# Filename: A02.1_string_rendering_v2.py # Written by: James D. Miller ''' 10:05 PM Thu September 20, 2018 Noticed recently that control-s wasn't pausing execution in Windows. So, updated this script to include the pygame (keyboard) event handlers. This requires a little pygame window be displayed. This window is only used to enable these handlers. Use the p key to pause and resume. Use the x key to quit. see check_pause_orDone. ''' import time, sys, textwrap from timeit import default_timer import pygame from pygame.locals import * def px_from_m( x_m): return int(round( x_m * env['m_to_px'])) def move( car): v_i = car['v_mps'] car['v_mps'] += car['a_mps2'] * dt_s if env['exact_solution']: ''' Note that the following formulation is equivalent to the one being used below. car['x_m'] += ((v_i + car['v_mps'])/2.0) * dt_s ''' car['x_m'] += v_i * dt_s + (car['a_mps2'] * (dt_s ** 2.0))/2.0 else: ''' Normal Euler's method (using v at the beginning of the frame). car['x_m'] += v_i * dt_s ''' # Backward Euler's method (using v at the end of the frame). car['x_m'] += car['v_mps'] * dt_s def debug_print(name_string): ''' Print out the values for a set of global names contained in a string and separated by commas. This isn't actually used, but cute enough to keep. ''' names = name_string.split(",") print_string = '' for name in names: print_string += name + ":" + str(eval(name)) + ", " print print_string def dp(variable, variable_name): # dp is short for debug print. print variable_name + "=" + str(variable) def x_corrected_exact( car, x_overlap): # Inputs are conditions at the time of collision detection. These # values have signs. For example x_overlap is positive for penetration # on the right end of the track. if env['stickiness_correction']: x_coll_m = car['x_m'] v_coll_mps = car['v_mps'] ''' Determine the car state as it passes through the wall. Solve the following equation for v_wall. v_coll_mps**2 = v_wall_mps**2 + 2*a*x_overlap ''' v_wall_mps = (v_coll_mps**2.0 - 2.0 * car['a_mps2'] * x_overlap)**0.5 if track['collision_state'] == 'left': v_wall_mps = -1.0 * abs(v_wall_mps) ''' The time expended penetrating the wall. Solve the following equation for t_pen. x_coll_m = x_wall_m + ((v_wall_mps + v_coll_mps)/2.0) * t_pen ''' t_pen = 2.0 * x_overlap/(v_wall_mps + v_coll_mps) # The distance covered bouncing back from the wall in time t_pen. Change # the sign (direction) of v_wall. v_wall_afterbounce_mps = v_wall_mps * -1.0 * env['CR'] x_bounce_pen = v_wall_afterbounce_mps * t_pen + (car['a_mps2'] * t_pen**2.0)/2.0 if track['collision_state'] == 'left': if x_bounce_pen < 0.0: x_bounce_pen = 0.0 else: if x_bounce_pen > 0.0: x_bounce_pen = 0.0 # The corrected position, that is, where it would be if it had bounced off the wall. car['x_m'] = (x_coll_m - x_overlap) + x_bounce_pen # Also need to determine the velocity at the corrected position. car['v_mps'] = v_wall_afterbounce_mps + t_pen * car['a_mps2'] # Change this to True to print these variables for debugging. if False: dp(x_coll_m, "x_coll_m") dp(v_coll_mps, "v_coll_mps") dp(t_pen, "t_pen") dp(v_wall_mps, "v_wall_mps") dp(v_wall_afterbounce_mps, "v_wall_afterbounce_mps") dp(x_bounce_pen, "x_bounce_pen") dp(car['x_m'], "car['x_m']") dp(car['v_mps'], "car['v_mps']") else: # If no position correction, simply reverse the direction of the car. car['v_mps'] *= -1.0 * env['CR'] def check_for_wall_collisions( car): # Check for a collision. if (car['x_m'] < track['left_edge_m']): x_overlap = car['x_m'] - track['left_edge_m'] track['collision_state'] = 'left' elif (car['x_m'] > track['right_edge_m']): x_overlap = car['x_m'] - track['right_edge_m'] track['collision_state'] = 'right' else: track['collision_state'] = 'none' # Resolve the collision. if track['collision_state'] != 'none': track['collision_mark_px'] = px_from_m( car['x_m']) if env['exact_solution']: x_corrected_exact( car, x_overlap) else: if env['stickiness_correction']: if env['correction_version_2']: # Move the car back to the surface and then an additional # equal amount but reduced by the CR coefficient. car['x_m'] -= x_overlap * (1 + env['CR']) else: # Simple stickiness correction. Move it back by the amount of the overlap. # This puts the car at the surface. if track['collision_state'] == 'left': car['x_m'] = track['left_edge_m'] else: car['x_m'] = track['right_edge_m'] # Loss of (1-CR)*100% on each bounce. car['v_mps'] *= -1 * env['CR'] else: