Mathematica: Asynchronous incremental generation of dynamical graphics - wolfram-mathematica

What is the simplest way to asynchronously apply consecutive improvements to a Graphics object in a dynamic setting (and abort the evaluation of the unneeded results if input changes while they are being computed)?
As a simple example, consider this:
speed[r_] := Graphics#{Red, Circle[{0, 0}, r]}
qualityA[r_] := (Pause[1]; Graphics#{Red, Disk[{0, 0}, r]})
qualityB[r_] := (Pause[1]; Graphics#{Black, Circle[{0, 0}, r]})
Manipulate[Show[
ControlActive[speed[r], {qualityA[r], qualityB[r]}],
PlotRange -> {{-1, 1}, {-1, 1}}
], {{r, .5}, 0, 1}]
How can I evaluate qualityA and qualityB consecutively, and append their output to the display when it is ready?
Bonus points for Abort'ing the evaluation of unneeded results, and for allowing a part of the result to be calculated multiple times, so that after releasing the control I would see e.g. {qualityA[r]} then {qualityA[r],qualityB[r]}, and finally {qualityA2[r],qualityB[r]}.

My colleague Lou, an expert on Dynamic, suggested this neat answer:
Manipulate[
ControlActive[
Graphics[{LightRed, Circle[{0, 0}, r]},
PlotRange -> {{-1, 1}, {-1, 1}}],
DynamicModule[{exprs = {Red, Circle[{0, 0}, r]}, rr = r},
Graphics[Dynamic[exprs], PlotRange -> {{-1, 1}, {-1, 1}}],
Initialization :> (Pause[1];
AppendTo[exprs, {Red, Disk[{0, 0}, rr]}]; Pause[1];
AppendTo[exprs, {Black, Circle[{0, 0}, rr]}]),
SynchronousInitialization -> False]], {{r, 0.5}, 0, 1}]
How it works:
When not ControlActive, the result of the dynamic expression is a DynamicModule. The code for refining the graphics is contained in the Initialization option of this DynamicModule. The SynchronousInitialization -> False makes this initialization run asynchronously.
Renaming rr = r in the DynamicModule serves two purposes. First, it makes the result always depend on the Manipulate variable r. Second, you can check rr != r to decide whether the user has moved the slider during initialization, and abort early, saving computation time:
Manipulate[
ControlActive[
Graphics[{LightRed, Circle[{0, 0}, r]},
PlotRange -> {{-1, 1}, {-1, 1}}],
DynamicModule[{exprs = {Red, Circle[{0, 0}, r]}, rr = r},
Graphics[Dynamic[exprs], PlotRange -> {{-1, 1}, {-1, 1}}],
Initialization :> (If[rr =!= r, Abort[]]; Pause[1];
AppendTo[exprs, {Red, Disk[{0, 0}, rr]}]; If[rr =!= r, Abort[]];
Pause[1]; AppendTo[exprs, {Black, Circle[{0, 0}, rr]}]),
SynchronousInitialization -> False]], {{r, 0.5}, 0, 1}]
I hope this helps.

Really good question.
I may be overlooking a simpler way. There often is one when it comes to Dynamic... But here is my suggestion:
DynamicModule[{quality = 0, exprs = {}},
Manipulate[
Show[
ControlActive[
exprs = {}; quality = 0; Graphics#{Red, Circle[{0, 0}, r]},
Switch[quality,
0, Pause[1]; quality = 1;
AppendTo[exprs, Graphics#{Red, Disk[{0, 0}, r]}],
1, Pause[1]; quality = 2;
AppendTo[exprs, Graphics#{Black, Circle[{0, 0}, r]}],
_, r];
exprs
],
PlotRange -> {{-1, 1}, {-1, 1}}],
{{r, .5}, 0, 1}
]
]
First we define some variables controlling increasingly high quality graphics: quality (ranging to 0 to the maximum quality, 2 in this case), and exprs (a list of expressions to Show, just as in your example).
Now note what happens in the two cases of ControlActive:
When ControlActive, the result is the same as yours, except we take the opportunity to reset quality and exprs relating to the "high quality" graphics.
When not ControlActive, the Dynamic expression evaluates to
code; exprs
This expression has the following key properties.
It returns the list exprs every time.
Each time code is evaluated, it improves the graphics by appending something to exprs.
Each time code is evaluated, at least one of the variables lexically contained in code; exprs (such as quality) is changed. This means Dynamic will go ahead and evaluate our dynamic expression again, and again, and again, until ...
Eventually code evaluates without any of the variables lexically contained in code; exprs changing. This means Dynamic will stop re-evaluating.
The final evaluation lexically contains r. (Via the otherwise useless default case in the Switch, _, r.) This is important to make the slider still trigger updates.
Give it a try and let me know if that works for you.
Edit: What $Version of Mathematica are you using? I see some version dependence in the behavior of my code above.
Edit 2: I asked an expert on Dynamic and he found a better way, which I will describe in a separate answer.

