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4 changed files with 66 additions and 282 deletions

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from pygame.math import Vector2 from pygame.math import Vector2
import math import math
import numpy as np import numpy as np
import random
import matplotlib.pyplot as plt
# Constants # Constants
C_GRAVITY = 9.81 # m/s^2 C_GRAVITY = 9.81 # m/s^2
C_MTPRATIO = 100 # Pixels per meter
C_P_ANG_START = 1 / 1000 * math.pi
C_FALL_ANG = 52.5 / 100 * math.pi
class Pendulum: class Pendulum:
@ -17,10 +12,10 @@ class Pendulum:
Initialize a Pendulum object. Initialize a Pendulum object.
Parameters: Parameters:
theta (float): Angle [rad]. theta (float): Angle in radians.
length (float): Length of the pendulum [m]. length (float): Length of the pendulum.
dx (float): Horizontal displacement of the "cart" from the center [m]. dx (float): Horizontal displacement of the "cart" from the center.
mass (float): Mass of the pendulum for physics calculations [kg]. mass (float): Mass of the pendulum for physics calculations.
color (str): Display color. color (str): Display color.
Returns: Returns:
@ -28,139 +23,47 @@ class Pendulum:
""" """
self.vector = None # Vector2 object self.vector = None # Vector2 object
self.index = 0 self.theta = theta # Angle in radians
self.theta = [theta] # Angle in radians self.a_ang = 0 # Angular acceleration
self.a_ang = [0] # Angular acceleration self.v_ang = 0 # Angular velocity
self.v_ang = [0] # Angular velocity
self.dx = dx # Horizontal displacement of "cart" from center self.dx = dx # Horizontal displacement of "cart" from center
self.a_cart = [0] # Acceleration of cart self.a_cart = 0 # Acceleration of cart
self.v_cart = [0] # Velocity of cart self.v_cart = 0 # Velocity of cart
self.s_cart = [0] # Displacement of cart [m]
# self.r_factor = 0.50 # Damping factor self.r_factor = 0.99 # Damping factor
self.length = length # Length of pendulum self.length = length # Length of pendulum
self.mass = mass # Mass of pendulum for physics self.mass = mass # Mass of pendulum for physics
self.color = color # Display color self.color = color # Display color
self.pid = False self.pid = False
self.fallen = False
def update(self, dt): def update(self, dt):
self.doMath(dt) self.doMath(dt)
self.vector = Vector2.from_polar( self.vector = Vector2.from_polar(
((self.length * C_MTPRATIO), math.degrees(self.theta[self.index] + (1.5 * math.pi))) ((self.length * 150), math.degrees(self.theta + math.pi / 2))
) )
if abs(self.theta[self.index]) == C_FALL_ANG:
self.fallen = True
def doMath(self, dt): def doMath(self, dt):
### ANGLE ### # Angle
ang_term1 = self.a_cart[self.index] * math.cos(self.theta[self.index]) ang_term1 = -(C_GRAVITY * math.sin(self.theta))
ang_term2 = self.v_cart[self.index] * math.sin(self.theta[self.index]) ang_term2 = self.a_cart * math.sin(self.theta)
ang_term3 = ( ang_term3 = self.v_cart * self.v_ang * math.cos(self.theta)
self.v_cart[self.index] # Previous cart velocity
* self.v_ang[self.index] # previous angle velocity
* math.sin(self.theta[self.index]) # Sin previous angle
)
ang_term4 = C_GRAVITY * math.sin(self.theta[self.index])
# Angular acceleration # self.a_ang = ((ang_term1 - ang_term2 - ang_term3) / self.length) - (self.r_factor * self.v_ang) # Angular acceleration
self.a_ang.append( self.a_ang = ((ang_term1 - ang_term2 - ang_term3) / self.length) # Angular acceleration
(ang_term1 - ang_term2 + ang_term3 - ang_term4) / -(self.length) self.v_ang = self.a_ang * (dt / 1000) + self.v_ang # Integrate acceleration to get velocity
) self.theta = self.v_ang * (dt / 1000) + self.theta # Angular displacement
# Integrate acceleration to get velocity # Cart pos
self.v_ang.append( cart_term1 = self.length * self.a_ang * math.sin(self.theta)
self.v_ang[self.index] # Previous velocity cart_term2 = self.length * pow(self.v_ang, 2) * math.cos(self.theta)
+ (self.a_ang[self.index + 1] * (dt / 1000))
)
