Exemple #1
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 public MATM3(MATM3 m1)
 {
     n  = m1.dim();
     va = new VECM3[n];
     for (int i = 0; i < n; i++)
     {
         va[i] = new VECM3(m1[i]);
     }
 }
Exemple #2
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    public static MATM3 operator /(MATM3 m1, double a)
    {
        int   n = m1.dim();
        MATM3 m = new MATM3(n);

        for (int i = 0; i < n; i++)
        {
            m[i] = m1[i] / a;
        }
        return(m);
    }
Exemple #3
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    public static MATM3 operator *(double a, MATM3 m1)
    {
        int   n = m1.dim();
        MATM3 m = new MATM3(n);

        for (int i = 0; i < n; i++)
        {
            m[i] = m1[i] * a;
        }
        return(m);
    }
Exemple #4
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    public static MATM3 operator -(MATM3 m1, MATM3 m2)
    {
        int   n = m1.dim();
        MATM3 m = new MATM3(n);

        for (int i = 0; i < n; i++)
        {
            m[i] = m1[i] - m2[i];
        }
        return(m);
    }
Exemple #5
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    public static MATM3 operator -(MATM3 m1)
    {
        int   n = m1.dim();
        MATM3 A = new MATM3(n);

        for (int i = 0; i < n; i++)
        {
            A[i] = -m1[i];
        }
        return(A);
    }
Exemple #6
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    public MATM3 tpose()
    {
        int   dim = this.dim();
        MATM3 A   = new MATM3(dim);

        for (int i = 0; i < dim; i++)
        {
            for (int j = 0; j < dim; j++)
            {
                A[i][j] = new MAT(this[j][i]);
            }
        }
        return(A);
    }
Exemple #7
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    public static VECV3 fwdSubs(MATM3 m1, VECV3 b)
    {
        int   len = b.len();
        VECV3 v   = new VECV3(len);

        for (int i = 0; i < len; i++)
        {
            VEC s = new VEC(3);
            for (int j = 0; j < i; j++)
            {
                s += m1[i][j] * v[j];
            }
            v[i] = (b[i] - s) / m1[i][i];
        }
        return(v);
    }
Exemple #8
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    public static VECV3 bckSubs(MATM3 m1, VECV3 b)
    {
        int   len = b.len();
        VECV3 v   = new VECV3(len);

        for (int i = 0; i < len; i++)
        {
            v[i] = b[i];
        }
        for (int i = len - 1; i >= 0; i--)
        {
            v[i] = v[i] / m1[i][i];
            for (int j = i - 1; j >= 0; j--)
            {
                v[j] = v[j] - (m1[j][i] * v[i]);
            }
        }
        return(v);
    }
Exemple #9
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    public static MATM3 operator *(MATM3 m1, MATM3 m2)
    {
        int   n = m1.dim();
        MATM3 m = new MATM3(n);
        MAT   s;

        for (int i = 0; i < n; i++)
        {
            for (int j = 0; j < n; j++)
            {
                s = new MAT(3);
                for (int k = 0; k < n; k++)
                {
                    s += m1[i][k] * m2[k][j];
                }
                m[i][j] = s;
            }
        }
        return(m);
    }
Exemple #10
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    public static MATM3 luFact(MATM3 m1)
    {
        int n = m1.dim();

        for (int i = 0; i < n; i++)
        {
            for (int j = i + 1; j < n; j++)
            {
                m1[j][i] /= m1[i][i];
            }
            for (int j = i + 1; j < n; j++)
            {
                for (int k = i + 1; k < n; k++)
                {
                    m1[j][k] -= m1[j][i] * m1[i][k];
                }
            }
        }
        return(m1);
    }
Exemple #11
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    public static VECV3 LU_Solve(MATM3 A1, VECV3 b1)
    {
        MATM3 A = new MATM3(A1);

        VECV3 b = new VECV3(b1);
        int   n = A.dim();

        A = luFact(A);

        MATM3 L = new MATM3(n);
        MATM3 U = new MATM3(n);

        for (int i = 1; i < n; i++)
        {
            for (int j = 0; j < i; j++)
            {
                L[i][j] = A[i][j];
            }
        }
        for (int i = 0; i < n; i++)
        {
            L[i][i] = MAT.unit(3);
        }

        for (int i = 0; i < n; i++)
        {
            for (int j = i; j < n; j++)
            {
                U[i][j] = A[i][j];
            }
        }
        VECV3 y = fwdSubs(L, b);
        VECV3 x = bckSubs(U, y);

        return(x);
    }
Exemple #12
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    /*
     * void UpdateBackwardMethod(double h)
     *
     * Backward method on velocity
     * Trapezoidal method on position
     */
    public void UpdateBackwardMethod(double h)
    {
        if (validCount <= 0)
        {
            return;
        }
        int[] validIndex = new int[validCount];
        int   indexTmp   = 0;

        for (int i = 0; i < maxStarNum; i++)
        {
            if (validMap[i] == true)
            {
                validIndex[indexTmp] = i;
                indexTmp++;
            }
        }

