Hook up the lights?
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@ -1,6 +1,8 @@
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#!/usr/bin/python3
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from math import pi, cos, sin, exp
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from math import pi, cos, sin, exp
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import pygame, colorsys
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import phue, pygame, colorsys
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# === graph data ===
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# === graph data ===
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@ -12,7 +14,7 @@ vertices = [(viewsize*(1 + shrink*x)/2, viewsize*(1 + shrink*y)/2) for x, y in
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]
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]
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# edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C)
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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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vertex_adj = [
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(0, 1), (0, 3), (0, 5), (0, 7), (0, 9),
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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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(2, 8), (2, 6), (6, 10), (10, 4), (4, 8),
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(2, 9), (2, 11), (2, 5),
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(2, 9), (2, 11), (2, 5),
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@ -41,6 +43,50 @@ cyc_edge_adj = [
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(14, 11), (11, 23), (23, 20), (20, 17), (17, 14)
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(14, 11), (11, 23), (23, 20), (20, 17), (17, 14)
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]
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]
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# === pygame setup ===
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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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# === bridge setup and control ===
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# --- copied from firestar.py
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b = phue.Bridge('172.18.130.12')
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##b = None
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Nedges = 30;
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edgecode = [None] * Nedges;
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# The edges are numbered as in info/SSDedges.obj; enter the two-letter code for
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# the lightstrip inserted through each edge in the block below:
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exec(open("edgecodes.py").read())
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if b != None:
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edges = [ b[code] for code in edgecode ]
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lasthue = 65535
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fullbright = 254
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fullsat = 254
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# --- control methods
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def set_light_hsv(edge, color):
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if b != None:
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b.set_light(
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edges[edge].light_id,
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{
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'hue' : color[0]*lasthue,
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'bri' : color[2]*fullbright,
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'sat' : color[1]*fullsat
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}
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)
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rgb_color = tuple(255*c for c in colorsys.hsv_to_rgb(*color))
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pygame.draw.aaline(screen, rgb_color, vertices[vertex_adj[edge][0]], vertices[vertex_adj[edge][1]])
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# === interaction parameters ===
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# === interaction parameters ===
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frame_rate = 24
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frame_rate = 24
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@ -71,10 +117,10 @@ def wave_evolution():
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# use verlet integration, first updating the currents and then using the new
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# use verlet integration, first updating the currents and then using the new
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# currents to update the charges.
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# currents to update the charges.
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for e in range(30):
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for e in range(30):
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u, v = edges[e]
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u, v = vertex_adj[e]
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current[e] += inductance*(charge[u] - charge[v])
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current[e] += inductance*(charge[u] - charge[v])
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for e in range(30):
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for e in range(30):
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u, v = edges[e]
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u, v = vertex_adj[e]
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charge[u] -= current[e]
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charge[u] -= current[e]
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charge[v] += current[e]
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charge[v] += current[e]
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if drain:
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if drain:
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@ -93,13 +139,6 @@ def show_data(screen):
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screen.blit(text, (120, 30 + viewsize))
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screen.blit(text, (120, 30 + viewsize))
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if __name__ == '__main__':
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if __name__ == '__main__':
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# set up display and clock
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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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# set up background
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background = pygame.Surface(screen.get_size()).convert()
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background = pygame.Surface(screen.get_size()).convert()
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background.fill((32, 32, 32))
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background.fill((32, 32, 32))
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@ -137,14 +176,7 @@ if __name__ == '__main__':
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# show state
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# show state
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for e in range(30):
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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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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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set_light_hsv(e, (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 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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# evolve state
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# evolve state
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wave_evolution()
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wave_evolution()
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