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/******************************************************************************
 *  Compilation:  javac Particle.java
 *  Execution:    none
 *  Dependencies: StdDraw.java
 *      
 *  A particle moving in the unit box with a given position, velocity,
 *  radius, and mass.
 *
 ******************************************************************************/

package edu.princeton.cs.algs4;

import java.awt.Color;

/**
 *  The {@code Particle} class represents a particle moving in the unit box,
 *  with a given position, velocity, radius, and mass. Methods are provided
 *  for moving the particle and for predicting and resolvling elastic
 *  collisions with vertical walls, horizontal walls, and other particles.
 *  This data type is mutable because the position and velocity change.
 *  

* For additional documentation, * see Section 6.1 of * Algorithms, 4th Edition by Robert Sedgewick and Kevin Wayne. * * @author Robert Sedgewick * @author Kevin Wayne */ public class Particle { private static final double INFINITY = Double.POSITIVE_INFINITY; private double rx, ry; // position private double vx, vy; // velocity private int count; // number of collisions so far private final double radius; // radius private final double mass; // mass private final Color color; // color /** * Initializes a particle with the specified position, velocity, radius, mass, and color. * * @param rx x-coordinate of position * @param ry y-coordinate of position * @param vx x-coordinate of velocity * @param vy y-coordinate of velocity * @param radius the radius * @param mass the mass * @param color the color */ public Particle(double rx, double ry, double vx, double vy, double radius, double mass, Color color) { this.vx = vx; this.vy = vy; this.rx = rx; this.ry = ry; this.radius = radius; this.mass = mass; this.color = color; } /** * Initializes a particle with a random position and velocity. * The position is uniform in the unit box; the velocity in * either direciton is chosen uniformly at random. */ public Particle() { rx = StdRandom.uniform(0.0, 1.0); ry = StdRandom.uniform(0.0, 1.0); vx = StdRandom.uniform(-0.005, 0.005); vy = StdRandom.uniform(-0.005, 0.005); radius = 0.02; mass = 0.5; color = Color.BLACK; } /** * Moves this particle in a straight line (based on its velocity) * for the specified amount of time. * * @param dt the amount of time */ public void move(double dt) { rx += vx * dt; ry += vy * dt; } /** * Draws this particle to standard draw. */ public void draw() { StdDraw.setPenColor(color); StdDraw.filledCircle(rx, ry, radius); } /** * Returns the number of collisions involving this particle with * vertical walls, horizontal walls, or other particles. * This is equal to the number of calls to {@link #bounceOff}, * {@link #bounceOffVerticalWall}, and * {@link #bounceOffHorizontalWall}. * * @return the number of collisions involving this particle with * vertical walls, horizontal walls, or other particles */ public int count() { return count; } /** * Returns the amount of time for this particle to collide with the specified * particle, assuming no interening collisions. * * @param that the other particle * @return the amount of time for this particle to collide with the specified * particle, assuming no interening collisions; * {@code Double.POSITIVE_INFINITY} if the particles will not collide */ public double timeToHit(Particle that) { if (this == that) return INFINITY; double dx = that.rx - this.rx; double dy = that.ry - this.ry; double dvx = that.vx - this.vx; double dvy = that.vy - this.vy; double dvdr = dx*dvx + dy*dvy; if (dvdr > 0) return INFINITY; double dvdv = dvx*dvx + dvy*dvy; if (dvdv == 0) return INFINITY; double drdr = dx*dx + dy*dy; double sigma = this.radius + that.radius; double d = (dvdr*dvdr) - dvdv * (drdr - sigma*sigma); // if (drdr < sigma*sigma) StdOut.println("overlapping particles"); if (d < 0) return INFINITY; return -(dvdr + Math.sqrt(d)) / dvdv; } /** * Returns the amount of time for this particle to collide with a vertical * wall, assuming no interening collisions. * * @return the amount of time for this particle to collide with a vertical wall, * assuming no interening collisions; * {@code Double.POSITIVE_INFINITY} if the particle will not collide * with a vertical wall */ public double timeToHitVerticalWall() { if (vx > 0) return (1.0 - rx - radius) / vx; else if (vx < 0) return (radius - rx) / vx; else return INFINITY; } /** * Returns the amount of time for this particle to collide with a horizontal * wall, assuming no interening collisions. * * @return the amount of time for this particle to collide with a horizontal wall, * assuming no interening collisions; * {@code Double.POSITIVE_INFINITY} if the particle will not collide * with a horizontal wall */ public double timeToHitHorizontalWall() { if (vy > 0) return (1.0 - ry - radius) / vy; else if (vy < 0) return (radius - ry) / vy; else return INFINITY; } /** * Updates the velocities of this particle and the specified particle according * to the laws of elastic collision. Assumes that the particles are colliding * at this instant. * * @param that the other particle */ public void bounceOff(Particle that) { double dx = that.rx - this.rx; double dy = that.ry - this.ry; double dvx = that.vx - this.vx; double dvy = that.vy - this.vy; double dvdr = dx*dvx + dy*dvy; // dv dot dr double dist = this.radius + that.radius; // distance between particle centers at collison // magnitude of normal force double magnitude = 2 * this.mass * that.mass * dvdr / ((this.mass + that.mass) * dist); // normal force, and in x and y directions double fx = magnitude * dx / dist; double fy = magnitude * dy / dist; // update velocities according to normal force this.vx += fx / this.mass; this.vy += fy / this.mass; that.vx -= fx / that.mass; that.vy -= fy / that.mass; // update collision counts this.count++; that.count++; } /** * Updates the velocity of this particle upon collision with a vertical * wall (by reflecting the velocity in the x-direction). * Assumes that the particle is colliding with a vertical wall at this instant. */ public void bounceOffVerticalWall() { vx = -vx; count++; } /** * Updates the velocity of this particle upon collision with a horizontal * wall (by reflecting the velocity in the y-direction). * Assumes that the particle is colliding with a horizontal wall at this instant. */ public void bounceOffHorizontalWall() { vy = -vy; count++; } /** * Returns the kinetic energy of this particle. * The kinetic energy is given by the formula 1/2 m v2, * where m is the mass of this particle and v is its velocity. * * @return the kinetic energy of this particle */ public double kineticEnergy() { return 0.5 * mass * (vx*vx + vy*vy); } } /****************************************************************************** * Copyright 2002-2018, Robert Sedgewick and Kevin Wayne. * * This file is part of algs4.jar, which accompanies the textbook * * Algorithms, 4th edition by Robert Sedgewick and Kevin Wayne, * Addison-Wesley Professional, 2011, ISBN 0-321-57351-X. * http://algs4.cs.princeton.edu * * * algs4.jar is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * algs4.jar is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with algs4.jar. If not, see http://www.gnu.org/licenses. ******************************************************************************/





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