Animate a pendulum

From Rosetta Code
Capture of the Oz version.
Task
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.


C

Library: SDL
Library: Cairo

<lang c>#include <stdio.h>

  1. include <stdlib.h>
  2. include <stdbool.h>
  3. include <math.h>
  4. include <cairo.h>
  5. include <SDL.h>
  1. define WIDTH 320.0
  2. define HEIGHT 240.0
  1. ifndef M_PI
  2. define M_PI 3.14159265358979323846
  3. endif

const double L = HEIGHT*150.0/200.0; // length double theta = M_PI/4.0; double dtheta = 0.0; int homeX = WIDTH / 2; int homeY = HEIGHT*25.0/200.0;

static uint32_t update_anim(uint32_t iv, void *p) {

 double scaling = 30.0 / (L*L); // this seems better for this impl.
 
 double firstDDtheta = -sin(theta) * scaling;
 double midDtheta = dtheta + firstDDtheta;
 double midtheta = theta + (dtheta + midDtheta)/2.0;
 double midDDtheta = -sin(midtheta) * scaling;
 midDtheta = dtheta + (firstDDtheta + midDDtheta)/2.0;
 midtheta = theta + (dtheta + midDtheta)/2.0;
 midDDtheta = -sin(midtheta) * scaling;
 double lastDtheta = midDtheta + midDDtheta;
 double lasttheta = midtheta + (midDtheta + lastDtheta)/2.0;
 double lastDDtheta = -sin(lasttheta) * scaling;
 lastDtheta = midDtheta + (midDDtheta + lastDDtheta)/2.0;
 lasttheta = midtheta + (midDtheta + lastDtheta)/2.0;
 dtheta = lastDtheta;
 theta = lasttheta;
 return iv;

}

void show_pendolum(SDL_Surface *s) {

 cairo_surface_t *surf = 
   cairo_image_surface_create_for_data( s->pixels,

CAIRO_FORMAT_RGB24, s->w, s->h, s->pitch);

 cairo_t *ct = cairo_create(surf);
 double x = homeX + L*sin(theta);
 double y = homeY + L*cos(theta);
 cairo_set_source_rgba(ct, 0, 0, 0, 1);
 cairo_new_path(ct);
 cairo_rectangle(ct, 0, 0, WIDTH, HEIGHT);
 cairo_fill(ct);
 cairo_set_source_rgba(ct, 1, 1, 1, 1);
 
 // rod
 cairo_new_path(ct);
 cairo_move_to(ct, homeX, homeY);
 cairo_line_to(ct, x, y);
 cairo_stroke(ct);
 cairo_set_source_rgba(ct, 1, 1, 0, 1);
 
 // bob
 cairo_new_path(ct);
 cairo_move_to(ct, x, y);
 cairo_arc(ct, x, y, 20.0, 0, 2*M_PI);
 cairo_fill(ct);
 cairo_set_source_rgba(ct, 0.7, 0.7, 0.7, 1);
 // plate
 cairo_new_path(ct);
 cairo_move_to(ct, 0, homeY);
 cairo_line_to(ct, WIDTH, homeY);
 cairo_stroke(ct);
 // pivot
 cairo_new_path(ct);
 cairo_move_to(ct, homeX, homeY);
 cairo_arc(ct, homeX, homeY, 5.0, 0, 2*M_PI);
 cairo_fill(ct);
 cairo_surface_destroy(surf);
 cairo_destroy(ct);

}

int main() {

 SDL_Surface *scr, *t;
 SDL_Event event[1];
 bool quit = false;
 if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) >= 0 ) {
   atexit(SDL_Quit);
   if ( SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_DOUBLEBUF) != NULL ) {
     
     scr = SDL_GetVideoSurface();
     SDL_AddTimer(30, update_anim, NULL);
     event->type = SDL_VIDEOEXPOSE;
     SDL_PushEvent(event);
     while(SDL_WaitEvent(event) && !quit) {

switch(event->type) { case SDL_VIDEOEXPOSE: while(SDL_LockSurface(scr) != 0) SDL_Delay(1);

show_pendolum(scr);

SDL_UnlockSurface(scr); SDL_Flip(scr); event->type = SDL_VIDEOEXPOSE; SDL_PushEvent(event); break; case SDL_KEYDOWN: if (event->key.keysym.sym == SDLK_q) quit = true; break; }

     }
     SDL_FreeSurface(scr);
   }
 }
 return 0;

}</lang>

E

Works with: E-on-Java

(Uses Java Swing for GUI. The animation logic is independent, however.)

