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from __future__ import division
from math import sqrt, ceil, atan, sin, cos
import random, pygame, sys
import os
import json
from pygame.locals import *
pygame.init()
GRAY = ( 182, 182, 182)
VIOLET = (150, 100, 190)
RED = (255, 0, 0)
GREEN = (0, 150, 0)
BLUE = (30, 30, 180)
VERYLIGHT = (210, 210, 210)
BLACK = (0,0,0)
WHITE = (255, 255, 255)
PINK = (255, 62, 150)
MAGENTA = (255, 0, 255)
ORANGE = (255, 69, 0)
GREENYYELLOW = (173, 255, 47)
CRIMSON = (220, 20, 60)
GRAYISH = (210, 210, 255)
ROYALBLUE = (65, 105, 225)
TIME_STEP = 0.01
K = 50000
X_SCREEN_BORDER = 1200
Y_SCREEN_BORDER = 800
INITIAL_SPEED_X = 200
INITIAL_SPEED_Y = 0
INITIAL_Y = 400
DEFAULT_OLD_X = 2 - INITIAL_SPEED_X*TIME_STEP
DEFAULT_OLD_Y = INITIAL_Y - INITIAL_SPEED_Y*TIME_STEP
BEAM_WIDHT = 40
def main():
#create the screen
window = pygame.display.set_mode((1200, 800))
colors = [GRAY, VIOLET, RED, GREEN, BLUE, ROYALBLUE, BLACK, PINK, ORANGE, GREENYYELLOW, CRIMSON]
settings = SimulationSettings(K, TIME_STEP, INITIAL_Y, INITIAL_SPEED_X, BEAM_WIDHT, colors)
#Initialize universe with some atoms
universe = Universe(settings)
screen = Screen(window, colors, universe)
screen.draw_surface()
keep_running = True
simulation_running = True
while keep_running:
if(simulation_running):
screen.draw_surface()
universe.update_positions()
else:
screen.draw_static_surface()
for event in pygame.event.get():
if event.type == pygame.QUIT:
keep_running = False
elif event.type == pygame.KEYUP:
if event.key == K_UP :
universe.settings.initial_y -= 10
elif event.key == K_DOWN:
universe.settings.initial_y += 10
elif event.key == K_RIGHT:
universe.settings.speed_x += 20
elif event.key == K_LEFT:
universe.settings.speed_x -= 20
if(universe.settings.speed_x < 0):
universe.settings.speed_x = 0
elif event.key == K_SPACE:
universe.add_particle()
elif event.key == K_h:
if(universe.settings.show_instructions):
universe.settings.show_instructions = False
else:
universe.settings.show_instructions = True
elif event.key == K_RETURN:
if(simulation_running):
simulation_running = False
else:
simulation_running = True
elif event.key == K_COMMA:
universe.settings.beam_width -= 5
if(universe.settings.beam_width < 5):
universe.settings.beam_width = 5
elif event.key == K_PERIOD:
universe.settings.beam_width += 5
print "Pygame thread exited."
class Screen:
def __init__(self, window, colors, universe):
self.communicates = []
self.communicates.append("Rutherford scattering")
self.window = window
self.universe = universe
self.colors = colors
self.color = WHITE
def change_color(self):
self.color = random.choice(self.colors)
def draw_universe(self):
self.draw_guide()
for particle in self.universe.particles:
self.draw_particle(particle)
def draw_static_universe(self):
self.draw_guide()
for particle in self.universe.particles:
self.draw_particle(particle)
for x in range(1, len(self.universe.particles)):
self.draw_particle_vector(self.universe.particles[x])
def draw_particle(self, particle):
position = (int(ceil(particle.position.x)), int(ceil(particle.position.y)))
pygame.draw.circle(self.window, particle.color, position, 6+ int(particle.mass/100) )
def draw_particle_vector(self, particle):
factor = 20
arrow_head_x = 0.50
arrow_head_y = 0.30
start_position = (particle.position.x, particle.position.y)
end_position = (int((particle.position.x - particle.old_position.x)*factor +particle.position.x),
int((particle.position.y -particle.old_position.y)*factor + particle.position.y))
pygame.draw.aaline(self.window, BLUE, start_position, end_position, 4)
pygame.draw.circle(self.window, RED, end_position, 2)
def draw_guide(self):
y = self.universe.settings.initial_y
offset = self.universe.settings.beam_width
for x in range(0, 39, 2):
pygame.draw.aaline(self.window, BLACK, (X_SCREEN_BORDER*x/40, y), (X_SCREEN_BORDER*(x+1)/40, y), 4)
for x in range(0, 79, 2):
pygame.draw.aaline(self.window, RED, (X_SCREEN_BORDER*x/80, y + offset), (X_SCREEN_BORDER*(x+1)/80, y + offset), 2)
for x in range(0, 79, 2):
pygame.draw.aaline(self.window, RED, (X_SCREEN_BORDER*x/80, y - offset), (X_SCREEN_BORDER*(x+1)/80, y - offset), 2)
def draw_static_surface(self):
self.window.fill(GRAYISH)
self.draw_static_universe()
description_of_simulation_settings = self.prepare_settings_description(self.universe.settings)
for i, text in enumerate(self.communicates + description_of_simulation_settings):
if(i == 0):
self.print_text(text, 20, 14 + i*20, CRIMSON, 28, self.window)
else:
self.print_text(text, 20, 20 + i*20, BLACK, 24, self.window)
if(self.universe.settings.show_instructions):
for i, text in enumerate(self.universe.settings.instructions):
if(i == 0):
self.print_text(text, 350, 14 + i*20, GREEN, 28, self.window)
else:
self.print_text(text, 350, 20 + i*20, BLACK, 24, self.window)
pygame.display.flip()
def prepare_settings_description(self, settings):
