diff --git a/firestar.py b/firestar.py index 7b9fa51..81a000e 100755 --- a/firestar.py +++ b/firestar.py @@ -77,7 +77,7 @@ def runsimple(ss): b.set_light([edges[e].light_id for e in subs[i]], thiscmd) time.sleep((transition_to + hold_time)/10) -runsimple(intro) +#runsimple(intro) # The most symmetric five-coloring of edges fivecs = []; @@ -126,62 +126,12 @@ fivecolors = [vb(c) for c in ['R', 'Y', 'G', 'B', 'K']] # Nick's coloring (NC) "0" fivetour = [(fivecs[0], fivecolors)] -# 1: Step NC "0" to NC "1" +# Step NC "0" to NC "1" fivetour.append(([[3,21,26],[4,19,28]], [vb('K'),vb('Y')])) -# 2: Step NC "1" to NC "0" +# Step NC "1" to NC "0" fivetour.append(([[3,21,26],[4,19,28]], [vb('Y'),vb('K')])) -# 3: Step NC "1" to NC "2" -fivetour.append(([[0,12,25],[1,10,27]], [vb('G'),vb('R')])) -# 4: Step NC "2" to NC "1" -fivetour.append(([[0,12,25],[1,10,27]], [vb('R'),vb('G')])) -# 5: Step NC "2" to NC "3" -fivetour.append(([[1,22],[3,24]], [vb('K'),vb('R')])) -# 6: Step NC "3" to NC "2" -fivetour.append(([[1,22],[3,24]], [vb('R'),vb('K')])) -# 7: Step NC "3" to NC "4" -fivetour.append(([[12,20],[11,19]], [vb('Y'),vb('G')])) -# 8: Step NC "4" to NC "3" -fivetour.append(([[12,20],[11,19]], [vb('G'),vb('Y')])) -# 9: Step NC "4" to NC "5" -fivetour.append(([[0,15,19],[3,9,27]], [vb('R'),vb('G')])) -# 10: Step NC "5" to NC "4" -fivetour.append(([[0,15,19],[3,9,27]], [vb('G'),vb('R')])) -# 11: Step NC "5" to NC "6" -fivetour.append(([[4,12,16],[1,6,26]], [vb('K'),vb('Y')])) -# 12: Step NC "6" to NC "5" -fivetour.append(([[4,12,16],[1,6,26]], [vb('K'),vb('Y')])) -# 13: Step NC "4" to NC "7" -fivetour.append(([[0,19,25],[1,21,26]], [vb('K'),vb('G')])) -# 14: Step NC "7" to NC "4" -fivetour.append(([[0,19,25],[1,21,26]], [vb('K'),vb('G')])) -# Would need to add asymmetric colorings here, but no time :-( +tour5show = (fivetour, [(0,30,20),(1,5,5),(2,5,5),(1,5,5),(2,5,5),(1,5,30)]) -tour5show = (fivetour, [(0,30,20), - (1,5,5),(2,5,5),(1,5,5),(2,5,5),(1,5,30), - (3,5,5),(4,5,5),(3,5,5),(4,5,5),(3,5,30), - (5,5,5),(6,5,5),(5,5,5),(6,5,5),(5,5,30), - (7,5,5),(8,5,5),(7,5,5),(8,5,5),(7,5,30), - (9,5,5),(10,5,5),(9,5,5),(10,5,5),(9,5,30), - (11,5,5),(12,5,5),(11,5,5),(12,5,5),(11,5,100), - (12,5,5),(11,5,5),(12,5,5),(11,5,5),(12,5,30), - (10,5,5),(9,5,5),(10,5,5),(9,5,5),(10,5,30), - (13,5,5),(14,5,5),(13,5,5),(14,5,5),(13,5,100), - (14,5,5),(13,5,5),(14,5,5),(13,5,5),(14,5,30), - (8,5,5),(7,5,5),(8,5,5),(7,5,5),(8,5,30), - (6,5,5),(5,5,5),(6,5,5),(5,5,5),(6,5,30), - (4,5,5),(3,5,5),(4,5,5),(3,5,5),(4,5,30), - (2,5,5),(1,5,5),(2,5,5),(1,5,5),(2,5,100), -]) - -while True: - runsimple(interlude) - runsimple(jmsshow1) - runsimple(interlude) - runsimple(jmsshow2) - - runsimple(interlude) - runsimple(starshow) - - runsimple(interlude) - runsimple(tour5show) +runsimple(interlude) +runsimple(tour5show) diff --git a/interactions.py b/interactions.py index 9fd3e86..f2dd313 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)] + [(sin(n*pi/5), -cos(n*pi/5)) for n in range(10)] + [(0, 0)] + [(0, 0)] + [(cos(-n*pi/5), sin(-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) @@ -55,8 +55,8 @@ clock = pygame.time.Clock() # --- copied from firestar.py -b = phue.Bridge('172.18.130.12') -##b = None +##b = phue.Bridge('172.18.130.12') +b = None Nedges = 30; edgecode = [None] * Nedges; @@ -91,40 +91,6 @@ def set_light_hsv(e, color, hit_bridge): 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 === # these frame rate and threshold settings are untested, but the exponential @@ -134,18 +100,13 @@ ema_weight = 2/(frame_rate+1) inductance = 0.001 -therm_conduct = 0.01 +therm_conduct = 0.001 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] @@ -156,13 +117,11 @@ change_threshold = 0.15 def heat_evolution(): for e, f in cyc_edge_adj: - flow = therm_conduct*(temp[e] - temp[f]) - new_temp[e] -= flow - new_temp[f] += flow - for e in range(30): + flow = therm_conduct*(current[e] - current[f]) + current[e] -= flow + current[f] += flow if drain: - new_temp[e] *= 1 - drain_rate - temp[e] = max(new_temp[e], 0) + current[v] *= 1 - drain_rate def wave_evolution(): # use verlet integration, first updating the currents and then using the new @@ -178,15 +137,6 @@ 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: @@ -196,97 +146,71 @@ 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, 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): # 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)) + text = font.render('updates', True, (255, 255, 255)) + screen.blit(text, (20, viewsize)) + text = font.render(str(frame_rate * updates), True, (255, 255, 255)) + screen.blit(text, (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)) + 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, 30 + viewsize)) + text = font.render(str(energy), True, (255, 255, 255)) + screen.blit(text, (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)) + # charge[0] + text = font.render('charge[0]', True, (255, 255, 255)) + screen.blit(text, (20, 60 + viewsize)) + text = font.render(str(charge[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)) + 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 - if mode == 0: - handle_heat_events() - elif mode == 1: - handle_wave_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() # clear screen screen.blit(background, (0, 0)) - # show data and instructions + # show data show_data(screen) - # 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() + # show state + for e in range(30): + set_wave_light(e, current[e]) + + # evolve state + wave_evolution() + ##heat_evolution() # step pygame.display.flip()