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# # Making animated and interactive scientific | |
# # visualizations in Makie.jl | |
# Alrighty, in this short tutorial I'll teach you how to make | |
# animated scientific such as this video, or this application. | |
# Prerequisitives: | |
# * Basic familiarity with Julia (obviously) | |
# * Basic familiarity with Makie.jl | |
# # The process | |
# 0. Learn about `Observable`s | |
# 1. Initialize simulation in a stepping manner | |
# 2. Initialize the `Observable`s of the animation | |
# 3. Plot the `Observable`s and any other static elements | |
# 4. Create the "animation stepping function" | |
# 5. Test it | |
# 6. Save animations to videos | |
# 7. Interactive application | |
# Let's start! | |
# Load packages that will be used | |
using DynamicalSystems | |
using OrdinaryDiffEq | |
using GLMakie | |
using DataStructures: CircularBuffer | |
# %% 0. Learn about `Observable`s | |
# An `Observable` is a mutable container of an object of type `T`. | |
# `T` can be any type. The value of an `Observable` can then be | |
# changed on the spot, just like updating any mutable container. | |
# (This is similar to the base structure `Ref`, if you're familiar) | |
# The important part here is that `Observable`s can be "listened" to. | |
# What does this mean...? | |
o = Observable(1) # Observable with values of type `Int` | |
l1 = on(o) do val # Create a listener `l1` of observable. | |
println("Observable now has value $val") | |
end | |
# `l1` is triggered each time the value of `o` is updated. | |
# (demo in REPL, set `o[] = 2`.) | |
# We care about `Observable`s because Makie.jl is hooked up | |
# to this "listener" system. If any plotted element is | |
# initialized as an observable, then Makie.jl understands this. | |
# Updating the observable would update the plot values. | |
# For example: | |
ox = 1:4 | |
oy = Observable(rand(4)) | |
lw = Observable(2) | |
fig, ax = lines(ox, oy; linewidth = lw) | |
ylims!(ax, 0, 1) | |
lw[] = 50 | |
oy[] = rand(4) | |
# This simple process is the basis of creating | |
# both animations, as well as interactive apps with Makie.jl. | |
# So in the following let's begin making a simple visualization | |
# and interactive application of the double pendulum | |
# %% 1. Initialize simulation in a stepping manner | |
# (this can also be done with a pre-run simulation) | |
# the goal is to create a "step" function which | |
# once called it progresses the data for one animation frame | |
const L1 = 1.0 | |
const L2 = 0.9 | |
M = 2 | |
u0 = [π/3, 0, 3π/4, -2] | |
dp = Systems.double_pendulum(u0; L1, L2) | |
# Solve diffeq with constant step for smoother curves | |
diffeq = (alg = Tsit5(), adaptive = false, dt = 0.005) | |
integ = dp.integ | |
function xycoords(state) | |
θ1 = state[1] | |
θ2 = state[3] | |
x1 = L1 * sin(θ1) | |
y1 = -L1 * cos(θ1) | |
x2 = x1 + L2 * sin(θ2) | |
y2 = y1 - L2 * cos(θ2) | |
return x1,x2,y1,y2 | |
end | |
# `integ` is an integrator. `step!(integ)` progresses the integrator | |
# for one step. `integ.u` is the system state at current step. | |
# Then `xycoords` converts the states of the integrator | |
# to their plottable format. So we can imagine something like | |
function progress_for_one_step!(integ) | |
step!(integ) | |
return xycoords(integ) | |
end | |
# to be our stepping function that returns the new data. | |
# If we had finite data instead of a forever-running animation, | |
# then the "stepping function" would simply be to progress the index `i` | |
# of the existing data one step forwards... | |
# %% 2. Initialize the `Observable`s of the animation | |
# You need to think of this in advance: what things will to be | |
# animated, and what other plotting elements will be static? | |
# Animated elements will need to become `Observable`s. | |
# Here the animated elements will be: balls and rods making the | |
# double pendulum, and the tail (trajectory) of the pendulum. | |
x1,x2,y1,y2 = xycoords(u0) | |
rod = Observable([Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)]) | |
balls = Observable([Point2f(x1, y1), Point2f(x2, y2)]) | |
