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# include "rogueviz.h"
# include <unordered_map>
// heat equation simulation
// https://twitter.com/ZenoRogue/status/1208409387733307392
// run with e.g.
// -geo 1 -canvas 0 -smart 1 -smartlimit 999999 -heatx
// -tes tessellations/sample/marjorie-rice.tes heat_scale=0.02 -canvas 0 -smart 1 -smartlimit 999999 -heatx
namespace hr {
namespace heatx {
const int NOT_STARTED = 999999 ;
const int OFF = 999998 ;
int last_steps = NOT_STARTED ;
std : : unordered_map < cell * , double > m1 , m2 , m3 ;
ld delta = 0.01 ;
int mode = 1 ;
int qsteps = 2000 ;
ld frac_per_frame = .001 ;
ld frac ;
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ld scale = 0.04 ;
int simulation_range = 20000 ;
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void advance_heat_wave ( ) {
if ( euclid & & GDIM = = 2 )
pconf . scale = scale / max ( frac , .15 ) ;
int steps = mode = = 2 ? ( frac * qsteps ) : ( frac * frac * qsteps ) ;
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if ( steps ! = last_steps | | mode = = 3 ) {
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celllister cl ( cwt . at , 999999 , simulation_range , nullptr ) ;
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if ( steps < last_steps ) {
last_steps = 0 ;
m1 . clear ( ) ;
m2 . clear ( ) ;
for ( cell * c : cl . lst ) m1 [ c ] = 0 ;
m2 = m1 ;
m1 [ cwt . at ] = 1 ;
}
while ( last_steps < steps ) {
switch ( mode ) {
case 0 :
// heat: average of adjacent
for ( cell * c : cl . lst ) {
ld v = m1 [ c ] ;
forCellEx ( c2 , c ) {
if ( m1 . count ( c2 ) ) v + = m1 [ c2 ] ; else v + = m1 [ c ] ;
}
v / = ( 1 + c - > type ) ;
m2 [ c ] = v ;
}
swap ( m1 , m2 ) ;
break ;
case 1 :
// heat: transfer to adjacent
for ( auto & p : m2 ) p . second = 0 ;
for ( cell * c : cl . lst ) {
ld v = m1 [ c ] / ( 1 + c - > type ) ;
m2 [ c ] + = v ;
forCellEx ( c2 , c ) {
if ( m1 . count ( c2 ) ) m2 [ c2 ] + = v ; else m2 [ c ] + = v ;
}
}
swap ( m1 , m2 ) ;
break ;
case 2 :
// wave
for ( cell * c : cl . lst ) {
m3 [ c ] = 0 ;
forCellEx ( c2 , c ) {
if ( m1 . count ( c2 ) ) m3 [ c ] + = ( m1 [ c2 ] - m1 [ c ] ) ;
}
}
for ( cell * c : cl . lst ) {
m1 [ c ] + = m2 [ c ] * delta + m3 [ c ] * delta * delta / 2 ;
m2 [ c ] + = m3 [ c ] * delta ;
}
break ;
}
last_steps + + ;
}
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if ( mode = = 3 ) {
ld fsteps = qsteps * frac ;
for ( cell * c : cl . lst ) {
ld d = hdist0 ( tC0 ( ggmatrix ( c ) ) ) ;
m1 [ c ] = m2 [ c ] = m3 [ c ] = exp ( - d * d / ( fsteps + 1e-3 ) ) ;
}
}
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ld maxv = 0 ;
for ( auto p : m1 ) maxv = max ( maxv , abs ( p . second ) ) ;
for ( cell * c : cl . lst ) {
ld x = m1 [ c ] / maxv ;
if ( mode = = 2 ) {
if ( x < 0 ) c - > landparam = gradient ( 0x001010 , 0x1010FF , - 1 , x , 0 ) ;
else c - > landparam = gradient ( 0x1010FF , 0xFFFFFF , 0 , x , 1 ) ;
}
else {
if ( x < 1 / 2. ) c - > landparam = gradient ( 0x001010 , 0xFF1010 , 0 , x , 1 / 2. ) ;
else c - > landparam = gradient ( 0xFF1010 , 0xFFFF10 , 1 / 2. , x , 1. ) ;
if ( x > .2 & & x < .3 ) c - > landparam | = 0x4040 ;
}
}
}
// return false;
}
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void show ( ) {
cmode = sm : : SIDE | sm : : MAYDARK ;
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gamescreen ( ) ;
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dialog : : init ( XLAT ( " heat transfer simulation " ) , 0xFFFFFFFF , 150 , 0 ) ;
add_edit ( delta ) ;
add_edit ( qsteps ) ;
add_edit ( frac_per_frame ) ;
add_edit ( scale ) ;
add_edit ( simulation_range ) ;
dialog : : addBack ( ) ;
dialog : : display ( ) ;
}
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void enable ( ) {
using rogueviz : : rv_hook ;
rv_hook ( hooks_frame , 100 , advance_heat_wave ) ;
rv_hook ( anims : : hooks_anim , 100 , [ ] {
if ( inHighQual ) {
frac = std : : fmod ( ticks , anims : : period ) * 1. / anims : : period ;
}
else {
frac + = frac_per_frame ;
if ( frac > 1 ) frac - - ;
}
} ) ;
rv_hook ( shot : : hooks_take , 100 , [ ] {
advance_heat_wave ( ) ; calcparam ( ) ; models : : configure ( ) ;
} ) ;
rv_hook ( hooks_drawcell , 100 , [ ] ( cell * c , const shiftmatrix & V ) {
if ( WDIM = = 3 )
