import sys
import math
import pygame
import random
from collections import defaultdict
WIDTH, HEIGHT = 900, 600
WIDTHD2, HEIGHTD2 = WIDTH/2., HEIGHT/2.
PLANETS = 30
DENSITY = 0.001
GRAVITYSTRENGTH = 1.e4
g_listOfPlanets = []
class State:
def __init__(self, x, y, vx, vy):
self._x, self._y, self._vx, self._vy = x, y, vx, vy
def __repr__(self):
return 'x:{x} y:{y} vx:{vx} vy:{vy}'.format(
x=self._x, y=self._y, vx=self._vx, vy=self._vy)
class Derivative:
def __init__(self, dx, dy, dvx, dvy):
self._dx, self._dy, self._dvx, self._dvy = dx, dy, dvx, dvy
def __repr__(self):
return 'dx:{dx} dy:{dy} dvx:{dvx} dvy:{dvy}'.format(
dx=self._dx, dy=self._dy, dvx=self._dvx, dvy=self._dvy)
class Planet:
def __init__(self):
if PLANETS == 1:
self._st = State(150, 300, 0, 2)
else:
self._st = State(
float(random.randint(0, WIDTH)),
float(random.randint(0, HEIGHT)),
float(random.randint(0, 300)/100.)-1.5,
float(random.randint(0, 300)/100.)-1.5)
self._r = 1.5
self.setMassFromRadius()
self._merged = False
def __repr__(self):
return repr(self._st)
def acceleration(self, state, unused_t):
ax = 0.0
ay = 0.0
for p in g_listOfPlanets:
if p is self or p._merged:
continue
dx = p._st._x - state._x
dy = p._st._y - state._y
dsq = dx*dx + dy*dy
dr = math.sqrt(dsq)
force = GRAVITYSTRENGTH*self._m*p._m/dsq if dsq>1e-10 else 0.
ax += force*dx/dr
ay += force*dy/dr
return (ax, ay)
def initialDerivative(self, state, t):
ax, ay = self.acceleration(state, t)
return Derivative(state._vx, state._vy, ax, ay)
def nextDerivative(self, initialState, derivative, t, dt):
state = State(0., 0., 0., 0.)
state._x = initialState._x + derivative._dx*dt
state._y = initialState._y + derivative._dy*dt
state._vx = initialState._vx + derivative._dvx*dt
state._vy = initialState._vy + derivative._dvy*dt
ax, ay = self.acceleration(state, t+dt)
return Derivative(state._vx, state._vy, ax, ay)
def updatePlanet(self, t, dt):
a = self.initialDerivative(self._st, t)
b = self.nextDerivative(self._st, a, t, dt*0.5)
c = self.nextDerivative(self._st, b, t, dt*0.5)
d = self.nextDerivative(self._st, c, t, dt)
dxdt = 1.0/6.0 * (a._dx + 2.0*(b._dx + c._dx) + d._dx)
dydt = 1.0/6.0 * (a._dy + 2.0*(b._dy + c._dy) + d._dy)
dvxdt = 1.0/6.0 * (a._dvx + 2.0*(b._dvx + c._dvx) + d._dvx)
dvydt = 1.0/6.0 * (a._dvy + 2.0*(b._dvy + c._dvy) + d._dvy)
self._st._x += dxdt*dt
self._st._y += dydt*dt
self._st._vx += dvxdt*dt
self._st._vy += dvydt*dt
def setMassFromRadius(self):
self._m = DENSITY*4.*math.pi*(self._r**3.)/3.
def setRadiusFromMass(self):
self._r = (3.*self._m/(DENSITY*4.*math.pi))**(0.3333)
def main():
pygame.init()
win=pygame.display.set_mode((WIDTH, HEIGHT))
keysPressed = defaultdict(bool)
def ScanKeyboard():
while True:
evt = pygame.event.poll()
if evt.type == pygame.NOEVENT:
break
elif evt.type in [pygame.KEYDOWN, pygame.KEYUP]:
keysPressed[evt.key] = evt.type == pygame.KEYDOWN
global g_listOfPlanets, PLANETS
if len(sys.argv) == 2:
PLANETS = int(sys.argv[1])
g_listOfPlanets = []
for i in xrange(0, PLANETS):
g_listOfPlanets.append(Planet())
def planetsTouch(p1, p2):
dx = p1._st._x - p2._st._x
dy = p1._st._y - p2._st._y
dsq = dx*dx + dy*dy
dr = math.sqrt(dsq)
return dr<=(p1._r + p2._r)
sun = Planet()
sun._st._x, sun._st._y = WIDTHD2, HEIGHTD2
sun._st._vx = sun._st._vy = 0.
sun._m *= 1000
sun.setRadiusFromMass()
g_listOfPlanets.append(sun)
for p in g_listOfPlanets:
if p is sun:
continue
if planetsTouch(p, sun):
p._merged = True
zoom = 1.0
t, dt = 0., 1.
bClearScreen = True
pygame.display.set_caption('Gravity simulation (SPACE: show orbits, '
'keypad +/- : zoom in/out)')
while True:
t += dt
pygame.display.flip()
if bClearScreen:
win.fill((0, 0, 0))
win.lock()
for p in g_listOfPlanets:
if not p._merged:
pygame.draw.circle(win, (255, 255, 255),
(int(WIDTHD2+zoom*WIDTHD2*(p._st._x-WIDTHD2)/WIDTHD2),
int(HEIGHTD2+zoom*HEIGHTD2*(p._st._y-HEIGHTD2)/HEIGHTD2)),
int(p._r*zoom), 0)
win.unlock()
ScanKeyboard()
for p in g_listOfPlanets:
if p._merged or p is sun:
continue
p.updatePlanet(t, dt)
for p1 in g_listOfPlanets:
if p1._merged:
continue
for p2 in g_listOfPlanets:
if p1 is p2 or p2._merged:
continue
if planetsTouch(p1, p2):
if p1._m < p2._m:
p1, p2 = p2, p1
p2._merged = True
if p1 is sun:
continue
newvx = (p1._st._vx*p1._m+p2._st._vx*p2._m)/(p1._m+p2._m)
newvy = (p1._st._vy*p1._m+p2._st._vy*p2._m)/(p1._m+p2._m)
p1._m += p2._m
p1.setRadiusFromMass()
p1._st._vx, p1._st._vy = newvx, newvy
if keysPressed[pygame.K_KP_PLUS]:
zoom /= 0.99
if keysPressed[pygame.K_KP_MINUS]:
zoom /= 1.01
if keysPressed[pygame.K_ESCAPE]:
break
if keysPressed[pygame.K_SPACE]:
while keysPressed[pygame.K_SPACE]:
ScanKeyboard()
bClearScreen = not bClearScreen
verb = "show" if bClearScreen else "hide"
pygame.display.set_caption(
'%s orbits, keypad +/- : zoom in/out)' % verb)
if __name__ == "__main__":
try:
import psyco
psyco.profile()
except:
print 'Psyco not found, ignoring it'
main()
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