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May 3, 2021 01:01
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import numpy | |
import pygame | |
import random | |
pygame.init() | |
# Params | |
N = 1000 # Number of pendulums | |
L = 10 # Length of pendulum arms | |
M = 1 # Mass of pendulum arms | |
G = 9.8 # Gravity | |
FPS = 60 | |
# Initial Conditions | |
THETA1 = random.random() * 6.283 | |
THETA2 = random.random() * 6.283 | |
SPREAD = (6.283 / 360) / 4 | |
# Doing sub-steps in between the rendered frames helps | |
# prevent the Euler Approx from exploding so quickly | |
STEPS_PER_FRAME = 10 | |
ML2 = M * L * L | |
class State: | |
def __init__(self, n): | |
self.theta1 = numpy.linspace(THETA1, THETA1 + SPREAD, n) | |
self.theta2 = numpy.linspace(THETA2, THETA2 + SPREAD, n) | |
self.dtheta1 = numpy.zeros(n) | |
self.dtheta2 = numpy.zeros(n) | |
self.p1 = numpy.zeros(n) # these are zero (assuming that dthetas are zero) | |
self.p2 = numpy.zeros(n) | |
self.dp1 = numpy.zeros(n) | |
self.dp2 = numpy.zeros(n) | |
def fake_update(self, dt): | |
self.theta1 = self.theta1 + 3.1415 * dt | |
self.theta2 = self.theta2 + 2 * 3.1415 * dt | |
def update(self, dt): | |
old_dtheta1 = self.dtheta1 | |
old_dtheta2 = self.dtheta2 | |
cos_theta1_minus_theta2 = numpy.cos(self.theta1 - self.theta2) | |
cos_theta1_minus_theta2_squared = cos_theta1_minus_theta2 * cos_theta1_minus_theta2 | |
sin_theta1_minus_theta2 = numpy.sin(self.theta1 - self.theta2) | |
self.dtheta1 = (6 / ML2) * (2 * self.p1 - 3 * cos_theta1_minus_theta2 * self.p2) / (16 - 9 * cos_theta1_minus_theta2_squared) | |
self.dtheta2 = (6 / ML2) * (8 * self.p2 - 3 * cos_theta1_minus_theta2 * self.p1) / (16 - 9 * cos_theta1_minus_theta2_squared) | |
self.dp1 = (-0.5 * ML2) * (old_dtheta1 * old_dtheta2 * sin_theta1_minus_theta2 + 3 * G / L * numpy.sin(self.theta1)) | |
self.dp2 = (-0.5 * ML2) * (-old_dtheta1 * old_dtheta2 * sin_theta1_minus_theta2 + G / L * numpy.sin(self.theta2)) | |
self.theta1 = self.theta1 + dt * self.dtheta1 | |
self.theta2 = self.theta2 + dt * self.dtheta2 | |
self.p1 = self.p1 + dt * self.dp1 | |
self.p2 = self.p2 + dt * self.dp2 | |
def render_all(self, screen): | |
zoom = 5 | |
x0 = screen.get_width() // 2 | |
y0 = screen.get_height() // 2 | |
x1 = x0 + zoom * L * numpy.cos(self.theta1 + 3.1429 / 2) | |
y1 = y0 + zoom * L * numpy.sin(self.theta1 + 3.1429 / 2) | |
x2 = x1 + zoom * L * numpy.cos(self.theta2 + 3.1429 / 2) | |
y2 = y1 + zoom * L * numpy.sin(self.theta2 + 3.1429 / 2) | |
for i in range(0, N): | |
# TBH I'm not sure if aa is doing anything for us here | |
pygame.draw.aalines(screen, (int(255 * i / N), 255, 255), False, [(x0, y0), (x1[i], y1[i]), (x2[i], y2[i])], blend=True) | |
def start(): | |
screen = pygame.display.set_mode((400, 300)) | |
canvas = screen.convert_alpha() | |
clock = pygame.time.Clock() | |
state = State(N) | |
running = True | |
ticks = 0 | |
while running: | |
for _ in range(STEPS_PER_FRAME): | |
state.update(1 / (FPS * STEPS_PER_FRAME)) | |
canvas.fill((0, 0, 0, 0)) | |
state.render_all(canvas) | |
screen.fill((0, 0, 0)) | |
screen.blit(canvas, (0, 0)) | |
pygame.display.flip() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
if ticks % 60 == 10: | |
pygame.display.set_caption("Double Pendulum (FPS={:.1f}, N={})".format(clock.get_fps(), N)) | |
ticks += 1 | |
clock.tick(FPS) | |
if __name__ == "__main__": | |
start() |
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