        VEC[] velAll     = new VEC[validCount];
        VEC[] new_velAll = new VEC[validCount];

        VEC[] posAll     = new VEC[validCount];
        VEC[] new_posAll = new VEC[validCount];

        VEC massAll = new VEC(validCount);

        for (int i = 0; i < validCount; i++)
        {
            velAll[i]     = new VEC(s[validIndex[i]].vel);
            new_velAll[i] = new VEC(s[validIndex[i]].vel);

            posAll[i]     = new VEC(s[validIndex[i]].pos);
            new_posAll[i] = new VEC(s[validIndex[i]].pos);

            massAll[i] = s[validIndex[i]].mass;
        }

        double e_threshold = 1E-7;
        double err         = 1.0 + e_threshold;
        int    maxIterNum  = 100;

        while (err > e_threshold & maxIterNum > 0)
        {
            VECV3 F = new VECV3(2 * validCount);
            for (int i = 0; i < validCount; i++)
            {
                VEC a = new VEC(3);
                for (int j = 0; j < validCount; j++)
                {
                    if (i != j)
                    {
                        a += VEC.Normalize(new_posAll[j] - new_posAll[i]) * massAll[j] / DistancePow2(new_posAll[i], new_posAll[j]);
                    }
                }
                F[i] = G * a - (new_velAll[i] - velAll[i]) / h;
            }
            for (int i = validCount; i < 2 * validCount; i++)
            {
                F[i] = (new_posAll[i - validCount] - posAll[i - validCount]) / h - 0.5 * (new_velAll[i - validCount] + velAll[i - validCount]);
            }

            MATM3 JF = new MATM3(2 * validCount);
            MAT   tmp;
            for (int i = 0; i < validCount; i++)
            {
                tmp = new MAT(3);
                for (int k = 0; k < 3; k++)
                {
                    tmp[k][k] = -1.0 / h;
                }
                JF[i][i] = tmp;
            }
            for (int i = 0; i < validCount; i++)
            {
                for (int j_inJF = validCount; j_inJF < 2 * validCount; j_inJF++)
                {
                    int j = j_inJF - validCount;
                    tmp = new MAT(3);
                    if (i != j)
                    {
                        for (int a = 0; a < 3; a++)
                        {
                            for (int b = 0; b < 3; b++)
                            {
                                if (a == b)
                                {
                                    tmp[a][b] = massAll[j] * G *
                                                (-3 * Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -2.5) * (new_posAll[j][a] - new_posAll[i][a]) * new_posAll[j][a]
                                                 + Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -1.5));
                                }
                                else
                                {
                                    tmp[a][b] = massAll[j] * G * -3 * Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -2.5) * (new_posAll[j][a] - new_posAll[i][a]) * (new_posAll[j][b] - new_posAll[i][b]);
                                }
                            }
                        }
                    }
                    else
                    {
                        for (int a = 0; a < 3; a++)
                        {
                            for (int b = 0; b < 3; b++)
                            {
                                if (a == b)
                                {
                                    double sInTmp = 0;
                                    for (int k = 0; k < validCount; k++)
                                    {
                                        if (k != j)
                                        {
                                            sInTmp += massAll[k] *
                                                      (3 * Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -2.5) * (new_posAll[k][a] - new_posAll[j][a]) * (new_posAll[k][a] - new_posAll[i][a])
                                                       - Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -1.5));
                                        }
                                    }
                                    tmp[a][a] = G * sInTmp;
                                }
                                else
                                {
                                    double sInTmp = 0;
                                    for (int k = 0; k < validCount; k++)
                                    {
                                        if (k != j)
                                        {
                                            sInTmp += massAll[k] *
                                                      (3 * Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -2.5) * (new_posAll[k][a] - new_posAll[j][a]) * (new_posAll[k][b] * new_posAll[i][b]));
                                        }
                                    }
                                    tmp[a][a] = G * sInTmp;
                                }
                            }
                        }
                    }
                    JF[i][j_inJF] = tmp;
                }
            }

            for (int i = validCount; i < 2 * validCount; i++)
            {
                for (int j = 0; j < validCount; j++)
                {
                    if (i - validCount == j)
                    {
                        tmp = new MAT(3);
                        for (int k = 0; k < 3; k++)
                        {
                            tmp[k][k] = -0.5;
                        }
                        JF[i][j] = tmp;
                    }
                }
            }

