sailing simulator using raspberry pi

I liked the idea of the raspberry pi for many different reasons but one thing I had thought of doing previously with arduino and laptop etc was to make a cheap and cheerful sailing simulator so people learning to sail can get the hang of tacking and gybing. I have found that novices continue to get in a muddle with swapping hands and changing sides of the boat for years after starting, often to the detriment of actally learning to sail. After all these are trivial manual skills that shouldn't take up valuable time on the water!

An ideal system (as per Frank Bethwaite and others) would provide proper feedback in terms of tipping and sheet and rudder forces. However as I know that kitchen chairs with garden canes and bits of string work very well I thought a static version with just video feedback would still work ok.

I have done the development so far on a ubuntu laptop. The simulator program is very basic and is written in python with the 3d rendering being done by panda3d. Here is a youtube of the rough, un-tuned system.

http://www.youtube.com/watch?v=UAMCS8EzOmI

- The mark, hull, mast, boom, tiller and burgee are basic blender jobs
- The horizon is the inside of big blender cylinder with a 360deg picture from the top of a hill in the English Lakes wrapped round it (could be taken from the middle of your local pond)
- The sail is a set of five square egg-texture-cards (a panda3dism) which automatically rotate through four png images to give the luffing, flogging, oversheeting looks. The relevant object is loaded into view depending on the wind and sheet positions and the others hidden away
- The water is a tile-able (in three dimensions so it runs continously) egg-texture-card with 128 png images. The transparent areas allow a subsurface circle to be seen that makes the near water darker between reflections but the further away water light. This is what real water seems to do

I use the same algorithm that generated the perlin noise for the water tiles (noise.py) to create realistically fluctuating wind strength and direction.

Source here http://www.eldwick.org.uk/sites/default/files/sailsim.zip for people to mess around with it. It's 3.5 MB mainly because of all the water pictures! On the raspberry pi I might have to use 64x64x64 to reduce the memory.
Here are just the pythons (sorry about the lack of comments, I will pad it out soon):

sailsim.py

from math import pi, sin, cos, radians, degrees, atan2, hypot

from direct.showbase.ShowBase import ShowBase
from direct.task import Task
from direct.actor.Actor import Actor
from direct.interval.IntervalGlobal import Sequence
from panda3d.core import Point3
from panda3d.core import Fog
from panda3d.core import DirectionalLight
from panda3d.core import AmbientLight

from noise import Noise3D


class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        # Disable the camera trackball controls.
        self.disableMouse()
       
        self.tm = 0 #s
        self.dTm = 0.5 # time between each re-check of conditions
        self.lastTm = 0 #s
        self.xpos = 0 #m
        self.ypos = 0 #m
        self.tilesize = 0
        self.heading = 0 #degrees
        self.speed = 0 #m per second
        self.heel = 0 #degrees
        self.pitch = 0 #degrees
        self.sheet, self.sheetMin, self.sheetMax = 0, 5, 100 #degrees
        self.hike = 10 # abritrary scale
        self.rudder, self.rudderMin, self.rudderMax = 0, -pi/2, pi/2 #arbitrary scale
        self.sPot, self.sPotMin, self.sPotMax = 4, 0, 50 #abitrary scale would be set by calibration procedure
        self.Iturn, self.wt = 30,0.0 #rate of turn degrees/second
        self.lastXtile = -1
        self.lastYtile = -1
        self.wDirMin, self.wDirMax = 1.0, 1.25
        self.wStrMin, self.wStrMax = 3, 6

        self.sailInfo = [[1.00,2.16,3.50,4.95,6.06,6.76,7.00,6.76,6.06,4.95,3.50,1.81,0.0],[pi,0.6*pi,0.54*pi,0.58*pi,0.6*pi,0.95*pi,pi,1.05*pi,1.1*pi,1.25*pi,1.4*pi,1.45*pi,1.49*pi],[0,1,2,3,3,3,3,3,3,4,4,4,4]]
        self.rudderInfo = [[0.01, 0.03, 0.06, 0.08, 0.1, 0.11], [pi,0.52*pi,0.55*pi,0.6*pi, 0.7*pi, 0.95*pi]]
       