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 := <import:java.awt.makeColor>

  1. --------------------------------------------------------------
  2. --- 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

}

  1. --------------------------------------------------------------
  2. --- Application setup

def [clock, &angle] := makePendulumSim(1, 9.80665, pi*99/100, 10)

  1. Initialize AWT, move to AWT event thread

when (currentVat.morphInto("awt")) -> {

 # 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()
 # Start and become visible
 frame.show()
 clock.start()

}

interp.blockAtTop()</lang>

Factor

Approximation of the pendulum for small swings : theta = theta0 * cos(omega0 * t) <lang factor>USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum

CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5

current-time ( -- time ) nano-count -9 10^ * ;
T0 ( -- T0 ) 2 pi l g / sqrt * * ;
omega0 ( -- omega0 ) 2 pi * T0 / ;
theta ( -- theta ) current-time omega0 * cos theta0 * ;
relative-xy ( theta l -- xy )
   [ [ sin ] [ cos ] bi ]
   [ [ * ] curry ] bi* bi@ 2array ;
theta-to-xy ( origin theta l -- xy ) relative-xy v+ ;

TUPLE: pendulum-gadget < gadget alarm ;

O ( gadget -- origin ) rect-bounds [ drop ] [ first 2 / ] bi* 0 2array ;
window-l ( gadget -- l ) rect-bounds [ drop ] [ second ] bi* ;
gadget-xy ( gadget -- xy ) [ O ] [ drop theta ] [ window-l ] tri theta-to-xy ;

M: pendulum-gadget draw-gadget*

   COLOR: black gl-color
   [ O ] [ gadget-xy ] bi gl-line ;

M:: pendulum-gadget graft* ( gadget -- )

   [ gadget relayout-1 ]
   20 milliseconds every gadget (>>alarm) ;

M: pendulum-gadget ungraft* alarm>> cancel-alarm ;

<pendulum-gadget> ( -- gadget )
   pendulum-gadget new 
   { 500 500 } >>pref-dim ;
pendulum-main ( -- )
   [ <pendulum-gadget> "pendulum" open-window ] with-ui ;

MAIN: pendulum-main </lang>

J

<lang j>require 'gl2 trig' coinsert 'jgl2'

DT =: %30 NB. seconds ANGLE=: 0.25p1 NB. radians L =: 1 NB. metres G =: 9.80665 NB. ms_2 VEL =: 0 NB. ms_1

PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; )

pend_run =: verb def ' wd PEND,;pshow;timer ,":DT * 1000 ' pend_close =: verb def ' wd timer 0; pclose ' pend_isi_paint=: verb def ' drawPendulum ANGLE '

sys_timer_z_=: verb define

 recalcAngle 
 wd 'psel pend; setinvalid isi'

)

recalcAngle=: verb define

 accel=. - (G % L) * sin ANGLE
 VEL  =: VEL + accel * DT
 ANGLE=: ANGLE + VEL * DT

)

drawPendulum=: verb define

 width=. {. glqwh
 ps=. (-: width) , 40
 pe=. ps + 280 <.@* (cos , sin) 0.5p1 + y    NB. adjust orientation
 glrgb 91 91 91
 glbrush
 gllines ps , pe
 glellipse (,~ ps - -:) 40 15
 glellipse (,~ pe - -:) 20 20
 glrect 0 0 ,width, 40

)

pend_run NB. run animation</lang>

Works with: UCB Logo

<lang logo>make "angle 45 make "L 1 make "bob 10

to draw.pendulum

 clearscreen
 seth :angle+180		; down on screen is 180
 forward :L*100-:bob
 penup
 forward :bob
 pendown
 arc 360 :bob

end

make "G 9.80665 make "dt 1/30 make "acc 0 make "vel 0

to step.pendulum

 make "acc  -:G / :L * sin :angle
 make "vel   :vel   + :acc * :dt
 make "angle :angle + :vel * :dt
 wait :dt*60
 draw.pendulum

end

hideturtle until [key?] [step.pendulum]</lang>

Oz

Inspired by the E and Ruby versions.

