Пример #1
0
        public vec3D[] ForcesBrute()
        {
            vec3D[] forces = new vec3D[bodyList.Count()];

            for (int i = 0; i < forces.Length; i++)
            {
                forces[i] = new vec3D(0f, 0f, 0f);
            }

            for (int i = 0; i < bodyList.Count(); i++)
            {
                for (int j = 0; j < bodyList.Count(); j++)
                {
                    if (i != j)
                    {
                        vec3D temp = forcePair(bodyList[i], bodyList[j]);

                        forces[i] += temp;
                        //forces[j] -= temp;
                    }
                }
            }

            return(forces);
        }
Пример #2
0
        public vec3D[] forcesBHTree()
        {
            vec3D[] forces = new vec3D[bodyList.Count()];

            for (int i = 0; i < bodyList.Count(); i++)
            {
                //Console.WriteLine("body nr: " + i);
                forces[i] = forceTreeNode(rootNode, bodyList[i]);
                //Console.WriteLine("force: " + forces[i].xCoord + " " + forces[i].yCoord);
            }

            return(forces);
        }
Пример #3
0
        /*
         * public vec3D forcePair(Particle a, Particle b)
         * {
         *  vec3D temp = new vec3D(0, 0, 0);
         *  vec3D r = a.pos - b.pos;
         *  float off = 0.01f;
         *
         *  if (r.squared() > 0)
         *      temp = -1.0f * ((a.mass * b.mass) / (float)Math.Pow(r.squared() + off * off, 3 / 2)) * (r * (float)(1.0f / Math.Pow(r.squared(), 1.0f / 2.0f)) );
         *
         *  //temp = -1 * (((a.mass * b.mass) / (Math.Pow((r.magnitude() + 1, 2)) * (a.pos - b.pos).magnitude()) * r);
         *  //Console.WriteLine("temp: " + temp.xCoord + " " + temp.yCoord + " " + temp.zCoord);
         *
         *  return temp;
         * }
         */

        public vec3D forcePair(Particle a, Particle b)
        {
            vec3D temp = new vec3D(0, 0, 0);
            vec3D r    = a.pos - b.pos;

            float eps = 1f;

            if (Math.Sqrt(r.squared()) > 1f)
            {
                temp = -1.0f * ((a.mass * b.mass) / (float)Math.Pow(r.squared() + eps * eps, 2 / 2)) * (r * (float)(1.0f / Math.Pow(r.squared(), 1.0 / 2.0)));
            }

            //temp = -1 * (((a.mass * b.mass) / (Math.Pow((r.magnitude() + 1, 2)) * (a.pos - b.pos).magnitude()) * r);
            //Console.WriteLine("temp: " + temp.xCoord + " " + temp.yCoord + " " + temp.zCoord);

            return(temp);
        }
Пример #4
0
        static void RunSim(int numBodies, string initMethod, string forceMethod, string intMethod, float deltaT, int numFrames)
        {
            Frame firstFrame = new Frame(100);

            float velocity = (float)Math.Sqrt((Math.Pow(10, 10) * 2 + 0) / (2f * 50));
            vec3D velvec   = new vec3D(0f, (float)(velocity), 0f);

            firstFrame.AddBodies(numBodies, initMethod, new vec3D(0, 0, 0), new vec3D(0, 0, 0));

            //firstFrame.AddBodies(125, initMethod, new vec3D(-50, 0, 0), velvec * 0.6f);
            //firstFrame.AddBodies(1, initMethod, new vec3D(0, 0, 0), new vec3D(0, 0, 0));
            //firstFrame.AddBodies(125, initMethod, new vec3D(50, 0, 0), velvec * -0.6f);


            //for (int i = 0; i < firstFrame.bodyList.Count; i++)
            //    firstFrame.bodyList[i].vel *= 1f;

            Simulation simulation = new Simulation(firstFrame);

            simulation.WriteToFile();

            int frameCounter = 0;

            if (intMethod == "Beeman")
            {
                simulation.NextStep(deltaT, forceMethod, "Euler");
                simulation.WriteToFile();

                simulation.NextStep(deltaT, forceMethod, "Euler");
                simulation.WriteToFile();
            }

            for (int i = 0; i < numFrames; i++)
            {
                Console.WriteLine(frameCounter);
                frameCounter++;
                simulation.NextStep(deltaT, forceMethod, intMethod);
                simulation.WriteToFile();
            }

            simulation.writer.Close();
        }
Пример #5
0
        public vec3D forceTreeNode(TreeNode node, Particle part)
        {
            float theta = node.q.edgeLength / (float)Math.Sqrt((node.body.pos - part.pos).squared());

