Algorithm Improvement: Calculate signed change in heading - python

I am trying to implement an algorithm to calculate the signed change in direction between two vectors. Here, I define the signed change in heading to be the smallest angle that needs to be added or subtracted from the angle of a given vector to meet the angle of another vector.
I have a naive implementation, but I was wondering if there was a better way.
import math
def signum(value):
if value > 0:
return 1
if value < 0:
return -1
return 0
def angleOfVector(v):
return math.atan2(v[1], v[0])
def principalAngleOfVector(v):
theta = angleOfVector(v)
if theta < 0:
theta += 2 * math.pi
return theta
def signedChangeInHeading(src, dst):
theta_src = principalAngleOfVector(src)
theta_dst = principalAngleOfVector(dst)
initial_sign = signum(theta_dst-theta_src)
initial_guess_magnitude = abs(theta_dst-theta_src)
alternate_guess_magnitude = 2*math.pi-abs(theta_dst-theta_src)
ret_magnitude = initial_guess_magnitude
ret_sign = initial_sign
if alternate_guess_magnitude < ret_magnitude:
ret_sign = -initial_sign
ret_magnitude = alternate_guess_magnitude
return ret_sign * ret_magnitude

I would use atan2(Ax * By - Ay * Bx, Ax * Bx + Ay * By).

Related

Given two coordinates, a and b, how do I find a point that is x distance from a heading towards b?

I am working on a python script and I am sure there is an easier way to approach this problem then my solution so far.
Give two coordinates, say (0,0) and (40,40) and a set distance to travel, say 5, how would I find a new coordinate pair for the point that is 5 units from (0,0) heading along the line that connects (0,0) and (40,40)?
I am doing the following given the distance_to_travel and points p0, p1:
ang = math.atan2(p1.y - p0.y, p1.x - p0.x)
xx = node0.x + (distance_to_travel * math.cos(ang))
yy = node0.y + (distance_to_travel * math.sin(ang))
Following the method outlined in my comment:
# find the vector a-b
ab.x, ab.y = p1.x - p0.x, p1.y - p0.y
# find the length of this vector
len_ab = (ab.x * ab.x + ab.y * ab.y) ** 0.5
# scale to length 5
ab5.x, ab5.y = ab.x *5 / len_ab, ab.y *5 / len_ab
# add to a (== p0)
fin.x, fin.y = p0.x + ab5.x, p0.y + ab5.y
You should find the slope of the line between a and b |ab|.
Then you can use 2D spherical (polar) coordinate system to get r mount of distance with a given slope (The slope you found earlier).
Now you can convert from spherical to Cartesian to find x, y coordinates of new point. Then you add this values to values of point a:
import math
def slope(p1, p2):
return math.atan2(
(p2[1] - p1[1]), (p2[0] - p1[0])
)
def spherical_to_cartesian(r, theta):
x = r * math.cos(theta)
y = r * math.sin(theta)
return x, y
def add_points(p1, p2):
return p1[0] + p2[0], p1[1] + p2[1]
if __name__ == '__main__':
a = [0, 0]
b = [40, 40]
slp = slope(a, b)
r = 5
new_p = spherical_to_cartesian(r, slp)
res = add_points(a, new_p)
print(res)