# Angular displacement self.a_cart = (cart_term1 - cart_term2) / 2 # Cart acceleration
self.theta.append( self.v_cart = (self.a_cart * (dt / 1000) + self.v_cart) # Integrate acceleration to get velocity
self.theta[self.index] # Previous angle self.dx = self.v_cart * (dt / 1000) + self.dx # Cart displacement
+ (self.v_ang[self.index + 1] * (dt / 1000))
)
# Limit fall of pendulum
self.theta[self.index + 1] = self.clamp(
self.theta[self.index + 1], -C_FALL_ANG, C_FALL_ANG
)
### CART ###
cart_term1 = (
self.mass # Mass
* self.length # Length
* self.a_ang[self.index + 1] # Current angle acceleration
* math.cos(self.theta[self.index + 1]) # Current angle
)
cart_term2 = (
self.mass # Mass
* self.length # Length
* self.v_ang[self.index + 1] # Current angle velocity
* math.sin(self.theta[self.index + 1]) # Current angle
)
# Cart acceleration
self.a_cart.append((-cart_term1 + cart_term2) / (2 * self.mass))
# Integrate acceleration to get velocity
self.v_cart.append(
self.v_cart[self.index] # Previous velocity
+ (self.a_cart[self.index + 1] * (dt / 1000))
)
# Cart displacement
self.s_cart.append(
self.s_cart[self.index] # Previous displacement
+ (self.v_cart[self.index + 1] * (dt / 1000))
)
self.dx = self.s_cart[self.index + 1] * C_MTPRATIO # Convert to pixels
# Update index
self.index += 1
def clamp(self, n, minn, maxn):
return max(min(maxn, n), minn)
def reset(self):
self.index = 0
self.a_ang = [0]
self.v_ang = [0]
self.dx = [0]
self.theta = [random.choice([1, -1]) * C_P_ANG_START]
self.a_cart = [0]
self.v_cart = [0]
self.s_cart = [0]
self.fallen = False
self.update(0)
def plot(self):
fig, axs = plt.subplots(2, 2)
fig.suptitle("Pendulum")
axs[0,0].plot(self.theta)
axs[0,0].set_title('Angle [rad]')
axs[0,1].plot(self.v_ang)
axs[0,1].set_title('Angular velocity [rad/s]')
axs[1,0].plot(self.a_ang)
axs[1,0].set_title('Angular acceleration [rad/s^2]')
fig, axs = plt.subplots(2, 2)
fig.suptitle("Cart")
axs[0,0].plot(self.s_cart)
axs[0,0].set_title('Position [m]')
axs[0,1].plot(self.v_ang)
axs[0,1].set_title('Speed [m/s]')
axs[1,0].plot(self.a_ang)
axs[1,0].set_title('Acceleration [m/s^2]')
plt.show()
# def update(self, dt): # def update(self, dt):
# """ # """

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@ -1,115 +1,74 @@
# Pendulum simulator 4000
# Arne van Iterson, 2023
# Imports
import pygame import pygame
from pygame.math import Vector2 from pygame.math import Vector2
import math import math
from pendulum import Pendulum
# pygame setup # pygame setup
pygame.init() pygame.init()
screen = pygame.display.set_mode((1280, 720)) screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() clock = pygame.time.Clock()
running = True running = True
update = True
pole = Vector2(screen.get_rect().center) # center of screen
# Own objects must be imported after pygame init # Text setup
from pendulum import Pendulum font_h = pygame.font.SysFont(None, 28)
from uiHelpers import * font_m = pygame.font.SysFont(None, 16)
# Metadata plotter
plot_y = 40
def plotMeta(val, desc):
global plot_y
screen.blit(font_m.render(f"{desc} = {val}", True, "black"), (10, plot_y))
plot_y += 15
# UI helpers
ui = SimUI(screen, pole)
# Pendulum setup # Pendulum setup
# Start angle in radians, length, mass, color # Start angle in radians, length, mass, color
pendulum = Pendulum(0, 2, 0, 0.25, "red") p_t_start = 99 / 100 * math.pi
pendulum.reset() pendulum = Pendulum(p_t_start, 1, 0, 100, "red")
dx = 0 # x offset
dt = 1 # delta time dt = 1 # delta time
# Gametime
rt = 10 # run time
highscore = 0
# Metadata values
def meta():
ui.meta(pendulum.theta[pendulum.index], "Theta")
ui.meta(pendulum.a_ang[pendulum.index], "Angular acceleration")
ui.meta(pendulum.dx, "dx")
ui.meta(pendulum.a_cart[pendulum.index], "Cart acceleration")
ui.meta(pendulum.pid, "Control")
ui.meta(not update, "Paused")
ui.meta(rt / 1000, "Run time [s]")
ui.meta(highscore / 1000, "Highscore [s]")
while running: while running:
### User controls ### # poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get(): for event in pygame.event.get():
# Quit
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