        self.noiseDir = Noise3D(128, 1/32.0, 5)
        self.noiseStr = Noise3D(128, 1/32.0, 5, 7)

        dlight = DirectionalLight('my dlight')
#       dlight.setShadowCaster(True,512,512)
        dlnp = render.attachNewNode(dlight)
        dlnp.setHpr(160,-30,0)
        alight = AmbientLight('alight')
        alnp = render.attachNewNode(alight)

        self.seaRoot = render.attachNewNode("Sea Root")

        for i in range(-5,6):
            for j in range(-5,6):
                sea = self.loader.loadModel("water.egg")
                sea.setScale(15, 15, 15)
                sea.reparentTo(self.seaRoot)
                if (self.tilesize == 0):
                    t1,t2 = sea.getTightBounds()
                    self.tilesize = t2.getX() - t1.getX() #sea tiles have to be square
                sea.setPos(i*self.tilesize, j*self.tilesize, 0)           

        self.subsurface = self.loader.loadModel("subsurface.egg")
        self.subsurface.setScale(50,50,50)
        self.subsurface.reparentTo(self.render)

        self.horizon = self.loader.loadModel("horizon.egg")
        self.horizon.setScale(20,20,12)
        self.horizon.setHpr(0,0,180)
        self.horizon.setPos(0,0,160)
        self.horizon.reparentTo(self.subsurface)
       
        self.hull = self.loader.loadModel("hull.egg")
        self.hull.setScale(5,5,5)
        self.hull.setHpr(180,0,0)
        self.hull.reparentTo(self.render)
        self.hull.setLight(dlnp)
        self.hull.setLight(alnp)
#       self.hull.setShaderAuto()

        self.boom = self.loader.loadModel("boom.egg")
        self.boom.setScale(0.2,0.4,0.2)
        self.boom.reparentTo(self.hull)
        self.boom.setPos(0.02,0.0,0.75)
        self.boom.setHpr(0,0,0)
        self.boom.setLight(dlnp)
        self.boom.setLight(alnp)
       
        self.sail = []
        for i in range(5):
            self.sail.append(self.loader.loadModel("sail"+str(i)+".egg"))
            self.sail[i].setScale(5,5,5)
            self.sail[i].setPos(0,2.5,2.6) # this is the correct height to be seen, put them under the water when not in use!
            self.sail[i].setHpr(90,0,0)
            self.sail[i].reparentTo(self.boom)
           
       
        self.burgee = self.loader.loadModel("burgee.egg")
        self.burgee.setScale(0.1,0.1,0.1)
        self.burgee.setPos(0.0,0.4,0.35)
        self.burgee.reparentTo(self.hull)
        self.burgee.setLight(dlnp)
       
        self.tiller = self.loader.loadModel("boom.egg")
        self.tiller.setScale(0.1,0.2,0.1)
        self.tiller.reparentTo(self.hull)
        self.tiller.setPos(0.02,2.2,0.4)
       
       
        self.mark = self.loader.loadModel("mark.egg")
        self.mark.setPos(0,150,-0.5)
        self.mark.setScale(0.7,0.7,0.7)
        self.mark.reparentTo(self.render)
        self.mark.setLight(dlnp)
        self.mark.setLight(alnp)
       
        colour = (0.6,0.6,0.9)
        expfog = Fog("Scene-wide exponential Fog object")
        expfog.setColor(*colour)
        expfog.setExpDensity(0.02)
        self.seaRoot.setFog(expfog)
        base.setBackgroundColor(*colour)

        self.accept('arrow_left', self.turnLeft)
        self.accept('arrow_right', self.turnRight)
        self.accept('arrow_up', self.goFaster)
        self.accept('arrow_down', self.goSlower)

