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c++ - C++ 中的 Runge-Kutta (RK4) 导数

转载 作者:太空宇宙 更新时间:2023-11-04 11:45:49 26 4
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你好,我用 C++ 创建了一个小的运动模拟。我想向学生展示 Euler、Runge-Kutta 和 MidPoint 方法之间的差异,有些 Material 点在撞击球体时会移动和反弹。

但是当我切换到 Rungy-Kutta 模式时,我在某个地方犯了一个错误,所有的 Material 点都消失了。我犯的错误是在 solveRK4 方法中。附件中的MinGW Developer Studio工程,还有libraries文件夹放到mingw编译器目录下: http://speedy.sh/CvDHj/LABO3.zip

当您按下“R”按钮时,当“E”切换到欧拉、“M”切换到中点时,它切换到 RK4。

问题是我在solveRK4函数哪里出错了?

结果(发布)如下所示:http://speedy.sh/h28VP/zad3.exe按 R 键,点就会从屏幕上消失。

点 - 点Wektor - vector

主要内容:

#include <stdio.h>
#include <math.h>
#include <stdlib.h>

#include <GL\glut.h>
#include <math.h>
#include <time.h>
#include "struktury.h"

#define YS 1.0f
#define PI 3.1415


double rot=0.0f;
int solver=0;

//--------------------------------------------------------------
//
// to solve
// {dr/dt=v
// {d2r/dt2=F/m
//
// Solvery:
// solveEuler
// solveMidpoint
// solveRK4
//
//
//--------------------------------------------------------------

void derivatives(Wektor *in, Wektor *out, Punkt *p){
// dr/dt =v
// d2r/dt2=F/m
out[0]=in[1];
out[1]=p->f*(1.0/p->m);
}


void calcForce(Punkt *p, Wektor v){
// p->f = p->m * 9.72 - (1 * v) ;
}

void solveEuler(Punkt *p, float dt){
Wektor in[2] , out [2];
in[0] = p->r ;
in[1] = p->v ;
derivatives(in, out ,p);
p->v = p->v + out [1] * dt;
p->r = p->r + out [0] * dt;
}

void solveMidPoint(Punkt *p, float dt){
//r,v,f ->Wektor
Wektor k1[2],k2[2];
Wektor y_k[2];
Wektor y_h[2];
Wektor yout[2];

y_h[0]=p->r;
y_h[1]=p->v;
derivatives(y_h,yout,p);

k1[1]=yout[1];
k1[0]=yout[0];
y_k[0]=y_h[0]+k1[0]*0.5*dt;
y_k[1]=y_h[1]+k1[1]*0.5*dt;
derivatives(y_k,yout,p);
k2[1]=yout[1];
k2[0]=yout[0];
p->r=p->r+k2[0]*dt;
p->v=p->v+k2[1]*dt;


}
//MISTAKE HERE mistake here
void solveRK4(Punkt *p, float dt){
//r,v,f ->Wektor
Wektor k1[2],k2[2],k3[2],k4[2];
Wektor y_k[2];
Wektor y_h[2];
Wektor y_a[2];
Wektor y_b[2];
Wektor yout[2];

y_h[0]=p->r;
y_h[1]=p->v;
derivatives(y_h,yout,p);
k1[0]=yout[0];
k1[1]=yout[1];
y_k[0]=y_h[0]+k1[0]*0.5*dt;
y_k[1]=y_h[1]+k1[1]*0.5*dt;
derivatives(y_k,yout,p);
k2[1]=yout[1];
k2[0]=yout[0];
y_a[0]=y_k[0]+k2[0]*0.5*dt;
y_a[1]=y_k[1]+k2[1]*0.5*dt;
derivatives(y_a,yout,p);
k3[0]=yout[0];
k3[1]=yout[1];
y_b[0]=y_a[0]+k3[0]*dt;
y_b[1]=y_a[1]+k3[1]*dt;
derivatives(y_b,yout,p);
p->r=p->r+y_b[0]+yout[0]*dt;
p->v=p->v+y_b[1]+yout[1]*dt;
}


//--------------------------------------------------------------
// RESZTA KODU
//--------------------------------------------------------------




struct SferaN{
Wektor r1;
float r;
float t;
float color[3];
SferaN *right;
};



Wektor g(0,-1.0,0);
Punkt *root=NULL;
SferaN *sroot=NULL;
int loop=0;
SferaN *SphereAlloc(float R, Wektor r1, float t, float c[3])
{
SferaN *tmp;
if (!(tmp=(SferaN*)malloc(sizeof(SferaN))))
return NULL;

tmp->right=NULL;
tmp->r=R;
tmp->r1=r1;
tmp->t=t;
tmp->color[0]=c[0];
tmp->color[1]=c[1];
tmp->color[2]=c[2];

return tmp;
}

void SphereTest(SferaN *s, Punkt *p)
{
float d;
Wektor n;
float z;
d=(s->r1-p->r).len();
if (d-s->r<0)
{
n=(s->r1-p->r);
n.norm();
z=d-s->r;
p->r=p->r+n*z;

