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authorIndrajith K L2022-12-03 17:00:20 +0530
committerIndrajith K L2022-12-03 17:00:20 +0530
commitf5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch)
tree2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/examples/pendulum_sim
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Adds most of the toolsHEADmaster
Diffstat (limited to 'v_windows/v/examples/pendulum_sim')
-rw-r--r--v_windows/v/examples/pendulum_sim/sim.v366
1 files changed, 366 insertions, 0 deletions
diff --git a/v_windows/v/examples/pendulum_sim/sim.v b/v_windows/v/examples/pendulum_sim/sim.v
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+// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+// sim.v * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+// created by: jordan bonecutter * * * * * * * * * * * * * * * * * * *
+// jpbonecutter@gmail.com * * * * * * * * * * * * * * * * * * * * * *
+// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+//
+// I wrote the pendulum simulator to learn V, I think it could be a
+// good addition to the examples directory.
+// Essentially, the pendulum sim runs a simulation of a pendulum with
+// a metallic tip swinging over three magnets.
+// I run this simulation with the initial position at each pixel in an
+// image and color the pixel according to the magnet over which it
+// finally rests.
+// I used some fun features in V like coroutines, channels,
+// struct embedding, mutability, methods, and the like.
+import math
+import os
+import term
+import runtime
+
+// customisable through setting VJOBS
+const parallel_workers = runtime.nr_jobs()
+
+const width = 800
+
+const height = 600
+
+struct Vec3D {
+ x f64
+ y f64
+ z f64
+}
+
+fn (v Vec3D) add(v2 Vec3D) Vec3D {
+ return Vec3D{
+ x: v.x + v2.x
+ y: v.y + v2.y
+ z: v.z + v2.z
+ }
+}
+
+fn (v Vec3D) dot(v2 Vec3D) f64 {
+ return (v.x * v2.x) + (v.y * v2.y) + (v.z * v2.z)
+}
+
+fn (v Vec3D) scale(scalar f64) Vec3D {
+ return Vec3D{
+ x: v.x * scalar
+ y: v.y * scalar
+ z: v.z * scalar
+ }
+}
+
+fn (v Vec3D) norm_squared() f64 {
+ return v.dot(v)
+}
+
+fn (v Vec3D) norm() f64 {
+ return math.sqrt(v.norm_squared())
+}
+
+struct SimState {
+mut:
+ position Vec3D
+ velocity Vec3D
+ accel Vec3D
+}
+
+// magnets lie at [
+// math.cos(index * 2 * math.pi / 3) * magnet_spacing
+// math.sin(index * 2 * math.pi / 3) * magnet_spacing
+// -magnet_height
+// ]
+struct SimParams {
+ rope_length f64
+ bearing_mass f64
+ magnet_spacing f64
+ magnet_height f64
+ magnet_strength f64
+ gravity f64
+}
+
+fn (params SimParams) get_rope_vector(state SimState) Vec3D {
+ rope_origin := Vec3D{
+ x: 0
+ y: 0
+ z: params.rope_length
+ }
+
+ return state.position.add(rope_origin.scale(-1))
+}
+
+fn (mut state SimState) satisfy_rope_constraint(params SimParams) {
+ mut rope_vector := params.get_rope_vector(state)
+ rope_vector = rope_vector.scale(params.rope_length / rope_vector.norm())
+ state.position = Vec3D{
+ x: 0
+ y: 0
+ z: params.rope_length
+ }.add(rope_vector)
+}
+
+fn (params SimParams) get_grav_force(state SimState) Vec3D {
+ return Vec3D{
+ x: 0
+ y: 0
+ z: -params.bearing_mass * params.gravity
+ }
+}
+
+fn (params SimParams) get_magnet_position(theta f64) Vec3D {
+ return Vec3D{
+ x: math.cos(theta) * params.magnet_spacing
+ y: math.sin(theta) * params.magnet_spacing
+ z: -params.magnet_height
+ }
+}
+
+fn (params SimParams) get_magnet_force(theta f64, state SimState) Vec3D {
+ magnet_position := params.get_magnet_position(theta)
+ mut diff := magnet_position.add(state.position.scale(-1))
+ distance_squared := diff.norm_squared()
+ diff = diff.scale(1.0 / math.sqrt(distance_squared))
+ return diff.scale(params.magnet_strength / distance_squared)
+}
+
+fn (params SimParams) get_magnet_dist(theta f64, state SimState) f64 {
+ return params.get_magnet_position(theta).add(state.position.scale(-1)).norm()
+}
+
+fn (params SimParams) get_magnet1_force(state SimState) Vec3D {
+ return params.get_magnet_force(0.0 * math.pi / 3.0, state)
+}
+
+fn (params SimParams) get_magnet2_force(state SimState) Vec3D {
+ return params.get_magnet_force(2.0 * math.pi / 3.0, state)
+}
+
+fn (params SimParams) get_magnet3_force(state SimState) Vec3D {
+ return params.get_magnet_force(4.0 * math.pi / 3.0, state)
+}
+
+fn (params SimParams) get_tension_force(state SimState, f_passive Vec3D) Vec3D {
+ rope_vector := params.get_rope_vector(state)
+ rope_vector_norm := rope_vector.scale(1.0 / rope_vector.norm())
+ return rope_vector_norm.scale(-1.0 * rope_vector_norm.dot(f_passive))
+}
+
+fn (mut state SimState) increment(delta_t f64, params SimParams) {
