code to drive a light show on the edges of a small stellated dodecahedron, each with a Phillips Hue lightstrip embedded in it.
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#!/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)] + [(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)
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
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 and b != None:
b.set_light(edges[e].light_id, command)
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]])
# === interaction parameters ===
frame_rate = 24
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]
last_litness = 30*[float("inf")]
change_threshold = 0.05
# === 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):
litness = 1 - exp(-2*i)
if abs(litness - last_litness[e]) > change_threshold:
hit_bridge = True
last_litness[e] = litness
else:
hit_bridge = False
set_light_hsv(e, (0.167*last_litness[e], 1 - 0.5*last_litness[e]*last_litness[e], last_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
def handle_heat_events():
global drain
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.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
drain = False
elif event.type == pygame.QUIT:
quit()
def handle_wave_events():
global drain
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.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
drain = False
elif event.type == pygame.QUIT:
quit()
def show_data(screen):
energy = sum(temp)
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('temp[0]', True, (255, 255, 255))
screen.blit(text, (20, 30 + viewsize))
text = font.render(str(temp[0]), True, (255, 255, 255))
screen.blit(text, (120, 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))
text = font.render('press [j] 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
##handle_wave_events()
handle_heat_events()
# clear screen
screen.blit(background, (0, 0))
# show data
show_data(screen)
# show state
for e in range(30):
##set_wave_light(e, current[e])
set_heat_light(e, temp[e])
# evolve state
##wave_evolution()
heat_evolution()
# step
pygame.display.flip()
clock.tick(frame_rate)