Cosmetic changes only.
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@ -1,7 +1,8 @@
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function [LoadingRate, StandardError, ConfidenceInterval] = calculateLoadingRate(this, ParticleDynamicalQuantities)
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function [LoadingRate, StandardError, ConfidenceInterval] = calculateLoadingRate(this)
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switch this.SimulationMode
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case "2D"
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n = this.NumberOfAtoms;
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DynamicalQuantities = this.ParticleDynamicalQuantities;
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NumberOfTimeSteps = int64(this.SimulationTime/this.TimeStep);
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NumberOfLoadedAtoms = zeros(1, NumberOfTimeSteps);
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TimeCounts = zeros(1, n);
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@ -9,7 +10,7 @@ function [LoadingRate, StandardError, ConfidenceInterval] = calculateLoadingRate
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% Include the stochastic process of background collisions
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for AtomIndex = 1:n
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TimeCounts(AtomIndex) = this.computeTimeSpentInInteractionRegion(squeeze(ParticleDynamicalQuantities(AtomIndex,:,1:3)));
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TimeCounts(AtomIndex) = this.computeTimeSpentInInteractionRegion(squeeze(DynamicalQuantities(AtomIndex,:,1:3)));
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end
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this.TimeSpentInInteractionRegion = mean(TimeCounts);
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for AtomIndex = 1:n
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@ -22,8 +23,8 @@ function [LoadingRate, StandardError, ConfidenceInterval] = calculateLoadingRate
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NumberOfLoadedAtoms(TimeIndex) = NumberOfLoadedAtoms(TimeIndex-1);
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end
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for AtomIndex = 1:n
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Position = squeeze(ParticleDynamicalQuantities(AtomIndex, TimeIndex, 1:3))';
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Velocity = squeeze(ParticleDynamicalQuantities(AtomIndex, TimeIndex, 4:6))';
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Position = squeeze(DynamicalQuantities(AtomIndex, TimeIndex, 1:3))';
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Velocity = squeeze(DynamicalQuantities(AtomIndex, TimeIndex, 4:6))';
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if this.exitCondition(Position, Velocity, CollisionEvents(AtomIndex))
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NumberOfLoadedAtoms(TimeIndex) = NumberOfLoadedAtoms(TimeIndex) + 1;
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end
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