<lang oz>declare

 [QTk] = {Link ['x-oz://system/wp/QTk.ozf']}
 Pi = 3.14159265
 class PendulumModel
    feat

K

    attr

angle velocity

    meth init(length:L       <= 1.0    %% meters

gravity:G <= 9.81  %% m/s² initialAngle:A <= Pi/2.) %% radians self.K = ~G / L angle := A velocity := 0.0

    end
    meth nextAngle(deltaT:DeltaTMS %% milliseconds

?Angle)  %% radians

       DeltaT = {Int.toFloat DeltaTMS} / 1000.0 %% seconds
       Acceleration = self.K * {Sin @angle}
    in
       velocity := @velocity + Acceleration * DeltaT
       angle := @angle + @velocity * DeltaT
       Angle = @angle
    end
 end
 %% Animates a pendulum on a given canvas.
 class PendulumAnimation from Time.repeat
    feat
       Pend
       Rod
       Bob
       home:pos(x:160 y:50)
       length:140.0

delay

    meth init(Pendulum Canvas delay:Delay <= 25) %% milliseconds

self.Pend = Pendulum self.delay = Delay %% plate and pivot

       {Canvas create(line 0 self.home.y 320 self.home.y width:2 fill:grey50)}
       {Canvas create(oval 155 self.home.y-5 165 self.home.y+5 fill:grey50 outline:black)}

%% the pendulum itself self.Rod = {Canvas create(line 1 1 1 1 width:3 fill:black handle:$)}

       self.Bob = {Canvas create(oval 1 1 2 2 fill:yellow outline:black handle:$)}
       %%
       {self setRepAll(action:Animate delay:Delay)}
    end
    meth Animate

Theta = {self.Pend nextAngle(deltaT:self.delay $)} %% calculate x and y from angle X = self.home.x + {Float.toInt self.length * {Sin Theta}} Y = self.home.y + {Float.toInt self.length * {Cos Theta}}

    in

%% update canvas try {self.Rod setCoords(self.home.x self.home.y X Y)} {self.Bob setCoords(X-15 Y-15 X+15 Y+15)} catch system(tk(alreadyClosed ...) ...) then skip end

    end
 end
  
 Pendulum = {New PendulumModel init}
 Canvas
 GUI = td(title:"Pendulum"
          canvas(width:320 height:210 handle:?Canvas)
          action:proc {$} {Animation stop} {Window close} end
         )
 Window = {QTk.build GUI}
 Animation = {New PendulumAnimation init(Pendulum Canvas)}

in

 {Window show}
 {Animation go}</lang>

Ruby

Library: Ruby/Tk
Translation of: Tcl

This does not have the window resizing handling that Tcl does -- I did not spend enough time in the docs to figure out how to get the new window size out of the configuration event. Of interest when running this pendulum side-by-side with the Tcl one: the Tcl pendulum swings noticibly faster.

<lang ruby>require 'tk'

$root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do

 width 320
 height 200
 create TkcLine, 0,25,320,25,   'tags' => 'plate', 'width' => 2, 'fill' => 'grey50'
 create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50'
 create TkcLine, 1,1,1,1, 'tags' => 'rod', 'width' => 3, 'fill' => 'black'
 create TkcOval, 1,1,2,2, 'tags' => 'bob', 'outline' => 'black', 'fill' => 'yellow'

end $canvas.raise('pivot') $canvas.pack('fill' => 'both', 'expand' => true)

$Theta = 45.0 $dTheta = 0.0 $length = 150 $homeX = 160 $homeY = 25

def show_pendulum

 angle = $Theta * Math::PI / 180
 x = $homeX + $length * Math.sin(angle)
 y = $homeY + $length * Math.cos(angle)
 $canvas.coords('rod', $homeX, $homeY, x, y)
 $canvas.coords('bob', x-15, y-15, x+15, y+15)

end

def recompute_angle

 scaling = 3000.0 / ($length ** 2)
 # first estimate
 firstDDTheta = -Math.sin($Theta * Math::PI / 180) * scaling
 midDTheta = $dTheta + firstDDTheta
 midTheta = $Theta + ($dTheta + midDTheta)/2
 # second estimate
 midDDTheta = -Math.sin(midTheta * Math::PI / 180) * scaling
 midDTheta = $dTheta + (firstDDTheta + midDDTheta)/2
 midTheta = $Theta + ($dTheta + midDTheta)/2
 # again, first
 midDDTheta = -Math.sin(midTheta * Math::PI / 180) * scaling
 lastDTheta = midDTheta + midDDTheta
 lastTheta = midTheta + (midDTheta + lastDTheta)/2
 # again, second
 lastDDTheta = -Math.sin(lastTheta * Math::PI/180) * scaling
 lastDTheta = midDTheta + (midDDTheta + lastDDTheta)/2
 lastTheta = midTheta + (midDTheta + lastDTheta)/2
 # Now put the values back in our globals
 $dTheta  = lastDTheta
 $Theta = lastTheta

end

def animate

 recompute_angle
 show_pendulum
 $after_id = $root.after(15) {animate}

end

show_pendulum $after_id = $root.after(500) {animate}

$canvas.bind('<Destroy>') {$root.after_cancel($after_id)}

Tk.mainloop</lang>

Scheme

This is a direct translation of the Ruby/Tk example into Scheme + Tk (through PS/Tk).

