The “Simulation Thing”“模拟物”.pptVIP

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The “Simulation Thing”“模拟物”

Particle Simulations u1*(u1?d1) u2*(u2?d2) u1 v1 u1*(u1?d1) u2*(u2?d2) u2 v2 Particle Simulations u1*(u1?d1) u2*(u2?d2) u1 v1 This calculation can be written as: v1 = u1 – u1*(dot(u1,d1)) + u2*(dot(u2,d2)) v2 = u2 – u2*(dot(u2,d2)) + u1*(dot(u1,d1)) u1*(u1?d1) u2*(u2?d2) u2 v2 Particle Simulations ... for(int i = 0; i N; i++) { for(int j = i+1; j N; j++) { if(distance(p[i],p[j]) r*2) { v1 = u1 – u1*(dot(u1,d1)) + u2*(dot(u2,d2)) v2 = u2 – u2*(dot(u2,d2)) + u1*(dot(u1,d1)) } } } Particle Simulations There is a certain degree of error in this calculation. This is caused by the fact that the particles are allowed to move inside each other before the collision occurs. Particle Simulations This can be solved by ‘reversing’ time to the point of the collision. Calculating the new velocities and then stepping the simulation back to the present time. Particle Simulations The calculation for this is: if(distance(p[i],p[j]) r*2) { t=(r*2-distance(p[i],p[j]))/ (dot(u1,d1)+dot(u2,d2)) p1 = p1 – u1*t p2 = p2 – u2*y v1 = u1 – u1*(dot(u1,d1)) + u2*(dot(u2,d2)) v2 = u2 – u2*(dot(u2,d2)) + u1*(dot(u1,d1)) p1 = p1 + v1*t p2 = p2 + v2*t } Particle Simulations This can lead to a new problem, because the particles are moving during the ‘collision’ phase. This movement can cause additional collisions. In order to solve this problem the collisions must be resolved in the order they occur. The algorithm becomes: Particle Simulations main loop for all particles ‘move’ particle if ‘collision’ with boundary respond to collision detect collisions while collision has occurred find and resolve first collision detect collisions repeat Particle Simulations In this way the collisions are always resolved in the order they would have occurred and there is no error introduced by our system. Introduction to Particle Simulations Daniel Playne Particle Simulations Another major class of simulations are particle or n-body simulations. In these simulations

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