Demonic Particles
Model was written in NetLogo 5.3.1
•
Viewed 723 times
•
Downloaded 29 times
•
Run 0 times
Do you have questions or comments about this model? Ask them here! (You'll first need to log in.)
Info tab cannot be displayed because of an encoding error
Comments and Questions
Please start the discussion about this model!
(You'll first need to log in.)
Click to Run Model
globals [ color-range ] turtles-own [ speed mass last-collision neighbor-speeds ] to setup clear-all draw-walls create-turtles population [ setxy random-xcor random-ycor avoid-walls set shape "circle" set size 0.5 set mass 20 ;; make sure the speed is never 0 set speed random-float 1 if speed = 0 [ set speed 0.1 ] ;; set the particle's color according to its speed. Red is fast, Sky-blue is ;; slow and white-ish is average ifelse (speed >= 0.5) [ set color scale-color red speed 1.5 0.5 ] [ set color scale-color sky speed -0.5 0.5 ] ;; keeps a record of the speeds of the other turtles in ;; its room set neighbor-speeds ( list speed ) ] reset-ticks end to draw-walls ;; draw membrane ask patches with [ pxcor = 0 ] [ set pcolor yellow ] ;; draw the surrounding walls ask patches with [ pxcor = max-pxcor or pxcor = min-pxcor or pycor = max-pycor or pycor = min-pycor ] [ set pcolor brown ] end ;; reposition turtles that are in a wall patch to avoid-walls if pxcor = 0 [ set xcor (xcor + one-of [1 -1]) ] if pxcor = max-pxcor [ set xcor xcor - 2 ] if pxcor = min-pxcor [ set xcor xcor + 2 ] if pycor = max-pycor [ set ycor ycor - 2 ] if pycor = min-pycor [ set ycor ycor + 2 ] end to go ask turtles [ check-wall-collision update-neighbor-speeds if collide? [ check-for-particlecollision ] let max-speed max [ speed ] of turtles ifelse (speed >= 0.5) [ set color scale-color red ( speed / max-speed ) 1.5 0.5 ] [ set color scale-color sky ( speed / max-speed ) -0.5 0.5 ] ; normalize the speed forward speed / max-speed ] tick end ;; bounce when collides with any wall to check-wall-collision ; check collision with middle wall if [ pxcor ] of patch-ahead 1 = 0 [ ifelse [ pcolor ] of patch-ahead 1 = yellow [ decide-traspase-door ] [ set heading (- heading) ] ] ; check collision with borders if abs ( [ pxcor ] of patch-ahead 1 ) = max-pxcor [ set heading (- heading) ] if abs [ pycor ] of patch-ahead 1 = max-pycor [ set heading (180 - heading) ] end to decide-traspase-door ;; Calculate the difference between a particle speed and its log of other particles' speed let speed-dif abs ( mean neighbor-speeds - speed ) ifelse speed-dif < traspasing-threshold [ set heading (- heading) ] [ jump 2 set neighbor-speeds ( list speed ) ] end ;; update the mean speed that each particle perceives according to ;; their encounters with other turtles to update-neighbor-speeds set neighbor-speeds sentence neighbor-speeds [ speed ] of turtles-on neighbors if length neighbor-speeds > memory [ set neighbor-speeds sublist neighbor-speeds memory length neighbor-speeds ] end ;; From now on, collision is implemented. This code comes from the Connected Chemistry 1 ;; (Bike Tire) model, which can be found in the models library. Copyright to Uri Wilensky, ;; licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. to check-for-particlecollision ;; particle procedure if count other turtles-here >= 1 [ ;; the following conditions are imposed on collision candidates: ;; 1. they must have a lower who number than my own, because collision ;; code is asymmetrical: it must always happen from the point of view ;; of just one particle. ;; 2. they must not be the same particle that we last collided with on ;; this patch, so that we have a chance to leave the patch after we've ;; collided with someone. let candidate one-of other turtles-here with [who < [who] of myself and myself != last-collision] ;; we also only collide if one of us has non-zero speed. It's useless ;; (and incorrect, actually) for