fluid simu kinda
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parent
41761b7b56
commit
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1 changed files with 158 additions and 151 deletions
301
Client/Client.py
301
Client/Client.py
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@ -21,9 +21,10 @@ import time
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from scipy.signal import convolve
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from scipy.signal import convolve
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MAX_DISTANCE = 200.0
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MAX_DISTANCE = 200.0
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FRICTION_COEFFICENT = 0.9
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FRICTION_COEFFICENT = 1
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EPSILON = 0.00001
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EPSILON = 0.00001
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def value_to_color(v, min_value, max_value):
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def value_to_color(v, min_value, max_value):
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r = g = b = 0.0
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r = g = b = 0.0
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scope = max_value - min_value
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scope = max_value - min_value
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@ -38,6 +39,7 @@ def value_to_color(v, min_value, max_value):
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b /= l
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b /= l
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return r, g, b
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return r, g, b
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class Client:
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class Client:
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def __init__(self, test=False, pos=[0, 0, 0]):
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def __init__(self, test=False, pos=[0, 0, 0]):
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with open('./config.json', 'r') as f:
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with open('./config.json', 'r') as f:
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@ -90,7 +92,8 @@ class Client:
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glAttachShader(self.normal_program[key], self.fragment_shader_id)
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glAttachShader(self.normal_program[key], self.fragment_shader_id)
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glLinkProgram(self.normal_program[key])
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glLinkProgram(self.normal_program[key])
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self.depth_program[self.normal_program[key]] = Spotlight.getDepthProgram(self.vertex_shader_id, key.GeometryShaderId)
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self.depth_program[self.normal_program[key]] = Spotlight.getDepthProgram(self.vertex_shader_id,
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key.GeometryShaderId)
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self.world_provider = WorldProvider(self.normal_program)
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self.world_provider = WorldProvider(self.normal_program)
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for x_pos in range(0, 100):
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for x_pos in range(0, 100):
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@ -113,11 +116,44 @@ class Client:
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self.time = time.time()
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self.time = time.time()
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self.heat_map = np.zeros((100, 100, 1))
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self.field = (100, 100, 1)
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self.e_a = np.array([
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[0, 0, 0],
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[1, 0, 0],
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[1, 1, 0],
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[0, 1, 0],
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[-1, 1, 0],
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[-1, 0, 0],
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[-1, -1, 0],
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[0, -1, 0],
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[1, -1, 0],
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])
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self.v_map_x = np.zeros((100, 100, 1))
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self.relaxation_time = 0.55 # 0.55
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self.v_map_y = np.zeros((100, 100, 1))
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self.w_a = [
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self.v_map_z = np.zeros((100, 100, 1))
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4.0 / 9.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0
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]
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self.n_a = np.zeros((len(self.e_a),) + self.field)
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self.n_a_eq = np.zeros(self.n_a.shape)
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self.n = np.zeros(self.field)
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self.n[:, :, :] += 1.0
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# self.n /= np.sum(self.n)
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self.n_a[0] = np.array(self.n)
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self.u = np.zeros(self.field + (self.e_a.shape[1],))
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self.compressible = True
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self.max_n = self.w_a[0]
