viewof length1 = Inputs.range([50, 300], {step: 10, value: 200, label: "Length of pendulum 1"})
viewof length2 = Inputs.range([50, 300], {step: 10, value: 200, label: "Length of pendulum 2"})
viewof mass1 = Inputs.range([10, 100], {step: 5, value: 40, label: "Mass of pendulum 1"})
viewof mass2 = Inputs.range([10, 100], {step: 5, value: 40, label: "Mass of pendulum 2"})
Quarto (which this blog is built on) recently added support for Observable JS, 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.
Many years ago I hit the front page the /r/python with a double pendulum I made after watching the wonderful Daniel Shiffman 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
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.
Code
= {
pendulum const width = 900;
const height = 600;
const canvas = DOM.canvas(width, height);
const ctx = canvas.getContext("2d");
const gravity = .1;
const traceCanvas = DOM.canvas(width, height);
const traceCtx = traceCanvas.getContext("2d");
.fillStyle = "white";
traceCtx.fillRect(0, 0, width, height);
traceCtx
const centerX = width / 2;
const centerY = 200;
// State variables
let angle1 = Math.PI / 2;
let angle2 = Math.PI / 2;
let angularVelocity1 = 0;
let angularVelocity2 = 0;
let previousPosition2X = -1;
let previousPosition2Y = -1;
function animate() {
// Physics calculations (same equations as Python)
let numerator1Part1 = -gravity * (2 * mass1 + mass2) * Math.sin(angle1);
let numerator1Part2 = -mass2 * gravity * Math.sin(angle1 - 2 * angle2);
let numerator1Part3 = -2 * Math.sin(angle1 - angle2) * mass2;
let numerator1Part4 = angularVelocity2 * angularVelocity2 * length2 +
* angularVelocity1 * length1 * Math.cos(angle1 - angle2);
angularVelocity1 let denominator1 = length1 * (2 * mass1 + mass2 - mass2 * Math.cos(2 * angle1 - 2 * angle2));
let angularAcceleration1 = (numerator1Part1 + numerator1Part2 + numerator1Part3 * numerator1Part4) / denominator1;
let numerator2Part1 = 2 * Math.sin(angle1 - angle2);
let numerator2Part2 = angularVelocity1 * angularVelocity1 * length1 * (mass1 + mass2);
let numerator2Part3 = gravity * (mass1 + mass2) * Math.cos(angle1);
let numerator2Part4 = angularVelocity2 * angularVelocity2 * length2 * mass2 * Math.cos(angle1 - angle2);
let denominator2 = length2 * (2 * mass1 + mass2 - mass2 * Math.cos(2 * angle1 - 2 * angle2));
let angularAcceleration2 = (numerator2Part1 * (numerator2Part2 + numerator2Part3 + numerator2Part4)) / denominator2;
// Update velocities and angles
+= angularAcceleration1;
angularVelocity1 += angularAcceleration2;
angularVelocity2 += angularVelocity1;
angle1 += angularVelocity2;
angle2
// Calculate positions
let position1X = length1 * Math.sin(angle1);
let position1Y = length1 * Math.cos(angle1);
let position2X = position1X + length2 * Math.sin(angle2);
let position2Y = position1Y + length2 * Math.cos(angle2);
// Clear and draw to canvas
.fillStyle = "white";
ctx.fillRect(0, 0, width, height);
ctx.drawImage(traceCanvas, 0, 0);
ctx
// Draw pendulum
.save();
ctx.translate(centerX, centerY);
ctx
// First arm and mass
.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(position1X, position1Y);
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
ctx.stroke();
ctx
.beginPath();
ctx.arc(position1X, position1Y, mass1/2, 0, 2 * Math.PI);
ctx.fillStyle = "black";
ctx.fill();
ctx
// Second arm and mass
.beginPath();
ctx.moveTo(position1X, position1Y);
ctx.lineTo(position2X, position2Y);
ctx.stroke();
ctx
.beginPath();
ctx.arc(position2X, position2Y, mass2/2, 0, 2 * Math.PI);
ctx.fill();
ctx
.restore();
ctx
// Draw trace line
if (previousPosition2X !== -1 && previousPosition2Y !== -1) {
.save();
traceCtx.translate(centerX, centerY);
traceCtx.beginPath();
traceCtx.moveTo(previousPosition2X, previousPosition2Y);
traceCtx.lineTo(position2X, position2Y);
traceCtx.strokeStyle = "black";
traceCtx.stroke();
traceCtx.restore();
traceCtx
}
= position2X;
previousPosition2X = position2Y;
previousPosition2Y
requestAnimationFrame(animate);
}
animate();
return canvas;
}
Conclusion
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.
This was quite a bit more work than the original Python implementation, 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.