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188 lines
5.9 KiB
Markdown
| [Home](/trick) → [Tutorial Home](Tutorial) → A Simple Simulation |
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<!-- Section -->
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<a id=simulating-a-cannonball></a>
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## A Simple (non-Trick) Simulation
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**Contents**
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* [Cannonball Problem Statement](#cannonball-problem-stated)<br>
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* [Modeling The Cannonball](#modeling-the-cannonball)<br>
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* [A Cannonball Simulation (without Trick)](#a-cannonball-simulation-without-trick)<br>
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- [Listing 1 - **cannon.c**](#listing_1_cannon.c)
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* [Limitations Of The Simulation](#limitations-of-the-simulation)<br>
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***
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In this tutorial, we are going to build a cannonball simulation. We will start out with
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a non-Trick-based simulation. Then we will build a Trick-based simulation. Then we
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will make incremental improvements to our Trick-based simulation, introducing new
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concepts as we go.
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The commands following `%` should typed in and executed.
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---
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<a id=cannonball-problem-stated></a>
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### Cannonball Problem Statement
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![Cannon](images/CannonInit.png)
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**Figure 1 Cannonball**
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Determine the trajectory and time of impact of a cannon ball that is fired
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with an initial speed and initial angle. Assume a constant acceleration of
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gravity (g), and assume no aerodynamic forces.
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---
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<a id=modeling-the-cannonball></a>
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### Modeling the Cannonball
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For this particular problem it's possible to write down equations that
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will give us the position, and velocity of the cannon ball for any time (t).
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We can also write an equation that will give us the cannon ball’s time of impact.
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The cannonball’s acceleration over time is constant. It's just the acceleration of gravity:
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![equation_acc](images/equation_acc.png)
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On earth, at sea-level, g will be approximately -9.81 meters per second squared.
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In our problem this will be in the y direction, so:
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![equation_init_g](images/equation_init_g.png)
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Since acceleration is the derivative of velocity with respect to time, the
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velocity [ v(t) ] is found by simply anti-differentiating a(t). That is:
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![equation_analytic_v_of_t](images/equation_analytic_v_of_t.png)
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where the initial velocity is :
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![equation_init_v](images/equation_init_v.png)
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The position of the cannon ball [ p(t) ] is likewise found by anti-differentiating
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v(t).
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![equation_analytic_p_of_t](images/equation_analytic_p_of_t.png)
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Once we specify our initial conditions, we can calculate the position and
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velocity of the cannon ball for any time t.
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Impact is when the cannon ball hits the ground, that is when the cannonball’s
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y-coordinate again reaches 0.
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![equation_analytic_y_of_t_impact](images/equation_analytic_y_of_t_impact.png)
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Solving for t (using the quadratic formula), we get the time of impact:
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![equation_analytic_t_impact](images/equation_analytic_t_impact.png)
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---
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<a id=a-cannonball-simulation-without-trick></a>
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### Code For a non-Trick Cannonball Simulation
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<a id=listing_1_cannon.c></a>
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**Listing 1 - cannon.c**
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```c
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/* Cannonball without Trick */
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#include <stdio.h>
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#include <math.h>
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int main (int argc, char * argv[]) {
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/* Declare variables used in the simulation */
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double pos[2]; double pos_orig[2] ;
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double vel[2]; double vel_orig[2] ;
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double acc[2];
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double init_angle ;
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double init_speed ;
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double time ;
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int impact;
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double impactTime;
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/* Initialize data */
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pos[0] = 0.0 ; pos[1] = 0.0 ;
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vel[0] = 0.0 ; vel[1] = 0.0 ;
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acc[0] = 0.0 ; acc[1] = -9.81 ;
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time = 0.0 ;
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init_angle = M_PI/6.0 ;
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init_speed = 50.0 ;
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impact = 0;
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/* Do initial calculations */
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pos_orig[0] = pos[0] ;
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pos_orig[1] = pos[1] ;
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vel_orig[0] = cos(init_angle)*init_speed ;
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vel_orig[1] = sin(init_angle)*init_speed ;
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/* Run simulation */
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printf("time, pos[0], pos[1], vel[0], vel[1]\n" );
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while ( !impact ) {
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vel[0] = vel_orig[0] + acc[0] * time ;
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vel[1] = vel_orig[1] + acc[1] * time ;
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pos[0] = pos_orig[0] + (vel_orig[0] + 0.5 * acc[0] * time) * time ;
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pos[1] = pos_orig[1] + (vel_orig[1] + 0.5 * acc[1] * time) * time ;
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printf("%7.2f, %10.6f, %10.6f, %10.6f, %10.6f\n", time, pos[0], pos[1], vel[0], vel[1] );
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if (pos[1] < 0.0) {
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impact = 1;
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impactTime = (- vel_orig[1] -
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sqrt(vel_orig[1] * vel_orig[1] - 2.0 * pos_orig[1])
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) / -9.81;
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pos[0] = impactTime * vel_orig[0];
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pos[1] = 0.0;
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}
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time += 0.01 ;
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}
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/* Shutdown simulation */
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printf("Impact time=%lf position=%lf\n", impactTime, pos[0]);
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return 0;
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}
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```
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If we compile and run the program in listing 1:
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```bash
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% cc cannon.c -o cannon -lm
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% ./cannon
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```
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we will see trajectory data, followed by:
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```
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Impact time=5.096840 position=220.699644
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```
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Voila! A cannonball simulation. So why do we need Trick!?
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---
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<a id=limitations-of-the-simulation></a>
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### Limitations of the Simulation
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For simple physics models like our cannonball, maybe we don't need Trick, but many real-world problems aren't nearly as simple.
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* Many problems don't have nice closed-form solutions like our
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cannon ball simulation. Often they need to use numerical integration methods,
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to find solutions.
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* Changing the parameters of our cannon ball simulation, requires that we modify
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and recompile our program. Maybe that's not a hardship for a small
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simulation, but what about a big one? Wouldn't it be nice if we could change our
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simulation parameters, without requiring any recompilation?
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* What if we want to be able to run our simulation in real-time? That is, if
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we want to be able to synchronize simulation-time with "wall clock" time.
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* What if we want to interact with our simulation while its running?
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* What if we want to record the data produced by our simulation over time?
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In the next section, we'll see how a Trick simulation goes together, and how it helps us to easily integrate user-supplied simulation models with commonly needed simulation capabilites.
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---
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[Next Page](ATutArchitecture)
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