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155 lines
6.8 KiB
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155 lines
6.8 KiB
Plaintext
---
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title: "Double Pendulum"
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description: |
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Lets create a double pendulum in Observable JS!
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date: 2025-05-09
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categories:
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- Observable JS
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- Code
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- Math
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draft: false
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freeze: true
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image: FeistyCompetentGarpike-mobile.mp4
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image-alt: "My original Double Pendulum done in Python and Processing.js"
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---
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Quarto (which this blog is built on) recently added support for [Observable JS](https://observablehq.com/@observablehq/observable-javascript), which lets you make really cool interactive and animated visualizations. I have an odd fixation with finding new tools to visualize data, and while JS is far from the first tool I want to grab I figure I should give OJS a shot. Web browsers have been the best way to distribute and share applications for a long time now so I think its time that I invest some time to learn something better than a plotly diagram or jupyter notebook saved as a pdf to share data.
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{fig-alt="My original Double Pendulum done in Python and Processing.js"}
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Many years ago I hit the front page the [/r/python](https://www.reddit.com/r/Python/comments/ci1cg4/double_pendulum_made_with_processingpy/) with a double pendulum I made after watching the wonderful [Daniel Shiffman](https://thecodingtrain.com/showcase/author/anson-biggs) of the Coding Train. The video was posted on gfycat which is now defunct but the internet archive has saved it: [https://web.archive.org/web/20201108021323/https://gfycat.com/feistycompetentgarpike-daniel-shiffman-double-pendulum-coding-train](https://web.archive.org/web/20201108021323/https://gfycat.com/feistycompetentgarpike-daniel-shiffman-double-pendulum-coding-train)
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I originally used Processing's Python bindings to make the animation. So, a lot of the hard work was done (mostly by Daniel), and this animation seems to be a crowd pleaser so I went ahead and ported it over. Keeping the code hidden since its not the focus here, but feel free to expand it and peruse.
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```{ojs}
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//| echo: false
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// Interactive controls
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viewof length1 = Inputs.range([50, 300], {step: 10, value: 200, label: "Length of pendulum 1"})
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viewof length2 = Inputs.range([50, 300], {step: 10, value: 200, label: "Length of pendulum 2"})
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viewof mass1 = Inputs.range([10, 100], {step: 5, value: 40, label: "Mass of pendulum 1"})
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viewof mass2 = Inputs.range([10, 100], {step: 5, value: 40, label: "Mass of pendulum 2"})
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```
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```{ojs}
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//| code-fold: true
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//| column: page
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pendulum = {
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const width = 900;
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const height = 600;
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const canvas = DOM.canvas(width, height);
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const ctx = canvas.getContext("2d");
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const gravity = .1;
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const traceCanvas = DOM.canvas(width, height);
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const traceCtx = traceCanvas.getContext("2d");
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traceCtx.fillStyle = "white";
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traceCtx.fillRect(0, 0, width, height);
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const centerX = width / 2;
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const centerY = 200;
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// State variables
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let angle1 = Math.PI / 2;
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let angle2 = Math.PI / 2;
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let angularVelocity1 = 0;
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let angularVelocity2 = 0;
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let previousPosition2X = -1;
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let previousPosition2Y = -1;
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function animate() {
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// Physics calculations (same equations as Python)
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let numerator1Part1 = -gravity * (2 * mass1 + mass2) * Math.sin(angle1);
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let numerator1Part2 = -mass2 * gravity * Math.sin(angle1 - 2 * angle2);
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let numerator1Part3 = -2 * Math.sin(angle1 - angle2) * mass2;
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let numerator1Part4 = angularVelocity2 * angularVelocity2 * length2 +
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angularVelocity1 * angularVelocity1 * length1 * Math.cos(angle1 - angle2);
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let denominator1 = length1 * (2 * mass1 + mass2 - mass2 * Math.cos(2 * angle1 - 2 * angle2));
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let angularAcceleration1 = (numerator1Part1 + numerator1Part2 + numerator1Part3 * numerator1Part4) / denominator1;
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let numerator2Part1 = 2 * Math.sin(angle1 - angle2);
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let numerator2Part2 = angularVelocity1 * angularVelocity1 * length1 * (mass1 + mass2);
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let numerator2Part3 = gravity * (mass1 + mass2) * Math.cos(angle1);
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let numerator2Part4 = angularVelocity2 * angularVelocity2 * length2 * mass2 * Math.cos(angle1 - angle2);
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let denominator2 = length2 * (2 * mass1 + mass2 - mass2 * Math.cos(2 * angle1 - 2 * angle2));
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let angularAcceleration2 = (numerator2Part1 * (numerator2Part2 + numerator2Part3 + numerator2Part4)) / denominator2;
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// Update velocities and angles
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angularVelocity1 += angularAcceleration1;
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angularVelocity2 += angularAcceleration2;
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angle1 += angularVelocity1;
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angle2 += angularVelocity2;
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// Calculate positions
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let position1X = length1 * Math.sin(angle1);
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let position1Y = length1 * Math.cos(angle1);
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let position2X = position1X + length2 * Math.sin(angle2);
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let position2Y = position1Y + length2 * Math.cos(angle2);
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// Clear and draw to canvas
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ctx.fillStyle = "white";
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ctx.fillRect(0, 0, width, height);
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ctx.drawImage(traceCanvas, 0, 0);
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// Draw pendulum
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ctx.save();
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ctx.translate(centerX, centerY);
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// First arm and mass
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ctx.beginPath();
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ctx.moveTo(0, 0);
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ctx.lineTo(position1X, position1Y);
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ctx.strokeStyle = "black";
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ctx.lineWidth = 2;
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ctx.stroke();
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ctx.beginPath();
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ctx.arc(position1X, position1Y, mass1/2, 0, 2 * Math.PI);
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ctx.fillStyle = "black";
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ctx.fill();
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// Second arm and mass
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ctx.beginPath();
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ctx.moveTo(position1X, position1Y);
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ctx.lineTo(position2X, position2Y);
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ctx.stroke();
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ctx.beginPath();
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ctx.arc(position2X, position2Y, mass2/2, 0, 2 * Math.PI);
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ctx.fill();
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ctx.restore();
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// Draw trace line
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if (previousPosition2X !== -1 && previousPosition2Y !== -1) {
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traceCtx.save();
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traceCtx.translate(centerX, centerY);
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traceCtx.beginPath();
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traceCtx.moveTo(previousPosition2X, previousPosition2Y);
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traceCtx.lineTo(position2X, position2Y);
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traceCtx.strokeStyle = "black";
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traceCtx.stroke();
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traceCtx.restore();
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}
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previousPosition2X = position2X;
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previousPosition2Y = position2Y;
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requestAnimationFrame(animate);
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}
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animate();
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return canvas;
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}
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```
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## Conclusion
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I think this is far from an idiomatic implementation so I'll keep this brief. I don't think I used JS or Observable as well as I could have so treat this as a beginner stabbing into the dark because thats essentially what the code is.
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This was quite a bit more work than the [original Python implementation](https://gitlab.com/MisterBiggs/double_pendulum/blob/master/double_pendulum.pyde), but running real time, having beaufitul defaults, and being interactive without a backend make this leagues better than anything offered by any other language. There is definitely a loss of energy in the system over time that I attribute to Javascript being a mess, but I doubt that I would ever move all of my analysis to JS anyways so I don't think it matters. Its also very likely I'm doing something bad with my timesteps. |