How to increase FPS in ursina python

I want to create survival games with infinite block terrain(like Minecraft). So i using ursina python game engine, you can see it here
So i using perlin noise to create the terrain with build-in ursina block model. I test for first 25 block and it work pretty good with above 100 FPS, so i start increase to 250 block and more because I want a infinite terrain. But i ran to some problem, when i increase to 100 block or more, my FPS start to decrease below 30 FPS (With i create just one layer).
Here is my code:
#-------------------------------Noise.py(I got on the github)-------------------------
# Copyright (c) 2008, Casey Duncan (casey dot duncan at gmail dot com)
# see LICENSE.txt for details
"""Perlin noise -- pure python implementation"""
__version__ = '$Id: perlin.py 521 2008-12-15 03:03:52Z casey.duncan $'
from math import floor, fmod, sqrt
from random import randint
# 3D Gradient vectors
_GRAD3 = ((1,1,0),(-1,1,0),(1,-1,0),(-1,-1,0),
(1,0,1),(-1,0,1),(1,0,-1),(-1,0,-1),
(0,1,1),(0,-1,1),(0,1,-1),(0,-1,-1),
(1,1,0),(0,-1,1),(-1,1,0),(0,-1,-1),
)
# 4D Gradient vectors
_GRAD4 = ((0,1,1,1), (0,1,1,-1), (0,1,-1,1), (0,1,-1,-1),
(0,-1,1,1), (0,-1,1,-1), (0,-1,-1,1), (0,-1,-1,-1),
(1,0,1,1), (1,0,1,-1), (1,0,-1,1), (1,0,-1,-1),
(-1,0,1,1), (-1,0,1,-1), (-1,0,-1,1), (-1,0,-1,-1),
(1,1,0,1), (1,1,0,-1), (1,-1,0,1), (1,-1,0,-1),
(-1,1,0,1), (-1,1,0,-1), (-1,-1,0,1), (-1,-1,0,-1),
(1,1,1,0), (1,1,-1,0), (1,-1,1,0), (1,-1,-1,0),
(-1,1,1,0), (-1,1,-1,0), (-1,-1,1,0), (-1,-1,-1,0))
# A lookup table to traverse the simplex around a given point in 4D.
# Details can be found where this table is used, in the 4D noise method.
_SIMPLEX = (
(0,1,2,3),(0,1,3,2),(0,0,0,0),(0,2,3,1),(0,0,0,0),(0,0,0,0),(0,0,0,0),(1,2,3,0),
(0,2,1,3),(0,0,0,0),(0,3,1,2),(0,3,2,1),(0,0,0,0),(0,0,0,0),(0,0,0,0),(1,3,2,0),
(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),
(1,2,0,3),(0,0,0,0),(1,3,0,2),(0,0,0,0),(0,0,0,0),(0,0,0,0),(2,3,0,1),(2,3,1,0),
(1,0,2,3),(1,0,3,2),(0,0,0,0),(0,0,0,0),(0,0,0,0),(2,0,3,1),(0,0,0,0),(2,1,3,0),
(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0),
(2,0,1,3),(0,0,0,0),(0,0,0,0),(0,0,0,0),(3,0,1,2),(3,0,2,1),(0,0,0,0),(3,1,2,0),
(2,1,0,3),(0,0,0,0),(0,0,0,0),(0,0,0,0),(3,1,0,2),(0,0,0,0),(3,2,0,1),(3,2,1,0))
# Simplex skew constants
_F2 = 0.5 * (sqrt(3.0) - 1.0)
_G2 = (3.0 - sqrt(3.0)) / 6.0
_F3 = 1.0 / 3.0
_G3 = 1.0 / 6.0
class BaseNoise:
"""Noise abstract base class"""
permutation = (151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,
129,22,39,253,9,98,108,110,79,113,224,232,178,185,112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180)
period = len(permutation)
# Double permutation array so we don't need to wrap
permutation = permutation * 2
randint_function = randint
def __init__(self, period=None, permutation_table=None, randint_function=None):
"""Initialize the noise generator. With no arguments, the default
period and permutation table are used (256). The default permutation
table generates the exact same noise pattern each time.
An integer period can be specified, to generate a random permutation
table with period elements. The period determines the (integer)
interval that the noise repeats, which is useful for creating tiled
textures. period should be a power-of-two, though this is not
enforced. Note that the speed of the noise algorithm is indpendent of
the period size, though larger periods mean a larger table, which
consume more memory.
A permutation table consisting of an iterable sequence of whole
numbers can be specified directly. This should have a power-of-two
length. Typical permutation tables are a sequnce of unique integers in