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self.test_pixel = [40, 50, 0]
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if not test:
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if not test:
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glutMainLoop()
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glutMainLoop()
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@ -125,8 +161,6 @@ class Client:
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self.display()
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self.display()
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self.resize(100, 100)
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self.resize(100, 100)
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def display(self):
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def display(self):
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glClearColor(0, 0, 0, 0)
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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@ -172,171 +206,143 @@ class Client:
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glUniform1f(widthid, self.width)
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glUniform1f(widthid, self.width)
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glUniform1f(heightid, self.height)
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glUniform1f(heightid, self.height)
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world.render(translate(self.pos[0], self.pos[1], self.pos[2]) * lookAt(0, 0, 0, 0, 0, -self.pos[2], 0, 1, 0) * projMatrix, rotate(0, 0, 0))
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world.render(translate(self.pos[0], self.pos[1], self.pos[2]) * lookAt(0, 0, 0, 0, 0, -self.pos[2], 0, 1,
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0) * projMatrix, rotate(0, 0, 0))
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glFlush()
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glFlush()
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glutSwapBuffers()
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glutSwapBuffers()
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max_value = np.max(self.heat_map)
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# min_value = np.min(self.heat_map)
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min_value = 0
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min_value = 0
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max_value_n = np.max(self.n)
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# max_value = 1.0
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vel = np.sqrt(np.square(self.v_map_x) + np.square(self.v_map_y) + np.square(self.v_map_z))
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vel = np.sqrt(np.sum(np.square(self.u), axis=3))
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max_value = np.max(vel)
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max_value_vel = np.max(vel)
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min_value = np.min(vel)
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# max_value_vel = np.sqrt(3)
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print('round')
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print(max_value_n)
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for x_pos in range(0, 100):
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for x_pos in range(0, 100):
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for y_pos in range(0, 100):
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for y_pos in range(0, 100):
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for z_pos in range(0, 1):
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for z_pos in range(0, 1):
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# r, g, b = value_to_color(self.heat_map[x_pos, y_pos, z_pos], min_value, max_value)
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r, g, b = value_to_color(self.n[x_pos, y_pos, z_pos], min_value, max_value_n)
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r, g, b = value_to_color(vel[x_pos, y_pos, z_pos], min_value, max_value)
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# r, g, b = value_to_color(vel[x_pos, y_pos, z_pos], min_value, max_value_vel)
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self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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# friction
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self.world_provider.world.set_color(int(round(self.test_pixel[0])),
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# self.heat_map += np.sqrt(np.square(self.v_map_x * (1.0 - FRICTION_COEFFICENT)) +
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int(round(self.test_pixel[1])),
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# np.square(self.v_map_y * (1.0 - FRICTION_COEFFICENT)) +
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int(round(self.test_pixel[2])), 1.0, 1.0, 1.0)
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# np.square(self.v_map_z * (1.0 - FRICTION_COEFFICENT)))
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self.v_map_x *= FRICTION_COEFFICENT
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self.v_map_y *= FRICTION_COEFFICENT
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self.v_map_z *= FRICTION_COEFFICENT
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# hot stuff rises / cool stuff sinks
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rise = self.heat_map[:, :-1, :] > (self.heat_map[:, 1:, :] + EPSILON)
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self.v_map_y[:, :-1, :] += 1.0 * rise
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sink = self.heat_map[:, :-1, :] < (self.heat_map[:, 1:, :] - EPSILON)
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self.v_map_y[:, 1:, :] -= 1.0 * sink
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#flow
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new_v_map_x = np.zeros(self.v_map_x.shape)
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new_v_map_y = np.zeros(self.v_map_x.shape)