# (Remember: the most optimal way to plot 2D things in Makie.jl is to | |
# give it a vector of `Point2f`, the coordinates for the plot) | |
# Here we have initialized two _different_ observables, because | |
# rods and balls will be plotted in a different manner (lines/scatter) | |
# Next is the observable for the tail | |
tail = 300 # length of plotted trajectory, in units of `dt` | |
# The circular buffer datastructure makes making stepping-based | |
# animations very intuitive | |
traj = CircularBuffer{Point2f}(tail) | |
fill!(traj, Point2f(x2, y2)) # add correct values to the circular buffer | |
traj = Observable(traj) # make it an observable | |
# %% 3. Plot the `Observable`s and any other static elements | |
# Before plotting we need to initialie a figure | |
fig = Figure(); display(fig) | |
# in my experience it leads to cleaner code if we first initialize | |
# an axis and populate it accordingly. | |
ax = Axis(fig[1,1]) | |
# Now we plot the observables _directly_! First the pendulum | |
lines!(ax, rod; linewidth = 4, color = :purple) | |
scatter!(ax, balls; marker = :circle, strokewidth = 2, | |
strokecolor = :purple, | |
color = :black, markersize = [8, 12] | |
) | |
# then its trajectory, with a nice fadeout color | |
c = to_color(:purple) | |
tailcol = [RGBAf(c.r, c.g, c.b, (i/tail)^2) for i in 1:tail] | |
lines!(ax, traj; linewidth = 3, color = tailcol) | |
# We can also plot now any other static elements | |
ax.title = "double pendulum" | |
ax.aspect = DataAspect() | |
l = 1.05(L1+L2) | |
xlims!(ax, -l, l) | |
ylims!(ax, -l, 0.5l) | |
# %% 4. Create the "animation stepping function" | |
# Using the functions of step 1, we now define a function | |
# that updates the observables. Makie.jl understands observable | |
# updates and directly reflects this on the plotted elements. | |
function animstep!(integ, rod, balls, traj) | |
x1,x2,y1,y2 = progress_for_one_step!(integ) | |
rod[] = [Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)] | |
balls[] = [Point2f(x1, y1), Point2f(x2, y2)] | |
push!(traj[], Point2f(x2, y2)) | |
traj[] = traj[] # <- important! Updating in-place the value of an | |
# `Observable` does not trigger an update! | |
end | |
# %% 5. Test it | |
for i in 1:1000 | |
animstep!(integ, rod, balls, traj) | |
sleep(0.001) | |
end | |
# cool it works. Let's wrap up the creation of the observables | |
# and plots in a function (just to re-initialie everything) | |
function makefig(u0) | |
dp = Systems.double_pendulum(u0; L1, L2) | |
integ = dp.integ | |
x1,x2,y1,y2 = xycoords(u0) | |
rod = Observable([Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)]) | |
balls = Observable([Point2f(x1, y1), Point2f(x2, y2)]) | |
traj = CircularBuffer{Point2f}(tail) | |
fill!(traj, Point2f(x2, y2)) # add correct values to the circular buffer | |
traj = Observable(traj) # make it an observable | |
fig = Figure(); display(fig) | |
ax = Axis(fig[1,1]) | |
lines!(ax, rod; linewidth = 4, color = :purple) | |
scatter!(ax, balls; marker = :circle, strokewidth = 2, | |
strokecolor = :purple, | |
color = :black, markersize = [8, 12] | |
) | |
lines!(ax, traj; linewidth = 3, color = tailcol) | |
ax.title = "double pendulum" | |
ax.aspect = DataAspect() | |
l = 1.05(L1+L2) | |
xlims!(ax, -l, l) | |
ylims!(ax, -l, 0.5l) | |
# also return the figure object, we'll ues it! | |
return fig, integ, rod, balls, traj | |
end | |
# %% 6. Save animations to videos | |
fig, integ, rod, balls, traj = makefig(u0) | |
frames = 1:200 | |
record(fig, "video.mp4", frames; framerate = 60) do i # i = frame number | |
for j in 1:5 # step 5 times per frame | |
animstep!(integ, rod, balls, traj) | |
end | |
# any other manipulation of the figure here... | |
end # for each step of this loop, a frame is recorded | |
# %% 7. Interactive application | |
# Makie.jl has tremendously strong capabilities for real-time | |
# interactivity. To learn all of this takes time of course, | |
# and you'll need to consult the online documentation. | |
# Here we will do two interactions: 1) a play/stop button | |
# 2) clicking on the screen and getting a new initial condition! | |
fig, integ, rod, balls, traj = makefig(u0) | |
# The run button is actually pretty simple, we'll add it below the plot | |
run = Button(fig[2,1]; label = "run", tellwidth = false) | |
# This button will start/stop an animation. It's actually surprisingly | |
# simple to do this. The magic code is: | |
isrunning = Observable(false) | |
