Simulating billiards in Julia
1. Author
George Datseris, contributor of JuliaDynamics and JuliaMusic
2. This tutorial
In this tutorial we will simulate a dynamical billiard. This is a very simple system where a point particle is propagating inside a domain with constant speed. When encountering a boundary, the particle undergoes specular reflection.
There is a Julia package to simulate these kind of systems, DynamicalBilliards
. In this tutorial we are simply creating a simplified version of this package that has less features, less performance and less "safety control". Other than that, the core of how DynamicalBilliards
works is identical to the present tutorial.
3. Features of Julia highlighted
- Intuitive coding of the problem
- High-end Performance without doing anything
- Simple metaprogramming for performance gain
- Extendability with least possible effort
- Extandability applies to all aspects of the system (Multiple Dispatch)
4. The system and algorithm
A billiard is composed of three things:
- Particles that propagate inside the billiard
- Obstacles that compose the billiard
- Processes that perform the propagation
It is important that these three things, "particles", "obstacles" and "processes" remain independent. This will allow our code to be extendable!
5. The Algorithm
To simulate a billiard one has to follow a very simple algorithm. Assuming that a particle p
has already been initialized in the billiard, the steps are
- Calculate the collisions of
p
with all obstacles in the billiard - Find the collision that happens first in time, and the obstacle it corresponds to
- Propagate the particle to this collision point
- Do specular reflection at the boundary of the obstacle to be collided with
- Rinse and repeat!
The most central part of this algorithm is a function that given a particle and obstacle it returns the collision (point and time, if they exists). What is crucial is that this function does not "belong" anywhere. It is a process, independent of what obstacle and particle we give it. This independence allows the code to become highly extendable (see below).
This independence is possible only through multiple dispatch. Without it, one way or the other, this method would be made to "belong" in either an Obstacle
"class" or a Particle
"class". This would imped extendability though! Not having to "assing" a process to a specific "class" is a huge benefit of Julia.
6. The basic struct
s we will need
struct
s we will needAll vectors we'll use are two dimensional. We can therefore take advantage of StaticArrays
. For a shortcut, I'll define SV
to be a 2D vector of Floats (all the vectors we will use will be of this type)
using StaticArrays const SV = SVector{2,Float64}
We now define the particle struct
. For extendability, it is best to define it based on an abstract type.
abstract type AbstractParticle end mutable struct Particle <: AbstractParticle pos::SV vel::SV end Particle(x0, y0, φ0) = Particle(SV(x0, y0), SV(cos(φ0), sin(φ0)))
Then, we define the obstacle struct
s. Again, to allow extendability, abstraction and generalization, it is best to define all obstacles as a subtype of an abstract type.
abstract type Obstacle end struct Wall <: Obstacle sp::SV ep::SV normal::SV end struct Disk <: Obstacle c::SV r::Float64 end
A "billiard" in the following will simply be a Tuple
of Obstacle
subtypes. Specifically, the type of the billiard is NTuple{N, Obstacle} where {N}
, so it is convenient to define:
const Billiard = NTuple{N, Obstacle} where N
7. Collisions
As said in the introduction, the most important part is a function that finds collisions between particles and obstacles. Here is how this looks for collision of a standard particle with a wall:
using LinearAlgebra: dot, normalize """ collision(p::AbstractParticle, o::Obstacle) → t, cp Find the collision (if any) between given particle and obstacle. Return the time until collision and the estimated collision point `cp`. """ function collision(p::Particle, w::Wall) n = normalvec(w, p.pos) denom = dot(p.vel, n) if denom ≥ 0.0 return nocollision() else t = dot(w.sp - p.pos, n)/denom return t, p.pos + t * p.vel end end normalvec(w::Wall, pos) = w.normal
and here is the same function but for collisions with disks instead:
function collision(p::Particle, d::Disk) dotp = dot(p.vel, normalvec(d, p.pos)) dotp ≥ 0.0 && return nocollision() dc = p.pos - d.c B = dot(p.vel, dc) #pointing towards circle center: B < 0 C = dot(dc, dc) - d.r*d.r #being outside of circle: C > 0 Δ = B*B - C Δ ≤ 0.0 && return nocollision() sqrtD = sqrt(Δ) # Closest point: t = -B - sqrtD return t, p.pos + t * p.vel end normalvec(d::Disk, pos) = normalize(pos - d.c)
You can see that there are cases where collisions are not possible or they happen backwards in time. By convention, this is the value we return then:
nocollision() = (Inf, SV(0.0, 0.0))
next_collision
is a useful function that finds the "true" next collision. It simply loops over the obstacles in a billiard. It simply checks which obstacle has the least collision time:
function next_collision(p::AbstractParticle, bd) j, ct, cp = 0, Inf, SV(0.0, 0.0) for i in eachindex(bd) t, c = collision(p, bd[i]) if t < ct j = i ct = t cp = c end end return j, ct, cp end
8. Evolving a particle in a billiard
We need a simple function to propagate a particle to the found collision point. We will also a give the amount of time the propagation "should" take, for extendability. For standard particles, where the velocity vector is constant while travelling, this does not matter.