<lang scheme>#!r6rs

R6RS implementation of Pendulum Animation

(import (rnrs)

       (lib pstk main) ; change this for your pstk installation
       )

(define PI 3.14159) (define *conv-radians* (/ PI 180)) (define *theta* 45.0) (define *d-theta* 0.0) (define *length* 150) (define *home-x* 160) (define *home-y* 25)

estimates new angle of pendulum

(define (recompute-angle)

 (define (avg a b) (/ (+ a b) 2))
 (let* ((scaling (/ 3000.0 (* *length* *length*)))
        ; first estimate
        (first-dd-theta (- (* (sin (* *theta* *conv-radians*)) scaling)))
        (mid-d-theta (+ *d-theta* first-dd-theta))
        (mid-theta (+ *theta* (avg *d-theta* mid-d-theta)))
        ; second estimate
        (mid-dd-theta (- (* (sin (* mid-theta *conv-radians*)) scaling)))
        (mid-d-theta-2 (+ *d-theta* (avg first-dd-theta mid-dd-theta)))
        (mid-theta-2 (+ *theta* (avg *d-theta* mid-d-theta-2)))
        ; again first
        (mid-dd-theta-2 (- (* (sin (* mid-theta-2 *conv-radians*)) scaling)))
        (last-d-theta (+ mid-d-theta-2 mid-dd-theta-2))
        (last-theta (+ mid-theta-2 (avg mid-d-theta-2 last-d-theta)))
        ; again second
        (last-dd-theta (- (* (sin (* last-theta *conv-radians*)) scaling)))
        (last-d-theta-2 (+ mid-d-theta-2 (avg mid-dd-theta-2 last-dd-theta)))
        (last-theta-2 (+ mid-theta-2 (avg mid-d-theta-2 last-d-theta-2))))
   ; put values back in globals
   (set! *d-theta* last-d-theta-2)
   (set! *theta* last-theta-2)))
The main event loop and graphics context

(let ((tk (tk-start)))

 (tk/wm 'title tk "Pendulum Animation")
 (let ((canvas (tk 'create-widget 'canvas)))
   ;;; redraw the pendulum on canvas
   ;;; - uses angle and length to compute new (x,y) position of bob
   (define (show-pendulum canvas)
     (let* ((pendulum-angle (* *conv-radians* *theta*))
            (x (+ *home-x* (* *length* (sin pendulum-angle))))
            (y (+ *home-y* (* *length* (cos pendulum-angle)))))
       (canvas 'coords 'rod *home-x* *home-y* x y)
       (canvas 'coords 'bob (- x 15) (- y 15) (+ x 15) (+ y 15))))
   ;;; move the pendulum and repeat after 20ms
   (define (animate)
     (recompute-angle)
     (show-pendulum canvas)
     (tk/after 20 animate))
   ;; layout the canvas
   (tk/grid canvas 'column: 0 'row: 0)
   (canvas 'create 'line 0 25 320 25 'tags: 'plate 'width: 2 'fill: 'grey50)
   (canvas 'create 'oval 155 20 165 30 'tags: 'pivot 'outline: "" 'fill: 'grey50)
   (canvas 'create 'line 1 1 1 1 'tags: 'rod 'width: 3 'fill: 'black)
   (canvas 'create 'oval 1 1 2 2 'tags: 'bob 'outline: 'black 'fill: 'yellow)
   ;; get everything started
   (show-pendulum canvas)
   (tk/after 500 animate)
   (tk-event-loop tk)))

</lang>


Tcl

Works with: Tcl version 8.5

and

Library: Tk

<lang tcl>package require Tcl 8.5 package require Tk

  1. 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

  1. Set some vars

set points {} set Theta 45.0 set dTheta 0.0 set pi 3.1415926535897933 set length 150 set homeX 160

  1. 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

}

  1. 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}]

}

  1. 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

}

  1. 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

  1. Callback to handle resizing of the canvas

bind .c <Configure> {resized %w}

  1. Callback to stop the animation cleanly when the GUI goes away

bind .c <Destroy> {after cancel $animation}</lang>