Related

How can I simulate repulsion between multiple point charges (ball bearings) in Mathematica?

I'm trying to write a program in Mathematica that will simulate the way charged ball bearings spread out when they are charged with like charges (they repel each other). My program so far keeps the ball bearings from moving off the screen, and counts the number of times they hit the side of the box. I have the ball bearings moving randomly around the box so far, but I need to know how to make them repel each other.
Here's my code so far:
Manipulate[
(*If the number of points has been reduced, discard points*)
If[ballcount < Length[contents],
contents = Take[contents, ballcount]];
(*If the number of points has been increased, generate some random points*)
If[ballcount > Length[contents],
contents =
Join[contents,
Table[{RandomReal[{-size, size}, {2}], {Cos[#], Sin[#]} &[
RandomReal[{0, 2 \[Pi]}]]}, {ballcount - Length[contents]}]]];
Grid[{{Graphics[{PointSize[0.02],
(*Draw the container*)
Line[size {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}, {-1, -1}}],
Blend[{Blue, Red}, charge/0.3],
Point[
(*Start the main dynamic actions*)
Dynamic[
(*Reset the collision counter*)
collision = 0;
(*Check for mouse interaction and add points if there has been one*)
Refresh[
If[pt =!= lastpt, If[ballcount =!= 50, ballcount++];
AppendTo[
contents, {pt, {Cos[#], Sin[#]} &[
RandomReal[{0, 2 \[Pi]}]]}]; lastpt = pt],
TrackedSymbols -> {pt}];
(*Update the position of the points using their velocity values*)
contents = Map[{#[[1]] + #[[2]] charge, #[[2]]} &, contents];
(*Check for and fix points that have exceeded the box in Y
direction, incrementing the collision counter for each one*)
contents = Map[
If[Abs[#[[1, 2]]] > size,
collision++; {{#[[1, 1]],
2 size Sign[#[[1, 2]]] - #[[1, 2]]}, {1, -1} #[[
2]]}, #] &,
contents];
(*Check for and fix points that have exceeded the box in X
direction, incrementing the collision counter for each one*)
contents = Map[
If[Abs[#[[1, 1]]] > size,
collision++; {{2 size Sign[#[[1, 1]]] - #[[1, 1]], #[[1,
2]]}, {-1, 1} #[[2]]}, #] &,
contents];
hits = Take[PadLeft[Append[hits, collision/size], 200], 200];
Map[First, contents]]]},
PlotRange -> {{-1.01, 1.01}, {-1.01, 1.01}},
ImageSize -> {250, 250}],
(*Show the hits*)
Dynamic#Show
[
ListPlot
[
Take[MovingAverage[hits, smooth], -100
]
,
Joined -> True, ImageSize -> {250, 250}, AspectRatio -> 1,
PlotLabel -> "number of hits", AxesLabel -> {"time", "hits"},
PlotRange -> {0, Max[Max[hits], 1]}], Graphics[]
]
}}
]
,
{{pt, {0, 1}}, {-1, -1}, {1, 1}, Locator, Appearance -> None},
{{ballcount, 5, "number of ball bearings"}, 1, 50, 1},
{{charge, 0.05, "charge"}, 0.002, 0.3},
{smooth, 1, ControlType -> None, Appearance -> None},
{size, 1, ControlType -> None, Appearance -> None},
{hits, {{}}, ControlType -> None},
{contents, {{}}, ControlType -> None},
{lastpt, {{0, 0}}, ControlType -> None}
]
What you need for your simulation is a "collision detection algorithm". The field of those algorithms is widespread since it is as old as computer games (Pong) are and it is impossible to give a complete answer here.
Your simulation as it is now is very basic because you advance your charged balls every time step which makes them "jump" from position to position. If the movement is as simple as it is with the constant velocity and zero acceleration, you know the exact equation of the movement and could calculate all positions by simply putting the time into the equations. When a ball bounces off the wall, it gets a new equation.
With this, you could predict, when two balls will collide. You simply solve for two balls, whether they have at the same time the same position. This is called A Priori detection. When you take your simulation as it is now, you would have to check at every timestep, whether or not two balls are so close together, that they may collide.
The problem there is, that your simulation speed is not infinitely high and the faster your balls are, the bigger the jumps in your simulation. It is then not unlikely, that two balls over-jump each other and you miss a collision.