propagate!(p::Particle, pos, t) = (p.pos = pos)
This is an in-place function (notice !
at the end)
We also have to define a function that performs specular reflection i.e. changes the velocity of the particle (after collision)
function resolvecollision!(p::AbstractParticle, o::Obstacle) n = normalvec(o, p.pos) p.vel = p.vel - 2*dot(n, p.vel)*n end
We are now ready to wrap things up. Let's define a function that takes a particle and evolves in a billiard (tuple of obstacles) and returns the timeseries of the positions of the particle.
For convenience, it is worthwhile to define the following function:
""" bounce!(p, bd) Evolve the particle for one collision (in-place). """ function bounce!(p::AbstractParticle, bd) i::Int, tmin::Float64, cp::SV = next_collision(p, bd) if tmin != Inf propagate!(p, cp, tmin) resolvecollision!(p, bd[i]) end return i, tmin, p.pos, p.vel end
Then, we can use it inside a bigger function that calls bounce!
until a specified amount of time:
""" timeseries!(p::AbstractParticle, bd, n) -> xt, yt, t Evolve the particle in the billiard `bd` for `n` collisions and return the position timeseries `xt, yt` along with time vector `t`. """ function timeseries!(p::AbstractParticle, bd, n::Int) t = [0.0]; xt = [p.pos[1]]; yt = [p.pos[2]]; c = 0 while c < n prevpos = p.pos; prevvel = p.vel i, ct = bounce!(p, bd) xs, ys = extrapolate(p, prevpos, prevvel, ct) push!(t, ct) append!(xt, xs) append!(yt, ys) c += 1 end return xt, yt, t end
extrapolate
simply creates the position timeseries in between two collisions. For a standard particle there is no "extrapolation" needed, one just uses the final position:
extrapolate(p::Particle, prevpos, prevvel, ct) = p.pos
Why does this extrapolate
function exist? See below when we extend our code for magnetic particles!
9. Running the code
let's put this to the test now! We'll create the famous Sinai billiard
x, y, r = 1.0, 1.0, 0.3 sp = [0.0,y]; ep = [0.0, 0.0]; n = [x,0.0] leftw = Wall(sp, ep, n) sp = [x,0.0]; ep = [x, y]; n = [-x,0.0] rightw = Wall(sp, ep, n) sp = [x,y]; ep = [0.0, y]; n = [0.0,-y] topw = Wall(sp, ep, n) sp = [0.0,0.0]; ep = [x, 0.0]; n = [0.0,y] botw = Wall(sp, ep, n) disk = Disk([x/2, y/2], r) bd = (botw, rightw, topw, leftw, disk) bd isa Billiard
and also initialize a particle
p = Particle(0.1, 0.1, 2π*rand())
and evolve it
xt, yt, t = timeseries!(p, bd, 10)
10. Plotting
Let's define some simple methods for plotting and plot the result!
using PyPlot import PyPlot: plot const EDGECOLOR = (0,0.6,0) function plot(d::Disk) facecolor = (EDGECOLOR..., 0.5) circle1 = PyPlot.plt[:Circle](d.c, d.r; edgecolor = EDGECOLOR, facecolor = facecolor, lw = 2.0) PyPlot.gca()[:add_artist](circle1) end function plot(w::Wall) PyPlot.plot([w.sp[1],w.ep[1]],[w.sp[2],w.ep[2]]; color=EDGECOLOR, lw = 2.0) end function plot(bd::Billiard) for o ∈ bd; plot(o); end gca()[:set_aspect]("equal") end figure(); plot(bd) gcf()
Awesome! Now let's see it with the orbit as well
figure(); plot(bd) xt, yt, t = timeseries!(p, bd, 10) plot(xt, yt) gcf()
Plot 10 orbits!
figure(); plot(bd) p = Particle(0.1, 0.5, 2π*rand()) for j in 1:10 xt, yt = timeseries!(p, bd, 20) plot(xt, yt, alpha = 0.5) end gcf()
11. Showcase 1: Performance & Metaprogramming
using BenchmarkTools p = Particle(0.1, 0.1, 2π*rand()) bounce!($p, $bd)
It is already very fast to propagate a particle for one collision, however there are some allocations (even though the function is in place).
These allocations come from type instability in next_collision
, since the Tuple
contains elements of different types. However, using metaprogramming it is easy to solve this type instability because Tuple
has known size!
