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Pygame Strange Attractor.
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""" | |
main.py | |
Author: Robert (Duality) | |
Git: https://github.com/Duality4y | |
notes: | |
this is an implementation of the strange attractor in python. | |
using pygame to draw it. | |
details can be found here: | |
https://en.wikipedia.org/wiki/Lorenz_system | |
This program is hungry for cycles though, because it tries to do the | |
Transformation as fast as possible. | |
control: | |
press i to increase the scale | |
press d to decrease the scale | |
press r to reset scale | |
press c to clear the screen once | |
press u to continuesly clear the screen. | |
LICENSE: | |
This Project | |
Copyright (C) 2018 | |
This program is free software: you can redistribute it and/or modify | |
it under the terms of the GNU General Public License as published by | |
the Free Software Foundation, either version 3 of the License, or | |
(at your option) any later version. | |
This program is distributed in the hope that it will be useful, | |
but WITHOUT ANY WARRANTY; without even the implied warranty of | |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
GNU General Public License for more details. | |
You should have received a copy of the GNU General Public License | |
along with this program. If not, see <http://www.gnu.org/licenses/>. | |
""" | |
import sys | |
import time | |
import random | |
from operator import add, sub, mul, truediv | |
import pygame | |
def draw_pixel(surface, color, point): | |
# unpack 2 cordinates of the point (x, y) into the rect x, y | |
pygame.draw.rect(surface, color, (*point[0:2:1], 1, 1), 1) | |
class Point(list): | |
def __init__(self, *args, **kwargs): | |
self.attrs = ["x", "y", "z"] | |
if len(args): | |
super(Point, self).__init__(args) | |
else: | |
self.append(kwargs.get("x", 0)) | |
self.append(kwargs.get("y", 0)) | |
self.append(kwargs.get("z", 0)) | |
@property | |
def x(self): | |
return self[0] | |
@x.setter | |
def x(self, value): | |
self[0] = value | |
@property | |
def y(self): | |
return self[1] | |
@y.setter | |
def y(self, value): | |
self[1] = value | |
@property | |
def z(self): | |
return self[2] | |
@z.setter | |
def z(self, value): | |
self[2] = value | |
def __add__(self, other): | |
return Point([add(*value) for value in zip(self, other)]) | |
def __sub__(self, other): | |
return Point([sub(*value) for value in zip(self, other)]) | |
def __mul__(self, other): | |
return Point([mul(*value) for value in zip(self, other)]) | |
def __truediv__(self, other): | |
return Point([truediv(*value) for value in zip(self, other)]) | |
def __repr__(self): | |
return ("Point(%s)" % super(Point, self).__repr__()) | |
if __name__ == "__main__": | |
pygame.init() | |
surface = pygame.display.set_mode((800, 600)) | |
# color definitions | |
red = (0xff, 0, 0) | |
green = (0, 0xff, 0) | |
blue = (0, 0, 0xff) | |
white = (0xff, 0xff, 0xff) | |
black = (0, 0, 0) | |
# transformation variables. | |
p = Point(0.1, 0.42, 0.90) | |
sigma = 10 | |
rho = 28. | |
beta = 8. / 3. | |
dt = 0.0001 | |
scale = 5 | |
# timeing variables. | |
current = time.time() | |
previous = 1.0 | |
interval = 1 / 30. | |
# state and program variables | |
should_clear = False | |
clear_once = False | |
bgcolor = black | |
# main program loop | |
# all the processing amd | |
# all the screen updating happens here. | |
while True: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
pygame.quit() | |
sys.exit() | |
elif event.type == pygame.KEYUP: | |
if event.key == pygame.K_c: | |
clear_once = True | |
elif event.key == pygame.K_u: | |
should_clear = not should_clear | |
elif event.key == pygame.K_i: | |
scale *= 1.2 | |
clear_once = True | |
elif event.key == pygame.K_d: | |
scale /= 1.2 | |
clear_once = True | |
elif event.key == pygame.K_r: | |
scale = 5 | |
clear_once = True | |
# apply the transformation | |
dx = (sigma * (p.y - p.x)) * dt | |
dy = (p.x * (rho - p.z) - p.y) * dt | |
dz = (p.x * p.y - beta * p.z) * dt | |
p.x = p.x + dx | |
p.y = p.y + dy | |
p.z = p.z + dz | |
# make a new point translated over to the center of the screen. | |
# and also scale a bit. | |
cp = Point(p.x * scale + 400, p.y * scale + 300, p.z * scale) | |
# draw the pixel that is on the attractor. | |
draw_pixel(surface, green, cp) | |
# only update the screen 30 times a second. | |
# such a performance hit to update every single itteration of the loop. | |
current = time.time() | |
if (current - previous) >= interval: | |
previous = current | |
pygame.display.update() | |
# only clear when it is allowed. | |
# and also do it here so not to hava a to big performance hit. | |
if should_clear: | |
surface.fill(bgcolor) | |
elif clear_once: | |
clear_once = False | |
surface.fill(bgcolor) |
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