+ // basically just add up all forces =>
+ // get an accelleration =>
+ // add to velocity =>
+ // ensure rope constraint is satisfied
+
+ // force due to gravity
+ f_gravity := params.get_grav_force(state)
+
+ // force due to each magnet
+ f_magnet1 := params.get_magnet1_force(state)
+
+ // force due to each magnet
+ f_magnet2 := params.get_magnet2_force(state)
+
+ // force due to each magnet
+ f_magnet3 := params.get_magnet3_force(state)
+
+ // passive forces
+ f_passive := f_gravity.add(f_magnet1.add(f_magnet2.add(f_magnet3)))
+
+ // force due to tension of the rope
+ f_tension := params.get_tension_force(state, f_passive)
+
+ // sum up all the fores
+ f_sum := f_tension.add(f_passive)
+
+ // get the acceleration
+ accel := f_sum.scale(1.0 / params.bearing_mass)
+ state.accel = accel
+
+ // update the velocity
+ state.velocity = state.velocity.add(accel.scale(delta_t))
+
+ // update the position
+ state.position = state.position.add(state.velocity.scale(delta_t))
+
+ // ensure the position satisfies rope constraint
+ state.satisfy_rope_constraint(params)
+}
+
+fn (state SimState) done() bool {
+ return state.velocity.norm() < 0.05 && state.accel.norm() < 0.01
+}
+
+struct PPMWriter {
+mut:
+ file os.File
+}
+
+struct ImageSettings {
+ width int
+ height int
+}
+
+struct Pixel {
+ r byte
+ g byte
+ b byte
+}
+
+fn (mut writer PPMWriter) start_for_file(fname string, settings ImageSettings) {
+ writer.file = os.create(fname) or { panic("can't create file $fname") }
+ writer.file.writeln('P6 $settings.width $settings.height 255') or {}
+}
+
+fn (mut writer PPMWriter) next_pixel(p Pixel) {
+ writer.file.write([p.r, p.g, p.b]) or {}
+}
+
+fn (mut writer PPMWriter) finish() {
+ writer.file.close()
+}
+
+fn sim_runner(mut state SimState, params SimParams) Pixel {
+ // do the simulation!
+ for _ in 0 .. 1000 {
+ state.increment(0.0005, params)
+ if state.done() {
+ println('done!')
+ break
+ }
+ }
+
+ // find the closest magnet
+ m1_dist := params.get_magnet_dist(0, state)
+ m2_dist := params.get_magnet_dist(2.0 * math.pi / 3.0, state)
+ m3_dist := params.get_magnet_dist(4.0 * math.pi / 3.0, state)
+
+ if m1_dist < m2_dist && m1_dist < m3_dist {
+ return Pixel{
+ r: 255
+ g: 0
+ b: 0
+ }
+ } else if m2_dist < m1_dist && m2_dist < m3_dist {
+ return Pixel{
+ r: 0
+ g: 255
+ b: 0
+ }
+ } else {
+ return Pixel{
+ r: 0
+ g: 0
+ b: 255
+ }
+ }
+}
+
+struct SimResult {
+ id u64
+ p Pixel
+}
+
+struct SimRequest {
+ id u64
+ params SimParams
+mut:
+ initial SimState
+}
+
+fn sim_worker(request_chan chan SimRequest, result_chan chan SimResult) {
+ // serve sim requests as they come in
+ for {
+ mut request := <-request_chan or { break }
+
+ result_chan <- SimResult{
+ id: request.id
+ p: sim_runner(mut request.initial, request.params)
+ }
+ }
+}
+
+struct ValidPixel {
+ Pixel
+mut:
+ valid bool
+}
+
+fn image_worker(mut writer PPMWriter, result_chan chan SimResult, total_pixels u64) {
+ // as new pixels come in, write them to the image file
+ mut current_index := u64(0)
+ mut pixel_buf := []ValidPixel{len: int(total_pixels), init: ValidPixel{
+ valid: false
+ }}
+ for {
+ result := <-result_chan or { break }
+ pixel_buf[result.id].Pixel = result.p
+ pixel_buf[result.id].valid = true
+
+ for current_index < total_pixels && pixel_buf[current_index].valid {
+ writer.next_pixel(pixel_buf[current_index].Pixel)
+ current_index++
+ }
+
+ if current_index >= total_pixels {
+ break
+ }
+ }
+}
+
+fn main() {
+ params := SimParams{
+ rope_length: 0.25
+ bearing_mass: 0.03
+ magnet_spacing: 0.05
+ magnet_height: 0.03
+ magnet_strength: 10.0
+ gravity: 4.9
+ }
+
+ mut writer := PPMWriter{}
+ writer.start_for_file('test.ppm', ImageSettings{
+ width: width
+ height: height
+ })
+ defer {
+ writer.finish()
+ }
+
+ result_chan := chan SimResult{}
+ request_chan := chan SimRequest{}
+
+ // start a worker on each core
+ for _ in 0 .. parallel_workers {
+ go sim_worker(request_chan, result_chan)
+ }
+
+ go fn (request_chan chan SimRequest, params SimParams) {
+ mut index := u64(0)
+ println('')
+ for y in 0 .. height {
+ term.clear_previous_line()
+ println('Line: $y')
+ for x in 0 .. width {
+ // setup initial conditions
+ mut state := SimState{}
+ state.position = Vec3D{
+ x: 0.1 * ((f64(x) - 0.5 * f64(width - 1)) / f64(width - 1))
+ y: 0.1 * ((f64(y) - 0.5 * f64(height - 1)) / f64(height - 1))
+ z: 0.0
+ }
+ state.velocity = Vec3D{}
+ state.satisfy_rope_constraint(params)
+ request_chan <- SimRequest{
+ id: index
+ initial: state
+ params: params
+ }
+ index++
+ }
+ }
+ request_chan.close()
+ }(request_chan, params)
+
+ image_worker(mut writer, result_chan, width * height)
+}