            //Console.WriteLine("theta: " + theta);

            if (!((node.body.pos - part.pos).squared() == 0))
            {
                if (theta < 1f)
                {
                    return(forcePair(part, node.body));
                }
                else
                {
                    if (node.children.Count() > 0)
                    {
                        //Console.WriteLine("int node");
                        vec3D force = new vec3D(0, 0, 0);

                        for (int i = 0; i < 8; i++)
                        {
                            force += forceTreeNode(node.children[i], part);
                        }

                        return(force);
                    }
                    else
                    {
                        //Console.WriteLine("ext node");
                        return(forcePair(part, node.body));
                    }
                }
            }
            else
            {
                //Console.WriteLine("zero vec");
                return(new vec3D(0, 0, 0));
            }
        }
 public oct(vec3D LowLeftCorner, float edgeLength)
 {
     this.LowLeftCorner = LowLeftCorner;
     this.edgeLength    = edgeLength;
 }
Пример #7
0
        public void NextStep(float deltaT, string forceMethod, string integrationMethod)
        {
            vec3D[] newForces = new vec3D[lastFrame.bodyList.Count()];

            Frame newFrame = new Frame(lastFrame);
            Frame oldFrame = new Frame(lastFrame);

            switch (forceMethod)
            {
            case ("Brute"):
            {
                if (integrationMethod != "Beeman")
                {
                    newForces = lastFrame.ForcesBrute();

                    for (int i = 0; i < oldFrame.bodyList.Count; i++)
                    {
                        prevLastForces[i] = lastForces[i];
                        lastForces[i]     = newForces[i];
                    }
                }

                break;
            }

            case ("BarnesHut"):
            {
                lastFrame.BuildTree();
                newForces = lastFrame.forcesBHTree();


                for (int i = 0; i < oldFrame.bodyList.Count; i++)
                {
                    prevLastForces[i] = lastForces[i];
                    lastForces[i]     = newForces[i];
                }

                break;
            }
            }

            switch (integrationMethod)
            {
            case ("Euler"):
            {
                for (int i = 0; i < oldFrame.bodyList.Count; i++)
                {
                    newFrame.bodyList[i].pos += deltaT * oldFrame.bodyList[i].vel;
                    newFrame.bodyList[i].vel += (deltaT / oldFrame.bodyList[i].mass) * newForces[i];
                }

                //frameList.Add(newFrame);
                lastFrame     = new Frame(newFrame);
                prevLastFrame = new Frame(oldFrame);

                break;
            }

            case ("Beeman"):
            {
                //vec3D[] newForces = new vec3D[lastFrame.bodyList.Count()];

                for (int i = 0; i < oldFrame.bodyList.Count; i++)
                {
                    newFrame.bodyList[i].pos += deltaT * oldFrame.bodyList[i].vel + (deltaT * deltaT / oldFrame.bodyList[i].mass) * ((2f / 3f) * lastForces[i] - (1f / 6f) * prevLastForces[i]);
                }

                newFrame.BuildTree();
                newForces = newFrame.forcesBHTree();
                //newForces = newFrame.ForcesBrute();

                for (int i = 0; i < oldFrame.bodyList.Count; i++)
                {
                    prevLastForces[i] = lastForces[i];
                    lastForces[i]     = newForces[i];
                }



                for (int i = 0; i < oldFrame.bodyList.Count; i++)
                {
                    //vec3D diff = (5f / 12f) * newForces[i] + (2f / 3f) * lastForces[i] - (1 / 12) * prevLastForces[i];
                    //Console.WriteLine("diff: " + diff.xCoord + " " + diff.yCoord + " " + diff.zCoord);
                    newFrame.bodyList[i].vel += (deltaT / oldFrame.bodyList[i].mass) * ((5f / 12f) * newForces[i] + (2f / 3f) * lastForces[i] - (1f / 12f) * prevLastForces[i]);
                }

                lastFrame     = new Frame(newFrame);
                prevLastFrame = new Frame(oldFrame);

                break;
            }
            }
        }
Пример #8
0
        public void AddBodies(int nBodies, string method, vec3D CenterOfMass = null, vec3D CenterVelocity = null)
        {
            switch (method)
            {
            case ("Random"):
                for (int i = 0; i < nBodies; i++)
                {
                    bodyList.Add(new Particle(new vec3D((float)randomGenerator.NextDouble() * 2f * length - length, (float)randomGenerator.NextDouble() * 2f * length - length, (float)randomGenerator.NextDouble() * 2f * length - length), new vec3D(0, 0, 0), 1));
                }
                break;

            case ("UniformSphere"):
                double rad;
                double r;

                for (int i = 0; i < nBodies; i++)
                {
                    r   = randomGenerator.NextDouble() * length;
                    rad = randomGenerator.NextDouble() * 2 * Math.PI;

