diff --git a/interactions.py b/interactions.py index f2dd313..8328444 100644 --- a/interactions.py +++ b/interactions.py @@ -100,13 +100,18 @@ ema_weight = 2/(frame_rate+1) inductance = 0.001 -therm_conduct = 0.001 +therm_conduct = 0.01 drain = False drain_rate = 0.1 # === phase space === +# heat equation +temp = 30*[0] +new_temp = 30*[0] + +# wave equation charge = 12*[0] current = 30*[0] @@ -117,11 +122,13 @@ change_threshold = 0.15 def heat_evolution(): for e, f in cyc_edge_adj: - flow = therm_conduct*(current[e] - current[f]) - current[e] -= flow - current[f] += flow + flow = therm_conduct*(temp[e] - temp[f]) + new_temp[e] -= flow + new_temp[f] += flow + for e in range(30): if drain: - current[v] *= 1 - drain_rate + new_temp[e] *= 1 - drain_rate + temp[e] = max(new_temp[e], 0) def wave_evolution(): # use verlet integration, first updating the currents and then using the new @@ -137,6 +144,15 @@ def wave_evolution(): for v in range(12): charge[v] *= 1 - drain_rate +def set_heat_light(e, i): + new_litness = 1 - exp(-2*i) + if abs(new_litness - litness[e]) > change_threshold: + hit_bridge = True + litness[e] = new_litness + else: + hit_bridge = False + set_light_hsv(e, (0.167*litness[e], 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge) + def set_wave_light(e, i): new_litness = 1 - exp(-2*i*i) if abs(new_litness - litness[e]) > change_threshold: @@ -146,6 +162,38 @@ def set_wave_light(e, i): hit_bridge = False set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge) +def handle_heat_events(): + global drain + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_j: + new_temp[0] += 10 + elif event.key == pygame.K_SPACE: + drain = True + elif event.type == pygame.KEYUP: + if event.key == pygame.K_SPACE: + drain = False + elif event.type == pygame.QUIT: + quit() + +def handle_wave_events(): + global drain + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_j: + charge[0] += 100 + charge[11] -= 100 + elif event.key == pygame.K_k: + charge[5] += 100 + charge[7] -= 100 + elif event.key == pygame.K_SPACE: + drain = True + elif event.type == pygame.KEYUP: + if event.key == pygame.K_SPACE: + drain = False + elif event.type == pygame.QUIT: + quit() + def show_data(screen): # light updates global updates, new_updates @@ -157,23 +205,27 @@ def show_data(screen): screen.blit(text, (120, viewsize)) # energy - energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current)) + ##energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current)) + energy = sum(temp) text = font.render('energy', True, (255, 255, 255)) screen.blit(text, (20, 30 + viewsize)) text = font.render(str(energy), True, (255, 255, 255)) screen.blit(text, (120, 30 + viewsize)) # charge[0] - text = font.render('charge[0]', True, (255, 255, 255)) + ##text = font.render('charge[0]', True, (255, 255, 255)) + text = font.render('temp[0]', True, (255, 255, 255)) screen.blit(text, (20, 60 + viewsize)) - text = font.render(str(charge[0]), True, (255, 255, 255)) + ##text = font.render(str(charge[0]), True, (255, 255, 255)) + text = font.render(str(temp[0]), True, (255, 255, 255)) screen.blit(text, (120, 60 + viewsize)) if __name__ == '__main__': # set up background background = pygame.Surface(screen.get_size()).convert() background.fill((32, 32, 32)) - text = font.render('press [j] or [k] to pluck', True, (255, 255, 255)) + ##text = font.render('press [j] or [k] to pluck', True, (255, 255, 255)) + text = font.render('press [j] to pluck', True, (255, 255, 255)) background.blit(text, (340, viewsize)) text = font.render('hold [space] to drain', True, (255, 255, 255)) background.blit(text, (340, 30 + viewsize)) @@ -181,22 +233,8 @@ if __name__ == '__main__': to_light = 0 while True: # handle events - for event in pygame.event.get(): - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_j: - charge[0] += 100 - charge[11] -= 100 - elif event.key == pygame.K_k: - charge[5] += 100 - charge[7] -= 100 - elif event.key == pygame.K_SPACE: - drain = True - pygame.draw.aaline(screen, (255, 255, 255), (0, 0), (viewsize, viewsize)) - elif event.type == pygame.KEYUP: - if event.key == pygame.K_SPACE: - drain = False - elif event.type == pygame.QUIT: - quit() + ##handle_wave_events() + handle_heat_events() # clear screen screen.blit(background, (0, 0)) @@ -206,11 +244,12 @@ if __name__ == '__main__': # show state for e in range(30): - set_wave_light(e, current[e]) + ##set_wave_light(e, current[e]) + set_heat_light(e, temp[e]) # evolve state - wave_evolution() - ##heat_evolution() + ##wave_evolution() + heat_evolution() # step pygame.display.flip()