the range [0,period) in random order, though other arrangements could
prove useful, they will not be "pure" simplex noise. The largest
element in the sequence must be no larger than period-1.
period and permutation_table may not be specified together.
A substitute for the method random.randint(a, b) can be chosen. The
method must take two integer parameters a and b and return an integer N
such that a <= N <= b.
"""
if randint_function is not None: # do this before calling randomize()
if not hasattr(randint_function, '__call__'):
raise TypeError(
'randint_function has to be a function')
self.randint_function = randint_function
if period is None:
period = self.period # enforce actually calling randomize()
if period is not None and permutation_table is not None:
raise ValueError(
'Can specify either period or permutation_table, not both')
if period is not None:
self.randomize(period)
elif permutation_table is not None:
self.permutation = tuple(permutation_table) * 2
self.period = len(permutation_table)
def randomize(self, period=None):
"""Randomize the permutation table used by the noise functions. This
makes them generate a different noise pattern for the same inputs.
"""
if period is not None:
self.period = period
perm = list(range(self.period))
perm_right = self.period - 1
for i in list(perm):
j = self.randint_function(0, perm_right)
perm[i], perm[j] = perm[j], perm[i]
self.permutation = tuple(perm) * 2
class SimplexNoise(BaseNoise):
"""Perlin simplex noise generator
Adapted from Stefan Gustavson's Java implementation described here:
http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
To summarize:
"In 2001, Ken Perlin presented 'simplex noise', a replacement for his classic
noise algorithm. Classic 'Perlin noise' won him an academy award and has
become an ubiquitous procedural primitive for computer graphics over the
years, but in hindsight it has quite a few limitations. Ken Perlin himself
designed simplex noise specifically to overcome those limitations, and he
spent a lot of good thinking on it. Therefore, it is a better idea than his
original algorithm. A few of the more prominent advantages are:
* Simplex noise has a lower computational complexity and requires fewer
multiplications.
* Simplex noise scales to higher dimensions (4D, 5D and up) with much less
computational cost, the complexity is O(N) for N dimensions instead of
the O(2^N) of classic Noise.
* Simplex noise has no noticeable directional artifacts. Simplex noise has
a well-defined and continuous gradient everywhere that can be computed
quite cheaply.
* Simplex noise is easy to implement in hardware."
"""
def noise2(self, x, y):
"""2D Perlin simplex noise.
Return a floating point value from -1 to 1 for the given x, y coordinate.
The same value is always returned for a given x, y pair unless the
permutation table changes (see randomize above).
"""
# Skew input space to determine which simplex (triangle) we are in
s = (x + y) * _F2
i = floor(x + s)
j = floor(y + s)
t = (i + j) * _G2
x0 = x - (i - t) # "Unskewed" distances from cell origin
y0 = y - (j - t)
if x0 > y0:
i1 = 1; j1 = 0 # Lower triangle, XY order: (0,0)->(1,0)->(1,1)
else:
i1 = 0; j1 = 1 # Upper triangle, YX order: (0,0)->(0,1)->(1,1)
x1 = x0 - i1 + _G2 # Offsets for middle corner in (x,y) unskewed coords
y1 = y0 - j1 + _G2
x2 = x0 + _G2 * 2.0 - 1.0 # Offsets for last corner in (x,y) unskewed coords
y2 = y0 + _G2 * 2.0 - 1.0
# Determine hashed gradient indices of the three simplex corners
perm = self.permutation
ii = int(i) % self.period
jj = int(j) % self.period
gi0 = perm[ii + perm[jj]] % 12
gi1 = perm[ii + i1 + perm[jj + j1]] % 12
gi2 = perm[ii + 1 + perm[jj + 1]] % 12
# Calculate the contribution from the three corners
tt = 0.5 - x0**2 - y0**2
