diff --git a/interactions.py b/interactions.py index 4331426..9fd3e86 100644 --- a/interactions.py +++ b/interactions.py @@ -10,7 +10,7 @@ import phue, pygame, colorsys viewsize = 600 shrink = 0.9 vertices = [(viewsize*(1 + shrink*x)/2, viewsize*(1 + shrink*y)/2) for x, y in - [(0, 0)] + [(cos(-n*pi/5), sin(-n*pi/5)) for n in range(10)] + [(0, 0)] + [(0, 0)] + [(sin(n*pi/5), -cos(n*pi/5)) for n in range(10)] + [(0, 0)] ] # edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C) @@ -18,7 +18,7 @@ vertex_adj = [ (0, 1), (0, 3), (0, 5), (0, 7), (0, 9), (2, 8), (2, 6), (6, 10), (10, 4), (4, 8), (2, 9), (2, 11), (2, 5), - (4, 1), (4, 9), (4, 7), + (4, 1), (4, 11), (4, 7), (6, 3), (6, 11), (6, 9), (8, 5), (8, 11), (8, 1), (10, 7), (10, 11), (10, 3), @@ -72,7 +72,10 @@ lasthue = 65535 fullbright = 254 fullsat = 254 -# --- control methods +# --- control methods and diagnostics + +updates = 0 +new_updates = 0 def set_light_hsv(e, color, hit_bridge): command = { @@ -80,39 +83,86 @@ def set_light_hsv(e, color, hit_bridge): 'bri' : int(color[2]*fullbright), 'sat' : int(color[1]*fullsat) } - if hit_bridge and b != None: - b.set_light(edges[e].light_id, command) + if hit_bridge: + if b != None: + b.set_light(edges[e].light_id, command) + global new_updates + new_updates += 1 rgb_color = tuple(255*c for c in colorsys.hsv_to_rgb(*color)) pygame.draw.aaline(screen, rgb_color, vertices[vertex_adj[e][0]], vertices[vertex_adj[e][1]]) +# === messages and mode selection === + +mode = 0 + +# data labels +updates_label = font.render('updates', True, (255, 255, 255)) +energy_label = font.render('energy', True, (255, 255, 255)) +position_label = [ + font.render('temp[0]', True, (255, 255, 255)), + font.render('charge[0]', True, (255, 255, 255)) +] + +# instructions +mode_inds = [ + [ + font.render('[d] heat', True, (255, 255, 255)), + font.render('[f] wave', True, (150, 150, 150)) + ], + [ + font.render('[d] heat', True, (150, 150, 150)), + font.render('[f] wave', True, (255, 255, 255)) + ] +] +bop_instr = [ + font.render('press [j] to bop', True, (255, 255, 255)), + font.render('press [j] or [k] to bop', True, (255, 255, 255)) +] +drain_instr = font.render('hold [space] to drain', True, (255, 255, 255)) + +# set up background +background = pygame.Surface(screen.get_size()).convert() +background.fill((32, 32, 32)) +background.blit(drain_instr, (340, 60 + viewsize)) + # === interaction parameters === -frame_rate = 2 +# these frame rate and threshold settings are untested, but the exponential +# moving average update frequency suggests they should be just barely in bounds +frame_rate = 10 +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] -last_litness = 30*[float("inf")] -change_threshold = 0.05 +litness = 30*[float("inf")] +change_threshold = 0.15 # === main loop === 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 @@ -128,66 +178,115 @@ 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): - litness = 1 - exp(-2*i*i) - hit_bridge = abs(litness - last_litness[e]) > change_threshold - set_light_hsv(e, (0.45 + litness*0.25, 1 - 0.5*litness*litness, litness), hit_bridge) - if hit_bridge: - last_litness[e] = litness + new_litness = 1 - exp(-2*i*i) + if abs(new_litness - litness[e]) > change_threshold: + hit_bridge = True + litness[e] = new_litness + else: + hit_bridge = False + set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge) + +def handle_heat_events(): + global drain, mode + 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.key == pygame.K_f: + mode = 1 + 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, mode + 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.key == pygame.K_d: + mode = 0 + elif event.type == pygame.KEYUP: + if event.key == pygame.K_SPACE: + drain = False + elif event.type == pygame.QUIT: + quit() def show_data(screen): - energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current)) - text = font.render('energy', True, (255, 255, 255)) - screen.blit(text, (20, viewsize)) - text = font.render(str(energy), True, (255, 255, 255)) - screen.blit(text, (120, viewsize)) - text = font.render('charge[0]', True, (255, 255, 255)) - screen.blit(text, (20, 30 + viewsize)) - text = font.render(str(charge[0]), True, (255, 255, 255)) - screen.blit(text, (120, 30 + viewsize)) + # light updates + global updates, new_updates + updates = ema_weight*new_updates + (1 - ema_weight)*updates + new_updates = 0 + updates_value = font.render(str(frame_rate * updates), True, (255, 255, 255)) + screen.blit(updates_label, (20, viewsize)) + screen.blit(updates_value, (120, viewsize)) + + # energy + if mode == 0: + energy = sum(temp) + elif mode == 1: + energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current)) + energy_value = font.render(str(energy), True, (255, 255, 255)) + screen.blit(energy_label, (20, 30 + viewsize)) + screen.blit(energy_value, (120, 30 + viewsize)) + + # a position + ##position_value = None + if mode == 0: + position_value = font.render(str(temp[0]), True, (255, 255, 255)) + elif mode == 1: + position_value = font.render(str(charge[0]), True, (255, 255, 255)) + screen.blit(position_label[mode], (20, 60 + viewsize)) + screen.blit(position_value, (120, 60 + viewsize)) + + # instructions + screen.blit(mode_inds[mode][0], (340, viewsize)) + screen.blit(mode_inds[mode][1], (420, viewsize)) + screen.blit(bop_instr[mode], (340, 30 + 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)) - background.blit(text, (340, viewsize)) - text = font.render('hold [space] to drain', True, (255, 255, 255)) - background.blit(text, (340, 30 + viewsize)) - - 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() + if mode == 0: + handle_heat_events() + elif mode == 1: + handle_wave_events() # clear screen screen.blit(background, (0, 0)) - # show data + # show data and instructions show_data(screen) - # show state - for e in range(30): - set_wave_light(e, current[e]) - - # evolve state - wave_evolution() - ##heat_evolution() + # show state and evolve state + if mode == 0: + for e in range(30): + set_heat_light(e, temp[e]) + heat_evolution() + elif mode == 1: + for e in range(30): + set_wave_light(e, current[e]) + wave_evolution() # step pygame.display.flip()