        # Add the moveCameraTask and updateVariables procedure to the task manager.
        self.taskMgr.add(self.moveCameraTask, "MoveCameraTask")
        self.taskMgr.doMethodLater(self.dTm, self.updateVariables, "UpdateVariables")



    #motion control
    def turnLeft(self):
#       self.heading = (self.heading + 5) % 360
        if (self.rudder < self.rudderMax):
            self.rudder += 0.02
      
    def turnRight(self):
#       self.heading = (self.heading - 4.867) % 360
        if (self.rudder > self.rudderMin):
            self.rudder -= 0.02
       
    def goFaster(self):
         if (self.sPot > self.sPotMin):
            self.sPot -= 1
       
    def goSlower(self):
        if (self.sPot < self.sPotMax):
            self.sPot += 1
   
    # Define a procedure to move the camera, boat and subsurface; also retile the sea
    def moveCameraTask(self, task):
        if (self.lastTm == 0):
            self.lastTm = task.time
        angleRadians = radians(self.heading)
        self.xpos -= self.speed * sin(angleRadians) * (task.time - self.lastTm) * 3
        self.ypos += self.speed * cos(angleRadians) * (task.time - self.lastTm) * 3
        self.camera.setPos(self.xpos, self.ypos, 3)
        self.heading += self.wt * (task.time - self.lastTm)
        self.camera.setHpr(self.heading, 0, 0)
        self.subsurface.setPos(self.xpos, self.ypos, -0.1)
        self.hull.setPos(self.xpos - 12*sin(angleRadians), self.ypos + 12*cos(angleRadians), 0.0)
        self.hull.setHpr(self.heading - 180, self.pitch, self.heel)
        self.boom.setHpr(self.sheet, 0, 0)
        # check if gone over a tile boundry and refresh tiles
        newXtile = int(self.xpos/self.tilesize) * self.tilesize
        newYtile = int(self.ypos/self.tilesize) * self.tilesize
        if (newXtile != self.lastXtile or newYtile != self.lastYtile):
            xOff = -1* int(2*sin(angleRadians))
            yOff = int(2*cos(angleRadians))
            self.seaRoot.setPos(newXtile + xOff*self.tilesize, newYtile + yOff*self.tilesize, 0)
            self.lastXtile = newXtile
            self.lastYtile = newYtile
        self.lastTm = task.time
        return task.cont
   
    # manage the physics of winds and forces
    def updateVariables(self, task):
        self.tiller.setHpr(180-degrees(self.rudder),0,0)
        self.sheet = interpolate([self.sheetMin, self.sheetMax], self.sPot, self.sPotMin, self.sPotMax) * (1 if (self.sheet >= 0) else -1)
        wDir = interpolate([self.wDirMin, self.wDirMax],self.noiseDir.generate((int(self.xpos/8))%128, (int(self.ypos/8))%128, self.tm%128), -1.0, 1.0)
        wStr = interpolate([self.wStrMin, self.wStrMax],self.noiseStr.generate((int(self.xpos/8))%128, (int(self.ypos/8))%128, self.tm%128), -1.0, 1.0)
        v1 = sin(wDir - radians(self.heading))*wStr
        v2 = cos(wDir - radians(self.heading))*wStr + self.speed
        wDirRel = atan2(v1, v2)
        wStrRel = hypot(v1, v2)
        if (wDirRel > pi):
            wDirRel = wDirRel - 2*pi
        self.burgee.setHpr(degrees(wDirRel),0,0)
        if (abs(wDirRel) < abs(radians(self.sheet))): # flogging sail
            self.sheet = degrees(wDirRel)
        angAtt = wDirRel - radians(self.sheet)
        if (self.sheet > 0 and wDirRel < 0):
            angAtt += 2*pi
        if (self.sheet < 0 and wDirRel > 0):
            angAtt -= 2*pi
        if (abs(angAtt) > 3.0): #gybe
            self.sheet *= -1
        area = interpolate(self.sailInfo[0], abs(angAtt), 0, pi)
        LDangle = interpolate(self.sailInfo[1], abs(angAtt), 0, pi)
        sailEgg = int(interpolate(self.sailInfo[2], abs(angAtt), 0, pi))
        for i in range(5):
            self.sail[i].setPos(0,2.5,-20)
        self.sail[sailEgg].setPos(0,2.5,2.6)
        F = 0.5*wStrRel*wStrRel*area*cos(radians(self.heel))
        Fheel = F*sin(wDirRel - LDangle*(1 if (wDirRel > 0) else -1))
        self.heel = Fheel/10
        Fdrive = F*cos(wDirRel - LDangle*(1 if (wDirRel > 0) else -1))
#       print Fheel, Fdrive