on(run.clicks) do clicks; isrunning[] = !isrunning[]; end | |
on(run.clicks) do clicks | |
@async while isrunning[] | |
isopen(fig.scene) || break # ensures computations stop if closed window | |
animstep!(integ, rod, balls, traj) | |
sleep(0.001) # or `yield()` instead | |
end | |
end | |
# `on` an important Observables function when one starts | |
# doing advanced stuff. It triggers a piece of code once an observable | |
# triggers its update. | |
# We'll add one more interactive feature which will trigger once | |
# we click on the axis. Notice that by default makie performs a zoom | |
# once one clicks on the axis, so we'll disable this | |
ax = content(fig[1,1]) | |
Makie.deactivate_interaction!(ax, :rectanglezoom) | |
# and we'll add a new trigger using the `select_point` function: | |
spoint = select_point(ax.scene, marker = :circle) | |
# Now we see that we can click on the screen and the `spoint` updates! | |
# Okay, let's do something useful when it triggers | |
function θωcoords(x, y) | |
θ = atan(y,x) + π/2 | |
return SVector(θ,0,0,0) | |
end | |
on(spoint) do z | |
x, y = z | |
u = θωcoords(x, y) | |
reinit!(integ, u) | |
# Reset tail and balls to new coordinates | |
x1,x2,y1,y2 = xycoords(u) | |
traj[] .= fill(Point2f(x2, y2), length(traj[])) | |
traj[] = traj[] | |
rod[] = [Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)] | |
balls[] = [Point2f(x1, y1), Point2f(x2, y2)] | |
end |
@Datseris Point2f0
and RGBAf0
have been renamed to Point2f
and RGBAf
, in case you want to update the script.
thanks, just updated!
I don't know how to make a pull request of a gist, but here's an updated code that works:
# # Making animated and interactive scientific
# # visualizations in Makie.jl
# Alrighty, in this short tutorial I'll teach you how to make
# animated scientific such as this video, or this application.
# Prerequisitives:
# * Basic familiarity with Julia (obviously)
# * Basic familiarity with Makie.jl
# # The process
# 0. Learn about `Observable`s
# 1. Initialize simulation in a stepping manner
# 2. Initialize the `Observable`s of the animation
# 3. Plot the `Observable`s and any other static elements
# 4. Create the "animation stepping function"
# 5. Test it
# 6. Save animations to videos
# 7. Interactive application
# Let's start!
# Load packages that will be used
using DynamicalSystems
using OrdinaryDiffEq
using GLMakie
using DataStructures: CircularBuffer
# %% 0. Learn about `Observable`s
# An `Observable` is a mutable container of an object of type `T`.
# `T` can be any type. The value of an `Observable` can then be
# changed on the spot, just like updating any mutable container.
# (This is similar to the base structure `Ref`, if you're familiar)
# The important part here is that `Observable`s can be "listened" to.
# What does this mean...?
o = Observable(1) # Observable with values of type `Int`
l1 = on(o) do val # Create a listener `l1` of observable.
println("Observable now has value $val")
end
# `l1` is triggered each time the value of `o` is updated.
# (demo in REPL, set `o[] = 2`.)
# We care about `Observable`s because Makie.jl is hooked up
# to this "listener" system. If any plotted element is
# initialized as an observable, then Makie.jl understands this.
# Updating the observable would update the plot values.
# For example:
ox = 1:4
oy = Observable(rand(4))
lw = Observable(2)
fig, ax = lines(ox, oy; linewidth = lw)
ylims!(ax, 0, 1)
lw[] = 50
oy[] = rand(4)
# This simple process is the basis of creating
# both animations, as well as interactive apps with Makie.jl.
# So in the following let's begin making a simple visualization
# and interactive application of the double pendulum
# %% 1. Initialize simulation in a stepping manner
# (this can also be done with a pre-run simulation)
# the goal is to create a "step" function which
# once called it progresses the data for one animation frame
const L1 = 1.0
const L2 = 0.9
M = 2
u0 = [π/3, 0, 3π/4, -2]
dp = Systems.double_pendulum(u0; L1, L2)
# Solve diffeq with constant step for smoother curves
diffeq = (alg = Tsit5(), adaptive = false, dt = 0.005)
integ = dp.integ
function xycoords(state)
θ1 = state[1]
θ2 = state[3]
x1 = L1 * sin(θ1)
y1 = -L1 * cos(θ1)
x2 = x1 + L2 * sin(θ2)
y2 = y1 - L2 * cos(θ2)
