The SweepNPruneAlgorithmMulti class executes the sweep and prune method of collision detection in multiple dimensions. More...
#include <sweepnprunealgorithmmulti.h>
Public Member Functions | |
SweepNPruneAlgorithmMulti (int xIn, int yIn, int numParticles) | |
Constructs a 2d SweepNPruneAlgorithmMulti. More... | |
SweepNPruneAlgorithmMulti (int xIn, int yIn, int zIn, int numParticles) | |
Constructs a 3d SweepNPruneAlgorithmMulti. More... | |
SweepNPruneAlgorithmMulti (int xIn, int yIn, int zIn, double centerMassIn, int numParticles) | |
Constructs a 3d SweepNPruneAlgorithmMulti with orbital Physics. More... | |
Public Member Functions inherited from Algorithm | |
Algorithm (double xIn, double yIn) | |
Constructs a 2 dimensional Algorithm. More... | |
Algorithm (double xIn, double yIn, double zIn) | |
Constructs a 3 dimensional Algorithm. More... | |
Algorithm (double xIn, double yIn, double zIn, double centerMass) | |
Constructs a 3 dimensional Algorithm with orbital Physics. More... | |
std::vector< Particle * > | getParticles () |
Returns the vector of Particles that the algorithm is tracking. More... | |
std::queue< Collision * > * | getCollisions () |
Returns the queue of Collisions that we haven't entered the warning window yet. More... | |
MultiQueue * | getPositionQueue () |
Returns the MultiQueue that contains upcoming Positions for each Particle. More... | |
std::mutex * | getCollisionMutex () |
Returns the Mutex locking the Collision queue. More... | |
Particle * | getCenterOfGravity () |
Returns the massive Particle in the center responsible for Gravitation. More... | |
int | getNumParts () |
Returns the number of Particles the Algorithm is tracking. More... | |
int | getTimestep () |
Returns the timestep the Algorithm is currently calculating. More... | |
double | getSystemKE () |
Returns the system kinetic energy which is updated each timestep. More... | |
double | getSystemPE () |
Returns system potential energy which is updated each timestep. More... | |
Physics * | getPhysics () |
Returns the Physics object working for this Algorithm. More... | |
void | setNumParts (int numParticles) |
Sets the number of Particles the Algorithm is tracking. More... | |
void | createParticles2D (int numParticles) |
Sets the number of Particles, then generates that many to track. More... | |
void | createParticles3D (int numParticles) |
Sets the number of Particles, then generates that many to track. More... | |
void | createParticlesOrbit (int numParticles) |
Sets the number of Particles, then generates that many to track. More... | |
void | respawnParticle (Particle *particle) |
void | enqueueCollisions (std::vector< Collision * > collisions) |
Pushes Collisions from the most recent timestep onto the queue of upcoming Collision$s. More... | |
void | runOneTimestep () |
Calculates the next timestep. More... | |
void | run () |
void | stop () |
void | stepTime () |
Calculates the next timestep and sets running to true. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Algorithm | |
Particle * | generateParticleIn2D (int i) |
Particle * | generateParticleIn3D (int i) |
Particle * | generateParticleInOrbit (int i) |
void | regenerateParticleInOrbit (Particle *p) |
bool | checkForOverlap (Particle *p) |
void | enqueuePositions () |
void | updateSystemKE () |
void | updateSystemPE () |
void | rescaleVelocities () |
void | checkTimestep () |
Protected Attributes inherited from Algorithm | |
std::vector< Particle * > | particles |
std::queue< Collision * > | collisionQueue |
std::mutex | collisionMutex |
MultiQueue * | positionQueue |
Physics * | physics |
bool | running |
int | numParts |
int | timestep |
double | xWinSize |
double | yWinSize |
double | zWinSize |
double | systemKE |
double | systemPE |
The SweepNPruneAlgorithmMulti class executes the sweep and prune method of collision detection in multiple dimensions.
This class stores the data necessary to track particle movements. At each timestep, it sorts the lists of Boundarys, and when it swaps the order of Boundarys, it may add or remove the associated pair of BouningBoxes to/ from the map of possible Collisions that stores overlaped pairs of BoundingBoxes. This is done in each dimension, then only pairs of BoundingBoxes that overlap in all the dimensions have thier Particles checked for a Collision. The sorts are fast because the lists stay nearly sorted at each timestep, and this method greatly reduces the number of checks necessary to find all colliding Particles.
SweepNPruneAlgorithmMulti::SweepNPruneAlgorithmMulti | ( | int | xIn, |
int | yIn, | ||
int | numParticles | ||
) |
Constructs a 2d SweepNPruneAlgorithmMulti.
This calls Algorithm::Algorithm() then creates the appropriate number of particles in 2-space. Then, for each particle, it will create a BoundingBox which will be maintained in a sorted list of BoundingBoxes. Then with the BoundingBoxes we get Boundarys (both upper and lower) for each dimension, and for each dimension make a list of Bounarys. Finally, we initialize a hash of pairs of overlapping BouningBoxes.
xIn | the size of the x dimension of the space. |
yIn | the size of the y dimension of the space. |
numParticles | the number of Particles to spawn and track. |
SweepNPruneAlgorithmMulti::SweepNPruneAlgorithmMulti | ( | int | xIn, |
int | yIn, | ||
int | zIn, | ||
int | numParticles | ||
) |
Constructs a 3d SweepNPruneAlgorithmMulti.
This calls Algorithm::Algorithm() then creates the appropriate number of particles in 3-space. Then, for each particle, it will create a BoundingBox which will be maintained in a sorted list of BoundingBoxes. Then with the BoundingBoxes we get Boundarys (both upper and lower) for each dimension, and for each dimension make a list of Bounarys. Finally, we initialize a hash of pairs of overlapping BouningBoxes.
xIn | the size of the x dimension of the space. |
yIn | the size of the y dimension of the space. |
zIn | the size of the z dimension of the space. |
numParticles | the number of Particles to spawn and track. |
SweepNPruneAlgorithmMulti::SweepNPruneAlgorithmMulti | ( | int | xIn, |
int | yIn, | ||
int | zIn, | ||
double | centerMassIn, | ||
int | numParticles | ||
) |
Constructs a 3d SweepNPruneAlgorithmMulti with orbital Physics.
This calls Algorithm::Algorithm() then creates the appropriate number of particles in 3-space with circular orbits. Then, for each particle, it will create a BoundingBox which will be maintained in a sorted list of BoundingBoxes. Then with the BoundingBoxes we get Boundarys (both upper and lower) for each dimension, and for each dimension make a list of Bounarys. Finally, we initialize a hash of pairs of overlapping BouningBoxes.