track['collision_mark_px'] = -999 def build_airtrack_string( car): left_edge_px = px_from_m( track['left_edge_m']) right_edge_px = px_from_m( track['right_edge_m']) display_width_px = 135 car_location_px = px_from_m( car['x_m']) string = '' for j in range(0, display_width_px + 1): if (j == car_location_px): string += '*' elif ((j == left_edge_px) or (j == right_edge_px)): string += '|' elif (track['show_start_mark'] and (j == track['track_mark_px'])): string += "." elif (track['show_collision_mark'] and (j == track['collision_mark_px'])): string += "0" else: string += ' ' return string def render( car): display_string = build_airtrack_string( car) if cl['details']: print display_string + 'x=' + "%6.3f" % car['x_m'] + ', v=' + "% .2f" % car['v_mps'] + ", F=" + "%3.0f" % fps_observed else: print display_string def pos_avg_10( car): x_list.append( car['x_m']) if len(x_list) > 10: x_list.pop(0) return sum(x_list)/float(len(x_list)) def pretty_paragraphs( text_string, n_blanklines): paragraph_list = text_string.split('||') for paragraph in paragraph_list: dedented_text = textwrap.dedent( paragraph).strip() print textwrap.fill(dedented_text, initial_indent=' ', subsequent_indent=' ') print "" for j in range( n_blanklines): print "\n" def print_delay( string): print string time.sleep( 0.10) def try_sleep( seconds): # If you don't want to wait. Press control-c to break out of the sleep. try: time.sleep( seconds) except KeyboardInterrupt: print_delay(" * ") print_delay(" * * ") print_delay(" * * ") print_delay(" * * ") print_delay(" * ") print "\n\n\n" def print_header(car): print "\n\n\n\n" print " Example #" + str(cl['example_index']) print " ---------------------" print " Initial x = " + str(car['x_m']) print " Initial v = " + str(car['v_mps']) print " a = " + str(car['a_mps2']) print " Coefficient of Restitution = " + str(env['CR']) print "" print " Stickiness correction = " + str(env['stickiness_correction']) if env['stickiness_correction'] and not env['exact_solution']: print " Correction (version 2) = " + str(env['correction_version_2']) print " Exact solution = " + str(env['exact_solution']) print " Use observed dt in next frame = " + str(env['use_observed_dt']) print "" print " Show starting mark (\".\") = " + str(track['show_start_mark']) print " Show collision mark (\"0\") = " + str(track['show_collision_mark']) print " Show physics-engine output = " + str(cl['details']) print "" print " FPS target = " + str(env['fps_target']) print " Auto-Off = " + str(env['auto_off']) print " Zoom (meters to px factor) = " + str(env['m_to_px']) print " " def modify( car, env): if cl['example_index'] == 1: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -1.5 track['show_collision_mark'] = False env['CR'] = 0.7 print_header(car) explaination = ''' This first example has the car (represented by a "*") starting from rest and accelerating to the left. Stickiness correction is ON. There is energy loss (fractional reduction in v) after each wall collision. || The "p" key pauses (and restarts) the run. This can be used to give additional time for reading the descriptions at the beginning. The "x" stops the run. || First, remember that this is 1-D motion! The history of this motion moves vertically, one step at a time, as the program renders each new single-line snapshot. An effective way to view this 1-D motion (animation) is to focus your attention at the bottom row. The YouTube video provides a visual aid (an annotation rectangle) to help you do this. Another approach is to place a sheet of paper over everything on the screen except the bottom row. || If the "d" option is given at the command line, the details of the physics calculation are printed with each frame. This outputs position, velocity, and frame rate. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(5.0) elif cl['example_index'] == 2: car['x_m'] = 1.65; car['v_mps'] = 2.7; car['a_mps2'] = 0.0 env['stickiness_correction'] = False track['show_collision_mark'] = False env['CR'] = 1.0 print_header(car) explaination = ''' Stickiness correction is turned off which allows the overlap (penetration) to be seen. These are elastic collisions (CR=1), meaning this will run until a keyboard stop or the loop counter hits its limit. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 3: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -1.5 env['stickiness_correction'] = False track['show_collision_mark'] = False env['auto_off'] = False env['fps_target'] = 30 env['CR'] = 0.6 print_header(car) explaination = ''' All parameters are identical to example 1 except that stickiness correction is OFF. || Watch the wall collision. With stickiness correction turned off, the car will be allowed to render in the state of collision (on the other side of the wall). But with the first bounce, due to gravity and the collision-related energy losses, the car does not recover from the state of penetration (the car sticks inside the wall), that is, the ball does not bounce back far enough to get back to the other side. This leads to a state of perpetual collisions, with gravity dragging the car to the left. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(4.0) elif cl['example_index'] == 4: car['x_m'] = 0.2; car['v_mps'] = 10.0; car['a_mps2'] = -10.0 env['CR'] = 0.8 env['fps_target'] = 300 track['show_collision_mark'] = False print_header(car) explaination = ''' The target frame rate is set high to give an interesting display of the time-series tail. The car loses speed from each wall collision. Acceleration (set high) to the left (negative). || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 5: car['x_m'] = 2.0; car['v_mps'] = 3.0; car['a_mps2'] = 2.0 env['CR'] = 0.7 print_header(car) explaination = ''' Acceleration is to the right (opposite direction from other examples). || A collision mark (0) is displayed at the original collision position (before stickiness correction). || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 6: car['x_m'] = 2.0; car['v_mps'] = 3.0; car['a_mps2'] = 2.0 env['CR'] = 0.7 env['m_to_px'] = 30.0 print_header(car) explaination = ''' The scaling factor between the physics engine and the renderer has decreased from the level used in example 5. This effectively zooms out the view of the track and the car on it. The output from the physics engine is unchanged by this; all characteristics of the movement are identical to those in example 5. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 7: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 1.0 env['fps_target'] = 240 track['show_start_mark'] = True print_header(car) explaination = ''' The CR value of unity yields elastic collisions. The frame rate is set high to give the highest precision in the physics predictions. Note the car consistently returns to the initial starting point as marked by the period symbol on the track. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 8: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 1.0 env['fps_target'] = 10 track['show_start_mark'] = True print_header(car) explaination = ''' This is like the previous example (7), except the target frame rate is reduced to give the lower precision in the physics predictions. Note the car does NOT return to the initial starting point (as marked on the track by column of period symbols). || The "0"s are easy to see in this example. As mentioned before, these are marks to indicate the position of the car at the time of collision detection (before stickiness correction is applied to resolve the state of overlap). || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 9: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 1.0 env['fps_target'] = 10 env['use_observed_dt'] = True track['show_start_mark'] = True print_header(car) explaination = ''' The observed dt is used in the subsequent frame to calculate the physics engine motions. All other settings are identical to those in example 8. Note the car, again, does NOT return to the initial starting point (as marked on the track by column of period symbols). But here the return behavior is more variable. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 10: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 1.0 env['fps_target'] = 10 track['show_start_mark'] = True env['exact_solution'] = True print_header(car) explaination = ''' The Euler-method calculation has been replaced with an exact calculation method in this example. The calculation uses physics kinematics equations to model the motion between the ends of the track and also the motion in the collision frames. The frame rate is set low to give the most severe test for this exact method. Note the car consistently returns to the initial starting point. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 11: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 1.0 env['fps_target'] = 10 track['show_start_mark'] = True env['exact_solution'] = True env['use_observed_dt'] = True print_header(car) explaination = ''' The observed dt is used in the calculations of subsequent frames. Note that in contrast to example 9, the car consistently returns to the initial starting point. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) elif cl['example_index'] == 12: car['x_m'] = 2.0; car['v_mps'] = 0.0; car['a_mps2'] = -2.0 env['CR'] = 0.8 env['fps_target'] = 10 track['show_start_mark'] = True env['exact_solution'] = True env['use_observed_dt'] = True print_header(car) explaination = ''' Same as example 11 but with a CR of less than 1.0. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) else: cl['example_index'] = "--> Defaults" print_header(car) explaination = ''' No command line arguments were supplied or there was no match for the mode value. Default parameters will be used. || p key: pause or resume / x key: stop ''' pretty_paragraphs( explaination, 1) try_sleep(3.0) def at_rest( car): avg_car_position = pos_avg_10( car) rest_tolerance = 0.001 if ( (abs(avg_car_position - track['left_edge_m']) < rest_tolerance) or (abs(avg_car_position - track['right_edge_m']) < rest_tolerance) ): return True else: return False def cl_args_init(): cl['n_args'] = len(sys.argv) - 1 if cl['n_args'] >= 1: cl['example_index'] = int(sys.argv[1]) cl['details'] = False if cl['n_args'] == 2: if sys.argv[2] == "d": cl['details'] = True def check_pause_orDone(): for event in pygame.event.get(): if (event.type == pygame.QUIT): print 'Stopped by closing pygame window.' user['done'] = True elif (event.type == pygame.KEYDOWN): if ((event.key == K_ESCAPE) or (event.key == K_x)): print 'Stopped with escape key or x key.' user['done'] = True elif (event.key == K_p): user['paused'] = not user['paused'] elif (event.key == K_s): keys = pygame.key.get_pressed() if (keys[pygame.K_LCTRL] or keys[pygame.K_LCTRL]): user['paused'] = not user['paused'] elif (event.key == K_c): keys = pygame.key.get_pressed() if (keys[pygame.K_LCTRL] or keys[pygame.K_LCTRL]): print 'Stopped with ctrl-c.' user['done'] = True def main(): global env, dt_s, track, fps_observed, x_list, cl, user # This pygame window is only used here to facilitate the event handling features of pygame. pygame.init() display_surface = pygame.display.set_mode((100, 1)) # A list to support calculating a running average of the position. x_list = [] # Initialize the general parameters that control the environment. env = {'stickiness_correction':True, 'correction_version_2':True , 'm_to_px':55.0, 'CR':0.80, 'auto_off':True, 'fps_target':30, 'exact_solution':False, 'use_observed_dt':False} # Characteristics of the air track (the 1-D range of space that the car moves along). track = {'left_edge_m':0.25 , 'right_edge_m':2.2, 'show_start_mark':False, 'collision_state':'none', 'collision_mark_px':-999, 'show_collision_mark':True} car = {'x_m':1.1, 'v_mps':0.0, 'a_mps2':0.0} # Use the command-line arguments if provided. Put them in a dictionary. cl = {'details':False, 'n_args':0} cl_args_init() # Modify the initial conditions for the car and environment if command line parameters # were provided. if (cl['n_args'] > 0): modify( car, env) fps_observed = env['fps_target'] dt_target_s = 1.0/env['fps_target'] dt_s = dt_target_s dt_observed_s = dt_target_s # A mark on the track where the car started at (optionally displayed) track['track_mark_px'] = px_from_m(car['x_m']) t_now_s = default_timer() user = {'paused':False, 'done':False} for j in range( 50000): try: t_previous_s = t_now_s check_pause_orDone() if user['done']: break # This check stops the physics calculations if paused by # by the p key or if the little pygame window is clicked. if ((dt_observed_s < 0.15) and (not user['paused'])): move( car) check_for_wall_collisions( car) render( car) if env['auto_off']: if at_rest( car): break time.sleep( dt_target_s) t_now_s = default_timer() dt_observed_s = t_now_s - t_previous_s if env['use_observed_dt']: dt_s = dt_observed_s fps_observed = 1/dt_observed_s except KeyboardInterrupt: # Note: this exception will only fire if the main command window has the focus. So if using # the pygame events (and it's window) you must click in the main command window before # issuing the ctrl-c. print "Stopped by keyboard (ctrl-c)." break except: print "There is a problem in the TRY block above: \n" # The following "raise" will print out the traceback. raise break main()