            for (int i = validCount; i < 2 * validCount; i++)
            {
                for (int j = validCount; j < 2 * validCount; j++)
                {
                    if (i == j)
                    {
                        tmp = new MAT(3);
                        for (int k = 0; k < 3; k++)
                        {
                            tmp[k][k] = 1.0 / h;
                        }
                        JF[i][j] = tmp;
                    }
                }
            }
            VECV3 delta = numericalFunctions.LU_Solve(JF, -F);
            for (int i = 0; i < validCount; i++)
            {
                new_velAll[i] += delta[i];
                new_posAll[i] += delta[i + validCount];
            }
            err = VECV3.L2_norm_special(F);

            maxIterNum--;
            if (maxIterNum == 0)
            {
                Debug.Log("Max iter number reached. Err: " + err + "  Using Forward method instead in this period.");
                UpdateForwardMethod(h / 2.0);
                UpdateForwardMethod(h / 2.0);
                return;
            }
        }
        for (int i = 0; i < validCount; i++)
        {
            if (maxIterNum != 0)
            {
                s[validIndex[i]].vel = new_velAll[i];
                s[validIndex[i]].pos = new_posAll[i];
            }
        }

        for (int i = 0; i < validCount; i++)
        {
            for (int j = i + 1; j < validCount; j++)
            {
                if (DistanceBetweenStarsPow2(s[validIndex[i]], s[validIndex[j]]) < minDistanceToDistroy)
                {
                    s[validIndex[j]].pos  += (s[validIndex[i]].pos - s[validIndex[j]].pos) * s[validIndex[i]].mass / (s[validIndex[j]].mass + s[validIndex[i]].mass);
                    s[validIndex[j]].vel   = (s[validIndex[j]].vel * s[validIndex[j]].mass + s[validIndex[i]].vel * s[validIndex[i]].mass) / (s[validIndex[j]].mass + s[validIndex[i]].mass);
                    s[validIndex[j]].mass += s[validIndex[i]].mass;
                    DestroyStar(s[validIndex[i]], 0);
                    continue;
                }
            }
        }
    }
Exemple #13
0
    /*
     * void UpdateTrapezoidalMethod(double h)
     *
     * Trapezoidal method on velocity
     * Trapezoidal method on position
     *
     * Is the most accurate method
     */
    public void UpdateTrapezoidalMethod(double h)
    {
        if (validCount <= 0)
        {
            return;
        }

        // Map valid star index into validIndex
        int[] validIndex = new int[validCount];
        int   indexTmp   = 0;

        for (int i = 0; i < maxStarNum; i++)
        {
            if (validMap[i] == true)
            {
                validIndex[indexTmp] = i;
                indexTmp++;
            }
        }

        // copy velocity and position of all stars into arrays
        VEC[] velAll     = new VEC[validCount];
        VEC[] new_velAll = new VEC[validCount];

        VEC[] posAll     = new VEC[validCount];
        VEC[] new_posAll = new VEC[validCount];

        VEC massAll = new VEC(validCount);

        for (int i = 0; i < validCount; i++)
        {
            velAll[i]     = new VEC(s[validIndex[i]].vel);
            new_velAll[i] = new VEC(s[validIndex[i]].vel);

            posAll[i]     = new VEC(s[validIndex[i]].pos);
            new_posAll[i] = new VEC(s[validIndex[i]].pos);

            massAll[i] = s[validIndex[i]].mass;
        }

        double e_threshold = 1E-9; // the error threshold of performing Newton’s Method
        double err         = 1.0 + e_threshold;
        int    maxIterNum  = 100;  // Newton’s Method might not converge, we need a max iteration number to terminate.

        while (err > e_threshold & maxIterNum > 0)
        {
            VECV3 F = new VECV3(2 * validCount);

            for (int i = 0; i < validCount; i++)
            {
                VEC a = new VEC(3);
                for (int j = 0; j < validCount; j++)
                {
                    if (i != j)
                    {
                        a += 0.5 * VEC.Normalize(new_posAll[j] - new_posAll[i]) * massAll[j] / DistancePow2(new_posAll[i], new_posAll[j])
                             + 0.5 * VEC.Normalize(posAll[j] - posAll[i]) * massAll[j] / DistancePow2(posAll[i], posAll[j]);
                    }
                }
                F[i] = G * a - (new_velAll[i] - velAll[i]) / h;
            }

            for (int i = validCount; i < 2 * validCount; i++)
            {
                F[i] = (new_posAll[i - validCount] - posAll[i - validCount]) / h - 0.5 * (new_velAll[i - validCount] + velAll[i - validCount]);
            }