return x1,x2,y1,y2
end
# `integ` is an integrator. `step!(integ)` progresses the integrator
# for one step. `integ.u` is the system state at current step.
# Then `xycoords` converts the states of the integrator
# to their plottable format. So we can imagine something like
function progress_for_one_step!(integ)
step!(integ)
return xycoords(integ)
end
# to be our stepping function that returns the new data.
# If we had finite data instead of a forever-running animation,
# then the "stepping function" would simply be to progress the index `i`
# of the existing data one step forwards...
# %% 2. Initialize the `Observable`s of the animation
# You need to think of this in advance: what things will to be
# animated, and what other plotting elements will be static?
# Animated elements will need to become `Observable`s.
# Here the animated elements will be: balls and rods making the
# double pendulum, and the tail (trajectory) of the pendulum.
x1,x2,y1,y2 = xycoords(u0)
rod = Observable([Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)])
balls = Observable([Point2f(x1, y1), Point2f(x2, y2)])
# (Remember: the most optimal way to plot 2D things in Makie.jl is to
# give it a vector of `Point2f`, the coordinates for the plot)
# Here we have initialized two _different_ observables, because
# rods and balls will be plotted in a different manner (lines/scatter)
# Next is the observable for the tail
tail = 300 # length of plotted trajectory, in units of `dt`
# The circular buffer datastructure makes making stepping-based
# animations very intuitive
traj = CircularBuffer{Point2f}(tail)
fill!(traj, Point2f(x2, y2)) # add correct values to the circular buffer
traj = Observable(traj) # make it an observable
# %% 3. Plot the `Observable`s and any other static elements
# Before plotting we need to initialie a figure
fig = Figure(); display(fig)
# in my experience it leads to cleaner code if we first initialize
# an axis and populate it accordingly.
ax = Axis(fig[1,1])
# Now we plot the observables _directly_! First the pendulum
lines!(ax, rod; linewidth = 4, color = :purple)
scatter!(ax, balls; marker = :circle, strokewidth = 2,
strokecolor = :purple,
color = :black, markersize = [8, 12]
)
# then its trajectory, with a nice fadeout color
c = to_color(:purple)
tailcol = [RGBAf(c.r, c.g, c.b, (i/tail)^2) for i in 1:tail]
lines!(ax, traj; linewidth = 3, color = tailcol)
# We can also plot now any other static elements
ax.title = "double pendulum"
ax.aspect = DataAspect()
l = 1.05(L1+L2)
xlims!(ax, -l, l)
ylims!(ax, -l, 0.5l)
# %% 4. Create the "animation stepping function"
# Using the functions of step 1, we now define a function
# that updates the observables. Makie.jl understands observable
# updates and directly reflects this on the plotted elements.
function animstep!(integ, rod, balls, traj)
x1,x2,y1,y2 = progress_for_one_step!(integ)
rod[] = [Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)]
balls[] = [Point2f(x1, y1), Point2f(x2, y2)]
push!(traj[], Point2f(x2, y2))
traj[] = traj[] # <- important! Updating in-place the value of an
# `Observable` does not trigger an update!
end
# %% 5. Test it
for i in 1:1000
animstep!(integ, rod, balls, traj)
sleep(0.001)
end
# cool it works. Let's wrap up the creation of the observables
# and plots in a function (just to re-initialie everything)
function makefig(u0)
dp = Systems.double_pendulum(u0; L1, L2)
integ = dp.integ
x1,x2,y1,y2 = xycoords(u0)
rod = Observable([Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)])
balls = Observable([Point2f(x1, y1), Point2f(x2, y2)])
traj = CircularBuffer{Point2f}(tail)
fill!(traj, Point2f(x2, y2)) # add correct values to the circular buffer
traj = Observable(traj) # make it an observable
fig = Figure(); display(fig)
ax = Axis(fig[1,1])
lines!(ax, rod; linewidth = 4, color = :purple)
scatter!(ax, balls; marker = :circle, strokewidth = 2,
strokecolor = :purple,
color = :black, markersize = [8, 12]
)
lines!(ax, traj; linewidth = 3, color = tailcol)
ax.title = "double pendulum"
ax.aspect = DataAspect()
l = 1.05(L1+L2)
xlims!(ax, -l, l)
ylims!(ax, -l, 0.5l)
# also return the figure object, we'll ues it!
return fig, integ, rod, balls, traj
end
# %% 6. Save animations to videos
fig, integ, rod, balls, traj = makefig(u0)
frames = 1:200
record(fig, "video.mp4", frames; framerate = 60) do i # i = frame number
for j in 1:5 # step 5 times per frame
animstep!(integ, rod, balls, traj)
