📄 ---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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