Mock up wave equation example
Light strip outputs aren't hooked up yet
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@ -1,4 +1,4 @@
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from math import pi, cos, sin
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from math import pi, cos, sin, exp
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import pygame, colorsys
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@ -11,7 +11,7 @@ vertices = [(viewsize*(1 + shrink*x)/2, viewsize*(1 + shrink*y)/2) for x, y in
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[(0, 0)] + [(cos(-n*pi/5), sin(-n*pi/5)) for n in range(10)] + [(0, 0)]
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]
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# edges as vertex pairs
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# edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C)
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edges = [
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(0, 1), (0, 3), (0, 5), (0, 7), (0, 9),
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(2, 8), (2, 6), (6, 10), (10, 4), (4, 8),
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@ -41,36 +41,90 @@ cyc_edge_adj = [
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(14, 11), (11, 23), (23, 20), (20, 17), (17, 14)
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]
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# === interaction parameters ===
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frame_rate = 24
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inductance = 0.001
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drain = False
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drain_rate = 0.1
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# === phase space ===
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litness = 30*[0]
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charge = 12*[0]
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current = 30*[0]
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# === main loop ===
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if __name__ == '__main__':
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# set up display and clock
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pygame.display.init()
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screen = pygame.display.set_mode((viewsize, viewsize))
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pygame.init()
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screen = pygame.display.set_mode((viewsize, viewsize + 100))
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pygame.display.set_caption('Preview')
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font = pygame.font.Font(None, 25)
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clock = pygame.time.Clock()
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# set up background
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background = pygame.Surface(screen.get_size()).convert()
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background.fill((32, 32, 32))
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to_light = 0
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while True:
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# handle events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_j:
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charge[0] += 10
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charge[11] -= 10
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elif event.key == pygame.K_k:
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charge[0] += 100
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charge[11] -= 100
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elif event.key == pygame.K_SPACE:
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drain = True
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pygame.draw.aaline(screen, (255, 255, 255), (0, 0), (viewsize, viewsize))
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_SPACE:
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drain = False
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elif event.type == pygame.QUIT:
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quit()
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litness[to_light] = 1.
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# print data
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energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
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screen.blit(background, (0, 0))
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text = font.render('energy', True, (255, 255, 255))
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screen.blit(text, (20, viewsize))
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text = font.render(str(energy), True, (255, 255, 255))
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screen.blit(text, (120, viewsize))
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text = font.render('charge[0]', True, (255, 255, 255))
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screen.blit(text, (20, 30 + viewsize))
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text = font.render(str(charge[0]), True, (255, 255, 255))
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screen.blit(text, (120, 30 + viewsize))
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# show state
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for e in range(30):
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litness = 1 - exp(-2*current[e]*current[e])
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color = colorsys.hsv_to_rgb(0.45 + litness*0.25, 1 - 0.5*litness*litness, litness)
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##color = colorsys.hsv_to_rgb(litness*0.167, 1 - 0.5*litness*litness, litness)
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pygame.draw.aaline(
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screen,
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tuple(255*c for c in colorsys.hsv_to_rgb(e/30., litness[e], 0.2 + 0.8*litness[e])),
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tuple(255*c for c in color),
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vertices[edges[e][0]],
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vertices[edges[e][1]],
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)
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litness[e] *= 0.9
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# evolve state. use verlet integration, first updating the currents and then
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# using the new currents to update the charges.
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for e in range(30):
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u, v = edges[e]
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##current[e] *= 1 - resistance
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current[e] += inductance*(charge[u] - charge[v])
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for e in range(30):
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u, v = edges[e]
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charge[u] -= current[e]
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charge[v] += current[e]
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if drain:
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for v in range(12):
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charge[v] *= 1 - drain_rate
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# step
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to_light = (to_light + 1) % 30
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pygame.display.flip()
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clock.tick(24)
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clock.tick(frame_rate)
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