With this in mind, you could start by reading the Wikipedia article to that topic, to get an overview. Next, you could read some scientific articles about it or check out, how the cracks do it. The Chipmunk physics engine for instance is an amazing 2d-physics engine. To ensure that such stuff works, I'm pretty sure they had to put a lot thoughts in their collision detection.
I can't do the detection part since that is a project on its own. But it seems now the interaction is faster, you had few Dynamics which were not needed. (if you see the side of the cell busy all the time, this always mean a Dynamic is busy where it should not be).
I also added a STOP/START button. I could not understand everything you were doing, but enough to make the changes I made. You are also using AppendTo everything. You should try to allocate contents before hand, and use Part[] to access it, would be much faster, since you seem to know the maximum points allowed?
I like to spread the code out more, this helps me see the logic more.
Here is a screen shot, and the updated version code is below. Hope you find it faster.
Please see code below, in update (1)
Update (1)
(*updated version 12/30/11 9:40 AM*)
Manipulate[(*If the number of points has been reduced,discard points*)
\
Module[{tbl, rand, npt, ballsToAdd},
If[running,
(
tick += $MachineEpsilon;
If[ballcount < Length[contents],
contents = Take[contents, ballcount]];
(*If the number of points has been increased,
generate some random points*)
If[ballcount > Length[contents],
(
ballsToAdd = ballcount - Length[contents];
tbl =
Table[{RandomReal[{-size, size}, {2}], {Cos[#], Sin[#]} &[
RandomReal[{0, 2 \[Pi]}]]}, {ballsToAdd}];
contents = Join[contents, tbl]
)
];
image = Grid[{
{LocatorPane[Dynamic[pt], Graphics[{
PointSize[0.02],(*Draw the container*)
Line[size {{-1, -1}, {1, -1}, {1, 1}, {-1, 1}, {-1, -1}}],
Blend[{Blue, Red}, charge/0.3],
Point[(*Start the main dynamic actions*)
(*Reset the collision counter*)
collision = 0;
(*Check for mouse interaction and add points if there has \
been one*)
If[EuclideanDistance[pt, lastpt] > 0.001, (*adjust*)
(
If[ballcount < MAXPOINTS,
ballcount++
];
rand = RandomReal[{0, 2 \[Pi]}];
npt = {Cos[rand], Sin[rand]};
AppendTo[contents, {pt, npt} ];
lastpt = pt
)
];
(*Update the position of the points using their velocity \
values*)
contents =
Map[{#[[1]] + #[[2]] charge, #[[2]]} &, contents];
(*Check for and fix points that have exceeded the box in \
Y direction,incrementing the collision counter for each one*)
contents = Map[
If[Abs[#[[1, 2]]] > size,
(
collision++;
{{#[[1, 1]],
2 size Sign[#[[1, 2]]] - #[[1, 2]]}, {1, -1} #[[2]]}
),
(
#
)
] &, contents
];
(*Check for and fix points that have exceeded the box in \
X direction,
incrementing the collision counter for each one*)
contents =
Map[If[Abs[#[[1, 1]]] > size,
collision++; {{2 size Sign[#[[1, 1]]] - #[[1, 1]], #[[
1, 2]]}, {-1, 1} #[[2]]}, #] &, contents
];
hits = Take[PadLeft[Append[hits, collision/size], 200],
200];
Map[First, contents]
]
},
PlotRange -> {{-1.01, 1.01}, {-1.01, 1.01}},
ImageSize -> {250, 250}
], Appearance -> None
],(*Show the hits*)
Show[ListPlot[Take[MovingAverage[hits, smooth], -100],
Joined -> True, ImageSize -> {250, 250}, AspectRatio -> 1,
PlotLabel -> "number of hits", AxesLabel -> {"time", "hits"},
PlotRange -> {0, Max[Max[hits], 1]}
]
]
}
}
]
)
];
image
],
{{MAXPOINTS, 50}, None},
{pt, {{0, 1}}, None},
{{ballcount, 5, "number of ball bearings"}, 1, MAXPOINTS, 1,
Appearance -> "Labeled", ImageSize -> Small},
{{charge, 0.05, "charge"}, 0.002, 0.3, Appearance -> "Labeled",
ImageSize -> Small},
Row[{Button["START", {running = True; tick += $MachineEpsilon}],
Button["STOP", running = False]}],
{{tick, 0}, None},
{smooth, 1, None},
{size, 1, None},
{hits, {{}}, None},
{{contents, {}}, None},
{lastpt, {{0, 0}}, None},
{{collision, 0}, None},
{image, None},
{{running, True}, None},
TrackedSymbols -> { tick},
ContinuousAction -> False,
SynchronousUpdating -> True
]

How can I select one out of several Graphics3D objects and change its coordinates in Mathematica?