two turtles with zero speed to collide. if (candidate != nobody) and (speed > 0 or [speed] of candidate > 0) [ collide-with candidate set last-collision candidate ask candidate [ set last-collision myself ] ] ] end ;; implements a collision with another particle. ;; ;; THIS IS THE HEART OF THE PARTICLE SIMULATION, AND YOU ARE STRONGLY ADVISED ;; NOT TO CHANGE IT UNLESS YOU REALLY UNDERSTAND WHAT YOU'RE DOING! ;; ;; The two turtles colliding are self and other-particle, and while the ;; collision is performed from the point of view of self, both turtles are ;; modified to reflect its effects. This is somewhat complicated, so I'll ;; give a general outline here: ;; 1. Do initial setup, and determine the heading between particle centers ;; (call it theta). ;; 2. Convert the representation of the velocity of each particle from ;; speed/heading to a theta-based vector whose first component is the ;; particle's speed along theta, and whose second component is the speed ;; perpendicular to theta. ;; 3. Modify the velocity vectors to reflect the effects of the collision. ;; This involves: ;; a. computing the velocity of the center of mass of the whole system ;; along direction theta ;; b. updating the along-theta components of the two velocity vectors. ;; 4. Convert from the theta-based vector representation of velocity back to ;; the usual speed/heading representation for each particle. ;; 5. Perform final cleanup and update derived quantities. to collide-with [ other-particle ] ;; particle procedure let mass2 0 let speed2 0 let heading2 0 let theta 0 let v1t 0 let v1l 0 let v2t 0 let v2l 0 let vcm 0 ;;; PHASE 1: initial setup ;; for convenience, grab some quantities from other-particle set mass2 [mass] of other-particle set speed2 [speed] of other-particle set heading2 [heading] of other-particle ;; since turtles are modeled as zero-size points, theta isn't meaningfully ;; defined. we can assign it randomly without affecting the model's outcome. set theta (random-float 360) ;;; PHASE 2: convert velocities to theta-based vector representation ;; now convert my velocity from speed/heading representation to components ;; along theta and perpendicular to theta set v1t (speed * cos (theta - heading)) set v1l (speed * sin (theta - heading)) ;; do the same for other-particle set v2t (speed2 * cos (theta - heading2)) set v2l (speed2 * sin (theta - heading2)) ;;; PHASE 3: manipulate vectors to implement collision ;; compute the velocity of the system's center of mass along theta set vcm (((mass * v1t) + (mass2 * v2t)) / (mass + mass2) ) ;; now compute the new velocity for each particle along direction theta. ;; velocity perpendicular to theta is unaffected by a collision along theta, ;; so the next two lines actually implement the collision itself, in the ;; sense that the effects of the collision are exactly the following changes ;; in particle velocity. set v1t (2 * vcm - v1t) set v2t (2 * vcm - v2t) ;;; PHASE 4: convert back to normal speed/heading ;; now convert my velocity vector into my new speed and heading set speed sqrt ((v1t * v1t) + (v1l * v1l)) ;; if the magnitude of the velocity vector is 0, atan is undefined. but ;; speed will be 0, so heading is irrelevant anyway. therefore, in that ;; case we'll just leave it unmodified. if v1l != 0 or v1t != 0 [ set heading (theta - (atan v1l v1t)) ] ;; and do the same for other-particle ask other-particle [ set speed sqrt ((v2t ^ 2) + (v2l ^ 2)) if v2l != 0 or v2t != 0 [ set heading (theta - (atan v2l v2t)) ] ] end
There is only one version of this model, created almost 8 years ago by Paula Palacios.
Attached files
File | Type | Description | Last updated | |
---|---|---|---|---|
Demonic Particles.png | preview | Preview for 'Demonic Particles' | almost 8 years ago, by Paula Palacios | Download |
This model does not have any ancestors.
This model does not have any descendants.