description = []
line = "K = {0:d}".format(settings.K)
description.append(line)
line = "Position of the beam is {0:d}".format(settings.initial_y)
description.append(line)
line = "Initial speed of the beam is {0:d}".format(settings.speed_x)
description.append(line)
line = "Width of the beam is {0:d}".format(settings.beam_width)
description.append(line)
line = "Time step is set to {0:f}".format(settings.time_step)
description.append(line)
line = "Press H to show/hide instructions"
description.append(line)
return description
def draw_surface(self):
self.window.fill(self.color)
self.draw_universe()
description_of_simulation_settings = self.prepare_settings_description(self.universe.settings)
for i, text in enumerate(self.communicates + description_of_simulation_settings):
if(i == 0):
self.print_text(text, 20, 14 + i*20, CRIMSON, 28, self.window)
else:
self.print_text(text, 20, 20 + i*20, BLACK, 24, self.window)
if(self.universe.settings.show_instructions):
for i, text in enumerate(self.universe.settings.instructions):
if(i == 0):
self.print_text(text, 350, 14 + i*20, GREEN, 28, self.window)
else:
self.print_text(text, 350, 20 + i*20, BLACK, 24, self.window)
pygame.display.flip()
def print_text(self, text,xx,yy,color,text_size, screen):
font = pygame.font.SysFont(None,text_size)
ren = font.render(text,1,color)
screen.blit(ren, (xx,yy))
class Vector2:
def __init__(self, x, y):
self.x = x
self.y = y
class Particle:
def __init__(self, mass, position, old_position, charge, color):
self.mass = mass
self.position = position
self.old_position = old_position
self.acc = Vector2(0,0)
self.color = color
self.charge = charge
class SimulationSettings:
def __init__(self, K, time_step, initial_y, speed_x, beam_width, colors):
self.K = K
self.time_step = time_step
self.initial_y = initial_y
self.speed_x = speed_x
self.beam_width = beam_width
self.colors = colors
self.show_instructions = True
self.instructions = [ "Instructions:",
"To change speed, use right and left arrow keys",
"To change position of the beam, use up and down arrow keys",
"To change width of the beam, use , and . keys",
"To add particle, press space",
"To pause/continue simulation, press enter"]
class Universe:
def __init__(self, settings):
self.settings = settings
atom1 = Particle(1000, Vector2(600,400), Vector2(600,400), 20, BLUE)
atom2 = Particle(1, Vector2(2,400), Vector2(2-TIME_STEP*INITIAL_SPEED_X,
INITIAL_Y- TIME_STEP*INITIAL_SPEED_Y), 1, RED)
self.particles = [atom1, atom2]
print("Universe has just been created!")
def update_accelerations(self):
for particle in self.particles:
particle.acc = Vector2(0,0)
for x in range(1, len(self.particles)):
accelerations = self.compute_acc(self.particles[x], self.particles[0])
self.particles[x].acc = accelerations[0]
def update_positions(self):
self.update_accelerations()
for particle in self.particles:
temporary_x = particle.position.x
temporary_y = particle.position.y
particle.position.x = 2 * particle.position.x - particle.old_position.x
particle.position.x += particle.acc.x * TIME_STEP * TIME_STEP
particle.position.y = 2 * particle.position.y - particle.old_position.y
particle.position.y += particle.acc.y * TIME_STEP * TIME_STEP
particle.old_position.x = temporary_x
particle.old_position.y = temporary_y
particle = self.limit_position(particle)
def limit_position(self, particle):
if(particle.position.x > X_SCREEN_BORDER or particle.position.y > Y_SCREEN_BORDER or
particle.position.x < 0 or particle.position.y < 0):
y = self.settings.initial_y
speed = self.settings.speed_x
random_offset = random.randrange(-self.settings.beam_width, self.settings.beam_width)
particle.position.x = 2
particle.old_position.x = 2 - speed*self.settings.time_step
particle.position.y = y + random_offset
particle.old_position.y = y + random_offset
return particle
def compute_acc(self, particle1, particle2):
vertical_distance = particle1.position.y - particle2.position.y
horizontal_distance = particle1.position.x - particle2.position.x
distance = sqrt((vertical_distance)**2 + (horizontal_distance)**2)
force = particle1.charge * particle2.charge *K/distance**2
acc1x = force/particle1.mass*horizontal_distance/distance
acc1y = force/particle1.mass*vertical_distance/distance
acc2x = -force/particle2.mass*horizontal_distance/distance
acc2y = -force/particle2.mass*vertical_distance/distance
return [Vector2(acc1x, acc1y), Vector2(acc2x, acc2y)]
def add_particle(self):
y = self.settings.initial_y
speed = self.settings.speed_x
colors = self.settings.colors
random_offset = random.randrange(-self.settings.beam_width, self.settings.beam_width)
particle = Particle(1, Vector2(2, y + random_offset),
Vector2(2-self.settings.time_step*speed, y + random_offset), 1, random.choice(colors))
self.particles.append(particle)
if __name__ == '__main__':
main()
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