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fixed-body.py
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198 lines (166 loc) · 6 KB
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# Simulates n point masses orbiting around a fixed mass at the center, interacting
# with gravity. The positions of the masses are initialized with radial symmetry.
# The masses can pass through each other. The red and blue lines point in the
# direction of the velocity vector and force vector, respectively.
import pygame
import random
import math
import pdb
running = True
number_of_particles = 2
background_colour = (255,255,255)
velo_line_colour = (255,0,0)
force_line_colour = (100,0,255)
(width, height) = (1000, 1000)
drag = 1
elasticity = 1
gravity = (math.pi, 0.00)
G = .7
trace = True
timestep = 1
def addVectors(v1, v2):
angle1 = v1[0]
length1 = v1[1]
angle2 = v2[0]
length2 = v2[1]
x = math.cos(angle1) * length1 + math.cos(angle2) * length2
y = math.sin(angle1) * length1 + math.sin(angle2) * length2
angle = math.atan2(y, x)
length = math.hypot(x, y)
return [angle, length]
def distanceVector(a,b):
x = b.x - a.x
y = b.y - a.y
angle = math.atan2(y,x)
magnitude = math.hypot(x,y)
return (angle, magnitude)
def acceleration(particle):
resultant = [0,0]
for other in my_particles:
if other != particle:
gMag = G*other.mass/(distanceVector(particle,other)[1]**2)
gArg = distanceVector(particle,other)[0]
resultant = addVectors(resultant,[gArg, gMag])
return resultant
def eulerIntegrate(particle,dt):
x = particle.x + dt * particle.speed * math.cos(particle.angle)
y = particle.y + dt * particle.speed * math.sin(particle.angle)
[angle,speed] = addVectors([particle.angle,particle.speed],particle.f)
particle.x = x
particle.y = y
particle.angle = angle
particle.speed = speed
def rungeKutta4(particle,dt):
x0 = particle.x
y0 = particle.y
s0 = particle.speed
a0 = particle.angle
x1 = x0
y1 = y0
a1 = a0
s1 = s0
acc1 = acceleration(particle)
x2 = x0 + 0.5 * s1 * math.cos(a1) * dt
y2 = y0 + 0.5 * s1 * math.sin(a1) * dt
(a2,s2) = addVectors([a1,s1],[acc1[0],acc1[1]*0.5*dt])
particle.x = x2
particle.y = y2
acc2 = acceleration(particle)
x3 = x0 + 0.5 * s2 * math.cos(a2) * dt
y3 = y0 + 0.5 * s2 * math.sin(a2) * dt
(a3,s3) = addVectors([a2,s2],[acc2[0],acc2[1]*0.5*dt])
particle.x = x3
particle.y = y3
acc3 = acceleration(particle)
x4 = x0 + s3 * math.cos(a3) * dt
y4 = y0 + s3 * math.sin(a3) * dt
(a4,s4) = addVectors([a3,s3],[acc3[0],acc3[1]*dt])
particle.x = x4
particle.y = y4
acc4 = acceleration(particle)
xf = x0 + (dt/6.0)*(s1*math.cos(a1)+2.0*s2*math.cos(a2)+2.0*s3*math.cos(a3)+s4*math.cos(a4))
yf = y0 + (dt/6.0)*(s1*math.sin(a1)+2.0*s2*math.sin(a2)+2.0*s3*math.sin(a3)+s4*math.sin(a4))
(af,sf) = addVectors([a0,s0],addVectors([acc1[0],acc1[1]*dt/6.0],addVectors([acc2[0],acc2[1]*2.0*dt/6.0],addVectors([acc3[0],acc3[1]*2.0*dt/6.0],[acc4[0],acc4[1]*dt/6.0]))))
particle.x = xf
particle.y = yf
particle.angle = af
particle.speed = sf
class Particle():
def __init__(self, (x, y), size):
self.x = x
self.y = y
self.size = size
self.mass = size*size
self.colour = (0, 0, 255)
self.thickness = 2
self.speed = 0
self.angle = 0
def display(self):
pygame.draw.circle(screen, self.colour, (int(self.x), int(self.y)), self.size, self.thickness)
vHyp = 30#2.0*self.size*self.speed/5
vEnd = (self.x+vHyp*math.cos(self.angle), self.y + vHyp*math.sin(self.angle))
pygame.draw.aaline(screen, velo_line_colour, (self.x, self.y), vEnd)
self.f = acceleration(self)
fHyp = 30#2.0*self.size*f[1]*300
fEnd = (self.x + fHyp*math.cos(self.f[0]), self.y + fHyp*math.sin(self.f[0]))
pygame.draw.aaline(screen, force_line_colour, (self.x, self.y), fEnd)
def move(self):
# eulerIntegrate(self,timestep)
rungeKutta4(self,timestep)
self.speed *= drag
self.bounce()
def bounce(self):
if self.x > width - self.size:
self.x = 2*(width - self.size) - self.x
self.angle = math.pi - self.angle
self.speed *= elasticity
elif self.x < self.size:
self.x = 2*self.size - self.x
self.angle = math.pi - self.angle
self.speed *= elasticity
if self.y > height - self.size:
self.y = 2*(height - self.size) - self.y
self.angle = 2*math.pi - self.angle
self.speed *= elasticity
elif self.y < self.size:
self.y = 2*self.size - self.y
self.angle = 2*math.pi - self.angle
self.speed *= elasticity
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('N-Bodies Interacting Via Gravity')
my_particles = []
for n in range(number_of_particles):
size = 15#random.randint(10, 20)
# x = random.randint(size, width-size)
# y = random.randint(size, height-size)
# x = random.randint(600,800)
# y = random.randint(600,800)
radius = 300
x = width/2 + radius*math.cos(2*math.pi*n/number_of_particles)
y = height/2 + radius*math.sin(2*math.pi*n/number_of_particles)
particle = Particle((x, y), size)
particle.speed = 3
particle.angle = 2*math.pi*n/number_of_particles + math.pi/2
# x = 300 + 400*n
# y = 500
# particle = Particle((x, y), size)
# particle.speed = 3#random.uniform(1,2)
# particle.angle = -math.pi/2#random.uniform(0, math.pi*2)
my_particles.append(particle)
fixed = Particle((width/2,height/2),30)
fixed.mass = 9000
my_particles.append(fixed)
if __name__ == "__main__":
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(background_colour)
toggle = 1
for particle in my_particles:
particle.display()
for particle in my_particles:
if particle != fixed:
particle.move()
# particle.bounce()
pygame.display.flip()