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@@ -39,6 +39,9 @@
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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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// #define XMIN -1.8
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// #define XMAX 1.8 /* x interval */
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// #define YMIN -0.91
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@@ -57,31 +60,39 @@
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#define D_ANNULUS 7 /* annulus */
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#define D_POLYGON 8 /* polygon */
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#define D_REULEAUX 9 /* Reuleaux and star shapes */
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#define D_FLOWER 10 /* Bunimovich flower */
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#define D_ALT_REU 11 /* alternating between star and Reuleaux */
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// #define LAMBDA 5.0 /* parameter controlling shape of billiard */
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#define LAMBDA -1.949855824 /* 7-sided Reuleaux triangle */
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#define LAMBDA -3.346065215 /* sin(60°)/sin(15°) for Reuleaux-type triangle with 90° angles */
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// #define LAMBDA 3.0 /* parameter controlling shape of billiard */
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// #define LAMBDA 0.6 /* parameter controlling shape of billiard */
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// #define LAMBDA 0.4175295 /* sin(20°)/sin(55°) for 9-star shape with 30° angles */
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// #define LAMBDA -1.949855824 /* 7-sided Reuleaux triangle */
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// #define LAMBDA 3.75738973 /* sin(36°)/sin(9°) for 5-star shape with 90° angles */
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// #define LAMBDA -1.73205080756888 /* -sqrt(3) for Reuleaux triangle */
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// #define LAMBDA 1.73205080756888 /* sqrt(3) for triangle tiling plane */
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#define MU 0.1 /* 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 7 /* number of sides of polygon */
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#define APOLY 0.0 /* angle by which to turn polygon, in units of Pi/2 */
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#define NPOLY 6 /* number of sides of polygon */
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#define APOLY 2.0 /* 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 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 10000 /* number of particles */
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#define NPART 20000 /* 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 4000 /* 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 0.00001 /* integration step */
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#define NSTEPS 6000 /* number of frames of movie */
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#define TIME 1000 /* time between movie frames, for fluidity of real-time simulation */
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// #define DPHI 0.000005 /* integration step */
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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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@@ -92,18 +103,19 @@
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/* Colors and other graphical parameters */
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#define NCOLORS -7 /* number of colors */
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#define COLORSHIFT 220 /* hue of initial color */
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#define NSEG 100 /* number of segments of boundary */
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#define LENGTH 0.01 /* length of velocity vectors */
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#define BILLIARD_WIDTH 4 /* width of billiard */
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#define PARTICLE_WIDTH 2 /* width of particles */
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#define NCOLORS -10 /* number of colors */
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#define COLORSHIFT 200 /* hue of initial color */
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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 0.04 /* 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 1 /* set to 1 for black background */
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#define COLOR_OUTSIDE 0 /* 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) */
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#define PAINT_INT 0 /* 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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@@ -230,6 +242,7 @@ double *configs[NPARTMAX];
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glutSwapBuffers();
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blank();
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if (PAINT_INT) paint_billiard_interior();
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glLineWidth(PARTICLE_WIDTH);
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@@ -262,40 +275,40 @@ double *configs[NPARTMAX];
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glColor3f(rgb[0], rgb[1], rgb[2]);
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glBegin(GL_LINE_STRIP);
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glVertex2d(x1, y1);
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glVertex2d(x2, y2);
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glVertex2d(SCALING_FACTOR*x1, SCALING_FACTOR*y1);
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glVertex2d(SCALING_FACTOR*x2, SCALING_FACTOR*y2);
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glEnd ();
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/* taking care of boundary conditions - only needed for periodic boundary conditions */
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if (x2 > XMAX)
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if (SCALING_FACTOR*x2 > XMAX)
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{
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glBegin(GL_LINE_STRIP);
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glVertex2d(x1+XMIN-XMAX, y1);
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glVertex2d(x2+XMIN-XMAX, y2);
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glVertex2d(SCALING_FACTOR*(x1+XMIN-XMAX), SCALING_FACTOR*y1);
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glVertex2d(SCALING_FACTOR*(x2+XMIN-XMAX), SCALING_FACTOR*y2);
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glEnd ();
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}
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if (x2 < XMIN)
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if (SCALING_FACTOR*x2 < XMIN)
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{
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glBegin(GL_LINE_STRIP);
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glVertex2d(x1-XMIN+XMAX, y1);
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glVertex2d(x2-XMIN+XMAX, y2);
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glVertex2d(SCALING_FACTOR*(x1-XMIN+XMAX), SCALING_FACTOR*y1);
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glVertex2d(SCALING_FACTOR*(x2-XMIN+XMAX), SCALING_FACTOR*y2);
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glEnd ();
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}
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if (y2 > YMAX)
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if (SCALING_FACTOR*y2 > YMAX)
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{