            MATM3 JF = new MATM3(2 * validCount);
            MAT   tmp;
            for (int i = 0; i < validCount; i++)
            {
                tmp = new MAT(3);
                for (int k = 0; k < 3; k++)
                {
                    tmp[k][k] = -1.0 / h;
                }
                JF[i][i] = tmp;
            }
            for (int i = 0; i < validCount; i++)
            {
                for (int j_inJF = validCount; j_inJF < 2 * validCount; j_inJF++)
                {
                    int j = j_inJF - validCount;
                    tmp = new MAT(3);
                    if (i != j)
                    {
                        for (int a = 0; a < 3; a++)
                        {
                            for (int b = 0; b < 3; b++)
                            {
                                if (a == b)
                                {
                                    tmp[a][b] = massAll[j] * G *
                                                (-3 * Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -2.5) * (new_posAll[j][a] - new_posAll[i][a]) * new_posAll[j][a]
                                                 + Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -1.5));
                                }
                                else
                                {
                                    tmp[a][b] = massAll[j] * G * -3 * Math.Pow(DistancePow2(new_posAll[j], new_posAll[i]), -2.5) * (new_posAll[j][a] - new_posAll[i][a]) * (new_posAll[j][b] - new_posAll[i][b]);
                                }
                            }
                        }
                    }
                    else
                    {
                        for (int a = 0; a < 3; a++)
                        {
                            for (int b = 0; b < 3; b++)
                            {
                                if (a == b)
                                {
                                    double sInTmp = 0;
                                    for (int k = 0; k < validCount; k++)
                                    {
                                        if (k != j)
                                        {
                                            sInTmp += massAll[k] *
                                                      (3 * Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -2.5) * (new_posAll[k][a] - new_posAll[j][a]) * (new_posAll[k][a] - new_posAll[i][a])
                                                       - Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -1.5));
                                        }
                                    }
                                    tmp[a][a] = G * sInTmp;
                                }
                                else
                                {
                                    double sInTmp = 0;
                                    for (int k = 0; k < validCount; k++)
                                    {
                                        if (k != j)
                                        {
                                            sInTmp += massAll[k] *
                                                      (3 * Math.Pow(DistancePow2(new_posAll[k], new_posAll[j]), -2.5) * (new_posAll[k][a] - new_posAll[j][a]) * (new_posAll[k][b] * new_posAll[i][b]));
                                        }
                                    }
                                    tmp[a][a] = G * sInTmp;
                                }
                            }
                        }
                    }
                    JF[i][j_inJF] = 0.5 * tmp;
                }
            }

            for (int i = validCount; i < 2 * validCount; i++)
            {
                for (int j = 0; j < validCount; j++)
                {
                    if (i - validCount == j)
                    {
                        tmp = new MAT(3);
                        for (int k = 0; k < 3; k++)
                        {
                            tmp[k][k] = -0.5;
                        }
                        JF[i][j] = tmp;
                    }
                }
            }

            for (int i = validCount; i < 2 * validCount; i++)
            {
                for (int j = validCount; j < 2 * validCount; j++)
                {
                    if (i == j)
                    {
                        tmp = new MAT(3);
                        for (int k = 0; k < 3; k++)
                        {
                            tmp[k][k] = 1.0 / h;
                        }
                        JF[i][j] = tmp;
                    }
                }
            }

            VECV3 delta = numericalFunctions.LU_Solve(JF, -F);

            for (int i = 0; i < validCount; i++)
            {
                new_velAll[i] += delta[i];
                new_posAll[i] += delta[i + validCount];
            }
            err = VECV3.L2_norm_special(F);

            maxIterNum--;
            if (maxIterNum == 0)
            {
                Debug.Log("Max iter number reached. Err: " + err + "  Using Forward method instead in this period.");
                for (int i = 0; i < numOfForwardMethodInstead; i++)
                {
                    UpdateForwardMethod(h / numOfForwardMethodInstead);
                }
                return;
            }
        }

        // Apply new position and velocity to Star objects
        for (int i = 0; i < validCount; i++)
        {
            if (maxIterNum != 0)
            {
                s[validIndex[i]].vel = new_velAll[i];
                s[validIndex[i]].pos = new_posAll[i];
            }
        }

        // Check if any pair of stars have distance smaller than minDistanceToDistroy.
        // If so, merge two stars.
        for (int i = 0; i < validCount; i++)
        {
            for (int j = i + 1; j < validCount; j++)
            {
                if (DistanceBetweenStarsPow2(s[validIndex[i]], s[validIndex[j]]) < minDistanceToDistroy)
                {
                    s[validIndex[j]].pos  += (s[validIndex[i]].pos - s[validIndex[j]].pos) * s[validIndex[i]].mass / (s[validIndex[j]].mass + s[validIndex[i]].mass);
                    s[validIndex[j]].vel   = (s[validIndex[j]].vel * s[validIndex[j]].mass + s[validIndex[i]].vel * s[validIndex[i]].mass) / (s[validIndex[j]].mass + s[validIndex[i]].mass);
                    s[validIndex[j]].mass += s[validIndex[i]].mass;
                    DestroyStar(s[validIndex[i]], 0);
                    continue;
                }
            }
        }
    }