#!/usr/bin/python3 from math import pi, cos, sin, exp import phue, pygame, colorsys # === graph data === # vertices as screen positions 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)] ] # edges as vertex pairs. FireStar will rest on vertices 6 (A), 5 (B), 7 (C) 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, 11), (4, 7), (6, 3), (6, 11), (6, 9), (8, 5), (8, 11), (8, 1), (10, 7), (10, 11), (10, 3), (9, 3), (9, 5), (1, 5), (1, 7), (3, 7) ] # cyclic edge adjacencies cyc_edge_adj = [ (0, 1), (1, 2), (2, 3), (3, 4), (4, 0), (5, 10), (10, 11), (11, 12), (12, 6), (6, 5), (6, 16), (16, 17), (17, 18), (18, 7), (7, 6), (7, 22), (22, 23), (23, 24), (24, 8), (8, 7), (8, 13), (13, 14), (14, 15), (15, 9), (9, 8), (5, 9), (9, 19), (19, 20), (20, 21), (21, 5), (4, 10), (10, 25), (25, 26), (26, 18), (18, 4), (3, 15), (15, 29), (29, 28), (28, 22), (22, 3), (2, 12), (12, 27), (27, 26), (26, 19), (19, 2), (1, 24), (24, 25), (25, 29), (29, 16), (16, 1), (0, 21), (21, 28), (28, 27), (27, 13), (13, 0), (14, 11), (11, 23), (23, 20), (20, 17), (17, 14) ] # === pygame setup === pygame.init() screen = pygame.display.set_mode((viewsize, viewsize + 100)) pygame.display.set_caption('Preview') font = pygame.font.Font(None, 25) clock = pygame.time.Clock() # === bridge setup and control === # --- copied from firestar.py b = phue.Bridge('172.18.130.12') ##b = None Nedges = 30; edgecode = [None] * Nedges; # The edges are numbered as in info/SSDedges.obj; enter the two-letter code for # the lightstrip inserted through each edge in the block below: exec(open("edgecodes.py").read()) if b != None: edges = [ b[code] for code in edgecode ] lasthue = 65535 fullbright = 254 fullsat = 254 # --- control methods and diagnostics updates = 0 new_updates = 0 def set_light_hsv(e, color, hit_bridge): command = { 'hue' : int(color[0]*lasthue), 'bri' : int(color[2]*fullbright), 'sat' : int(color[1]*fullsat) } 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 === # 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 = 0.01 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] litness = 30*[float("inf")] change_threshold = 0.15 # === main loop === 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): if drain: 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 # currents to update the charges. for e in range(30): u, v = vertex_adj[e] current[e] += inductance*(charge[u] - charge[v]) for e in range(30): u, v = vertex_adj[e] charge[u] -= current[e] charge[v] += current[e] if drain: 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: 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): # 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__': while True: # handle events if mode == 0: handle_heat_events() elif mode == 1: handle_wave_events() # clear screen screen.blit(background, (0, 0)) # show data and instructions 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() # step pygame.display.flip() clock.tick(frame_rate)