|
| 1 | +import pygame |
| 2 | +import random |
| 3 | +import math |
| 4 | +import threading |
| 5 | + |
| 6 | + |
| 7 | +class Particle(): |
| 8 | + particles = [] |
| 9 | + densities = [] |
| 10 | + smoothingRadius = 100 |
| 11 | + |
| 12 | + def __init__(self, pos, velocity, radius, color, mass=1): |
| 13 | + self.index = len(Particle.particles) |
| 14 | + self.pos = pos |
| 15 | + self.velocity = velocity |
| 16 | + self.radius = radius |
| 17 | + self.color = color |
| 18 | + self.mass = mass |
| 19 | + self.density = 0 |
| 20 | + self.max_speed = 100 |
| 21 | + Particle.particles.append(self) |
| 22 | + Particle.densities.append(self.density) |
| 23 | + |
| 24 | + def update(self, screen, net_ext_force, dt): |
| 25 | + self.update_densities() |
| 26 | + |
| 27 | + self.velocity.x += net_ext_force.x / self.mass * dt |
| 28 | + self.velocity.y += net_ext_force.y / self.mass * dt |
| 29 | + self.velocity += (self.calculate_pressure_force(self.index) / self.density) * dt |
| 30 | + |
| 31 | + self.resolve_collisions(screen) |
| 32 | + |
| 33 | + self.pos.x += self.velocity.x * dt |
| 34 | + self.pos.y += self.velocity.y * dt |
| 35 | + self.set_color() |
| 36 | + |
| 37 | + |
| 38 | + def set_color(self): |
| 39 | + v = self.velocity.magnitude() |
| 40 | + v = min(max(v, 0.0), self.max_speed) |
| 41 | + |
| 42 | + t = v / self.max_speed # normalize to [0, 1] |
| 43 | + |
| 44 | + # Define color anchors |
| 45 | + c0 = (23, 157, 170) # 0 m/s |
| 46 | + c1 = (198, 241, 83) # mid |
| 47 | + c2 = (252, 70, 4) # max |
| 48 | + |
| 49 | + if t <= 0.5: |
| 50 | + # interpolate between c0 and c1 |
| 51 | + u = t / 0.5 |
| 52 | + r = int(c0[0] + (c1[0] - c0[0]) * u) |
| 53 | + g = int(c0[1] + (c1[1] - c0[1]) * u) |
| 54 | + b = int(c0[2] + (c1[2] - c0[2]) * u) |
| 55 | + else: |
| 56 | + # interpolate between c1 and c2 |
| 57 | + u = (t - 0.5) / 0.5 |
| 58 | + r = int(c1[0] + (c2[0] - c1[0]) * u) |
| 59 | + g = int(c1[1] + (c2[1] - c1[1]) * u) |
| 60 | + b = int(c1[2] + (c2[2] - c1[2]) * u) |
| 61 | + |
| 62 | + self.color = pygame.Color(r, g, b) |
| 63 | + |
| 64 | + |
| 65 | + @staticmethod |
| 66 | + def smoothing_kernal(radius, dst): |
| 67 | + if dst >= radius: |
| 68 | + return 0 |
| 69 | + |
| 70 | + volume = math.pi * radius**4 / 6 |
| 71 | + value = (radius - dst)**2 |
| 72 | + return value / volume |
| 73 | + |
| 74 | + @staticmethod |
| 75 | + def smoothing_kernal_derivative(radius, dst): |
| 76 | + if dst >= radius: |
| 77 | + return 0 |
| 78 | + |
| 79 | + scale = 12 / (radius**4 * math.pi) |
| 80 | + value = dst - radius |
| 81 | + return value * scale |
| 82 | + |
| 83 | + |
| 84 | + def calculate_density(self, samplePoint): |
| 85 | + rho = 0 |
| 86 | + |
| 87 | + for particle in Particle.particles: |
| 88 | + dst = (samplePoint - particle.pos).magnitude() |
| 89 | + influence = Particle.smoothing_kernal(Particle.smoothingRadius, dst) |
| 90 | + rho += influence * self.mass |
| 91 | + |
| 92 | + self.density = rho |
| 93 | + return rho |
| 94 | + |
| 95 | + def update_densities(self): |
| 96 | + for i in range(len(Particle.particles)): |
| 97 | + Particle.densities[i] = self.calculate_density(Particle.particles[i].pos) |
| 98 | + |
| 99 | + |
| 100 | + def calculate_pressure_force(self, particle_index): |
| 101 | + pressure_gradient = pygame.Vector2(0, 0) |
| 102 | + |
| 103 | + for i in range(len(Particle.particles)): |
| 104 | + if i == particle_index: |
| 105 | + continue |
| 106 | + |
| 107 | + offset = Particle.particles[i].pos - Particle.particles[particle_index].pos |
| 108 | + dst = offset.magnitude() |
| 109 | + dir = offset / dst if dst > 0 else pygame.Vector2(1, 0) |
| 110 | + slope = Particle.smoothing_kernal_derivative(Particle.smoothingRadius, dst) |
| 111 | + density = Particle.densities[i] |
| 112 | + shared_pressure = Particle.calculate_shared_pressure(Particle.particles[i].density, Particle.particles[particle_index].density) |
