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Node.cpp
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Node.cpp
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//
// Created by Clément Lefebvre on 11.05.17.
//
#include <cmath>
#include "Node.h"
//Constructor of a node
Node::Node(double xmin, double xmax, double ymin, double ymax, Body *body) {
mass = body->mass;
centerx = body->x;
centery = body->y;
this->xmin = xmin;
this->xmax = xmax;
this->ymin = ymin;
this->ymax = ymax;
// diagonal length of the quadrant
this->diag_length = sqrt(pow(xmax - xmin,2)+pow(ymax-ymin,2));
this->body = body;
NW = NULL;
NE = NULL;
SE = NULL;
SW = NULL;
}
//Update the center of mass of the node
void Node::updateMass(Node *node, Body *nbody) {
node->centerx = (node->centerx*node->mass + nbody->x*nbody->mass)/(node->mass + nbody->mass);
node->centery = (node->centery*node->mass + nbody->y*nbody->mass)/(node->mass + nbody->mass);
node->mass += nbody->mass;
}
// Search for the quadrant which contains the body nbody
std::vector<double> Node::searchForBodyQuadrant(Node *node, Body *nbody) {
double x = nbody->x;
double y = nbody->y;
std::vector<double> Quad(6,0);
if (node->body != nbody) {
if (x < node->centerx && y < node->centery && node->SW != NULL) {
return searchForBodyQuadrant(node->SW, nbody);
} else if (x < node->centerx && y > node->centery && node->NW != NULL) {
return searchForBodyQuadrant(node->NW, nbody);
} else if (x > node->centerx && y > node->centery && node->NE != NULL) {
return searchForBodyQuadrant(node->NE, nbody);
} else if (x > node->centerx && y < node->centery && node-> SE != NULL) {
return searchForBodyQuadrant(node->SE, nbody);
}
}
Quad[0] = node->xmin; Quad[1] = node->xmax; Quad[2] = node->ymin; Quad[3] = node->ymax; Quad[4] = node->centerx;
Quad[5] = node->centery;
return Quad;
}
// Search for the body contained in a quadrant
Body* Node::searchForQuadrant(Node* node, double x, double y) {
if (x < node->centerx && y < node->centery && node->SW != NULL) {
return searchForQuadrant(node->SW, x,y);
} else if (x < node->centerx && y > node->centery && node->NW != NULL) {
return searchForQuadrant(node->NW, x,y);
} else if (x > node->centerx && y > node->centery && node->NE != NULL) {
return searchForQuadrant(node->NE, x,y);
} else if (x > node->centerx && y < node->centery && node-> SE != NULL) {
return searchForQuadrant(node->SE, x,y);
}
return node->body;
}
void Node::checkCollision(Node* node, Body* nbody) {
double epsilon = 1e-6;
std::vector<double> inQuad(6,0);
std::vector<double> borderQuad(6,0);
borderQuad[0] = node->xmin; borderQuad[1] = node->xmax; borderQuad[2] = node->ymin; borderQuad[3] = node->ymax; borderQuad[4] = node->centerx;
borderQuad[5] = node->centery;
double collision_threshold = 10;
Body* Foundbody;
//Now search for the 8 quadrants around the body -----------------------------
//Do only 1 collision
inQuad = searchForBodyQuadrant(node,nbody);
//Diagonal North West Quadrant
if (inQuad[0] > borderQuad[0] && inQuad[3] < borderQuad[3]) {
Foundbody = searchForQuadrant(node, inQuad[0] - epsilon, inQuad[3] + epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// North Quadrant
if (inQuad[3] < borderQuad[3]) {
Foundbody = searchForQuadrant(node, inQuad[4], inQuad[3] + epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// North-East Quadrant
if (inQuad[1] < borderQuad[1] && inQuad[3] < borderQuad[3]) {
Foundbody = searchForQuadrant(node, inQuad[1] + epsilon, inQuad[3] + epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// East Quadrant
if (inQuad[1] < borderQuad[1]) {
Foundbody = searchForQuadrant(node, inQuad[1] + epsilon, inQuad[5]);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// South-East Quadrant
if (inQuad[1] < borderQuad[1] && inQuad[2] > borderQuad[2]) {
Foundbody = searchForQuadrant(node, inQuad[1] + epsilon, inQuad[2] - epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// South Quadrant
if (inQuad[0] > borderQuad[0]) {
Foundbody = searchForQuadrant(node, inQuad[4], inQuad[2] - epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// South-West Quadrant
if (inQuad[0] > borderQuad[0] && inQuad[2] > borderQuad[2]) {
Foundbody = searchForQuadrant(node, inQuad[0] - epsilon, inQuad[2] - epsilon);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
