Particle Simulator Crack PC/Windows

09/12 0 By bronell

This Particle Simulator generates a single particle confined to a rectangular box with a given force field (e.g. gravity, from a spring, or from a point charge).







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//This function creates a particle that moves in a certain direction according to a
//given path. The user may also choose the number of particles they want to create
//and the total velocity at creation. The positions of each created particle are
//generated randomly using the equation x = a + b * (random_float() – 0.5)
//where a and b are randomly chosen between -1.0 and 1.0. The final velocity is
//based on the velocity at creation, and is scaled such that the particle will
//move at a speed of 1.0 at t = 0.0 and has a speed of 0.0 at t = 2.0.
//Note that the particles generated are very similar to an Ornstein-Uhlenbeck
//process, which is a continuous time stochastic process that moves to an
//equilibrium distribution.
//The path of the particles is a series of points along a line. These points are
//iteratively generated and returned by the user.
//The user specifies the values of a and b for the x and y positions of the particle.
//If a and b have the same value, the trajectory is linear and both components of the
//velocity are the same. If a and b have different values, the trajectory is
//circular and the x and y components of the velocity are both scaled by a/b and
//a/b respectively. This method was implemented using MATLAB’s interp1 function.
//The user also specifies the magnitude of the acceleration at creation, and the
//number of particles to be created.
//This function will return one particle at a time to the array of particle data
//that was passed in. The array will be populated such that the element at the
//position returned by this function contains a reference to the particle. The
//code assumes that the arrays are one-dimensional.
//The magnitude of the acceleration at creation is given by the input argument
//(default is 0.0). This acceleration can be negative. The magnitude of the
//acceleration is important in determining how quickly a particle is pushed
//off the path. When a particle is near the end of the path, the acceleration
//significantly increases, allowing the particle to move at a speed of 1.0 when

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KeyM[Aa] defines a particle with type A, mass A and position vector M.


\def A{100}
\def B{300}

\defk M[\vec{\textbf{x}}]{M\ \vec{\textbf{x}}}

\defk GM=2g
\defk KM=1

\defg O[A,B,C]{

\def C[\vec{\textbf{x}}]{}

\defk CA=5
\defk CB=2
\defk KM=0
\defk GC=2
\defk OO[\vec{\textbf{u}},\vec{\textbf{v}},\vec{\textbf{w}}]{

\def CA[\vec{\textbf{v}}]{CA\ \vec{\textbf{v}}}

\def CB[\vec{\textbf{v}}]{CB\ \vec{\textbf{v}}}

\defk CB[\vec{\textbf{v}}]{CB\ \vec{\textbf{v}}}

\defk GC[\vec{\textbf{w}}]{GC\ \vec{\textbf{w}}}

\def KA[\vec{\textbf{y}},\vec{\textbf{z}}]=\vec{\textbf{y}}*\vec{\textbf{z}}

\def KBM[\vec{\textbf{y}}]=\vec{\textbf{y}}*\vec{\textbf{M}}

\def KCR=\frac{1}{2}*(2*G*\textbf{M}*\textbf{M}-4*G*\textbf{M}*\textbf{CA}+G*\textbf{M}*\textbf{CA}+2*G*\textbf{CA}*\textbf{CA}-4*G*\textbf{CA}*\textbf{CB}+2*G*\textbf{CB}*\textbf{CB}-G*\textbf{CB}*\textbf{CA}+2*G*\textbf{CA}*\text

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.. note::
This Particle Simulator has been deprecated. It is still kept
here for backward compatibility, but please use the Particle
Element instead.

.. _particle-elements-simulator:


The Simulator is a special Element.
It lets you define a force field and exert it on a single Particle.
The Particle is confined to a rectangular box.
This box can be rotated, translated and scaled.

For most operations, you can do two things:
– either act on an already existing particle (for which a position and a velocity can be given)
– or create a new particle and start with the default values for position, velocity and other properties.

.. figure:: /images/Simulator.png
:width: 50%

Creating a particle

To create a new particle, use the “Particle(x,y,z,vx,vy,vz)“ method.
It lets you specify the position and velocity of the particle
(“x“, “y“, “z“),
and also the direction of the velocity vector (“vx“, “vy“, “vz“).

.. figure:: /images/Simulator.png
:width: 50%

Setting a force field

The “Particle.setForceField(ForceField)“ method lets you set the force field
to apply to the particle.
The ForceField defines what kind of force is applied, and its magnitude.
The “ForceField“ class holds these values and knows how to compute the force from them.

.. figure:: /images/Simulator.png
:width: 50%

You can add a ForceField to a particle by calling
and then removing it by calling “Particle.removeForceField()“.
(The later will also remove the ForceField from the particle,
if it’s the only ForceField.)

This shows how to add a field from the right-hand side:

.. figure:: /images/Simulator.png
:width: 50%

How to set the field type

What’s New in the Particle Simulator?

The physical model of the particle system is described by the following default values.














System Requirements:

Windows 7, Windows 8, Windows 8.1 or later
Microsoft Visual C++ Redistributable for Visual Studio 2013.
or later
MinGW GCC 3.4.5 or later
Windows Media Player version 11 or later
Internet Explorer 11 or later
Intel i5 or better
AMD Athlon II x4 or better
16 GB of free space
Soundcard DirectX 9.0c
Mouse and Keyboard
When starting the game