Merge fival version of branch 'interactions'
This commit is contained in:
commit
b8d86d501e
219
interactions.py
219
interactions.py
@ -10,7 +10,7 @@ import phue, pygame, colorsys
|
|||||||
viewsize = 600
|
viewsize = 600
|
||||||
shrink = 0.9
|
shrink = 0.9
|
||||||
vertices = [(viewsize*(1 + shrink*x)/2, viewsize*(1 + shrink*y)/2) for x, y in
|
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)
|
# 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),
|
(0, 1), (0, 3), (0, 5), (0, 7), (0, 9),
|
||||||
(2, 8), (2, 6), (6, 10), (10, 4), (4, 8),
|
(2, 8), (2, 6), (6, 10), (10, 4), (4, 8),
|
||||||
(2, 9), (2, 11), (2, 5),
|
(2, 9), (2, 11), (2, 5),
|
||||||
(4, 1), (4, 9), (4, 7),
|
(4, 1), (4, 11), (4, 7),
|
||||||
(6, 3), (6, 11), (6, 9),
|
(6, 3), (6, 11), (6, 9),
|
||||||
(8, 5), (8, 11), (8, 1),
|
(8, 5), (8, 11), (8, 1),
|
||||||
(10, 7), (10, 11), (10, 3),
|
(10, 7), (10, 11), (10, 3),
|
||||||
@ -72,7 +72,10 @@ lasthue = 65535
|
|||||||
fullbright = 254
|
fullbright = 254
|
||||||
fullsat = 254
|
fullsat = 254
|
||||||
|
|
||||||
# --- control methods
|
# --- control methods and diagnostics
|
||||||
|
|
||||||
|
updates = 0
|
||||||
|
new_updates = 0
|
||||||
|
|
||||||
def set_light_hsv(e, color, hit_bridge):
|
def set_light_hsv(e, color, hit_bridge):
|
||||||
command = {
|
command = {
|
||||||
@ -80,39 +83,86 @@ def set_light_hsv(e, color, hit_bridge):
|
|||||||
'bri' : int(color[2]*fullbright),
|
'bri' : int(color[2]*fullbright),
|
||||||
'sat' : int(color[1]*fullsat)
|
'sat' : int(color[1]*fullsat)
|
||||||
}
|
}
|
||||||
if hit_bridge and b != None:
|
if hit_bridge:
|
||||||
b.set_light(edges[e].light_id, command)
|
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))
|
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]])
|
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 ===
|
# === 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
|
inductance = 0.001
|
||||||
|
|
||||||
therm_conduct = 0.001
|
therm_conduct = 0.01
|
||||||
|
|
||||||
drain = False
|
drain = False
|
||||||
drain_rate = 0.1
|
drain_rate = 0.1
|
||||||
|
|
||||||
# === phase space ===
|
# === phase space ===
|
||||||
|
|
||||||
|
# heat equation
|
||||||
|
temp = 30*[0]
|
||||||
|
new_temp = 30*[0]
|
||||||
|
|
||||||
|
# wave equation
|
||||||
charge = 12*[0]
|
charge = 12*[0]
|
||||||
current = 30*[0]
|
current = 30*[0]
|
||||||
|
|
||||||
last_litness = 30*[float("inf")]
|
litness = 30*[float("inf")]
|
||||||
change_threshold = 0.05
|
change_threshold = 0.15
|
||||||
|
|
||||||
# === main loop ===
|
# === main loop ===
|
||||||
|
|
||||||
def heat_evolution():
|
def heat_evolution():
|
||||||
for e, f in cyc_edge_adj:
|
for e, f in cyc_edge_adj:
|
||||||
flow = therm_conduct*(current[e] - current[f])
|
flow = therm_conduct*(temp[e] - temp[f])
|
||||||
current[e] -= flow
|
new_temp[e] -= flow
|
||||||
current[f] += flow
|
new_temp[f] += flow
|
||||||
|
for e in range(30):
|
||||||
if drain:
|
if drain:
|
||||||
current[v] *= 1 - drain_rate
|
new_temp[e] *= 1 - drain_rate
|
||||||
|
temp[e] = max(new_temp[e], 0)
|
||||||
|
|
||||||
def wave_evolution():
|
def wave_evolution():
|
||||||
# use verlet integration, first updating the currents and then using the new
|
# use verlet integration, first updating the currents and then using the new
|
||||||
@ -128,66 +178,115 @@ def wave_evolution():
|
|||||||
for v in range(12):
|
for v in range(12):
|
||||||
charge[v] *= 1 - drain_rate
|
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):
|
def set_wave_light(e, i):
|
||||||
litness = 1 - exp(-2*i*i)
|
new_litness = 1 - exp(-2*i*i)
|
||||||
hit_bridge = abs(litness - last_litness[e]) > change_threshold
|
if abs(new_litness - litness[e]) > change_threshold:
|
||||||
set_light_hsv(e, (0.45 + litness*0.25, 1 - 0.5*litness*litness, litness), hit_bridge)
|
hit_bridge = True
|
||||||
if hit_bridge:
|
litness[e] = new_litness
|
||||||
last_litness[e] = 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):
|
def show_data(screen):
|
||||||
energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current))
|
# light updates
|
||||||
text = font.render('energy', True, (255, 255, 255))
|
global updates, new_updates
|
||||||
screen.blit(text, (20, viewsize))
|
updates = ema_weight*new_updates + (1 - ema_weight)*updates
|
||||||
text = font.render(str(energy), True, (255, 255, 255))
|
new_updates = 0
|
||||||
screen.blit(text, (120, viewsize))
|
updates_value = font.render(str(frame_rate * updates), True, (255, 255, 255))
|
||||||
text = font.render('charge[0]', True, (255, 255, 255))
|
screen.blit(updates_label, (20, viewsize))
|
||||||
screen.blit(text, (20, 30 + viewsize))
|
screen.blit(updates_value, (120, viewsize))
|
||||||
text = font.render(str(charge[0]), True, (255, 255, 255))
|
|
||||||
screen.blit(text, (120, 30 + 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__':
|
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:
|
while True:
|
||||||
# handle events
|
# handle events
|
||||||
for event in pygame.event.get():
|
if mode == 0:
|
||||||
if event.type == pygame.KEYDOWN:
|
handle_heat_events()
|
||||||
if event.key == pygame.K_j:
|
elif mode == 1:
|
||||||
charge[0] += 100
|
handle_wave_events()
|
||||||
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()
|
|
||||||
|
|
||||||
# clear screen
|
# clear screen
|
||||||
screen.blit(background, (0, 0))
|
screen.blit(background, (0, 0))
|
||||||
|
|
||||||
# show data
|
# show data and instructions
|
||||||
show_data(screen)
|
show_data(screen)
|
||||||
|
|
||||||
# show state
|
# show state and evolve state
|
||||||
for e in range(30):
|
if mode == 0:
|
||||||
set_wave_light(e, current[e])
|
for e in range(30):
|
||||||
|
set_heat_light(e, temp[e])
|
||||||
# evolve state
|
heat_evolution()
|
||||||
wave_evolution()
|
elif mode == 1:
|
||||||
##heat_evolution()
|
for e in range(30):
|
||||||
|
set_wave_light(e, current[e])
|
||||||
|
wave_evolution()
|
||||||
|
|
||||||
# step
|
# step
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
Loading…
Reference in New Issue
Block a user