end
# any other manipulation of the figure here...
end # for each step of this loop, a frame is recorded
# %% 7. Interactive application
# Makie.jl has tremendously strong capabilities for real-time
# interactivity. To learn all of this takes time of course,
# and you'll need to consult the online documentation.
# Here we will do two interactions: 1) a play/stop button
# 2) clicking on the screen and getting a new initial condition!
fig, integ, rod, balls, traj = makefig(u0)
# The run button is actually pretty simple, we'll add it below the plot
run = Button(fig[2,1]; label = "run", tellwidth = false)
# This button will start/stop an animation. It's actually surprisingly
# simple to do this. The magic code is:
isrunning = Observable(false)
on(run.clicks) do clicks; isrunning[] = !isrunning[]; end
on(run.clicks) do clicks
@async while isrunning[]
isopen(fig.scene) || break # ensures computations stop if closed window
animstep!(integ, rod, balls, traj)
sleep(0.001) # or `yield()` instead
end
end
# `on` an important Observables function when one starts
# doing advanced stuff. It triggers a piece of code once an observable
# triggers its update.
# We'll add one more interactive feature which will trigger once
# we click on the axis. Notice that by default makie performs a zoom
# once one clicks on the axis, so we'll disable this
ax = content(fig[1,1])
Makie.deactivate_interaction!(ax, :rectanglezoom)
# and we'll add a new trigger using the `select_point` function:
spoint = select_point(ax.scene, marker = :circle)
# Now we see that we can click on the screen and the `spoint` updates!
# Okay, let's do something useful when it triggers
function θωcoords(x, y)
θ = atan(y,x) + π/2
return SVector(θ,0,0,0)
end
on(spoint) do z
x, y = z
u = θωcoords(x, y)
reinit!(integ, u)
# Reset tail and balls to new coordinates
x1,x2,y1,y2 = xycoords(u)
traj[] .= fill(Point2f(x2, y2), length(traj[]))
traj[] = traj[]
rod[] = [Point2f(0, 0), Point2f(x1, y1), Point2f(x2, y2)]
balls[] = [Point2f(x1, y1), Point2f(x2, y2)]
end```
Also, I built a little DS explorer tool with a bifurcation diagram that you can click and return maps, but it crashes all the time, intermittently enough that I can't make a MWE. Do you have any experience with this? I have no stacktrace or logs to troubleshoot from and I'm at a loss.
thanks updated!
Open an issue at InteractiveDynamics.jl and attach your working code and I'll see if I can have a look.
Regarding the @async
loop above, I wonder if there is the possibility that two button clicks in rapid succession could spawn a second while loop without terminating the first one.
As an alternative, how about the code pattern below? It maintains a persistent async while loop. If the simulation is stopped, the loop goes to sleep via wait
, and can be reawakened through notify
on a Condition
.
using GLMakie, Random
spins = Observable(zeros(10, 10))
fig = Figure()
ax = Axis(fig[1,1])
heatmap!(ax, spins)
# Async loop to perform simulations while `isrunning` is true. Need a Condition
# to wake up a thread on GUI events.
isrunning = Observable(false)
isrunning_notifier = Condition()
on(cond -> cond && notify(isrunning_notifier), isrunning)
errormonitor(@async while true
if isrunning[]
randn!(spins[])
notify(spins)
yield()
else
wait(isrunning_notifier)
end
end)
# Button to start/stop animation
label = map(cond -> cond ? "Stop" : "Run", isrunning)
runbutton = Button(fig[2,1]; label, tellwidth = false)
on(runbutton.clicks) do _
isrunning[] = !isrunning[]
end
# Stop animation if scene is not visible
on(fig.scene.visible) do visible
isrunning[] = visible
end
display(fig)
thanks for the suggetsion!
I realized today that it's good to wrap the @async
block inside an errormonitor
. This way if the simulation crashes, the error message won't be hidden. Example above updated.
https://docs.julialang.org/en/v1/base/parallel/#Base.errormonitor
thanks a lot for these recommendations. When I make an updated tutorial for animations (once finally Makie 1.0 is released) I will include all your suggestions!
Nice demo! 😄