Animate a pendulum
You are encouraged to solve this task according to the task description, using any language you may know.
One good way of making an animation is by simulating a physical system and illustrating the variables in that system using a dynamically changing graphical display. The classic such physical system is a simple gravity pendulum.
For this task, create a simple physical model of a pendulum and animate it.
E
The angle of a pendulum with length and acceleration due to gravity with all its mass at the end and no friction/air resistance has an acceleration at any given moment of
- Failed to parse (syntax error): {\displaystyle \frac{d^2θ}{dt^2}\theta = -\frac{g}{L} \sin \theta}
This simulation uses this formula directly, updating the velocity from the acceleration and the position from the velocity; inaccuracy results from the finite timestep.
The event flow works like this: The clock object created by the simulation steps the simulation on the specified in the interval. The simulation writes its output to angle
, which is a Lamport slot which can notify of updates. The whenever set up by makeDisplayComponent
listens for updates and triggers redrawing as long as interest has been expressed, which is done whenever the component actually redraws, which happens only if the component's window is still on screen. When the window is closed, additionally, the simulation itself is stopped and the application allowed to exit. (This logic is more general than necessary; it is designed to be suitable for a larger application as well.)
<lang e>#!/usr/bin/env rune pragma.syntax("0.9")
def pi := (-1.0).acos() def makeEPainter := <unsafe:com.zooko.tray.makeEPainter> def makeLamportSlot := <import:org.erights.e.elib.slot.makeLamportSlot> def whenever := <import:org.erights.e.elib.slot.whenever> def colors := <awt:makeColor>
- --------------------------------------------------------------
- --- Definitions
def makePendulumSim(length_m :float64,
gravity_mps2 :float64, initialAngle_rad :float64, timestep_ms :int) { var velocity := 0 def &angle := makeLamportSlot(initialAngle_rad) def k := -gravity_mps2/length_m def timestep_s := timestep_ms / 1000 def clock := timer.every(timestep_ms, fn _ { def acceleration := k * angle.sin() velocity += acceleration * timestep_s angle += velocity * timestep_s }) return [clock, &angle]
}
def makeDisplayComponent(&angle) {
def c def updater := whenever([&angle], fn { c.repaint() }) bind c := makeEPainter(def paintCallback { to paintComponent(g) { try { def originX := c.getWidth() // 2 def originY := c.getHeight() // 2 def pendRadius := (originX.min(originY) * 0.95).round() def ballRadius := (originX.min(originY) * 0.04).round() def ballX := (originX + angle.sin() * pendRadius).round() def ballY := (originY + angle.cos() * pendRadius).round()
g.setColor(colors.getWhite()) g.fillRect(0, 0, c.getWidth(), c.getHeight()) g.setColor(colors.getBlack()) g.fillOval(originX - 2, originY - 2, 4, 4) g.drawLine(originX, originY, ballX, ballY) g.fillOval(ballX - ballRadius, ballY - ballRadius, ballRadius * 2, ballRadius * 2) updater[] # provoke interest provided that we did get drawn (window not closed) } catch p { stderr.println(`In paint callback: $p${p.eStack()}`) } } }) c.setPreferredSize(<awt:makeDimension>(300, 300)) return c
}
- --------------------------------------------------------------
- --- Application setup
def [clock, &angle] := makePendulumSim(1, 9.80665, pi*99/100, 10)
- Create the window
def frame := <unsafe:javax.swing.makeJFrame>("Pendulum") frame.setContentPane(def display := makeDisplayComponent(&angle)) frame.addWindowListener(def mainWindowListener {
to windowClosing(_) { clock.stop() interp.continueAtTop() } match _ {}
}) frame.setLocation(50, 50) frame.pack()
frame.show() clock.start() interp.blockAtTop()</lang>
Tcl
and
<lang tcl>package require Tcl 8.5 package require Tk
- Make the graphical entities
pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill grey50 -outline {} -tags pivot
- Set some vars
set points {} set Theta 45.0 set dTheta 0.0 set pi 3.1415926535897933 set length 150 set homeX 160
- How to respond to a changing in size of the window
proc resized {width} {
global homeX .c coords plate 0 25 $width 25 set homeX [expr {$width / 2}] .c coords pivot [expr {$homeX-5}] 20 [expr {$homeX+5}] 30 showPendulum
}
- How to actually arrange the pendulum, mapping the model to the display
proc showPendulum {} {
global Theta dTheta pi length homeX set angle [expr {$Theta * $pi/180}] set x [expr {$homeX + $length*sin($angle)}] set y [expr {25 + $length*cos($angle)}] .c coords rod $homeX 25 $x $y .c coords bob [expr {$x-15}] [expr {$y-15}] [expr {$x+15}] [expr {$y+15}]
}
- The dynamic part of the display
proc recomputeAngle {} {
global Theta dTheta pi length set scaling [expr {3000.0/$length**2}]
# first estimate set firstDDTheta [expr {-sin($Theta * $pi/180)*$scaling}] set midDTheta [expr {$dTheta + $firstDDTheta}] set midTheta [expr {$Theta + ($dTheta + $midDTheta)/2}] # second estimate set midDDTheta [expr {-sin($midTheta * $pi/180)*$scaling}] set midDTheta [expr {$dTheta + ($firstDDTheta + $midDDTheta)/2}] set midTheta [expr {$Theta + ($dTheta + $midDTheta)/2}] # Now we do a double-estimate approach for getting the final value # first estimate set midDDTheta [expr {-sin($midTheta * $pi/180)*$scaling}] set lastDTheta [expr {$midDTheta + $midDDTheta}] set lastTheta [expr {$midTheta + ($midDTheta + $lastDTheta)/2}] # second estimate set lastDDTheta [expr {-sin($lastTheta * $pi/180)*$scaling}] set lastDTheta [expr {$midDTheta + ($midDDTheta + $lastDDTheta)/2}] set lastTheta [expr {$midTheta + ($midDTheta + $lastDTheta)/2}] # Now put the values back in our globals set dTheta $lastDTheta set Theta $lastTheta
}
- Run the animation by updating the physical model then the display
proc animate {} {
global animation
recomputeAngle showPendulum
# Reschedule set animation [after 15 animate]
} set animation [after 500 animate]; # Extra initial delay is visually pleasing
- Callback to handle resizing of the canvas
bind .c <Configure> {resized %w}
- Callback to stop the animation cleanly when the GUI goes away
bind .c <Destroy> {after cancel $animation}</lang>