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new_v_map_z = np.zeros(self.v_map_x.shape)
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for x_pos in range(self.v_map_x.shape[0]):
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for y_pos in range(self.v_map_x.shape[1]):
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for z_pos in range(self.v_map_x.shape[2]):
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target_x = min(self.v_map_x.shape[0] - 1,
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max(0, int(round(x_pos + self.v_map_x[x_pos, y_pos, z_pos]))))
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target_y = min(self.v_map_x.shape[1] - 1,
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max(0, int(round(y_pos + self.v_map_y[x_pos, y_pos, z_pos]))))
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target_z = min(self.v_map_x.shape[2] - 1,
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max(0, int(round(z_pos + self.v_map_z[x_pos, y_pos, z_pos]))))
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friction_dispersion = (1.0 -FRICTION_COEFFICENT) / 4
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# self.u *= 0.95
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# velocity dispersion
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# x
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new_v_map_x[target_x, target_y, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * FRICTION_COEFFICENT
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if target_y + 1 < self.v_map_x.shape[1] - 1:
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new_v_map_y[target_x, target_y + 1, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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else:
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new_v_map_x[target_x, target_y, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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if target_y - 1 > 0:
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new_v_map_y[target_x, target_y - 1, target_z] -= self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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else:
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new_v_map_x[target_x, target_y, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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if target_z + 1 < self.v_map_x.shape[2] - 1:
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old_n_sum = np.sum(self.n)
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new_v_map_z[target_x, target_y, target_z + 1] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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for a in range(len(self.e_a)):
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else:
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e_au = np.sum(self.e_a[a] * self.u, axis=3)
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new_v_map_x[target_x, target_y, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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uu = np.sum(self.u * self.u, axis=3)
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if target_z - 1 > 0:
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self.n_a_eq[a] = self.w_a[a] * self.n * (1.0 + 3.0 * e_au + 4.5 * np.square(e_au) - 1.5 * uu)
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new_v_map_z[target_x, target_y, target_z - 1] -= self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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print(np.max(self.n_a_eq[0]))
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else:
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if not self.compressible:
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new_v_map_x[target_x, target_y, target_z] += self.v_map_x[x_pos, y_pos, z_pos] * friction_dispersion
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excess = (self.n_a_eq[0] > self.max_n) * (self.n_a_eq[0] - self.max_n)
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# y
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dir_sum = np.sum(self.n_a_eq[1:], axis=0)
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new_v_map_y[target_x, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * FRICTION_COEFFICENT
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self.n_a_eq[1:] += excess * 1/8 #(self.n_a_eq[1:] / dir_sum)
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if target_x + 1 < self.v_map_x.shape[0] - 1:
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self.n_a_eq[0] -= excess
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new_v_map_x[target_x + 1, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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else:
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new_v_map_y[target_x, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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if target_x - 1 > 0:
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new_v_map_x[target_x - 1, target_y, target_z] -= self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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else:
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new_v_map_y[target_x, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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if target_z + 1 < self.v_map_x.shape[2] - 1:
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n_a_t_1 = np.zeros((len(self.e_a),) + self.field)
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new_v_map_z[target_x, target_y, target_z + 1] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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for a in range(len(self.e_a)):
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temp = ((-1.0 / self.relaxation_time) * (self.n_a[a] - self.n_a_eq[a]) + self.n_a[a])
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n_a_t_1[a, max(self.e_a[a][0], 0): min(self.field[0], self.field[0] + self.e_a[a][0]),