Wektor vs,vn;
vn=n*(n*p->v);
vs=p->v-vn;
p->v=(vs-vn*s->t);
}


}

void AddSphere(SferaN *ro, float R, Wektor r1, float t, float c[3])
{
SferaN *tmp;
for (tmp=ro; tmp->right!=NULL; tmp=tmp->right);

tmp->right=SphereAlloc(R,r1,t,c);
}


Punkt *PointAlloc(float m, int flaga, Wektor r, Wektor v)
{
Punkt *tmp;
if (!(tmp=(Punkt*)malloc(sizeof(Punkt))))
return NULL;

tmp->m=m;
tmp->flag=flaga;
tmp->r=r;
tmp->v=v;
tmp->right=NULL;
return tmp;
}

void AddPoint(Punkt *ro, float m, int flag, Wektor r, Wektor v)
{
Punkt *tmp;
for (tmp=ro; tmp->right!=NULL; tmp=tmp->right);

tmp->right=PointAlloc(m,flag,r,v);
}

Wektor W_Euler(Wektor f, float h)
{
return (f*h);
}

void calcDeriv(Punkt *p){

}

void Solver(Punkt *ro, float dt)
{
//0 euler, 1 midpoint, 2 RK4
Punkt *tmp;
for (tmp=ro;tmp!=NULL;tmp=tmp->right)
{
switch (solver){
case 0:
solveEuler(tmp,dt);
break;
case 1:
solveMidPoint(tmp,dt);
break;
case 2:
solveRK4(tmp,dt);
break;
default:
solveEuler(tmp,dt);
}
/*
tmp->dv=W_Euler(tmp->f*(1/tmp->m),dt);
tmp->v=tmp->v+tmp->dv;

tmp->dr=tmp->v*dt;
tmp->r=tmp->r+tmp->dr;
*/

/*
Wektor a=tmp->f*(1.0/tmp->m);
//--------------

Wektor k1=W_Euler(a,dt);
Wektor k2=W_Euler(a+0.5*k1,dt);
Wektor k3=W_Euler(a+0.5*k2,dt);
Wektor k4=W_Euler(a+k3,dt);
Wektor kk=(1.0/6.0)*(k1+2.0*k2+2.0*k3+k4);
tmp->v=tmp->v+kk;
tmp->r=tmp->r+tmp->v*dt;
*/

}
}

void Sily(Punkt *ro)
{
Punkt *tmp;

for (tmp=ro;tmp!=NULL; tmp=tmp->right)
{
tmp->f=g*tmp->m;
}
}




void AnimateScene(void)
{
glClearColor(0.0f,0.0f,0.0f,0.0f);

//if (loop==0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

Punkt *tmp;
//Sily(root);
Solver(root,0.008);
Sily(root);
// glRotatef(0.1,0.0f,1.0f,0.0f);

rot+=0.01;
//if (rot>36) rot=0.0f;
glPointSize(5);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
for(tmp=root;tmp!=NULL;tmp=tmp->right)
{
//glBegin(GL_POINTS);

//glColor3f(rand()/(float)RAND_MAX,rand()/(float)RAND_MAX,rand()/(float)RAND_MAX);
glColor3f(1,1,1);
// glVertex3f(tmp->r.x/1.0,tmp->r.y/1.0,tmp->r.z/1.0);

glPushMatrix();
glTranslatef(tmp->r.x/1.0,tmp->r.y/1.0,tmp->r.z/1.0);
glutSolidSphere(0.011,5,5);
glPopMatrix();
SferaN *stmp;

for(stmp=sroot;stmp!=NULL;stmp=stmp->right)
{

SphereTest(stmp,tmp);
}
//glVertex2f(0,0);
//printf("%f %f\n",tmp->r.x, tmp->r.y);
// glEnd();

glBegin(GL_LINES);

glColor3f(1,0,0);
double x1,x2,y1,y2,z1,z2;
x1=tmp->r.x;
y1=tmp->r.y;
x2=tmp->v.x;
y2=tmp->v.y;
z1=tmp->r.z;
z2=tmp->v.z;


glVertex3f(x1,y1,z1);
glVertex3f(x1+(x2)*0.05,y1+(y2)*0.05,z1+(z2)*0.05);
glEnd();

}
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
SferaN *stmp;
for(stmp=sroot;stmp!=NULL;stmp=stmp->right)
{
glPushMatrix();
glTranslatef(stmp->r1.x,stmp->r1.y,stmp->r1.z);
glColor3fv(stmp->color);

glutSolidSphere(stmp->r,50,50);
glPopMatrix();
}


// printf("****\n");

glFlush();
glutSwapBuffers();
loop++;


if (loop>2000)
{
double vx,vy,vz;
double zz=0.01;

for(tmp=root;tmp!=NULL;tmp=tmp->right)
{
vx=0.5-rand()/(float)RAND_MAX;
vy=1.0-rand()/(float)RAND_MAX;
vz=0.5-rand()/(float)RAND_MAX;
vz=0.0f;
vy*=YS;
vy+=zz;
zz+=0.001;
tmp->r.x=0;
tmp->r.y=0;
tmp->v=Wektor(vx,vy,vz);
}
loop=0;
}
}

void InitGraphics()
{
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 90.0 };
GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};

glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);


glShadeModel(GL_SMOOTH);




glEnable(GL_COLOR_MATERIAL);


