【发布时间】:2022-02-28 21:10:10
【问题描述】:
我正在做一个模拟,您可以创建不同质量的球,这些球由您可以定义的弹簧连接(在下面的程序中,所有弹簧都有自然长度 L 和弹簧常数 k)。我是怎么做到的通过计算作用在它上的所有力(来自球的张力、连接到它的弹簧和重力)来计算这个球的加速度,我认为这个函数绝对是正确的,问题出在 while 循环的其他地方。然后我使用这个网站上描述的 RK4 方法:http://spiff.rit.edu/richmond/nbody/OrbitRungeKutta4.pdf 在 while 循环中更新每个球的速度和位置。为了测试我对该方法的理解,我首先做了一个模拟,其中在 Desmos 上只涉及两个球和一个弹簧:https://www.desmos.com/calculator/4ag5gkerag 我考虑了能量显示,发现 RK4 确实比欧拉方法好得多。现在我在 python 中做了它,希望它可以与任意配置的球和弹簧一起工作,但是当我有两个球和一个弹簧时,能量甚至都不会守恒!我看不出我做了什么不同的事情,至少在涉及两个球的时候。当我将第三个球和第二个弹簧引入系统时,能量每秒增加数百个。这是我第一次用 RK4 编写模拟代码,我希望你们能从中找到错误。我有一个想法,也许问题是由于有多个物体引起的,当我同时更新它们的 kas 或 kvs 时会出现困难,但是在模拟两个球时我无法发现这段代码所做的任何区别以及我在 Desmos 文件中使用的方法。这是我在 python 中的代码:
import pygame
import sys
import math
import numpy as np
pygame.init()
width = 1200
height = 900
SCREEN = pygame.display.set_mode((width, height))
font = pygame.font.Font(None, 25)
TIME = pygame.time.Clock()
dampwall = 1
dt = 0.003
g = 20
k=10
L=200
def dist(a, b):
return math.sqrt((a[0] - b[0])*(a[0] - b[0]) + (a[1] - b[1])*(a[1] - b[1]))
def mag(a):
return dist(a, [0, 0])
def dp(a, b):
return a[0]*b[0]+a[1]*b[1]
def norm(a):
return list(np.array(a)/mag(a))
def reflect(a, b):
return norm([2*a[1]*b[0]*b[1]+a[0]*(b[0]**2 - b[1]**2), 2*a[0]*b[0]*b[1]+a[1]*(-b[0]**2 + b[1]**2)])
class ball:
def __init__(self, x, y, vx, vy, mass,spr,index,ka,kv):
self.r = [x, y]
self.v = [vx, vy]
self.radius = 5
self.mass = mass
self.spr=spr
self.index = index
self.ka=ka
self.kv=kv
def detectbounce(self,width,height):
if self.r[0] + self.radius > width/2 and self.r[0]+self.v[0] > self.r[0] or self.r[0] - self.radius < -width/2 and self.r[0]+self.v[0] < self.r[0] or self.r[1] + self.radius > height/2 and self.r[1]+self.v[1] > self.r[1] or self.r[1] - self.radius < -height/2 and self.r[1]+self.v[1] < self.r[1]:
return True
def bounce_walls(self, width, height):
if self.r[0] + self.radius > width/2 and self.r[0]+self.v[0] > self.r[0]:
self.v[0] *= -dampwall
if self.r[0] - self.radius < -width/2 and self.r[0]+self.v[0] < self.r[0]:
self.v[0] *= -dampwall
if self.r[1] + self.radius > height/2 and self.r[1]+self.v[1] > self.r[1]:
self.v[1] *= -dampwall
if self.r[1] - self.radius < -height/2 and self.r[1]+self.v[1] < self.r[1]:
self.v[1] *= -dampwall
def update_r(self,v, h):
self.r[0] += v[0] * h
self.r[1] += v[1] * h
def un_update_r(self,v, h):
self.r[0] += -v[0] * h
self.r[1] += -v[1] * h
def KE(self):
return 0.5 * self.mass * mag(self.v)**2
def GPE(self):
return self.mass * g * (-self.r[1] + height)
def draw(self, screen, width, height):
pygame.draw.circle(screen, (0, 0, 255), (self.r[0] +