What we do in the following definition is using metaprogramming to "unroll" the loop
function next_collision(p::AbstractParticle, bd::Billiard) L = length(bd.types) # notice that bd stands for the TYPE of bd here! out = :(ind = 0; tmin = Inf; cp = SV(0.0, 0.0)) for j=1:L push!(out.args, quote let x = bd[$j] tcol, pcol = collision(p, x) # Set minimum time: if tcol < tmin tmin = tcol ind = $j cp = pcol end end end ) end push!(out.args, :(return ind, tmin, cp)) return out end bounce!($p, $bd)
This number is insane!!! Notice that this code is billiard agnostic! You could pass any tuple of obstacles and it would still be as performant!!! The time of bounce!
scales linearly with the number of obstacles in the billiard.
12. Showcase 2: Extendability
Let's say we want to add one more obstacle to this "billiard package" we are making. Do you we have to re-write everything for it? Nope! In the end we only need to extend two methods ! Only two!
To show this let's create an ellipse as an obstacle, with semi-axes a, b
struct Ellipse <: Obstacle c::SV a::Float64 b::Float64 end
The methods we need to extend are only these:
normalvec collision
Yes!!! Only two! So let's get to it! normalvec
is pretty easy:
function normalvec(e::Ellipse, pos) x₀, y₀ = pos h, k = e.c return normalize(SV((x₀-h)/(e.a*e.a), (y₀-k)/(e.b*e.b))) end using LinearAlgebra: norm function collision(p::Particle, e::Ellipse) dotp = dot(p.vel, normalvec(e, p.pos)) dotp ≥ 0.0 && return nocollision() a = e.a; b = e.b pc = p.pos - e.c μ = p.vel[2]/p.vel[1] ψ = pc[2] - μ*pc[1] denomin = a*a*μ*μ + b*b Δ² = denomin - ψ*ψ Δ² ≤ 0 && return nocollision() Δ = sqrt(Δ²); f1 = -a*a*μ*ψ; f2 = b*b*ψ # just factors I1 = SV(f1 + a*b*Δ, f2 + a*b*μ*Δ)/denomin I2 = SV(f1 - a*b*Δ, f2 - a*b*μ*Δ)/denomin d1 = norm(pc - I1); d2 = norm(pc - I2) return d1 < d2 ? (d1, I1 + e.c) : (d2, I2 + e.c) end
Alright so now let's create a billiard with both an ellipse and a disk, for the fun of it
el = Ellipse([0.4, 0.2 ], 0.3, 0.1) di = Disk([0.6, 0.7], 0.25) bd2 = Billiard((bd[1:4]..., el, di))
and plot it
function plot(e::Ellipse) facecolor = (EDGECOLOR..., 0.5) ellipse = PyPlot.matplotlib[:patches][:Ellipse](e.c, 2e.a, 2e.b; edgecolor = EDGECOLOR, facecolor = facecolor, lw = 2.0) PyPlot.gca()[:add_artist](ellipse) end figure(); plot(bd2) gcf()
We are now ready to evolve a particle in this brand new billiard:
p = Particle(0.1, 0.1, 2π*rand()) xt, yt, t = timeseries!(p, bd2, 20) figure(); plot(bd2) plot(xt, yt) gcf()
plot a bunch more!
figure(); plot(bd2) for j in 1:10 p = Particle(0.1, 0.1, 2π*rand()) xt, yt = timeseries!(p, bd2, 20) plot(xt, yt, alpha = 0.5) end gcf()
13. Showcase 3: Extendability, again.
Alright, so it turned out to be almost trivial to add an extra obstacle to our code. But what about an extra particle?
I am not talking about one more instance of Particle
. I am talking about a new type of particle, that moves around in a different way.
In this part we will create this new type, MagneticParticle
that moves around in circles instead of straight lines! But how many functions do we need to define? Provided you have already defined the type MagneticParticle
, then that many:
collision # for each obstacle we want to support propagate! extrapolate
and yeap, that's it. It may be hard to believe that it only takes so little, but it's true!!!
13.1. The type
mutable struct MagneticParticle <: AbstractParticle pos::SV vel::SV ω::Float64 end MagneticParticle(x0, y0, φ0, ω) = MagneticParticle(SV(x0, y0), SV(cos(φ0), sin(φ0)), ω)
This particle moves in circles with angular velocity ω
.
13.2. Extending collision
collision
To extend collision
, we simply have to find intersections of circle-line and circle-circle, for collisions with Wall
and Disk
. I won't go into details of how to do this, and instead I'll copy-paste functions from DynamicalBilliards
. The versions in DynamicalBilliards
also have a lot of comments that explain what is going on.