| 113 | + pressure_gradient += -shared_pressure * dir * slope * self.mass / density |
| 114 | + |
| 115 | + return pressure_gradient |
| 116 | + |
| 117 | + |
| 118 | + @staticmethod |
| 119 | + def convert_density_to_pressure(density): |
| 120 | + targetDensity = 15 |
| 121 | + pressureMultiplier = 4 |
| 122 | + |
| 123 | + densityError = density - targetDensity |
| 124 | + pressure = densityError * pressureMultiplier |
| 125 | + return pressure |
| 126 | + |
| 127 | + |
| 128 | + @staticmethod |
| 129 | + def calculate_shared_pressure(densityA, densityB): |
| 130 | + return (Particle.convert_density_to_pressure(densityA) + Particle.convert_density_to_pressure(densityB)) / 2 |
| 131 | + |
| 132 | + |
| 133 | + def resolve_collisions(self, screen): |
| 134 | + collided = False |
| 135 | + |
| 136 | + # Wall Collision Detection |
| 137 | + if self.pos.x + self.radius > screen.get_width(): |
| 138 | + self.velocity.x *= -1 |
| 139 | + self.pos.x = screen.get_width() - self.radius |
| 140 | + collided = True |
| 141 | + elif self.pos.x - self.radius < 0: |
| 142 | + self.velocity.x *= -1 |
| 143 | + self.pos.x = self.radius |
| 144 | + collided = True |
| 145 | + if self.pos.y + self.radius > screen.get_height(): |
| 146 | + self.velocity.y *= -1 |
| 147 | + self.pos.y = screen.get_height() - self.radius |
| 148 | + collided = True |
| 149 | + elif self.pos.y - self.radius < 0: |
| 150 | + self.velocity.y *= -1 |
| 151 | + self.pos.y = self.radius |
| 152 | + collided = True |
| 153 | + |
| 154 | + # Kinetic Energy Loss |
| 155 | + if collided: |
| 156 | + self.velocity /= math.sqrt(2) |
| 157 | + |
| 158 | + if self.velocity.magnitude() < 1E-9: |
| 159 | + self.velocity *= 0 |
| 160 | + |
| 161 | + |
| 162 | + |
| 163 | + |
| 164 | +def main(): |
| 165 | + pygame.init() |
| 166 | + screen = pygame.display.set_mode((1000, 700)) |
| 167 | + clock = pygame.time.Clock() |
| 168 | + running = True |
| 169 | + dt = 1 |
| 170 | + r = 15 |
| 171 | + ptcl_color = "WHITE" |
| 172 | + bg_color = "BLACK" |
| 173 | + num_particles = 40 |
| 174 | + font = pygame.font.SysFont("Arial", 20) |
| 175 | + forces = [pygame.Vector2(0, 9.8*30)] |
| 176 | + net_ext_force = pygame.Vector2(0, 0) |
| 177 | + |
| 178 | + for i in range(num_particles): |
| 179 | + Particle(pygame.Vector2(random.randint(r, screen.get_width()-r), |
| 180 | + random.randint(r, screen.get_height()-r)), |
| 181 | + pygame.Vector2(0, 0), r, ptcl_color) |
| 182 | + |
| 183 | + while running: |
| 184 | + for event in pygame.event.get(): |
| 185 | + if event.type == pygame.QUIT: |
| 186 | + running = False |
| 187 | + if event.type == pygame.KEYDOWN: |
| 188 | + if event.key == pygame.K_UP: |
| 189 | + forces[0] = pygame.Vector2(0, -9.8*60) |
| 190 | + elif event.key == pygame.K_DOWN: |
| 191 | + forces[0] = pygame.Vector2(0, 9.8*60) |
| 192 | + elif event.key == pygame.K_LEFT: |
| 193 | + forces[0] = pygame.Vector2(-9.8*60, 0) |
| 194 | + elif event.key == pygame.K_RIGHT: |
| 195 | + forces[0] = pygame.Vector2(9.8*60, 0) |
| 196 | + |
| 197 | + net_ext_force = forces[0] |
| 198 | + |
| 199 | + dt = clock.tick(60) / 1000 |
| 200 | + |
| 201 | + screen.fill(bg_color) |
| 202 | + |
| 203 | + for particle in Particle.particles: |
| 204 | + t1 = threading.Thread(target=particle.update, args=(screen, net_ext_force, dt)) |
| 205 | + t1.start() |
| 206 | + t1.join() |
| 207 | + |
| 208 | + for particle in Particle.particles: |
| 209 | + pygame.draw.circle(screen, particle.color, particle.pos, particle.radius) |
| 210 | + |
| 211 | + text_surface = font.render(f"FPS: {(1 / dt):.0f}", True, (255, 255, 255)) |
| 212 | + screen.blit(text_surface, (10, 10)) |
| 213 | + |
| 214 | + pygame.display.flip() |
| 215 | + |
| 216 | + pygame.quit() |
| 217 | + |
| 218 | + |
| 219 | +if __name__ == "__main__": |
| 220 | + main() |
0 commit comments