Bouncing ball simulation in VPython, using three different types of dissipative force to get the decay.
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from visual import * | |
from math import * | |
g=9.80 | |
size=0.20 | |
mass=0.2 | |
drop_height = 2.0 | |
k_ball = 1000 | |
drag=0.40 | |
drag2=0.32 | |
fraction = 0.0425 | |
floor = box(pos=(0,0,0), length=5, width=1, height=0.05, color=color.cyan) | |
ball = sphere(pos=(-floor.length/2, drop_height,0), radius=size, color=color.green) | |
ball.p=mass*vector(0.2,0,0) | |
ball.m=mass | |
ball.trail=curve(color=ball.color) | |
F_grav=ball.m*vector(0,-g,0) | |
t=0 | |
tmax=50 | |
dt=0.0001 | |
nbounce=0 | |
go=1 | |
oldvel=ball.p.y/ball.m | |
oldheight=ball.pos.y | |
lastbounce=ball.pos.y | |
while go>0: | |
#rate(1000) | |
if ball.p.y<0: | |
vhat = vector(0,-1,0) | |
else: | |
vhat = vector(0,+1,0) | |
if ball.pos.y<ball.radius: | |
stretch=ball.radius-ball.pos.y | |
F_spring = k_ball*stretch*vector(0,1,0) | |
#F_drag = -drag*(ball.p.mag/(ball.m*1))*vhat | |
#F_drag = -drag2*(ball.p.mag2/(ball.m*ball.m))*vhat | |
F_drag = -fraction*F_spring.mag*vhat | |
else: | |
F_spring = vector(0,0,0) | |
F_drag=vector(0,0,0) | |
#F_drag.x=0 | |
#F_drag.z=0 | |
F_total = F_grav + F_spring + F_drag | |
ball.p = ball.p + F_total*dt | |
ball.pos=ball.pos+dt*ball.p/ball.m | |
ball.trail.append(pos=ball.pos) | |
if (ball.p.y<0) and (oldvel>0): | |
#print("Bounce: ", nbounce, " Height: ", ball.pos.y) | |
lastbounce=ball.pos.y | |
if (ball.p.y>0) and (oldvel<0): | |
nbounce=nbounce+1 | |
print(" Bounce: ",nbounce, "Time: ", t, "Height: ", lastbounce) | |
oldvel=ball.p.y/ball.m | |
oldheight=ball.pos.y | |
if lastbounce<1.05*ball.radius: | |
go=0 | |
t = t+dt | |
print(ball.pos.x+floor.length/2) |
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