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A Simple (non-Trick) Simulation

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In this tutorial, we are going to build a cannonball simulation. We will start out with a non-Trick-based simulation. Then we will build a Trick-based simulation. Then we will make incremental improvements to our Trick-based simulation, introducing new concepts as we go.

The commands following % should typed in and executed.


Cannonball Problem Statement

Cannon

Figure 1 Cannonball

Determine the trajectory and time of impact of a cannon ball that is fired with an initial speed and initial angle. Assume a constant acceleration of gravity (g), and assume no aerodynamic forces.


Modeling the Cannonball

For this particular problem it's possible to write down equations that will give us the position, and velocity of the cannon ball for any time (t). We can also write an equation that will give us the cannon ball’s time of impact.

The cannonball’s acceleration over time is constant. It's just the acceleration of gravity:

equation_acc

On earth, at sea-level, g will be approximately -9.81 meters per second squared. In our problem this will be in the y direction, so:

equation_init_g

Since acceleration is the derivative of velocity with respect to time, the velocity [ v(t) ] is found by simply anti-differentiating a(t). That is:

equation_analytic_v_of_t

where the initial velocity is :

equation_init_v

The position of the cannon ball [ p(t) ] is likewise found by anti-differentiating v(t).

equation_analytic_p_of_t

Once we specify our initial conditions, we can calculate the position and velocity of the cannon ball for any time t.

Impact is when the cannon ball hits the ground, that is when the cannonball’s y-coordinate again reaches 0.

equation_analytic_y_of_t_impact

Solving for t (using the quadratic formula), we get the time of impact:

equation_analytic_t_impact


Code For a non-Trick Cannonball Simulation

Listing 1 - cannon.c

/* Cannonball without Trick */

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

int main (int argc, char * argv[]) {

    /* Declare variables used in the simulation */
    double pos[2]; double pos_orig[2] ;
    double vel[2]; double vel_orig[2] ;
    double acc[2];
    double init_angle ;
    double init_speed ;
    double time ;
    int impact;
    double impactTime;

    /* Initialize data */
    pos[0] = 0.0 ; pos[1] = 0.0 ;
    vel[0] = 0.0 ; vel[1] = 0.0 ;
    acc[0] = 0.0 ; acc[1] = -9.81 ;
    time = 0.0 ;
    init_angle = M_PI/6.0 ;
    init_speed = 50.0 ;
    impact = 0;

    /* Do initial calculations */
    pos_orig[0] = pos[0] ;
    pos_orig[1] = pos[1] ;
    vel_orig[0] = cos(init_angle)*init_speed ;
    vel_orig[1] = sin(init_angle)*init_speed ;

    /* Run simulation */
    printf("time, pos[0], pos[1], vel[0], vel[1]\n" );
    while ( !impact ) {
        vel[0] = vel_orig[0] + acc[0] * time ;
        vel[1] = vel_orig[1] + acc[1] * time ;
        pos[0] = pos_orig[0] + (vel_orig[0] + 0.5 * acc[0] * time) * time ;
        pos[1] = pos_orig[1] + (vel_orig[1] + 0.5 * acc[1] * time) * time ;
        printf("%7.2f, %10.6f, %10.6f, %10.6f, %10.6f\n", time, pos[0], pos[1], vel[0], vel[1] );
        if (pos[1] < 0.0) {
            impact = 1;
            impactTime = (- vel_orig[1] - 
                          sqrt(vel_orig[1] * vel_orig[1] - 2.0 * pos_orig[1])
                         ) / -9.81; 
            pos[0] = impactTime * vel_orig[0];
            pos[1] = 0.0;
        }
        time += 0.01 ;
    }

    /* Shutdown simulation */
        printf("Impact time=%lf position=%lf\n", impactTime, pos[0]);

    return 0;
}

If we compile and run the program in listing 1:

% cc cannon.c -o cannon -lm
% ./cannon

we will see trajectory data, followed by:

Impact time=5.096840 position=220.699644

Voila! A cannonball simulation. So why do we need Trick!?


Limitations of the Simulation

For simple physics models like our cannonball, maybe we don't need Trick, but many real-world problems aren't nearly as simple.

In the next section, we'll see how a Trick simulation goes together, and how it helps us to easily integrate user-supplied simulation models with commonly needed simulation capabilites.


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