if tt > 0:
g = _GRAD3[gi0]
noise = tt**4 * (g[0] * x0 + g[1] * y0)
else:
noise = 0.0
tt = 0.5 - x1**2 - y1**2
if tt > 0:
g = _GRAD3[gi1]
noise += tt**4 * (g[0] * x1 + g[1] * y1)
tt = 0.5 - x2**2 - y2**2
if tt > 0:
g = _GRAD3[gi2]
noise += tt**4 * (g[0] * x2 + g[1] * y2)
return noise * 70.0 # scale noise to [-1, 1]
def noise3(self, x, y, z):
"""3D Perlin simplex noise.
Return a floating point value from -1 to 1 for the given x, y, z coordinate.
The same value is always returned for a given x, y, z pair unless the
permutation table changes (see randomize above).
"""
# Skew the input space to determine which simplex cell we're in
s = (x + y + z) * _F3
i = floor(x + s)
j = floor(y + s)
k = floor(z + s)
t = (i + j + k) * _G3
x0 = x - (i - t) # "Unskewed" distances from cell origin
y0 = y - (j - t)
z0 = z - (k - t)
# For the 3D case, the simplex shape is a slightly irregular tetrahedron.
# Determine which simplex we are in.
if x0 >= y0:
if y0 >= z0:
i1 = 1; j1 = 0; k1 = 0
i2 = 1; j2 = 1; k2 = 0
elif x0 >= z0:
i1 = 1; j1 = 0; k1 = 0
i2 = 1; j2 = 0; k2 = 1
else:
i1 = 0; j1 = 0; k1 = 1
i2 = 1; j2 = 0; k2 = 1
else: # x0 < y0
if y0 < z0:
i1 = 0; j1 = 0; k1 = 1
i2 = 0; j2 = 1; k2 = 1
elif x0 < z0:
i1 = 0; j1 = 1; k1 = 0
i2 = 0; j2 = 1; k2 = 1
else:
i1 = 0; j1 = 1; k1 = 0
i2 = 1; j2 = 1; k2 = 0
# Offsets for remaining corners
x1 = x0 - i1 + _G3
y1 = y0 - j1 + _G3
z1 = z0 - k1 + _G3
x2 = x0 - i2 + 2.0 * _G3
y2 = y0 - j2 + 2.0 * _G3
z2 = z0 - k2 + 2.0 * _G3
x3 = x0 - 1.0 + 3.0 * _G3
y3 = y0 - 1.0 + 3.0 * _G3
z3 = z0 - 1.0 + 3.0 * _G3
# Calculate the hashed gradient indices of the four simplex corners
perm = self.permutation
ii = int(i) % self.period
jj = int(j) % self.period
kk = int(k) % self.period
gi0 = perm[ii + perm[jj + perm[kk]]] % 12
gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]] % 12
gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]] % 12
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] % 12
# Calculate the contribution from the four corners
noise = 0.0
tt = 0.6 - x0**2 - y0**2 - z0**2
if tt > 0:
g = _GRAD3[gi0]
noise = tt**4 * (g[0] * x0 + g[1] * y0 + g[2] * z0)
else:
noise = 0.0
tt = 0.6 - x1**2 - y1**2 - z1**2
if tt > 0:
g = _GRAD3[gi1]
noise += tt**4 * (g[0] * x1 + g[1] * y1 + g[2] * z1)
tt = 0.6 - x2**2 - y2**2 - z2**2
if tt > 0:
g = _GRAD3[gi2]
noise += tt**4 * (g[0] * x2 + g[1] * y2 + g[2] * z2)
tt = 0.6 - x3**2 - y3**2 - z3**2
if tt > 0:
g = _GRAD3[gi3]
noise += tt**4 * (g[0] * x3 + g[1] * y3 + g[2] * z3)
return noise * 32.0
def lerp(t, a, b):
return a + t * (b - a)
def grad3(hash, x, y, z):
g = _GRAD3[hash % 16]
return x*g[0] + y*g[1] + z*g[2]
class TileableNoise(BaseNoise):
"""Tileable implemention of Perlin "improved" noise. This
is based on the reference implementation published here:
http://mrl.nyu.edu/~perlin/noise/
"""
def noise3(self, x, y, z, repeat, base=0.0):
"""Tileable 3D noise.
repeat specifies the integer interval in each dimension
when the noise pattern repeats.
base allows a different texture to be generated for
the same repeat interval.
"""
i = int(fmod(floor(x), repeat))
j = int(fmod(floor(y), repeat))
k = int(fmod(floor(z), repeat))
ii = (i + 1) % repeat
jj = (j + 1) % repeat
kk = (k + 1) % repeat
if base:
i += base; j += base; k += base
ii += base; jj += base; kk += base
x -= floor(x); y -= floor(y); z -= floor(z)
fx = x**3 * (x * (x * 6 - 15) + 10)
fy = y**3 * (y * (y * 6 - 15) + 10)
fz = z**3 * (z * (z * 6 - 15) + 10)
perm = self.permutation
A = perm[i]
AA = perm[A + j]
AB = perm[A + jj]
B = perm[ii]
BA = perm[B + j]
BB = perm[B + jj]
return lerp(fz, lerp(fy, lerp(fx, grad3(perm[AA + k], x, y, z),
grad3(perm[BA + k], x - 1, y, z)),
lerp(fx, grad3(perm[AB + k], x, y - 1, z),