}


void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

double p1=1.0f;

if(w <= h)
glOrtho(-p1,p1,-p1*(GLfloat)h/(GLfloat)w,p1*(GLfloat)h/(GLfloat)w,-10.0,10.0);
else
glOrtho(-p1*(GLfloat)w/(GLfloat)h,p1*(GLfloat)w/(GLfloat)h,-p1,p1,-10.0,10.0);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y){
switch (key){
case 'e':
solver=0;
printf("Solver --> Euler\n");
break;
case 'm':
solver=1;
printf("Solver --> MidPoint\n");
break;
case 'r':
solver=2;
printf("Solver --> RK4\n");
break;

}
}
void idle(void)
{
glutPostRedisplay();
}

int main(int argc, char *argv[])
{
double vx,vy,vz;
int i;
srand(time(NULL));

double zz=0.01;

for (i=1; i<620; i++)
{
vx=0.5-rand()/(float)RAND_MAX;
vy=1.0-rand()/(float)RAND_MAX;
vz=0.5-rand()/(float)RAND_MAX;
vz=0.0f;

vy*=YS;
vy+=zz;
zz+=0.001;

if (!root)
root=PointAlloc(1,0,Wektor(0,0,0),Wektor(vx,vy,vz));
else
AddPoint(root,1,0,Wektor(0,0,0),Wektor(vx,vy,vz));
}
zz=-0.2;

for (i=1; i<140; i++)
{

AddPoint(root,10,0,Wektor(zz,1,0),Wektor(0,0,0));
zz+=0.01;
}

float c1[] = {0,0,1};
float c2[] = {0,1,0};
float c3[] = {1,1,0};
float c4[] = {1,0,1};
float c5[] = {0.6,0.5,1};
float c6[] = {0.6,0.5,0.3};

sroot=SphereAlloc(0.5,Wektor(0,-0.5,0),0.9,c1);
AddSphere(sroot,0.1,Wektor(-0.5,0.5,0),0.8,c2);
AddSphere(sroot,0.1,Wektor(0.5,0.5,0),0.3,c3);
AddSphere(sroot,0.1,Wektor(1,0.0),0.3,c4);
AddSphere(sroot,0.15,Wektor(0,0.7,0),0.9,c5);
AddSphere(sroot,0.2,Wektor(-1,-0.2,0),1.0,c6);

Sily(root);

glutInit(&argc, argv);
glutInitWindowSize(600,600);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT example");



InitGraphics();

glutDisplayFunc(AnimateScene);
glutIdleFunc(idle);
glutKeyboardFunc(keyboard);
glutReshapeFunc(myReshape);
glutMainLoop();

return 0;
}

结构:

#ifndef __STRUKTURY_H
#define __STRUKTURY_H



class Wektor{
public:
Wektor(double _x=0, double _y=0, double _z=0):
x(_x),y(_y),z(_z){}

Wektor operator+(Wektor const &);
Wektor operator-(Wektor const &);
double operator*(Wektor const &);
Wektor operator*(double);

double len();
void norm();
double x,y,z;
};

Wektor operator*(double, Wektor const &);


Wektor Wektor::operator-(Wektor const &w)
{
return Wektor(x-w.x,y-w.y,z-w.z);
}

double Wektor::operator*(Wektor const &w)
{
return (x*w.x + y*w.y + z*w.z);
}

double Wektor::len()
{
return sqrt((*this)*(*this));
}

Wektor Wektor::operator+(Wektor const &w)
{
return Wektor(x+w.x,y+w.y,z+w.z);
}

Wektor Wektor::operator*(double l)
{
return Wektor(x*l, y*l, z*l);
}


Wektor operator*(double s, Wektor const &w)
{
return Wektor(s*w.x, s*w.y, s*w.z);
}
void Wektor::norm()
{
double d = len();
if (d)
(*this)=(*this)*(1/d);
}

struct Punkt{
int flag;
float m;

Wektor f;
Wektor r;
Wektor v;

Wektor dr;
Wektor dv;

Punkt *right;
};

#endif

最佳答案

这些行中的一些索引似乎是错误的:

y_b[1]=y_a[0]+k3[0]*dt;

p->v=p->v+y_b[0]+yout[1]*dt;

请仔细阅读您的 RK4 并检查所有指标。甚至可能存在更多复制/粘贴错误。

关于c++ - C++ 中的 Runge-Kutta (RK4) 导数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19893221/

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