                    vec3D posvec = new vec3D((float)(r * Math.Cos(rad)), (float)(r * Math.Sin(rad)), 0f);
                    vec3D velvec = new vec3D((float)(1 * r * Math.Sin(rad)), (float)(-1 * r * Math.Cos(rad)), 0f);

                    bodyList.Add(new Particle(posvec, velvec, 1));
                }
                break;

            case ("Plummer"):
            {
                for (int i = 0; i < nBodies; i++)
                {
                    float radius = (float)(1.0 / Math.Sqrt(Math.Pow(randomGenerator.NextDouble(), (-2.0 / 3.0)) - 1.0));

                    float theta = (float)(Math.Acos(randomGenerator.NextDouble() * 2.0 - 1.0));
                    float phi   = (float)(randomGenerator.NextDouble() * 2.0 * Math.PI);

                    vec3D posvec = new vec3D((float)(radius * Math.Sin(theta) * Math.Cos(phi)), (float)(radius * Math.Sin(theta) * Math.Sin(phi)), (float)(radius * Math.Cos(theta)));
                    posvec += CenterOfMass;

                    float x = 0f;
                    float y = 0.1f;

                    while (y > x * x * (float)Math.Pow((1 - x * x), 3.5))
                    {
                        x = (float)randomGenerator.NextDouble();
                        y = (float)randomGenerator.NextDouble() * 0.1f;
                    }

                    double velocity = x * Math.Sqrt(2) * Math.Pow((1 + radius * radius), -0.25);
                    //Console.WriteLine(velocity);
                    theta = (float)(Math.Acos(randomGenerator.NextDouble() * 2 - 1));
                    phi   = (float)(randomGenerator.NextDouble() * 2 * Math.PI);

                    vec3D velvec = new vec3D((float)(velocity * Math.Sin(theta) * Math.Cos(phi)), (float)(velocity * Math.Sin(theta) * Math.Sin(phi)), (float)(velocity * Math.Cos(theta)));

                    velvec += CenterVelocity;

                    bodyList.Add(new Particle(posvec, velvec, 1 / (float)nBodies));
                }

                break;
            }

            case ("Kuzmin"):
            {
                bodyList.Add(new Particle(new vec3D(0, 0, 0), new vec3D(0, 0, 0), 10));

                for (int i = 0; i < nBodies; i++)
                {
                    float rand = (float)randomGenerator.NextDouble();
                    float a    = 0.01f;

                    float radius = (float)Math.Sqrt((a * a) / (Math.Pow(1 - rand, 2)) + a * a);
                    float phi    = (float)(randomGenerator.NextDouble() * 2.0 * Math.PI);

                    vec3D posvec = new vec3D((float)(radius * Math.Cos(phi)), (float)(radius * Math.Sin(phi)), (float)randomGenerator.NextDouble());

                    //float velocity = (float)Math.Sqrt((1 - (a) / (Math.Sqrt(a * a + radius * radius))) / (radius * radius));
                    //float velocity = radius * (float)Math.Pow(radius * radius + a * a, 3/4);
                    float velocity = (float)Math.Sqrt(10 / radius);
                    //Console.WriteLine(velocity);
                    vec3D velvec = new vec3D((float)(velocity * Math.Sin(phi)), (float)(-1 * velocity * Math.Cos(phi)), 0);


                    //bodyList.Add(new Particle(posvec, velvec, 1 / (float)nBodies));
                    //bodyList.Add(new Particle(posvec, new vec3D(0,0,0), 1 / (float)nBodies));
                    bodyList.Add(new Particle(posvec, velvec, 1f));
                    //bodyList.Add(new Particle(posvec, 0.5f * velvec , 0.00025f));
                }

                break;
            }

            case ("Kepler"):
            {
                float blackHoleMass = (float)Math.Pow(10, 10);

                bodyList.Add(new Particle(CenterOfMass, CenterVelocity, blackHoleMass));

                for (int i = 0; i < nBodies; i++)
                {
                    float radius = (float)(randomGenerator.NextDouble() * 35) + 10f;
                    float phi    = (float)(randomGenerator.NextDouble() * 2.0 * Math.PI);

                    vec3D posvec = new vec3D((float)(radius * Math.Cos(phi)), (float)(radius * Math.Sin(phi)), 0f);

                    float velocity = (float)Math.Sqrt(blackHoleMass / radius);
                    vec3D velvec   = new vec3D((float)(velocity * Math.Sin(phi)), (float)(-1f * velocity * Math.Cos(phi)), 0f);

                    posvec += CenterOfMass;
                    velvec += CenterVelocity;

                    bodyList.Add(new Particle(posvec, velvec, 1f));
                }

                break;
            }
            }
        }
Пример #9
0
 public Particle(vec3D pos, vec3D vel, float mass)
 {
     this.pos  = pos;
     this.vel  = vel;
     this.mass = mass;
 }