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max(self.e_a[a][1], 0): min(self.field[1], self.field[1] + self.e_a[a][1]),
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max(self.e_a[a][2], 0): min(self.field[2], self.field[2] + self.e_a[a][2])] += temp[
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max(-self.e_a[a][0], 0): min(
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self.field[0],
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self.field[0] -
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self.e_a[a][0]),
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max(-self.e_a[a][1], 0): min(
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self.field[1],
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self.field[1] -
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self.e_a[a][1]),
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max(-self.e_a[a][2], 0): min(
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self.field[2],
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self.field[2] -
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self.e_a[a][2])]
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for index in range(len(self.e_a[a])):
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if self.e_a[a][index] != 0:
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e_a_clipped = -np.array(self.e_a[a])
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# e_a_clipped[index] = 0
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# e_a_clipped[index] = -self.e_a[a][index]
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clipped_dir = np.zeros(3)
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clipped_dir[index] = self.e_a[a][index]
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e_a_index = np.where(np.all(self.e_a == e_a_clipped, axis=1))[0][0]
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# e_a_index = 0
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if index == 0:
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if self.e_a[a][index] > 0:
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slice_index = -1
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else:
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else:
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new_v_map_y[target_x, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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slice_index = 0
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if target_z - 1 > 0:
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n_a_t_1[e_a_index, slice_index, :, :] += temp[slice_index, :, :]
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new_v_map_z[target_x, target_y, target_z - 1] -= self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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temp[slice_index, :, :] *= 0
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if index == 1:
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if self.e_a[a][index] > 0:
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slice_index = -1
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else:
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else:
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new_v_map_y[target_x, target_y, target_z] += self.v_map_y[x_pos, y_pos, z_pos] * friction_dispersion
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slice_index = 0
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# z
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n_a_t_1[e_a_index, :, slice_index, :] += temp[:, slice_index, :]
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new_v_map_z[target_x, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * FRICTION_COEFFICENT
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temp[:, slice_index, :] *= 0
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if target_x + 1 < self.v_map_x.shape[0] - 1:
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new_v_map_x[target_x + 1, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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if index == 2:
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if self.e_a[a][index] > 0:
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slice_index = -1
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else:
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else:
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new_v_map_z[target_x, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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slice_index = 0
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if target_x - 1 > 0:
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n_a_t_1[e_a_index, :, :, slice_index] += temp[:, :, slice_index]
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new_v_map_x[target_x - 1, target_y, target_z] -= self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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temp[:, :, slice_index] *= 0
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else:
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new_v_map_z[target_x, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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if target_y + 1 < self.v_map_x.shape[1] - 1:
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self.n_a = n_a_t_1
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new_v_map_y[target_x, target_y + 1, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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if np.min(self.n_a) < 0:
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else:
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test = 1
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new_v_map_z[target_x, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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self.n_a = np.maximum(0, self.n_a)
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if target_y - 1 > 0:
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self.n_a = old_n_sum * self.n_a / np.sum(self.n_a)
