Setup:
I am using Reactive Banana along with OpenGL and I have a gear that I want to spin. I have the following signals:
bTime :: Behavior t Int -- the time in ms from start of rendering
bAngularVelosity :: Behavior t Double -- the angular velocity
-- which can be increase or
-- decreased by the user
eDisplay :: Event t () -- need to redraw the screen
eKey :: Event t KeyState -- user input
Ultimately, I need to calculate bAngle which is then past to the drawing function:
reactimate $ (draw gears) <$> (bAngle <@ eDisp)
The angle is easy to calculate: a = ∫v(t) dt
Question:
I think what I want to do is to approximate this integral as a = ∑ v Δt for each eDisplay event (or more often if I need to). Is this the correct way to go about this? If so, how do I get Δt from bTime?
See Also:
I suspect that answer uses the mapAccum function. If so, please also see my other question as well.
Edit: to answer the question, yes, you’re right to use the approximation you’re using, it’s Euler’s method of solving a first order differential equation, and is accurate enough for your purposes, particularly since the user doesn’t have an absolute value for the angular velocity lying around to judge you against. Decreasing your time interval would make it more accurate, but that’s not important.
You can do this in fewer, larger steps (see below), but this way seems clearest to me, I hope it is to you.
Why bother with this longer solution? This works even when
eDisplayhappens at irregular intervals, because it calculateseDeltaT.Let’s give ourselves a time event:
To get DeltaT, we’ll need to keep track of the time interval passing:
so we can convert them to deltas:
How should we update a time interval when we get a new one
t2?So let’s partially apply that to the time, to give us an interval updater:
and then we can
accumE-accumulate that function on an initial time interval:Since eTime is measured since the start of rendering, an initial
(0,0)is appropriate.Finally we can have our DeltaT event, by just applying (
fmapping)deltaon the time interval.Now we need to update the angle, using similar ideas.
I’ll make an angle updater, by just turning the
bAngularVelocityinto a multiplier:then we can use that to make
eDeltaAngle: (edit: changed to(+)and converted toDouble)and accumulate to get the angle:
If you like one-liners, you can write
but I don’t think that’s terribly illuminating, and to be honest, I’m not sure I’ve got my fixities right since I’ve not tested this in ghci.
Of course, since I made
eAngleinstead ofbAngle, you needinstead of your original