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@@ -33,32 +33,28 @@
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#define WINWIDTH 1280 /* window width */
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#define WINHEIGHT 720 /* window height */
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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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#define YMAX 1.115 /* y interval for 9/16 aspect ratio */
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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 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 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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// #define YMAX 1.115 /* 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 */
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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 B_DOMAIN 13 /* choice of domain shape */
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#define D_RECTANGLE 0 /* rectangular domain */
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#define D_ELLIPSE 1 /* elliptical domain */
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#define D_STADIUM 2 /* stadium-shaped domain */
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#define D_SINAI 3 /* Sinai billiard */
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#define D_DIAMOND 4 /* diamond-shaped billiard */
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#define D_TRIANGLE 5 /* triangular billiard */
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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 CIRCLE_PATTERN 0 /* 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 10 /* number of circles in x direction */
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// #define NCY 15 /* number of circles in y direction */
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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 1.0 /* parameter controlling shape of billiard */
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#define LAMBDA 1.124950941 /* sin(36°)/sin(31.5°) for 5-star shape with 45° angles */
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@@ -72,16 +68,17 @@
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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 NPART 100000 /* number of particles */
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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 NSTEPS 4000 /* number of frames of movie */
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#define TIME 15 /* time between movie frames, for fluidity of real-time simulation */
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#define NSTEPS 5500 /* number of frames of movie */
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#define TIME 40 /* time between movie frames, for fluidity of real-time simulation */
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#define DPHI 0.0001 /* integration step */
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#define NVID 10 /* number of iterations between images displayed on screen */
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#define NVID 20 /* 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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@@ -91,16 +88,17 @@
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/* simulation parameters */
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#define LMAX 0.01 /* minimal segment length triggering resampling */
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#define LPERIODIC 1.0 /* lines longer than this are not drawn (useful for Sinai billiard) */
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#define LCUT 1000.0 /* controls the max size of segments not considered as being cut */
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#define LPERIODIC 0.1 /* lines longer than this are not drawn (useful for Sinai billiard) */
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#define LCUT 2.0 /* controls the max size of segments not considered as being cut */
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#define DMIN 0.02 /* minimal distance to boundary for triggering resampling */
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#define CYCLE 0 /* set to 1 for closed curve (start in all directions) */
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#define ORDER_COLORS 1 /* set to 1 if colors should be drawn in order */
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/* color and other graphical parameters */
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#define NCOLORS 10 /* number of colors */
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#define NCOLORS 16 /* number of colors */
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#define COLORSHIFT 200 /* hue of initial color */
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#define RAINBOW_COLOR 1 /* set to 1 to use different colors for all particles */
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#define NSEG 100 /* number of segments of boundary */
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#define BILLIARD_WIDTH 4 /* width of billiard */
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#define FRONT_WIDTH 3 /* width of wave front */
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@@ -120,6 +118,7 @@
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#define DPI 6.283185307
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#define PID 1.570796327
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#include "global_particles.c"
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#include "sub_part_billiard.c"
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@@ -394,8 +393,11 @@ double *configs[NPARTMAX];
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if (configs[i][2]<0.0)
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{
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vbilliard(configs[i]);
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color[i]++;
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if (color[i] >= NCOLORS) color[i] -= NCOLORS;
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if (!RAINBOW_COLOR)
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{
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color[i]++;
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if (color[i] >= NCOLORS) color[i] -= NCOLORS;
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}
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}
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configs[i][2] += DPHI;
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@@ -449,7 +451,8 @@ void animation()
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for (i=0; i<NPARTMAX; i++)
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configs[i] = (double *)malloc(8*sizeof(double));
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init_drop_config(0.0, 0.1, 0.0, DPI, configs);
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init_drop_config(-1.0 + 0.3*sqrt(2.0), -1.0 + 0.5*sqrt(2.0), 0.0, DPI, configs);
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// init_drop_config(-0.5, -0.5, 0.0, DPI, configs);
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// init_boundary_config(1.5, 1.5, 0.0, PI, configs);
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@@ -463,6 +466,9 @@ void animation()
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for (i=0; i<NPARTMAX; i++) color[i] = 0;
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if (RAINBOW_COLOR) /* rainbow color scheme */
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for (i=0; i<NPART; i++) color[i] = (i*NCOLORS)/NPART;
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sleep(SLEEP1);
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