width / 2, self.r[1] + height / 2), self.radius)
#(self, x, y, vx, vy, mass,spr,index,ka,kv):
# balls = [ball(1, 19, 0, 0,5,[1],0,[0,0,0,0],[0,0,0,0]), ball(250, 20, 0,0,1,[0],1,[0,0,0,0],[0,0,0,0])]
# springs = [[0, 1]]
balls = [ball(1, 19, 0, 0,5,[1,3],0,[0,0,0,0],[0,0,0,0]), ball(250, 20, 0,0,2,[0,2,3],1,[0,0,0,0],[0,0,0,0]),ball(450, 0, 0,0,2,[1,3],1,[0,0,0,0],[0,0,0,0]),ball(250, -60, 0,0,2,[0,1,2],1,[0,0,0,0],[0,0,0,0])]
springs = [[0, 1],[1,2],[0,3],[1,3],[2,3]]
def accel(b,BALLS):
A=[0,g]
for i in range(0,len(b.spr)):
ball1=b
ball2=BALLS[b.spr[i]]
r1 = norm(list(np.array(ball2.r) - np.array(ball1.r)))
lnow = dist(ball1.r, ball2.r)
force = k * (lnow - L)
A[0]+=force/ball1.mass*r1[0]
A[1]+=force/ball1.mass*r1[1]
return A
initE=0
while True:
TIME.tick(200)
SCREEN.fill((0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#compute k1a and k1v for all balls
for ball in balls:
ball.ka[0]=accel(ball,balls)
ball.kv[0]=ball.v
#create newb1 based on 'updated' position of all balls with their own k1v
newb=[]
for ball in balls:
ball.update_r(ball.kv[0], dt/2)
newb.append(ball)
ball.un_update_r(ball.kv[0], dt/2)
#compute k2a and k2v for all balls based on newb1
for ball in balls:
ball.update_r(ball.kv[0], dt/2)
ball.ka[1]=accel(ball,newb)
ball.un_update_r(ball.kv[0], dt/2)
ball.kv[1]=[ball.v[0]+0.5*dt*ball.ka[0][0],ball.v[1]+0.5*dt*ball.ka[0][1]]
#create newb2 based on 'updated' position of all balls with their own k2v
newb=[]
for ball in balls:
ball.update_r(ball.kv[1], dt/2)
newb.append(ball)
ball.un_update_r(ball.kv[1], dt/2)
#compute k3a and k3v for all balls
for ball in balls:
ball.update_r(ball.kv[1], dt/2)
ball.ka[2]=accel(ball,newb)
ball.un_update_r(ball.kv[1], dt/2)
ball.kv[2]=[ball.v[0]+0.5*dt*ball.ka[1][0],ball.v[1]+0.5*dt*ball.ka[1][1]]
newb=[]
for ball in balls:
ball.update_r(ball.kv[2], dt)
newb.append(ball)
ball.un_update_r(ball.kv[2], dt)
#compute k4a and k4v for all balls
for ball in balls:
ball.update_r(ball.kv[2], dt)
ball.ka[3]=accel(ball,newb)
ball.un_update_r(ball.kv[2], dt)
ball.kv[3]=[ball.v[0]+dt*ball.ka[2][0],ball.v[1]+dt*ball.ka[2][1]]
#final stage of update
for ball in balls:
if ball.detectbounce(width,height)==True:
ball.bounce_walls(width, height)
else:
ball.v=[ball.v[0]+dt*(ball.ka[0][0]+2*ball.ka[1][0]+2*ball.ka[2][0]+ball.ka[3][0])/6, ball.v[1]+dt*(ball.ka[0][1]+2*ball.ka[1][1]+2*ball.ka[2][1]+ball.ka[3][1])/6]
ball.r=[ball.r[0]+dt*(ball.kv[0][0]+2*ball.kv[1][0]+2*ball.kv[2][0]+ball.kv[3][0])/6, ball.r[1]+dt*(ball.kv[0][1]+2*ball.kv[1][1]+2*ball.kv[2][1]+ball.kv[3][1])/6]