grad3(perm[BB + k], x - 1, y - 1, z))),
lerp(fy, lerp(fx, grad3(perm[AA + kk], x, y, z - 1),
grad3(perm[BA + kk], x - 1, y, z - 1)),
lerp(fx, grad3(perm[AB + kk], x, y - 1, z - 1),
grad3(perm[BB + kk], x - 1, y - 1, z - 1))))
#--------------------------Math.py(For InverseLefp)--------------------------------
def Clamp(t: float, minimum: float, maximum: float):
"""Float result between a min and max values."""
value = t
if t < minimum:
value = minimum
elif t > maximum:
value = maximum
return value
def InverseLefp(a: float, b: float, value: float):
if a != b:
return Clamp((value - a) / (b - a), 0, 1)
return 0
#-----------------------------Game.py(Main code)----------------------
from ursina import *
from ursina.prefabs import *
from ursina.prefabs.first_person_controller import *
from Math import InverseLefp
import Noise
app = Ursina()
#The maximum height of the terrain
maxHeight = 10
#Control the width and height of the map
mapWidth = 10
mapHeight = 10
#A class that create a block
class Voxel(Button):
def __init__(self, position=(0,0,0)):
super().__init__(
parent = scene,
position = position,
model = 'cube',
origin_y = .5,
texture = 'white_cube',
color = color.color(0, 0, random.uniform(.9, 1.0)),
highlight_color = color.lime,
)
#Detect user key input
def input(self, key):
if self.hovered:
if key == 'right mouse down':
#Place block if user right click
voxel = Voxel(position=self.position + mouse.normal)
if key == 'left mouse down':
#Break block if user left click
destroy(self)
if key == 'escape':
#Exit the game if user press the esc key
app.userExit()
#Return perlin noise value between 0 and 1 with x, y position with scale = noiseScale
def GeneratedNoiseMap(y: int, x: int, noiseScale: float):
#Check if the noise scale was invalid or not
if noiseScale <= 0:
noiseScale = 0.001
sampleX = x / noiseScale
sampleY = y / noiseScale
#The Noise.SimplexNoise().noise2 will return the value between -1 and 1
perlinValue = Noise.SimplexNoise().noise2(sampleX, sampleY)
#The InverseLefp will make the value scale to between 0 and 1
perlinValue = InverseLefp(-1, 1, perlinValue)
return perlinValue
for z in range(mapHeight):
for x in range(mapWidth):
#Calculating the height of the block and round it to integer
height = round(GeneratedNoiseMap(z, x, 20) * maxHeight)
#Place the block and make it always below the player
block = Voxel(position=(x, height - maxHeight - 1, z))
#Set the collider of the block
block.collider = 'mesh'
#Character movement
player = FirstPersonController()
#Run the game
app.run()
All file in same folder.
It was working fine but the FPS is very low, so can anyone help?
I'm not able to test this code at the moment but this should serve as a starting point:
level_parent = Entity(model=Mesh(vertices=[], uvs=[]))
for z in range(mapHeight):
for x in range(mapWidth):
height = round(GeneratedNoiseMap(z, x, 20) * maxHeight)
block = Voxel(position=(x, height - maxHeight - 1, z))
level_parent.model.vertices.extend(block.model.vertices)
level_parent.collider = 'mesh' # call this only once after all vertices are set up
For texturing, you might have to add the block.uvs from each block to level_parent.model.uvs as well. Alternatively, call level_parent.model.project_uvs() after setting up the vertices.
On my version of ursina engine (5.0.0) only this code:
`
level_parent = Entity(model=Mesh(vertices=[], uvs=[]))
for z in range(mapHeight):
for x in range(mapWidth):
height = round(GeneratedNoiseMap(z, x, 20) * maxHeight)
block = Voxel(position=(x, height - maxHeight - 1, z))
#level_parent.model.vertices.extend(block.model.vertices)
level_parent.combine().vertices.extend(block.combine().vertices)
level_parent.collider = 'mesh'
`
is working.

