Talk:Computer simulation
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according to the book, you can never know the degree of elasticity
Some excerpts :
struct { int elec_or_prot; float x,y,z; /* coordinates */ float xv,yv,zv; /* vector components */ } atom[num_of_atoms];
while (1 ) {
/* receive the forces affecting each atom */
n=0; while ( n < num_of_atoms ) { x_buf2=0, y_buf2=0, z_buf2=0; x_add=0; y_add=0; z_add=0; n2=0; while ( n2 < num_of_atoms ) { if ( n2==n ) n2++; if ( n2 >= num_of_atoms ) break; power= sqrt ( ( atom[n].x - atom[n2].x) * ( atom[n].x - atom[n2].x )+ ( atom[n].y - atom[n2].y) * ( atom[n].y - atom[n2].y)+ ( atom[n].z - atom[n2].z) * ( atom[n].z - atom[n2].z) ); old_power=power; /* the distance of the current atom from the foreign atom (3D-Pythagoras)*/
x_buf=(atom[n].x - atom[n2].x); /* distance components */ y_buf=(atom[n].y - atom[n2].y); z_buf=(atom[n].z - atom[n2].z); if ( power-SCHEITEL < 0.0 ) sign= -1.0; else sign= 1.0; power=power-SCHEITEL; /* there's a ball around each atom and on it's edge the direction of the force is inverted */
if ( fabs(power) < 0.01 ) power=0.01*sign;
power= ( FORCE / ((power*power)+MAXPOWER) *sign ) ;
if ( fabs ( power) >= FORCENULL ) power=0;
/* calculate the force that results from the distance */
if ( old_power != 0 ) /* part the force on x, y, and z components */ { y_buf*=power/old_power; x_buf*=power/old_power; z_buf*=power/old_power;
} else x_buf=0, y_buf=0, z_buf=0;
if ( ( atom[n].elec_or_prot==PROT && atom[n2].elec_or_prot==ELEK ) || ( atom[n].elec_or_prot==ELEK && atom[n2].elec_or_prot==PROT ) ) { y_buf*=-1.0; x_buf*=-1.0; z_buf*=-1.0; } /* opposed forces pull together, same forces push away */
if ( (old_power=sqrt ( x_buf*x_buf+y_buf*y_buf +z_buf*z_buf)) > TRAEGSCHWELLE ) { power= (old_power-TRAEGSCHWELLE)/ old_power; x_buf*=power; y_buf*=power; z_buf*=power; } else x_buf=0, y_buf=0, z_buf=0; /* the vector is only changed, when the force has a certain minimum of strength */
if ( old_power > 0 && old_power > TRAEGSCHWELLE) { x_buf2+=(x_buf*ELANLOSS/TIMESLICE); y_buf2+=(y_buf*ELANLOSS/TIMESLICE); z_buf2+=(z_buf*ELANLOSS/TIMESLICE); } /* change coordinates in force direction so the force isn't added to the vector. This is tha actual problem. */
x_add+=x_buf; y_add+=y_buf; z_add+=z_buf;
n2++; }
atom[n].xv+=x_add; /* now change the vector components */ atom[n].yv+=y_add; atom[n].zv+=z_add;
atom[n].x+=x_buf2, atom[n].y+=y_buf2, atom[n].z+=z_buf2;
n++; }
n=0;
while ( n < num_of_atoms ) { atom[n].x+=atom[n].xv/TIMESLICE; atom[n].y+=atom[n].yv/TIMESLICE ; atom[n].z+=atom[n].zv/TIMESLICE;
n++; /* move the atoms according to their vectors */ }
}
That's what i made up. It's still not at an usable stage, it only simulates some collision conditions, but google for "QT Elastic Nodes Example" and you will find that the professional, working solution isn't much different from that. If you would calculate the rotation and position of a graphical depiction of a racing car from such an atom grid, for example, it would be even more impressive.
But the real problem is elasticity. In an unelastic collision, a part of the energy gets lost and is transformed into light (which then causes heat). And you can perhaps never know the amount of energy that gets lost because this also depends on the collision speed or depth. Think about it. If this does not work correctly with an algorithm, it is not possible to prove anything at all. Then not only a computer simulation would not work. — Preceding unsigned comment added by 87.143.84.134 (talk) 21:03, 9 May 2015 (UTC)
Distracting animating image
the animating image is very distracting while trying to read the text of the article, please remove the animation. Sofia Koutsouveli (talk) 13:14, 23 November 2016 (UTC)
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