        rWt = radians(self.wt)
#       rudderRel = atan2(self.speed, 0.5*rWt) - self.rudder
        rudderRel = atan2(1.0*rWt,self.speed) - self.rudder
        rArea = interpolate(self.rudderInfo[0], abs(rudderRel), 0, self.rudderMax)
        rLDangle = interpolate(self.rudderInfo[1], abs(rudderRel), 0, self.rudderMax)
        rF = 10*self.speed*self.speed*rArea
        rFdrag = -rF*cos(rLDangle)
        rFturn = rF*sin(rLDangle)*(1 if (rudderRel > 0) else -1)
       
        hullDrag = 2*self.speed*self.speed*(1 if (self.speed > 0) else -1)
       
        acc = (Fdrive - rFdrag - hullDrag)/100
        self.speed += acc*self.dTm
        if (self.speed < -0.5):
            self.speed = -0.5
           
        #TODO the height up the mast for turning force needs to be a static var
        wtDot = (-rFturn - 50*rWt*rWt*(1 if (rWt > 0) else -1) - Fdrive*0.25*sin(radians(self.heel)))/self.Iturn
        self.wt += degrees(wtDot*self.dTm)

#       print "rudder=%0.2f rLDangle=%0.2f rudderRel=%0.2f wt==%0.10f rFturn=%0.10f wtDot=%0.10f rArea=%0.2f" % (self.rudder,rLDangle,rudderRel, self.wt, rFturn, wtDot, rArea)
        print "speed=%0.2f LDangle=%0.2fpi cos(heel)=%0.2f F=%0.2f drive=%0.2f rudder drag=%0.2f hull drag=%0.2f wDirRel=%0.2f angAtt=%0.2f wStrRel=%0.2f" % (self.speed, LDangle/pi, cos(self.heel), F, Fdrive, rFdrag, hullDrag, degrees(wDirRel), degrees(angAtt), wStrRel)
        self.tm += self.dTm
        return task.again


def interpolate(valList, valIn, valMin, valMax):
    n = len(valList)
    val = (float)(valIn - valMin)/(valMax - valMin)*(n - 1.0)
    i = int(val)
    if (val <= 0):
        return valList[0]
    elif (val >= (n-1)):
        return valList[n-1]
    else:
        return (valList[i] + (valList[i+1] - valList[i])*(val - i))

app = MyApp()
app.run()

noise.py

#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# code originally came from a forum:http://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise
# suggestion by boojum. I have added an extra dimension for time continuity

import random
import math

class Noise3D():
# initialize class with the grid size (inSize), frequency (inFreq) and number of octaves (octs)
    def __init__(self, inSize, inFreq, octs, seedVal=1):
        self.perm = range(256)
        random.seed(seedVal)
        random.shuffle(self.perm)
        self.perm += self.perm
        self.dirs = [(math.cos(a * 2.0 * math.pi / 256),
                 math.cos((a+85) * 2.0 * math.pi / 256),
                 math.cos((a+170) * 2.0 * math.pi / 256))
                 for a in range(256)]
        self.size = inSize
        self.freq = inFreq
        self.octs = octs
       