Taylor Series for sine using functions

I've created a fatorial function that would help me calculate the taylor expansion of sine. There are no evident mistakes in my code, but the returned value is wrong. That's my code:
PI = 3.14159265358979323846
def fatorial(n):
fatorial = 1
for i in range(1,n+1,1):
fatorial = fatorial * i
return fatorial
def seno(theta):
n = 1
k = 3
eps = 10**-10
theta = (theta*PI)/180
x = ((-1)**n)*((theta)**k)
y = fatorial(k)
while x/y > eps or x/y < -eps:
theta = theta + (x/y)
n = n + 1
k = k + 2
x = ((-1)**n) * ((theta)**k)
y = fatorial(k)
return theta
You are summing theta in the while-loop and therefore using an adjusted angle for the next elements of the Taylor series. Just add a thetas (for the sum) like so (I have taken the liberty to add some performance improvements, no need to recalculate the full factorial, also calculated first elements explicitly and changed the limit check to avoid recalculations of x/y):
import math
PI = 3.14159265358979323846
def fatorial(n):
fatorial = 1
for i in range(1,n+1,1):
fatorial = fatorial * i
return fatorial
def seno(theta):
n = 1
k = 3
#eps = 10**-10
theta = (theta*PI)/180
thetas = theta # <- added this
x = -theta*theta*theta
y = 6
#while x/y > eps or x/y < -eps:
while k < 14:
thetas = thetas + (x/y) # sum thetas
n = n + 1
k = k + 2
#x = ((-1)**n) * ((theta)**k)
x = ((-1)**(n%2)) * ((theta)**k) # but use the original value for the series
#y = fatorial(k)
y *= k * (k-1)
return thetas # return the sum
if __name__ == '__main__':
print(seno(80), math.sin(8*PI/18))
this results in
0.984807753125684 0.984807753012208

Partial integral in Python

I want to use the Riemann method to evaluate numerically an partial integral in Python. I would like to integrate with respect to x and find a function of t, but i don't know how do this
My fonction : f(x) = cos(2*pi*x*t) its primitive between [-1/2,1/2]: f(t) = sin(pi*t)/t
def riemann(a, b, dx):
if a > b:
a,b = b,a
n = int((b - a) / dx)
s = 0.0
x = a
for i in range(n):
f_i[k] = np.cos(2*np.pi*x)
s += f_i[k]
x += dx
f_i = s * dx
return f_i,t
There's nothing too horrible about your approach. The result does come out close to the true value:
import numpy as np
def riemann(a, b, dx):
if a > b:
a, b = b, a
n = int((b - a) / dx)
s = 0.0
x = a
for i in range(n):
s += np.cos(2 * np.pi * x)
x += dx
return s * dx
print(riemann(0.0, 0.25, 1.0e-3))
print(1 / (2 * np.pi))
0.15965441949277526
0.15915494309189535
Some remarks:
You wouldn't call this Riemann method. It's the midpoint method (of numerical integration).
Pay a little more attention at the boundaries of your domain. Right now, your numerical domain is [a - dx, b + dx].
If you're looking for speed, best collect all your x values (perhaps with linspace), evaluate the function once with all the points, and then np.sum the values up. (Loops in Python are slow.)