for ball in balls:
ball.draw(SCREEN, width, height)
for i in range(0,len(ball.spr)):
ball1=ball
ball2=balls[ball.spr[i]]
pygame.draw.line(SCREEN, (0, 0, 155), (
ball1.r[0]+width/2, ball1.r[1]+height/2), (ball2.r[0]+width/2, ball2.r[1]+height/2))
#check for energy
KE = 0
EPE = 0
GPE = 0
for i in range(0, len(springs)):
EPE += 1/2 * k * \
(L - dist(balls[springs[i][0]].r,
balls[springs[i][1]].r))**2
for i in range(0, len(balls)):
KE += balls[i].KE()
GPE += balls[i].GPE()
if initE == 0:
initE += KE+EPE+GPE
text = font.render('init Energy: ' + str(round(initE,1))+' '+'KE: ' + str(round(KE, 1)) + ' '+'EPE: ' + str(round(EPE, 1))+' ' + 'GPE: ' + str(round(GPE, 1)) + ' ' + 'Total: ' + str(round(KE+EPE+GPE, 1)) + ' ' + 'Diff: ' + str(round((KE+EPE+GPE-initE), 1)),
True, (255, 255, 255))
textRect = text.get_rect()
textRect.center = (370, 70)
SCREEN.blit(text, textRect)
pygame.display.flip()
这是 Lutz Lehmann 编辑、更正的内容,并进行了一些额外的改进:
import pygame
import sys
import math
import numpy as np
pygame.init()
width = 1200
height = 900
SCREEN = pygame.display.set_mode((width, height))
font = pygame.font.Font(None, 25)
TIME = pygame.time.Clock()
dampwall = 1
dt = 0.003
g = 5
k = 10
L = 200
digits = 6
def dist(a, b):
return math.sqrt((a[0] - b[0])*(a[0] - b[0]) + (a[1] - b[1])*(a[1] - b[1]))
def mag(a):
return dist(a, [0, 0])
def dp(a, b):
return a[0]*b[0]+a[1]*b[1]
def norm(a):
return list(np.array(a)/mag(a))
def reflect(a, b):
return norm([2*a[1]*b[0]*b[1]+a[0]*(b[0]**2 - b[1]**2), 2*a[0]*b[0]*b[1]+a[1]*(-b[0]**2 + b[1]**2)])
class Ball:
def __init__(self, x, y, vx, vy, mass, spr, index, ka, kv):
self.r = [x, y]
self.v = [vx, vy]
self.radius = 5
self.mass = mass
self.spr = spr
self.index = index
self.ka = ka
self.kv = kv
def copy(self):
return Ball(self.r[0], self.r[1], self.v[0], self.v[1], self.mass, self.spr, self.index, self.ka, self.kv)
def detectbounce(self, width, height):
if self.r[0] + self.radius > width/2 and self.r[0]+self.v[0] > self.r[0] or self.r[0] - self.radius < -width/2 and self.r[0]+self.v[0] < self.r[0] or self.r[1] + self.radius > height/2 and self.r[1]+self.v[1] > self.r[1] or self.r[1] - self.radius < -height/2 and self.r[1]+self.v[1] < self.r[1]:
return True
def bounce_walls(self, width, height):
if self.r[0] + self.radius > width/2 and self.r[0]+self.v[0] > self.r[0]:
self.v[0] *= -dampwall
if self.r[0] - self.radius < -width/2 and self.r[0]+self.v[0] < self.r[0]:
self.v[0] *= -dampwall
if self.r[1] + self.radius > height/2 and self.r[1]+self.v[1] > self.r[1]:
self.v[1] *= -dampwall