In the accepted answer of question " Mathematica and MouseListener - developing interactive graphics with Mma " Sjoerd C de Vries demonstrates that it is possible to select an object in a 3D graphic and change its color.
I would like to know if it is possible (in a similar fashion as above) in a Graphics3D with two or more objects (e.g. two cuboids) to select one and change its coordinates (by moving or otherwise)?
I'm partly reusing Sjoerd's code here, but maybe something like this
DynamicModule[{pos10, pos11 = {0, 0, 0},
pos12 = {0, 0, 0}, pos20, pos21 = {0, 0, 0}, pos22 = {0, 0, 0}},
Graphics3D[{EventHandler[
Dynamic[{Translate[Cuboid[], pos11]}, ImageSize -> Tiny],
{"MouseDown" :> (pos10 = Mean#MousePosition["Graphics3DBoxIntercepts"]),
"MouseDragged" :> (pos11 =
pos12 + Mean#MousePosition["Graphics3DBoxIntercepts"] - pos10),
"MouseUp" :> (pos12 = pos11)}],
EventHandler[
Dynamic[{Translate[Cuboid[{1, 1, 1}], pos21]}, ImageSize -> Tiny],
{"MouseDown" :> (pos20 = Mean#MousePosition["Graphics3DBoxIntercepts"]),
"MouseDragged" :> (pos21 =
pos22 + Mean#MousePosition["Graphics3DBoxIntercepts"] - pos20),
"MouseUp" :> (pos22 = pos21)}]},
PlotRange -> {{-3, 3}, {-3, 3}, {-3, 3}}]]
Note that this just moves the cuboids in a plane so you would have to rotate the bounding box to move them perpendicular to that plane, but it shouldn't be too hard to introduce a third dimensions by adding modifier keys.
Edit
Thanks for the comments. Here's an updated version of the code above. In this version the cubes jump back to within the bounding box if they happen to move outside so that should solve the problem of the disappearing cubes.
DynamicModule[{init, cube, bb, restrict, generate},
init = {{0, 0, 0}, {2, 1, 0}};
bb = {{-3, 3}, {-3, 3}, {-3, 3}};
cube[pt_, scale_] :=
Translate[Scale[Cuboid[{-1/2, -1/2, -1/2}, {1/2, 1/2, 1/2}], scale], pt];
restrict[pt_] := MapThread[Min[Max[#1[[1]], #2], #1[[2]]] &, {bb, pt}];
generate[pos_, scale_] := Module[{mp, pos0, pos1, pos2},
mp := MousePosition["Graphics3DBoxIntercepts"];
pos1 = pos;
EventHandler[
Dynamic[{cube[pos1, scale]}, ImageSize -> Tiny],
{"MouseDown" :> (pos0 = LeastSquares[Transpose[mp], pos1].mp),
"MouseDragged" :>
((pos1 = #[[2]] + Projection[pos0 - #[[2]], #[[1]] - #[[2]]]) &#mp),
"MouseUp" :> (pos1 = restrict[pos1])}]];
Graphics3D[generate[#, 1] & /# init, PlotRange -> bb, PlotRangePadding -> .5]
]

Effect of change in Viewpoint->{x,y,z} on the size of graphic objects is not what I expected. How to fix?