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new_v_map_y[target_x, target_y - 1, target_z] -= self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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self.n = np.sum(self.n_a, axis=0, keepdims=False)
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else:
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# self.n = np.sum(np.abs(n_a_t_1), axis=0, keepdims=False)
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new_v_map_z[target_x, target_y, target_z] += self.v_map_z[x_pos, y_pos, z_pos] * friction_dispersion
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# handle boundaries
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||||||
filter_mat = np.array([[-1.0], [0], [1.0]]) / 2.0
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||||||
new_v_map_y[0, :, :] += convolve(new_v_map_x[0, :, :], filter_mat, 'same')
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||||||
new_v_map_x[0, :, :] = 0
|
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||||||
new_v_map_y[new_v_map_x.shape[0] - 1, :, :] +=\
|
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||||||
convolve(new_v_map_x[new_v_map_x.shape[0] - 1, :, :], filter_mat, 'same')
|
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||||||
new_v_map_x[new_v_map_x.shape[0] - 1, :, :] = 0
|
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||||||
|
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||||||
filter_mat = np.array([[-1.0], [0], [1.0]]) / 2.0
|
# stabilise the number because of rounding errors
|
||||||
new_v_map_x[:, 0, :] += convolve(new_v_map_y[:, 0, :], filter_mat, 'same')
|
self.n = old_n_sum * self.n / np.sum(self.n)
|
||||||
new_v_map_y[:, 0, :] = 0
|
|
||||||
new_v_map_x[:, new_v_map_x.shape[1] - 1, :] +=\
|
|
||||||
convolve(new_v_map_y[:, new_v_map_x.shape[1] - 1, :], filter_mat, 'same')
|
|
||||||
new_v_map_y[:, new_v_map_x.shape[1] - 1, :] = 0
|
|
||||||
|
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||||||
# corners
|
self.u *= 0
|
||||||
new_v_map_x[0, 0, 0] = new_v_map_y[0, 0, 0] = new_v_map_z[0, 0, 0] = 0
|
for a in range(len(self.e_a)):
|
||||||
new_v_map_x[-1, 0, 0] = new_v_map_y[-1, 0, 0] = new_v_map_z[-1, 0, 0] = 0
|
self.u[:, :, :, 0] += self.n_a[a] * self.e_a[a][0]
|
||||||
new_v_map_x[-1, -1, 0] = new_v_map_y[-1, -1, 0] = new_v_map_z[-1, -1, 0] = 0
|
self.u[:, :, :, 1] += self.n_a[a] * self.e_a[a][1]
|
||||||
new_v_map_x[-1, -1, -1] = new_v_map_y[-1, -1, -1] = new_v_map_z[-1, -1, -1] = 0
|
self.u[:, :, :, 2] += self.n_a[a] * self.e_a[a][2]
|
||||||
new_v_map_x[0, -1, -1] = new_v_map_y[0, -1, -1] = new_v_map_z[0, -1, -1] = 0
|
self.u[:, :, :, 0] /= self.n
|
||||||
new_v_map_x[0, -1, 0] = new_v_map_y[0, -1, 0] = new_v_map_z[0, -1, 0] = 0
|
self.u[:, :, :, 1] /= self.n
|
||||||
new_v_map_x[-1, -1, 0] = new_v_map_y[-1, -1, 0] = new_v_map_z[-1, -1, 0] = 0
|
self.u[:, :, :, 2] /= self.n
|
||||||
new_v_map_x[-1, 0, -1] = new_v_map_y[-1, 0, -1] = new_v_map_z[-1, 0, -1] = 0
|
|
||||||
|
|
||||||
self.v_map_x = new_v_map_x
|
self.u[self.n == 0] = 0
|
||||||
self.v_map_y = new_v_map_y
|
|
||||||
self.v_map_z = new_v_map_z
|
|
||||||
|
|
||||||
filter_mat = (np.zeros((3, 3, 1)) + 1.0) / 9.0
|
length = np.sqrt(np.sum(np.square(self.u), axis=3, keepdims=True))
|
||||||
|
|
||||||
v_map = np.pad(self.v_map_x, 1, 'edge')
|
# gravity
|
||||||
self.v_map_x = convolve(v_map, filter_mat, mode='same')[1:-1, 1:-1, 1:2]
|
gravity_applies = self.n < self.w_a[0]
|
||||||
v_map = np.pad(self.v_map_y, 1, 'edge')
|
gravity_applies[:, :-1, :] = gravity_applies[:, 1:, :]
|
||||||
self.v_map_y = convolve(v_map, filter_mat, mode='same')[1:-1, 1:-1, 1:2]
|
gravity_applies[:, -1, :] = False
|
||||||
v_map = np.pad(self.v_map_z, 1, 'edge')
|
self.u[gravity_applies, 1] -= 0.01
|
||||||
self.v_map_z = convolve(v_map, filter_mat, mode='same')[1:-1, 1:-1, 1:2]
|
|
||||||
# moving heat
|
|
||||||
heat_map = np.zeros(self.heat_map.shape)
|
|
||||||
for x_pos in range(self.v_map_x.shape[0]):
|
|
||||||
for y_pos in range(self.v_map_x.shape[1]):
|
|
||||||
for z_pos in range(self.v_map_x.shape[2]):
|
|
||||||
target_x = min(self.v_map_x.shape[0] - 1,
|
|
||||||
max(0, int(round(x_pos + self.v_map_x[x_pos, y_pos, z_pos]))))
|
|
||||||
target_y = min(self.v_map_x.shape[1] - 1,
|
|
||||||
max(0, int(round(y_pos + self.v_map_y[x_pos, y_pos, z_pos]))))
|
|
||||||
target_z = min(self.v_map_x.shape[2] - 1,
|
|
||||||
max(0, int(round(z_pos + self.v_map_z[x_pos, y_pos, z_pos]))))
|
|
||||||
heat_map[target_x, target_y, target_z] += self.heat_map[x_pos, y_pos, z_pos]
|
|
||||||
|
|
||||||
self.heat_map = heat_map
|
new_lengths = np.sqrt(np.sum(np.square(self.u), axis=3, keepdims=True))
|
||||||
# dispersing heat
|
self.u = self.u / new_lengths * length
|
||||||
heat_map = np.pad(self.heat_map, 1, 'edge')
|
zero_length = (new_lengths == 0)
|
||||||
self.heat_map = convolve(heat_map, filter_mat, mode='same')[1:-1, 1:-1, 1:2]
|
self.u[zero_length[:, :, :, 0], :] = 0
|
||||||
# heat source keeps source block on constant heat
|
|
||||||
self.heat_map[50-5:50+5, 0, 0] = 100.0
|
|
||||||
# roof gets cooled off to min temp
|
|
||||||
self.heat_map[:, 99, :] = np.maximum(self.heat_map[:, 99, :] * 0.8, 0.0)
|
|
||||||
|
|
||||||
print(1.0 / (time.time() - self.time))
|
u = self.u[int(self.test_pixel[0]), int(self.test_pixel[1]), int(self.test_pixel[2])]
|
||||||
|
self.test_pixel[0] = max(0, min(self.field[0] - 1, self.test_pixel[0] + u[0]))
|
||||||
|
self.test_pixel[1] = max(0, min(self.field[1] - 1, self.test_pixel[1] + u[1]))
|
||||||
|
self.test_pixel[2] = max(0, min(self.field[2] - 1, self.test_pixel[2] + u[2]))
|
||||||
|
|
||||||
|
# print(1.0 / (time.time() - self.time))
|
||||||
self.time = time.time()
|
self.time = time.time()
|
||||||
glutPostRedisplay()
|
glutPostRedisplay()
|
||||||
|
|
||||||
|
@ -382,5 +388,6 @@ class Client:
|
||||||
glutFullScreenToggle()
|
glutFullScreenToggle()
|
||||||
# print(key)
|
# print(key)
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
client = Client(pos=[-50, -50, -200])
|
client = Client(pos=[-50, -50, -200])
|
||||||
|
|
Loading…
Reference in a new issue