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@ -3124,11 +3124,86 @@ short int *xy_in[NX];
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### 3 June 21 - Billiard in a 9-pointed star ###
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**Program:** `xxx.c`
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**Program:** `particle_billaird.c` (parameters reconstructed for 1 August version)
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**Initial condition in function `animation()`:** `xxx`
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**Initial condition in function `animation()`:** `init_drop_config(0.0, 0.0, 0.0, DPI, configs);`
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```
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#define MOVIE 1 /* set to 1 to generate movie */
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#define WINWIDTH 1280 /* window width */
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#define WINHEIGHT 720 /* window height */
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#define XMIN -2.0
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#define XMAX 2.0 /* x interval */
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#define YMIN -1.125
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#define YMAX 1.125 /* y interval for 9/16 aspect ratio */
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#define SCALING_FACTOR 1.0 /* scaling factor of drawing, needed for flower billiards, otherwise set to 1.0 */
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/* Choice of the billiard table, see global_particles.c */
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#define B_DOMAIN 9 /* choice of domain shape */
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#define CIRCLE_PATTERN 2 /* pattern of circles */
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#define NMAXCIRCLES 1000 /* total number of circles (must be at least NCX*NCY for square grid) */
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#define NCX 15 /* number of circles in x direction */
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#define NCY 20 /* number of circles in y direction */
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#define LAMBDA 0.4175295 /* sin(20°)/sin(55°) for 9-star shape with 30° angles */
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#define MU 0.035 /* second parameter controlling shape of billiard */
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#define FOCI 1 /* set to 1 to draw focal points of ellipse */
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#define NPOLY 9 /* number of sides of polygon */
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#define APOLY -1.0 /* angle by which to turn polygon, in units of Pi/2 */
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#define DRAW_BILLIARD 1 /* set to 1 to draw billiard */
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#define DRAW_CONSTRUCTION_LINES 1 /* set to 1 to draw additional construction lines for billiard */
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#define PERIODIC_BC 0 /* set to 1 to enforce periodic boundary conditions when drawing particles */
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#define RESAMPLE 0 /* set to 1 if particles should be added when dispersion too large */
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#define DEBUG 0 /* draw trajectories, for debugging purposes */
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/* Simulation parameters */
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#define NPART 50000 /* number of particles */
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#define NPARTMAX 100000 /* maximal number of particles after resampling */
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#define LMAX 0.01 /* minimal segment length triggering resampling */
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#define DMIN 0.02 /* minimal distance to boundary for triggering resampling */
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#define CYCLE 1 /* set to 1 for closed curve (start in all directions) */
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#define NSTEPS 3000 /* number of frames of movie */
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#define TIME 125 /* time between movie frames, for fluidity of real-time simulation */
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#define DPHI 0.00002 /* integration step */
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#define NVID 150 /* number of iterations between images displayed on screen */
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/* Decreasing TIME accelerates the animation and the movie */
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/* For constant speed of movie, TIME*DPHI should be kept constant */
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/* However, increasing DPHI too much deterioriates quality of simulation */
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/* NVID tells how often a picture is drawn in the animation, increase it for faster anim */
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/* For a good quality movie, take for instance TIME = 400, DPHI = 0.00005, NVID = 100 */
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/* Colors and other graphical parameters */
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#define NCOLORS -14 /* number of colors */
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#define COLORSHIFT 0 /* hue of initial color */
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#define RAINBOW_COLOR 0 /* set to 1 to use different colors for all particles */
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#define FLOWER_COLOR 0 /* set to 1 to adapt initial colors to flower billiard (tracks vs core) */
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#define NSEG 100 /* number of segments of boundary */
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#define LENGTH 0.007 /* length of velocity vectors */
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#define BILLIARD_WIDTH 3 /* width of billiard */
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#define PARTICLE_WIDTH 2 /* width of particles */
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#define FRONT_WIDTH 3 /* width of wave front */
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#define BLACK 0 /* set to 1 for black background */
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#define COLOR_OUTSIDE 1 /* set to 1 for colored outside */
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#define OUTER_COLOR 270.0 /* color outside billiard */
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#define PAINT_INT 1 /* set to 1 to paint interior in other color (for polygon/Reuleaux) */
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#define PAUSE 1000 /* number of frames after which to pause */
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#define PSLEEP 1 /* sleep time during pause */
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#define SLEEP1 1 /* initial sleeping time */
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#define SLEEP2 1000 /* final sleeping time */
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```
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