// West Quadrant
if (inQuad[0] > borderQuad[0]) {
Foundbody = searchForQuadrant(node, inQuad[0] - epsilon, inQuad[5]);
if (body != NULL) {
double dx = Foundbody->x - nbody->x;
double dy = Foundbody->y - nbody->y;
double dist = sqrt(pow(dx, 2) + pow(dy, 2));
if (dist < collision_threshold) {
nbody->ax = -nbody->ax;
nbody->ay = -nbody->ay;
nbody->vx = -nbody->vx;
nbody->vy = -nbody->vy;
return;
}
}
}
}
// Insert body into the tree
void Node::insertBody(Body *bodyInsert, Node *node) {
enum quad oldquad, newquad;
double xmid = node->xmin + 0.5*std::abs(node->xmax-node->xmin);
double ymid = node->ymin + 0.5*std::abs(node->ymax-node->ymin);
//Test if node is empty
if (node->body != NULL) {
//If not empty get the quadrant where the body is already inserted
oldquad = getQuadrant(node->body->x, node->body->y, node->xmin,node->xmax,node->ymin,node->ymax);
switch (oldquad) {
case qNW:
node->NW = new Node(node->xmin, xmid, ymid, node->ymax, node->body);
break;
case qNE:
node->NE = new Node(xmid, node->xmax, ymid, node->ymax, node->body);
break;
case qSE:
node->SE = new Node(xmid, node->xmax, node->ymin, node->ymax, node->body);
break;
case qSW:
node->SW = new Node(node->xmin, xmid, node->ymin, ymid, node->body);
break;
}
node->body = NULL;
}
//If the node is empty, get the position of the new quadrant to be created
newquad = getQuadrant(bodyInsert->x, bodyInsert->y,node->xmin,node->xmax,node->ymin,node->ymax);
//Update the mass of the node
updateMass(node,bodyInsert);
//Create the new quadrant and insert the body
switch (newquad) {
case qNW:
if (node->NW == NULL) {
node->NW = new Node(node->xmin, xmid, ymid, node->ymax, bodyInsert);
} else {
insertBody(bodyInsert, node->NW);
}
break;
case qNE:
if (node->NE == NULL) {
node->NE = new Node(xmid, node->xmax, ymid, node->ymax, bodyInsert);
} else {
insertBody(bodyInsert, node->NE);
}
break;
case qSE:
if (node->SE == NULL) {
node->SE = new Node(xmid, node->xmax, node->ymin, node->ymax, bodyInsert);
} else {
insertBody(bodyInsert, node->SE);
}
break;
case qSW:
if (node->SW == NULL) {
node->SW = new Node(node->xmin, xmid, node->ymin, ymid, bodyInsert);
} else {
insertBody(bodyInsert, node->SW);
}
break;
}
}
// Get the quadrant of a certain position
enum quad Node::getQuadrant(double x, double y, double xmin, double xmax, double ymin, double ymax) {
double xmid = xmin + 0.5*std::abs(xmax-xmin);
double ymid = ymin + 0.5*std::abs(ymax-ymin);
if (y > ymid) {
if (x > xmid) {
return qNE;
}
else {
return qNW;
}
}
else {
if (x > xmid) {
return qSE;
}
else {
return qSW;
}
}
}
// Compute the force of a body in a tree
void Node::computeForce(Node *node, Body *nbody, double threshold) {
double dx = node->centerx - nbody->x;
double dy = node->centery - nbody->y;
double dist = sqrt(pow(dx,2) + pow(dy,2));
double dist_square = pow(dist,2);
double G = 6.673e-11;
double eps = 1e-4; // To not divide by 0
// Check if the quadrant is too far from the body
if (((dist/node->diag_length > threshold) || (node->body)) && node->body != nbody) {
double a = (G*node->mass)/(eps + dist);
nbody->ax = (nbody->ax + a*dx/dist_square);
nbody->ay = (nbody->ay + a*dy/dist_square);
}
else {
if(node->NW) {
computeForce(node->NW,nbody,threshold);
}
if(node->NE) {
computeForce(node->NE,nbody,threshold);
}
if(node->SE) {
computeForce(node->SE,nbody,threshold);
}
if(node->SW) {
computeForce(node->SW,nbody,threshold);
}
}
}
// Delete a tree
void Node::freeTree(Node *node) {
if (node != NULL) {
if (node->NW != NULL) {
freeTree(node->NW);
}
if (node->NE != NULL) {
freeTree(node->NE);
}
if (node->SE != NULL) {
freeTree(node->SE);
}
if (node->SW != NULL) {
freeTree(node->SW);
}
delete node;
}
}
//Check if a body is too far from the center of mass of the system and update a boolean variable
void Node::checkFarSpace(Node *root, Body *nbody, double threshold_farspace) {
double x_center_mass = ((root->mass-nbody->mass)*root->centerx + nbody->x*nbody->mass)/(root->mass);
double y_center_mass = ((root->mass-nbody->mass)*root->centery + nbody->y*nbody->mass)/(root->mass);
double dx = root->centerx - nbody->x;
double dy = root->centery - nbody->y;
double dist = sqrt(pow(dx,2) + pow(dy,2));
if (dist > threshold_farspace) {
nbody->inSpace = false;
}
}