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glBegin(GL_LINE_STRIP);
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glVertex2d(x1, y1+YMIN-YMAX);
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glVertex2d(x2, y2+YMIN-YMAX);
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glVertex2d(SCALING_FACTOR*x1, SCALING_FACTOR*(y1+YMIN-YMAX));
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glVertex2d(SCALING_FACTOR*x2, SCALING_FACTOR*(y2+YMIN-YMAX));
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glEnd ();
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}
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if (y2 < YMIN)
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if (SCALING_FACTOR*y2 < YMIN)
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{
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glBegin(GL_LINE_STRIP);
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glVertex2d(x1, y1+YMAX-YMIN);
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glVertex2d(x2, y2+YMAX-YMIN);
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glVertex2d(SCALING_FACTOR*x1, SCALING_FACTOR*(y1+YMAX-YMIN));
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glVertex2d(SCALING_FACTOR*x2, SCALING_FACTOR*(y2+YMAX-YMIN));
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glEnd ();
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}
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}
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@@ -305,15 +318,15 @@ double *configs[NPARTMAX];
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{
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glLineWidth(1.0);
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glBegin(GL_LINES);
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glVertex2d(configs[i][4], configs[i][5]);
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glVertex2d(configs[i][6], configs[i][7]);
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glVertex2d(SCALING_FACTOR*configs[i][4], SCALING_FACTOR*configs[i][5]);
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glVertex2d(SCALING_FACTOR*configs[i][6], SCALING_FACTOR*configs[i][7]);
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glEnd ();
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glLineWidth(3.0);
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}
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if (configs[i][2] > configs[i][3] - DPHI) configs[i][2] -= configs[i][3];
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}
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draw_billiard();
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if (DRAW_BILLIARD) draw_billiard();
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}
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@@ -355,9 +368,9 @@ double *configs[NPARTMAX];
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void animation()
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{
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double time, dt, alpha;
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double time, dt, alpha, r;
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double *configs[NPARTMAX];
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int i, j, resamp = 1, s;
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int i, j, resamp = 1, s, i1, i2;
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int *color, *newcolor, *active;
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/* Since NPARTMAX can be big, it seemed wiser to use some memory allocation here */
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@@ -368,19 +381,21 @@ void animation()
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configs[i] = (double *)malloc(8*sizeof(double));
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/* initialize system by putting particles in a given point with a range of velocities */
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alpha = 3.0*PI/7.0;
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init_sym_drop_config(-0.99, 0.0, -alpha, alpha, configs);
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r = cos(PI/(double)NPOLY)/cos(DPI/(double)NPOLY);
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// init_drop_config(0.0, 0.0, -0.2, 0.2, configs);
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// init_drop_config(0.5, 0.5, -1.0, 1.0, configs);
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// init_sym_drop_config(-1.0, 0.5, -PID, PID, configs);
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// init_drop_config(-0.999, 0.0, -alpha, alpha, configs);
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// init_drop_config(0.0, 0.5, 0.0, DPI, configs);
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// other possible initial conditions :
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// init_line_config(-0.6, 0.2, -0.6, 0.7, 0.0, configs);
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// init_line_config(-0.7, -0.45, -0.7, 0.45, 0.0, configs);
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// init_line_config(0.0, 0.1, 0.0, 0.7, 0.0, configs);
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init_line_config(0.0, -0.3, 0.0, 0.3, 0.0, configs);
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blank();
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glColor3f(0.0, 0.0, 0.0);
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draw_billiard();
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if (DRAW_BILLIARD) draw_billiard();
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glutSwapBuffers();
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@@ -391,6 +406,24 @@ void animation()
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newcolor[i] = 0;
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active[i] = 1;
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}
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if (FLOWER_COLOR) /* adapt color scheme to flower configuration (beta implementation) */
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{
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// i1 = (int)((double)NPART*0.2538); /* the 0.27 is just a trial-and-error guess, to be improved */
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// i1 = (int)((double)NPART*0.1971); /* the 0.27 is just a trial-and-error guess, to be improved */
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i1 = (int)((double)NPART*0.3015); /* the 0.27 is just a trial-and-error guess, to be improved */
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i2 = NPART-i1;
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for (i=i1; i<i2; i++)
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{
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color[i] += NCOLORS/3;
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newcolor[i] = NCOLORS/3;
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}
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for (i=i2; i<NPART; i++)
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{
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color[i] += 2*NCOLORS/3;
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newcolor[i] = 2*NCOLORS/3;
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}
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}
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sleep(SLEEP1);
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@@ -399,7 +432,7 @@ void animation()
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graph_movie(TIME, newcolor, configs, active);
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draw_config(newcolor, configs, active);
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draw_billiard();
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if (DRAW_BILLIARD) draw_billiard();
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for (j=0; j<NPARTMAX; j++) color[j] = newcolor[j];
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