - 2))  set heading random-float 360end;; make turtles appear more like particlesto-report particle [n]  report turtle nend@#$#@#$#@GRAPHICS-WINDOW51028330933334.01101110111CC-WINDOW5323476418Command Center0BUTTON3901246745go/stopgoT1TOBSERVERTNILBUTTON3321238745NILsetupNIL1TOBSERVERTNIL@#$#@#$#@@#$#@#$#@defaulttrue0Polygon -7500403 true true 150 5 40 250 150 205 260 250circlefalse0Circle -7500403 true true 30 30 240@#$#@#$#@NetLogo 3.0beta3@#$#@#$#@@#$#@#$#@@#$#@#$#@@#$#@#$#@

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