This code continues the previous blog post on two-dimensional collisions to model Brownian motion. The code is on my GitHub page.
The core classes, PeriodicParticle
and PeriodicSimulation
are derived from the original Particle
and Simulation
classes to allow periodic boundary conditions: instead of bouncing off the walls, the particles move through them and reappear at the other side of the domain.
In the example given here, the mass of the large particle is set to be equal to that of the small ones, so that it gains enough momentum quickly to be seen to move in the animation. This can be altered by setting the mass
property of the PeriodicParticle
class.
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Anandaram Mandyam 5 years, 4 months ago
When I run this script thru Spyder in my PC under anaconda py3.7 I get this error message:
Link | ReplyFile "D:/PyScripts_01/ChristianHill_SciPython/Brownian2D.py", line 58, in init_particles
while not self.place_particle(radius, styles):
AttributeError: 'PeriodicSimulation' object has no attribute 'place_particle'
Pl suggest remedy.
Thanks in advance
Anandaram
christian 5 years, 4 months ago
Sorry! This is my fault completely: I forgot to commit the updated collision.py file to my repo. It should be there now – can you try again and let me know if you have any more problems?
Link | ReplyAnandaram Mandyam 5 years, 4 months ago
Hi:
Link | ReplyWith the revised collision.py script the 2D brownian file is working fine although the animation appears to freeze after some time. I am trying to tweak some parameters to avoid it from happening.
Thanks anyway.
Cheers
Chenghung 3 years, 7 months ago
Hi
Link | ReplyI want to thank you for your contribution and this does help my course final project. I Will definitely cite this course and recommend it to my classmates.
Chenghung 3 years, 7 months ago
I notice in the end the particles will overlap.
Link | ReplySam 3 years, 2 months ago
Thanks for providing this. I have two concerns that I could use help with. First, as another commenter pointed out, the particles will overlap and "bind" after some time. Second, s there a way to speed up the frame rate of the animation while still keeping the precision of a lower dt?
Link | Replychristian 3 years, 1 month ago
I think the easiest way to avoid the particles binding would be to decrease the time-step. If the animation is then too slow, it might be necessary to pre-compute the frames or implement some kind of quadtree structure to reduce the number of collision checks per step.
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