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2 changed files with 61 additions and 187 deletions

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@ -77,7 +77,7 @@ def runsimple(ss):
b.set_light([edges[e].light_id for e in subs[i]], thiscmd) b.set_light([edges[e].light_id for e in subs[i]], thiscmd)
time.sleep((transition_to + hold_time)/10) time.sleep((transition_to + hold_time)/10)
runsimple(intro) #runsimple(intro)
# The most symmetric five-coloring of edges # The most symmetric five-coloring of edges
fivecs = []; fivecs = [];
@ -126,62 +126,12 @@ fivecolors = [vb(c) for c in ['R', 'Y', 'G', 'B', 'K']]
# Nick's coloring (NC) "0" # Nick's coloring (NC) "0"
fivetour = [(fivecs[0], fivecolors)] 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')])) 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')])) 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), runsimple(interlude)
(1,5,5),(2,5,5),(1,5,5),(2,5,5),(1,5,30), runsimple(tour5show)
(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)

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@ -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)] + [(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) # 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 # --- copied from firestar.py
b = phue.Bridge('172.18.130.12') ##b = phue.Bridge('172.18.130.12')
##b = None b = None
Nedges = 30; Nedges = 30;
edgecode = [None] * Nedges; 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)) 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 ===
# these frame rate and threshold settings are untested, but the exponential # these frame rate and threshold settings are untested, but the exponential
@ -134,18 +100,13 @@ ema_weight = 2/(frame_rate+1)
inductance = 0.001 inductance = 0.001
therm_conduct = 0.01 therm_conduct = 0.001
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]
@ -156,13 +117,11 @@ change_threshold = 0.15
def heat_evolution(): def heat_evolution():
for e, f in cyc_edge_adj: for e, f in cyc_edge_adj:
flow = therm_conduct*(temp[e] - temp[f]) flow = therm_conduct*(current[e] - current[f])
new_temp[e] -= flow current[e] -= flow
new_temp[f] += flow current[f] += flow
for e in range(30):
if drain: if drain:
new_temp[e] *= 1 - drain_rate current[v] *= 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
@ -178,15 +137,6 @@ 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):
new_litness = 1 - exp(-2*i*i) new_litness = 1 - exp(-2*i*i)
if abs(new_litness - litness[e]) > change_threshold: if abs(new_litness - litness[e]) > change_threshold:
@ -196,97 +146,71 @@ def set_wave_light(e, i):
hit_bridge = False hit_bridge = False
set_light_hsv(e, (0.45 + litness[e]*0.25, 1 - 0.5*litness[e]*litness[e], litness[e]), hit_bridge) 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):
# light updates # light updates
global updates, new_updates global updates, new_updates
updates = ema_weight*new_updates + (1 - ema_weight)*updates updates = ema_weight*new_updates + (1 - ema_weight)*updates
new_updates = 0 new_updates = 0
updates_value = font.render(str(frame_rate * updates), True, (255, 255, 255)) text = font.render('updates', True, (255, 255, 255))
screen.blit(updates_label, (20, viewsize)) screen.blit(text, (20, viewsize))
screen.blit(updates_value, (120, viewsize)) text = font.render(str(frame_rate * updates), True, (255, 255, 255))
screen.blit(text, (120, viewsize))
# energy # energy
if mode == 0: 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))
elif mode == 1: screen.blit(text, (20, 30 + viewsize))
energy = 0.5*(sum(q*q for q in charge) + inductance*sum(i*i for i in current)) text = font.render(str(energy), True, (255, 255, 255))
energy_value = font.render(str(energy), True, (255, 255, 255)) screen.blit(text, (120, 30 + viewsize))
screen.blit(energy_label, (20, 30 + viewsize))
screen.blit(energy_value, (120, 30 + viewsize))
# a position # charge[0]
##position_value = None text = font.render('charge[0]', True, (255, 255, 255))
if mode == 0: screen.blit(text, (20, 60 + viewsize))
position_value = font.render(str(temp[0]), True, (255, 255, 255)) text = font.render(str(charge[0]), True, (255, 255, 255))
elif mode == 1: screen.blit(text, (120, 60 + viewsize))
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
if mode == 0: for event in pygame.event.get():
handle_heat_events() if event.type == pygame.KEYDOWN:
elif mode == 1: if event.key == pygame.K_j:
handle_wave_events() 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 # clear screen
screen.blit(background, (0, 0)) screen.blit(background, (0, 0))
# show data and instructions # show data
show_data(screen) show_data(screen)
# show state and evolve state # show state
if mode == 0: for e in range(30):
for e in range(30): set_wave_light(e, current[e])
set_heat_light(e, temp[e])
heat_evolution() # evolve state
elif mode == 1: wave_evolution()
for e in range(30): ##heat_evolution()
set_wave_light(e, current[e])
wave_evolution()
# step # step
pygame.display.flip() pygame.display.flip()