/* Copyright 2006 by Sean Luke and George Mason University Licensed under the Academic Free License version 3.0 See the file "LICENSE" for more information */ package sim.app.balls3d; import sim.engine.*; import sim.field.continuous.*; import sim.field.network.*; import sim.util.*; public class Balls3D extends SimState { private static final long serialVersionUID = 1; public Continuous3D balls; public Network bands; public int numBalls = 50; public int numBands = 60; public double gridWidth = 100; public double gridHeight = 100; public double gridLength = 100; public final static double maxMass = 10.0; public final static double minMass = 1.0; public final static double minLaxBandDistance = 10.0; public final static double maxLaxBandDistance = 50.0; public final static double minBandStrength = 5.0; public final static double maxBandStrength = 10.0; public final static double collisionDistance = 5.0; public int getNumBalls() { return numBalls; } public void setNumBalls(int val) { if (val >= 2 ) numBalls = val; } public int getNumBands() { return numBands; } public void setNumBands(int val) { if (val >= 0 ) numBands = val; } public Double3D[] getBallPositions() { if (balls == null) return new Double3D[0]; Bag bag = balls.getAllObjects(); if (bag == null) return new Double3D[0]; Double3D[] d = new Double3D[bag.size()]; for(int i = 0; i < d.length; i++) { d[i] = balls.getObjectLocation(bag.get(i)); } return d; } public Balls3D(long seed) { super(seed); } public void start() { super.start(); balls = new Continuous3D(collisionDistance,gridWidth, gridHeight, gridLength); bands = new Network(); Steppable[] s = new Steppable[numBalls]; // make the balls for(int i=0; i<numBalls;i++) { // must be final to be used in the anonymous class below final Ball ball = new Ball(0,0,0,random.nextDouble() * (maxMass-minMass) + minMass); balls.setObjectLocation(ball, new Double3D(random.nextDouble() * gridWidth, random.nextDouble() * gridHeight, random.nextDouble() * gridLength)); bands.addNode(ball); schedule.scheduleRepeating(ball); // schedule the balls to compute their force after everyone's moved s[i] = new Steppable() { public void step(SimState state) { ball.computeForce(state); } // see Tutorial 3 for why this is helpful static final long serialVersionUID = -4269174171145445918L; }; } // add the sequence schedule.scheduleRepeating(Schedule.EPOCH,1,new Sequence(s),1); // make the bands Bag ballObjs = balls.getAllObjects(); for(int i=0;i<numBands;i++) { Band band = new Band(random.nextDouble() * (maxLaxBandDistance - minLaxBandDistance) + minLaxBandDistance, random.nextDouble() * (maxBandStrength - minBandStrength) + minBandStrength); Ball from; from = (Ball)(ballObjs.objs[random.nextInt(ballObjs.numObjs)]); Ball to = from; while(to == from) to = (Ball)(ballObjs.objs[random.nextInt(ballObjs.numObjs)]); bands.addEdge(from,to,band); } // To make the initial screenshot pretty, let's have all the balls do a collision check ballObjs = balls.getAllObjects(); for(int i = 0; i < ballObjs.numObjs; i++) ((Ball)(ballObjs.objs[i])).computeCollision(this); } public static void main(String[] args) { doLoop(Balls3D.class, args); System.exit(0); } }