If you run the following code snippet:
Manipulate[
Graphics3D[
{Cuboid[{{-1, -1, -1}, {1, 1, 1}}], Sphere[{5, 5, 5}, 1]},
ViewPoint -> {1, 1, a}, AxesOrigin -> {0,0,0}
],
{a, 1, 100}
]
and move the viewpoint from (1,1,1) to (1,1,100) with the slider you will see that after a while the objects remain fixed in size.
Questions.
1. When I move the viewpoint further away from the scene I want the objects to become smaller. How should this be done in Mathematica?
( EDIT: )
2. What is the position of the 'camera' in relation to Viewpoint?
See ViewAngle. Under "More Information", note that the default setting ViewAngle -> Automatic is effectively equivalent to ViewAngle -> All when you zoom far enough out.
You just need to add an explicit setting for ViewAngle:
Manipulate[
Graphics3D[{Cuboid[{{-1, -1, -1}, {1, 1, 1}}], Sphere[{5, 5, 5}, 1]},
ViewPoint -> {1, 1, a}, AxesOrigin -> {0, 0, 0},
ViewAngle -> 35 Degree], {a, 1, 100}]
As far as I know, the camera viewpoint really coincides with the position given by ViewPoint. Because Mathematica scales the result to fit in about the same image you don't see much changes but they are there. The perspective changes considerably. Try, for instance, to move away from a semi-transparant square and you'll see that the farther you go, the more the projection becomes an orthogonal projection:
If you want to scale your image according to distance you can use ImageSize. SphericalRegion is good to stabilize the image.
Manipulate[
vp = {1, 1, a};
Graphics3D[{Cuboid[{{-1, -1, -1}, {1, 1, 1}}], Sphere[{5, 5, 5}, 1]},
ViewPoint -> vp,
AxesOrigin -> {0, 0, 0},
SphericalRegion -> True,
ImageSize -> 500/Norm[vp]],
{a, 1, 100}
]
[animation made with some ImagePadding to keep object in the center. I stopped the animation at a = 10, the image gets pretty small after that]

Mathematica: Removing graphics primitives

Given that g is a graphics object with primitives such as Lines and Polygons, how do you remove some of them? To add more primitives to an existing graphics object we can use Show, for instance: Show[g, g2] where g2 is another graphics object with other primitives. But how do you remove unwanted primitive objects? Take a look at the following
ListPlot3D[{{0, 0, 1}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0}}, Mesh -> {1, 1}]
Now, for the input form:
InputForm[
ListPlot3D[{{0, 0, 1}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0}}, Mesh -> {1, 1}]
]
To create a wire frame from this object all we have to do is remove the polygons. As an extra we can also remove the vertex normals since they don't contribute to the wireframe.
Notice that to make a wireframe we can simply set PlotStyle -> None as an option in ListPlot3D. This gets rid of the Polygons but doesn't remove the VertexNormals.
To clarify the question. Given that
g = ListPlot3D[{{0, 0, 1}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0}}, Mesh -> {1, 1}]
How do you remove some of the of the graphics primitives from g and how do you remove some of the options, i.e. VertexNormals? Note: option VertexNormals is an option of GraphicsComplex.
If this is not possible then maybe the next question would be, how do you obtain the data used to generate g to generate a new graphics object with some of the data obtained from g.
One way is to use transformation rules. Given your
im = ListPlot3D[{{0, 0, 1}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0}}, Mesh -> {1, 1}]
You can do
newim = im /. {_Polygon :> Sequence[], (VertexNormals -> _) :> Sequence[]}
or, more compactly using Alternatives:
newim = im /. _Polygon | (VertexNormals -> _) :> Sequence[]
You could also use DeleteCases to get a similar effect:
newim = DeleteCases[im, (_Polygon | (VertexNormals -> _)), Infinity]

How do I control the appearance of a Locator inside a Mathematica's Manipulate statement?

If I have a Manipulate statement, such as:
Manipulate[
Graphics[Line[{{0, 0}, pt}], PlotRange -> 2], {{pt, {1, 1}},
Locator}]
How do I change the appearance of the Locator object in the easiest way possible? Do I have to resort to Dynamic statements? Specifically, I would have liked to make the Locator invisible.
In addition to WReach's answer: In a normal Locator call its appearance can be given as one of the arguments. When used in a Manipulate this is not possible. However, Appearance can be used to draw other locator symbols.
a = Graphics[{Red, Table[Circle[{0, 0}, i], {i, 3}]}, ImageSize -> 20];
Manipulate[
Graphics[Line[{{0, 0}, pt}], PlotRange -> 2], {{pt, {1, 1}}, Locator,
Appearance -> a}]
I don't think this is documented. Last year I tried finding out how to do this, but couldn't find a way. Got no response on my question on the mathematica newsgroup either.
Try adding Appearance -> None to the Locator control:
Manipulate[
Graphics[
Line[{{0, 0}, pt}]
, PlotRange -> 2
]
, {{pt, {1, 1}}, Locator, Appearance -> None}
]

Resources