    def noise(self, x, y, z, per):
        def surflet(gridX, gridY, gridZ):
            distX, distY, distZ = abs(x-gridX), abs(y-gridY), abs(z-gridZ)
            polyX = 1 - 6*distX**5 + 15*distX**4 - 10*distX**3
            polyY = 1 - 6*distY**5 + 15*distY**4 - 10*distY**3
            polyZ = 1 - 6*distZ**5 + 15*distZ**4 - 10*distZ**3
            hashed = self.perm[self.perm[self.perm[int(gridX)%per] + int(gridY)%per] + int(gridZ)%per]
            grad = (x-gridX)*self.dirs[hashed][0] + (y-gridY)*self.dirs[hashed][1] + (z-gridZ)*self.dirs[hashed][2]
            return polyX * polyY * polyZ * grad
           
        intX, intY, intZ = int(x), int(y), int(z)
        return (surflet(intX+0, intY+0, intZ+0) + surflet(intX+0, intY+0, intZ+1) + surflet(intX+0, intY+1, intZ+0) +
                surflet(intX+0, intY+1, intZ+1) + surflet(intX+1, intY+0, intZ+0) + surflet(intX+1, intY+0, intZ+1) +
                surflet(intX+1, intY+1, intZ+0) + surflet(intX+1, intY+1, intZ+1))

    #return a value for noise in 3D volume (2D over time etc)
    def generate(self, x, y, z):
        val = 0
        x = x * self.freq
        y = y * self.freq
        z = z * self.freq
        per = int(self.freq * self.size)
        for o in range(self.octs):
            val += 0.5**o * self.noise(x*2**o, y*2**o, z*2**o, per*2**o)
        return val
   
"""
# this is some code to use the Noise3D to create a water surface effect i.e. has transparency to allow the dark to show through
# in the foreground. Made into a simple animated tile with Panda3D.
# Other (not commented out version!) is artificial colour for visualizing noise patterns

from PIL import Image

size = 128
freq = 1/32.0
octs = 5
   
nObj = Noise3D(size, freq, octs, 6)

#rCurve = [0, 2, 4, 150, 12, 16, 20, 30, 40, 50, 60, 70, 90, 120, 180, 250, 255]
#gCurve = [50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 170, 200, 220, 245, 250, 250, 255]
#bCurve = [10, 20, 30, 40, 50, 60, 70, 80, 90, 110, 130, 190, 200, 253, 254, 255, 255]
#aCurve = [50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 170, 200, 220, 245, 250, 250, 255]
rCurve = [0, 0, 0, 0, 0, 0, 0, 50, 100, 150, 200, 250, 255, 200, 150, 100, 50]
gCurve = [0, 0, 100, 150, 200, 250, 255, 200, 150, 100, 50, 0, 0, 0, 0, 0, 0 ]
bCurve = [0, 20, 255, 200, 150, 125, 100, 80, 60, 40, 20, 0, 0, 0, 0, 0, 0]
aCurve = [255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255]

for z in range (min(10,size)):
    data = [] 
    print z 
    for y in range(size):
        for x in range(size):
            fBmVal = nObj.generate(x, y, z)
            iV = int(fBmVal*16) % 16
           
            data.append((int(rCurve[iV] + (rCurve[iV+1] - rCurve[iV]) * (fBmVal - iV/16)),
                    int(gCurve[iV] + (gCurve[iV+1] - gCurve[iV]) * (fBmVal - iV/16)),
                    int(bCurve[iV] + (bCurve[iV+1] - bCurve[iV]) * (fBmVal - iV/16)),
                    int(aCurve[iV] + (aCurve[iV+1] - aCurve[iV]) * (fBmVal - iV/16))))
       
    im = Image.new("RGBA", (size, size))
    im.putdata(data, 128.0, 128.0)
    im.save("classified"+format(z, '03d')+".png")

print "finished doing it"
"""

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