elif event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
# Quit
if event.key == pygame.K_ESCAPE:
running = False
# Reset simulation
elif event.key == pygame.K_SPACE:
pendulum.reset()
rt = 0
# Pause simulation
elif event.key == pygame.K_p:
if update:
update = False
else:
update = True
# Display plot if simulation is not running
elif event.key == pygame.K_g:
if pendulum.fallen:
pendulum.plot()
# Toggle PID controller
elif event.key == pygame.K_c:
if pendulum.pid:
pendulum.pid = False
else:
pendulum.pid = True
# Move cart
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[pygame.K_a]: if keys[pygame.K_SPACE]:
pendulum.a_cart[pendulum.index] -= 4 pendulum.theta = p_t_start
if keys[pygame.K_RIGHT] or keys[pygame.K_d]: if keys[pygame.K_LEFT]:
pendulum.a_cart[pendulum.index] += 4 pendulum.dx -= 1
if keys[pygame.K_RIGHT]:
pendulum.dx += 1
# Draw grid # fill the screen with a color to wipe away anything from last frame
ui.grid(50, 0, 15) screen.fill("gray")
pole = Vector2(screen.get_rect().center) # center of screen
# Update pendulum # Update pendulum
if not pendulum.fallen:
if update:
rt += dt
pendulum.update(dt) pendulum.update(dt)
else: dx = (pendulum.dx, 0)
ui.wasted()
# Update highscore
if rt > highscore:
highscore = rt
# Draw metadata # Draw metadata
ui.update() screen.blit(font_h.render("Pendulum simulator 4000", True, "black"), (10, 10))
meta()
plot_y = 40
plotMeta(pendulum.theta, "Theta")
plotMeta(pendulum.dx, "dx")
plotMeta(dt, "Frame time")
plotMeta(1000 / dt, "FPS")
plotMeta(pendulum.pid, "Control")
# Draw pendulum # Draw pendulum
dx = (pendulum.dx, 0)
pygame.draw.line(screen, pendulum.color, pole + dx, pole + pendulum.vector + dx, 3) pygame.draw.line(screen, pendulum.color, pole + dx, pole + pendulum.vector + dx, 3)
pygame.draw.circle(screen, "black", pole + dx, 15, 3) pygame.draw.circle(screen, "black", pole + dx, 15, 3)
# Draw frame # Draw x axis
pygame.draw.line(screen, "black", (0, pole.y + 15), (1280, pole.y + 15), 1)
pygame.display.flip() pygame.display.flip()
dt = clock.tick(60) # limits FPS to 120 dt = clock.tick(120) # limits FPS to 120
pygame.quit() pygame.quit()

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@ -1,78 +0,0 @@
import pygame
# Constants
C_GRID_L_VALUE = 200
C_GRID_D_VALUE = 100
C_MPLOT_START = 50
gridLight = pygame.Color(C_GRID_L_VALUE, C_GRID_L_VALUE, C_GRID_L_VALUE)
gridDark = pygame.Color(C_GRID_D_VALUE, C_GRID_D_VALUE, C_GRID_D_VALUE)
font_h = pygame.font.SysFont(None, 28)
font_m = pygame.font.SysFont(None, 16)
# UI Class
class SimUI:
def __init__(self, screen, pole):
self.screen = screen
self.pole = pole
self.metaPlotY = 50
def meta(self, val, desc):
self.screen.blit(
font_m.render(f"{desc} = {val}", True, "black"), (15, self.metaPlotY)
)
self.metaPlotY += 15
def grid(self, dist, Xoff=0, Yoff=0):
self.screen.fill("white")
cXoff = self.pole.x % dist
cYoff = self.pole.y % dist
for i in range(0, 1280, dist):
pygame.draw.line(
self.screen,
gridLight,
(i + Xoff + cXoff, 0),
(i + Xoff + cXoff, 720),
1,
)
pygame.draw.line(
self.screen,
gridLight,
(0, i + Yoff + cYoff),
(1280, i + Yoff + cYoff),
1,
)
pygame.draw.line(
self.screen, gridDark, (self.pole.x + Xoff, 0), (self.pole.x + Xoff, 720), 1
)
pygame.draw.line(
self.screen,
gridDark,
(0, self.pole.y + Yoff),
(1280, self.pole.y + Yoff),
1,
)
def centeredText(self, font, text="", colour="black", y=0):
textObj = font.render(text, True, colour)
text_rect = textObj.get_rect(center=(1280 / 2, 720 / 2 - y))
self.screen.blit(textObj, text_rect)
def wasted(self):
font_g = pygame.font.SysFont(None, 128)
self.centeredText(font_g, "WASTED", "red", 100)
self.centeredText(font_m, "Press space to restart", "black", 60)
self.centeredText(font_m, "Press G to view nerd graphs", "black", 45)
def update(self):
self.screen.blit(
font_h.render("Pendulum simulator 4000", True, "black"), (10, 10)
)
self.screen.blit(
font_m.render("Arne van Iterson, 2023", True, "black"), (1150, 700)
)
self.metaPlotY = C_MPLOT_START