Chaotic billiards simulation

I came to ask for some help with maths and programming.
What am I trying to do? I'm trying to implement a simulation of a chaotic billiard system, following the algorithm in this excerpt.
How am I trying it? Using numpy and matplotlib, I implemented the following code
def boundaryFunction(parameter):
return 1 + 0.1 * np.cos(parameter)
def boundaryDerivative(parameter):
return -0.1 * np.sin(parameter)
def trajectoryFunction(parameter):
aux = np.sin(beta - phi) / np.sin(beta - parameter)
return boundaryFunction(phi) * aux
def difference(parameter):
return trajectoryFunction(parameter) - boundaryFunction(parameter)
def integrand(parameter):
rr = boundaryFunction(parameter)
dd = boundaryDerivative (parameter)
return np.sqrt(rr ** 2 + dd ** 2)
##### Main #####
length_vals = np.array([], dtype=np.float64)
alpha_vals = np.array([], dtype=np.float64)
# nof initial phi angles, alpha angles, and nof collisions for each.
n_phi, n_alpha, n_cols, count = 10, 10, 10, 0
# Length of the boundary
total_length, err = integrate.quad(integrand, 0, 2 * np.pi)
for phi in np.linspace(0, 2 * np.pi, n_phi):
for alpha in np.linspace(0, 2 * np.pi, n_alpha):
for n in np.arange(1, n_cols):
nu = np.arctan(boundaryFunction(phi) / boundaryDerivative(phi))
beta = np.pi + phi + alpha - nu
# Determines next impact coordinate.
bnds = (0, 2 * np.pi)
phi_new = optimize.minimize_scalar(difference, bounds=bnds, method='bounded').x
nu_new = np.arctan(boundaryFunction(phi_new) / boundaryDerivative(phi_new))
# Reflection angle with relation to tangent.
alpha_new = phi_new - phi + nu - nu_new - alpha
# Arc length for current phi value.
arc_length, err = integrate.quad(integrand, 0, phi_new)
# Append values to list
length_vals = np.append(length_vals, arc_length / total_length)
alpha_vals = np.append(alpha_vals, alpha)
count += 1
print "{}%" .format(100 * count / (n_phi * n_alpha))
What is the problem? When calculating phi_new, the equation has two solutions (assuming the boundary is convex, which is.) I must enforce that phi_new is the solution which is different from phi, but I don't know how to do that. Are there more issues with the code?
What should the output be? A phase space diagram of S x Alpha, looking like this.
Any help is very appreciated! Thanks in advance.
One way you could try would be (given there really are only two solutions) would be
epsilon = 1e-7 # tune this
delta = 1e-4 # tune this
# ...
bnds = (0, 2 * np.pi)
phi_new = optimize.minimize_scalar(difference, bounds=bnds, method='bounded').x
if abs(phi_new - phi) < epsilon:
bnds_1 = (0, phi - delta)
phi_new_1 = optimize.minimize_scalar(difference, bounds=bnds_1, method='bounded').x
bnds_2 = (phi + delta, 2 * np.pi)
phi_new_2 = optimize.minimize_scalar(difference, bounds=bnds_2, method='bounded').x
if difference(phi_new_1) < difference(phi_new_2):
phi_new = phi_new_1
else:
phi_new = phi_new_2
Alternatively, you could introduce a penalty-term, e.g. delta*exp(eps/(x-phi)^2) with appropriate choices of epsilon and delta.

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