Here is the collision with wall:
function collision(p::MagneticParticle, w::Wall) ω = p.ω pc, pr = cyclotron(p) P0 = p.pos P2P1 = w.ep - w.sp P1P3 = w.sp - pc a = dot(P2P1, P2P1) b = 2*dot(P2P1, P1P3) c = dot(P1P3, P1P3) - pr*pr Δ = b^2 -4*a*c Δ ≤ 0.0 && return nocollision() u1 = (-b - sqrt(Δ))/2a u2 = (-b + sqrt(Δ))/2a cond1 = 0.0 ≤ u1 ≤ 1.0 cond2 = 0.0 ≤ u2 ≤ 1.0 θ, I = nocollision() if cond1 || cond2 dw = w.ep - w.sp for (u, cond) in ((u1, cond1), (u2, cond2)) Y = w.sp + u*dw if cond φ = realangle(p, w, Y) φ < θ && (θ = φ; I = Y) end end end return θ*pr, I end
and here is the collision with a disk:
function collision(p::MagneticParticle, o::Disk) ω = p.ω pc, rc = cyclotron(p) p1 = o.c r1 = o.r d = norm(p1-pc) if (d >= rc + r1) || (d <= abs(rc-r1)) return nocollision() end a = (rc^2 - r1^2 + d^2)/2d h = sqrt(rc^2 - a^2) I1 = SV( pc[1] + a*(p1[1] - pc[1])/d + h*(p1[2] - pc[2])/d, pc[2] + a*(p1[2] - pc[2])/d - h*(p1[1] - pc[1])/d ) I2 = SV( pc[1] + a*(p1[1] - pc[1])/d - h*(p1[2] - pc[2])/d, pc[2] + a*(p1[2] - pc[2])/d + h*(p1[1] - pc[1])/d ) θ1 = realangle(p, o, I1) θ2 = realangle(p, o, I2) return θ1 < θ2 ? (θ1*rc, I1) : (θ2*rc, I2) end
The functions cyclotron
and realangle
are helper functions. The first one finds the center and radius of the cyclotron traced by the particle.
cyclotron(p) = (p.pos - (1/p.ω)*SV(p.vel[2], -p.vel[1]), abs(1/p.ω))
realangle
has a simple purpose: the intersections of a circle with any obstacle are always 2. But which one happens first, from a temporal perspective? realangle
gives the correct angle until the collision point, in forward time.
function realangle(p::MagneticParticle, o::Obstacle, i) pc, pr = cyclotron(p); ω = p.ω P0 = p.pos PC = pc - P0 d2 = dot(i-P0,i-P0) if d2 ≤ 1e-8 dotp = dot(p.vel, normalvec(o, p.pos)) dotp ≥ 0 && return Inf end d2r = (d2/(2pr^2)) d2r > 2 && (d2r = 2.0) θprime = acos(1.0 - d2r) PI = i - P0 side = (PI[1]*PC[2] - PI[2]*PC[1])*ω side < 0 && (θprime = 2π-θprime) return θprime end
The complexity of the functions collision
and realangle
exists solely due to the geometry of intersections between circles. What we want to point out is how few methods we have to extend. How easy is defining these new methods is not relevant, blame math and physics for that! So don't be taken aback because these functions are "long"!
13.3. Propagation & extrapolation
propagate!
for a MagneticParticle
must evolve it in an arc of a circle, so as you can see we have to change the velocity vector!
function propagate!(p::MagneticParticle, pos, t) φ0 = atan(p.vel[2], p.vel[1]) p.pos = pos p.vel = SV(cossin(p.ω*t + φ0)) return end cossin(x) = ( (y, z) = sincos(x); (z, y) )
extrapolate
should simply create the arc that connects the previous point with the current one
function extrapolate(p::MagneticParticle, prevpos, prevvel, t) φ0 = atan(prevvel[2], prevvel[1]) s0, c0 = sincos(φ0) x0 = prevpos[1]; y0 = prevpos[2] xt = [x0]; yt = [y0]; ω = p.ω tvec = 0.0:0.01:t for td in tvec s, c = sincos(p.ω*td + φ0) push!(xt, s/ω + x0 - s0/ω) push!(yt, -c/ω + y0 + c0/ω) #vx0 is cos(φ0) end return xt, yt end
13.4. Evolve the magnetic particle
p = MagneticParticle(0.1, 0.1, 2π*rand(), 3.0) xt, yt, t = timeseries!(p, bd, 20) figure(); plot(bd) plot(xt, yt) gcf()
plot a bunch of these!
figure(); plot(bd) for j in 1:4 p = MagneticParticle(0.1, 0.1, 2π*rand(), 2.0) xt, yt = timeseries!(p, bd, 20) plot(xt, yt, alpha = 0.5) end gcf()