Re: Molecular simulations in Breve
[email protected] Wed, 24 Nov 2004 04:48:50 -0500 (EST)
| Newsgroups | gmane.comp.breve |
|---|---|
| Message-ID | <[email protected]> |
On Mon, 22 Nov 2004, Cindy Chan wrote: > We just recently began using the Breve program here at our research lab. We > are trying to write a simulation based on protein interactions. Basically, > what we are trying to do is simulate the formation of a lipid bilayer > protein on a 2-dimensional surface. Currently we are having problems with > the collisions of the spheres (molecules), we want them to be able to bounce > off each other rather than merge. We were looking at modifying the default > included demos to suit our needs, however it is proving unsuccessful. Do > you have anymore literature or documentation regarding the simulations? Or > how about a tutorial on how to create a molecule based simulation. There are two ways you could have spheres bounce off each other: using physical simulation, or using your own collision handler to detect collisions and changing velocities manually when two particles collide. I would highly recommend the collision handler approach, since physical simulation can be rather costly. To setup a collision handler, you should add a line like this in your object's init method: self handle-collisions with-type "Particle" with-method "collide". And then later on, you'll need to implement the "collide" method, something like this: + to collide with otherParticle (object): newVelocity (vector). ... code to compute a newVelocity vector ... self set-velocity to newVelocity. You'd of course use the relative positions and velocities of the colliding objects to compute the newVelocity vector. Hope this helps! - jon klein _______________________________________________ breve mailing list [email protected] http://lists.spiderland.org/mailman/listinfo/breve