if self.r[1] - self.radius < -height/2 and self.r[1]+self.v[1] < self.r[1]:
self.v[1] *= -dampwall
def update_r(self, v, h):
self.r[0] += v[0] * h
self.r[1] += v[1] * h
def un_update_r(self, v, h):
self.r[0] += -v[0] * h
self.r[1] += -v[1] * h
def KE(self):
return 0.5 * self.mass * mag(self.v)**2
def GPE(self):
return self.mass * g * (-self.r[1] + height)
def draw(self, screen, width, height):
pygame.draw.circle(screen, (0, 0, 255), (self.r[0] +
width / 2, self.r[1] + height / 2), self.radius)
# (self, x, y, vx, vy, mass,spr,index,ka,kv):
# balls = [Ball(1, 19, 0, 0, 1, [1], 0, [0, 0, 0, 0], [0, 0, 0, 0]),
# Ball(250, 20, 0, 0, 1, [0], 1, [0, 0, 0, 0], [0, 0, 0, 0])]
# springs = [[0, 1]]
balls = [Ball(1, 19, 0, 0,5,[1,3],0,[0,0,0,0],[0,0,0,0]), Ball(250, 20, 0,0,2,[0,2,3],1,[0,0,0,0],[0,0,0,0]),Ball(450, 0, 0,0,2,[1,3],1,[0,0,0,0],[0,0,0,0]),Ball(250, -60, 0,0,2,[0,1,2],1,[0,0,0,0],[0,0,0,0])]
# n=5
# resprings=[]
# for i in range(0,n):
# for j in range(0,n):
# if i==0 and j==0:
# resprings.append([1,2,n,n+1,2*n])
# if i==n and j==0:
# resprings.apend([n*(n-1)+1,n*(n-1)+2,n*(n-2),n*(n-3),n*(n-2)+1])
# if j==0 and i!=0 or i!=n:
# resprings.append([(i-1)*n+1,(i-1)*n+2,(i-2)*n,(i-2)*n+1,(i)*n,(i)*n+1])
def getsprings(B):
S=[]
for i in range(0,len(B)):
theball=B[i]
for j in range(len(theball.spr)):
spring=sorted([i,theball.spr[j]])
if spring not in S:
S.append(spring)
return S
springs = getsprings(balls)
def accel(b, BALLS):
A = [0, g]
for i in range(0, len(b.spr)):
ball1 = b
ball2 = BALLS[b.spr[i]]
r1 = norm(list(np.array(ball2.r) - np.array(ball1.r)))
lnow = dist(ball1.r, ball2.r)
force = k * (lnow - L)
A[0] += force/ball1.mass*r1[0]
A[1] += force/ball1.mass*r1[1]
return A
initE = 0
while True:
TIME.tick(200)
SCREEN.fill((0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
for ball in balls:
ball.bounce_walls(width, height)
# compute k1a and k1v for all balls
for ball in balls:
ball.ka[0] = accel(ball, balls)
ball.kv[0] = ball.v
# create newb1 based on 'updated' position of all balls with their own k1v
newb = []
for ball in balls:
ball.update_r(ball.kv[0], dt/2)
newb.append(ball.copy())
ball.un_update_r(ball.kv[0], dt/2)
# compute k2a and k2v for all balls based on newb1
for ball in balls:
ball.update_r(ball.kv[0], dt/2)
ball.ka[1] = accel(ball, newb)
ball.un_update_r(ball.kv[0], dt/2)
ball.kv[1] = [ball.v[0]+0.5*dt*ball.ka[0]
[0], ball.v[1]+0.5*dt*ball.ka[0][1]]
# create newb2 based on 'updated' position of all balls with their own k2v
newb = []
for ball in balls:
ball.update_r(ball.kv[1], dt/2)