queuepoly ( face_the_player ( V ) , cgi . shRing , darkena ( c - > landparam_color , 0 , 0xFF ) ) ;
return false ;
} ) ;
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rv_hook ( hooks_o_key , 80 , [ ] ( o_funcs & v ) { v . push_back ( named_dialog ( " heat " , show ) ) ; } ) ;
rv_hook ( hooks_post_initgame , 100 , [ ] { last_steps = NOT_STARTED ; frac = 0 ; } ) ;
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rogueviz : : cleanup . push_back ( [ ] { m1 . clear ( ) ; m2 . clear ( ) ; m3 . clear ( ) ; last_steps = OFF ; } ) ;
last_steps = NOT_STARTED ; frac = 0 ;
}
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string cap = " heat transfer/ " ;
void heat_slide ( vector < tour : : slide > & v , string title , string desc , reaction_t t ) {
using namespace tour ;
v . push_back (
tour : : slide { cap + title , 18 , LEGAL : : NONE | QUICKGEO , desc ,
[ t ] ( presmode mode ) {
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setPlainCanvas ( mode ) ;
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slide_backup ( vid . use_smart_range , 2 ) ;
slide_backup ( vid . smart_range_detail , 1 ) ;
slide_backup ( vid . cells_drawn_limit , 100000 ) ;
slide_backup ( vid . cells_generated_limit , 10000 ) ;
if ( mode = = pmStart ) {
t ( ) ;
start_game ( ) ;
enable ( ) ;
}
} }
) ;
}
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auto heathook = arg : : add3 ( " -heatx " , enable )
+ addHook ( hooks_configfile , 100 , [ ] {
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param_f ( delta , " heat_delta " )
- > editable ( 0 , 1 , 0.01 , " delta " , " how fast is the heat transfer " , ' t ' ) ;
param_i ( qsteps , " heat_qsteps " )
- > editable ( 0 , 10000 , 100 , " steps to simulate " , " " , ' s ' ) ;
param_f ( frac_per_frame , " heat_pf " )
- > editable ( 0 , 0.01 , 0.0001 , " speed " , " speed of simulation: fraction per frame " , ' v ' ) ;
param_f ( scale , " heat_scale " )
- > editable ( 0 , 1 , 0.001 , " scale " , " scaling factor " , ' f ' ) ;
param_i ( simulation_range , " heat_range " )
- > editable ( 0 , 100000 , 1000 , " heat simulation range " , " number of cells to consider " , ' r ' ) ;
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param_i ( mode , " heat_mode " ) ;
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} )
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+ addHook_rvslides ( 180 , [ ] ( string s , vector < tour : : slide > & v ) {
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if ( s ! = " mixed " ) return ;
heat_slide ( v , " squares " ,
" A simple heat simulation. In each turn, the temperature changes towards the average of temperatures of adjacent cells. \n \n "
" Here we do this simulation on a square grid. Note that, despite the natural taxicab metric, spread heats in perfect circles. " ,
[ ] {
set_geometry ( gEuclidSquare ) ; set_variation ( eVariation : : pure ) ;
} ) ;
heat_slide ( v , " Marjorie Rice tiling " , " Heat simulation on a tiling discovered by Marjorie Rice. Despite the more complex tiling, the heat spreads in perfect circles! " , [ ] {
arb : : run ( " tessellations/sample/marjorie-rice.tes " ) ;
tour : : slide_backup ( scale , 0.02 ) ;
} ) ;
heat_slide ( v , " elongated triangular " , " It is not always perfect circles -- in a periodic tessellation, it could also be ellipses. Here the ellipses are very close to perfect circles. " , [ ] {
set_variation ( eVariation : : pure ) ;
set_geometry ( gArchimedean ) ;
arcm : : current . parse ( " (4,4,3L,3L,3L) [3,4] " ) ;
} ) ;
heat_slide ( v , " kite-and-dart tiling " , " But even in the kite-and-dart tiling we seem to get perfect circles. " , [ ] {
set_geometry ( gKiteDart2 ) ;
} ) ;
heat_slide ( v , " hyperbolic tiling " ,
" We used Euclidean tessellations so far. In each Euclidean tessellation, the tessellations behaved in roughly the same, Euclidean way. \n \n "
" In hyperbolic geometry it is different -- not only it is less circular, but the radius of the hot area (at least 30% of the heat of the central tile) will not grow to infinity! " , [ ] {
set_geometry ( gNormal ) ;
gp : : param . first = 4 ;
gp : : param . second = 0 ;
set_variation ( eVariation : : goldberg ) ;
} ) ;
} ) ;
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}
}