newb.append(ball.copy())
ball.un_update_r(ball.kv[1], dt/2)
# compute k3a and k3v for all balls
for ball in balls:
ball.update_r(ball.kv[1], dt/2)
ball.ka[2] = accel(ball, newb)
ball.un_update_r(ball.kv[1], dt/2)
ball.kv[2] = [ball.v[0]+0.5*dt*ball.ka[1]
[0], ball.v[1]+0.5*dt*ball.ka[1][1]]
newb = []
for ball in balls:
ball.update_r(ball.kv[2], dt)
newb.append(ball.copy())
ball.un_update_r(ball.kv[2], dt)
# compute k4a and k4v for all balls
for ball in balls:
ball.update_r(ball.kv[2], dt)
ball.ka[3] = accel(ball, newb)
ball.un_update_r(ball.kv[2], dt)
ball.kv[3] = [ball.v[0]+dt*ball.ka[2][0], ball.v[1]+dt*ball.ka[2][1]]
# final stage of update
for ball in balls:
ball.v = [ball.v[0]+dt*(ball.ka[0][0]+2*ball.ka[1][0]+2*ball.ka[2][0]+ball.ka[3][0])/6,
ball.v[1]+dt*(ball.ka[0][1]+2*ball.ka[1][1]+2*ball.ka[2][1]+ball.ka[3][1])/6]
ball.r = [ball.r[0]+dt*(ball.kv[0][0]+2*ball.kv[1][0]+2*ball.kv[2][0]+ball.kv[3][0])/6,
ball.r[1]+dt*(ball.kv[0][1]+2*ball.kv[1][1]+2*ball.kv[2][1]+ball.kv[3][1])/6]
for ball in balls:
ball.draw(SCREEN, width, height)
for i in range(0, len(ball.spr)):
ball1 = ball
ball2 = balls[ball.spr[i]]
pygame.draw.line(SCREEN, (0, 0, 155), (
ball1.r[0]+width/2, ball1.r[1]+height/2), (ball2.r[0]+width/2, ball2.r[1]+height/2))
# check for energy
KE = 0
EPE = 0
GPE = 0
for i in range(0, len(springs)):
EPE += 1/2 * k * \
(L - dist(balls[springs[i][0]].r,
balls[springs[i][1]].r))**2
for i in range(0, len(balls)):
KE += balls[i].KE()
GPE += balls[i].GPE()
if initE == 0:
initE += KE+EPE+GPE
text1 = font.render(f"initial energy: {str(round(initE, digits))}", True, (255, 255, 255))
text2 = font.render(f"kinetic energy: {str(round(KE, digits))}", True, (255, 255, 255))
text3 = font.render(f"elastic potential energy: {str(round(EPE, digits))}", True, (255, 255, 255))
text4 = font.render(f"gravitational energy: {str(round(GPE, digits))}", True, (255, 255, 255))
text5 = font.render(f"total energy: {str(round(KE + EPE + GPE, digits))}", True, (255, 255, 255))
text6 = font.render(f"change in energy: {str(round(KE + EPE + GPE - initE, digits))}", True, (255, 255, 255))
SCREEN.blit(text1, (10, 10))
SCREEN.blit(text2, (10, 60))
SCREEN.blit(text3, (10, 110))
SCREEN.blit(text4, (10, 160))
SCREEN.blit(text5, (10, 210))
SCREEN.blit(text6, (10, 260))
pygame.display.flip()
【问题讨论】:
-
你的移动棋子太多了,很容易出现奇怪的错误。在 RK4 步骤中,仅使用一个 newb 数组。保持球阵列的位置和速度不变。在每个阶段,使 newb 成为 ball 的正确副本,而不是相同实例引用的第二个数组。根据阶段公式更新 newb。在 newb 中计算力。将相关的舞台数据复制回ball。 /// 你可以只使用 ka 数组,例如参见 stackoverflow.com/questions/60405185/is-there-a-better-way 并链接到推导。