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Chain fountain simulation
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# Chain simulation | |
import sys | |
import time | |
import math | |
import numpy as np | |
import pygame | |
from pygame.locals import * | |
def LinkForce(pos, l1, l2): | |
totalForce = np.zeros((3,)) | |
dpos = pos[l1, :] - pos[l2, :] | |
dposLen = np.pow(np.sum(np.pow(dpos, 2.0)), 0.5) | |
dposNorm = dpos.copy() | |
if dposLen > 1e-9: | |
dposNorm /= dposLen | |
linkLen = 10.0 | |
dlen = dposLen - linkLen | |
linkForce = dlen * 0.2 | |
return -dposNorm * linkForce | |
def LinkFriction(pos, vel, l1, l2): | |
dpos = pos[l1, :] - pos[l2, :] | |
dposLen = np.pow(np.sum(np.pow(dpos, 2.0)), 0.5) | |
dposNorm = dpos.copy() | |
if dposLen > 1e-9: | |
dposNorm /= dposLen | |
dvel = vel[l1, :] - vel[l2, :] | |
d = dvel.dot(-dposNorm) | |
dv = d * -0.05 | |
vel[l1, :] += dv | |
vel[l2, :] -= dv # Transfer momentum | |
def LinkFriction2(pos, vel, isActive, i): | |
if i-1 >= 0 and i+1 < pos.shape[0] and isActive[i] and isActive[i-1] and isActive[i+1]: | |
#LinkFriction(pos, vel, i+1, i-1) | |
LinkFriction(pos, vel, i, i-1) | |
LinkFriction(pos, vel, i, i+1) | |
else: | |
if i-1 >= 0 and isActive[i] and isActive[i-1]: | |
LinkFriction(pos, vel, i, i-1) | |
if i+1 < pos.shape[0] and isActive[i] and isActive[i+1]: | |
LinkFriction(pos, vel, i, i+1) | |
if __name__=="__main__": | |
pygame.init() | |
screen = pygame.display.set_mode((1024,1024)) | |
color1 = pygame.Color(255, 0, 0) | |
color2 = pygame.Color(0, 255, 0) | |
color3 = pygame.Color(0, 0, 255) | |
colors = [color1, color2, color3] | |
numNodes = 150 | |
pos = np.zeros((numNodes, 2)) | |
vel = np.zeros((numNodes, 2)) | |
prevPos = pos.copy() | |
notInTray = np.zeros((numNodes,), dtype=np.uint8) | |
isActive = np.zeros((numNodes,), dtype=np.uint8) | |
mass = 1.0 | |
earthMass = 1000.0 | |
earthVel = 0.0 | |
isActive[0] = 1 | |
for i in range(1, 10): | |
pos[i, 0] = 200 | |
pos[i, 1] = 500 + i * 10.0 | |
cursor = 200.0 | |
cursorDirection = 1 | |
for i in range(10, pos.shape[0]): | |
cursor += 10.0 * cursorDirection | |
if cursor >= 220: | |
cursorDirection = -1 | |
if cursor <= 180: | |
cursorDirection = 1 | |
pos[i, 0] = cursor | |
pos[i, 1] = 600 | |
isActive[i] = 1 | |
for i in range(1, 10): | |
notInTray[i] = 1 | |
isActive[i] = 1 | |
frameNum = 0 | |
colourOffset = 0 | |
while True: | |
t = time.time() | |
screen.fill("black") | |
if frameNum < 30: | |
pos[0, 0] = 200 | |
pos[0, 1] = 500 - 10.0 * frameNum | |
# gets to (200, 200) on frame 30 | |
elif frameNum < 60: | |
pos[0, 0] = 300 - 100.0 * math.cos((frameNum-30) * math.pi * 1.0 / 30.0) | |
pos[0, 1] = 200 - 100.0 * math.sin((frameNum-30) * math.pi * 1.0 / 30.0) | |
# gets to (400, 200) on frame 60 | |
elif frameNum < 200: | |
pos[0, 0] = 400 | |
pos[0, 1] = 200 + 10.0 * (frameNum - 60) | |
else: | |
notInTray[0] = 1 | |
vel[0, :] = pos[0, :] - prevPos[0, :] | |
forceOnEarth = 0.0 | |
for i in range(pos.shape[0]): | |
if i == 0 and frameNum < 200: | |
continue | |
totalForce = np.zeros((2,)) | |
# Link forces | |
if i-1 >= 0 and isActive[i] and isActive[i-1]: | |
df = LinkForce(pos, i, i-1) | |
totalForce += df | |
if i+1 < pos.shape[0] and isActive[i] and isActive[i+1]: | |
df = LinkForce(pos, i, i+1) | |
totalForce += df | |
# Fiction | |
#totalForce += -0.001 * vel[i, :] | |
# Gravity | |
totalForce[1] += mass * 0.05 | |
forceOnEarth -= mass * 0.05 | |
accel = totalForce / mass | |
vel[i, :] += accel | |
#if i == 0: | |
# print (totalForce) | |
earthAccel = forceOnEarth / earthMass | |
earthVel += earthAccel | |
# Smooth velocity along chain | |
for j in range(1): | |
for i in range(pos.shape[0]): | |
LinkFriction2(pos, vel, isActive, i) | |
for i in range(pos.shape[0]-1, -1, -1): | |
LinkFriction2(pos, vel, isActive, i) | |
prevPos[:, :] = pos[:, :] | |
pos += vel | |
#print (vel[0, :]) | |
# Check momentum | |
mom = np.zeros((2,)) | |
for i in range(pos.shape[0]): | |
mom += vel[i, :] * mass * isActive[i] | |
mom[1] += earthVel * earthMass | |
#if frameNum > 200: | |
# print (frameNum, mom) | |
# Check for when a node is picked up from tray | |
for i in range(1, pos.shape[0]): | |
if not isActive[i]: continue | |
if not notInTray[i]: | |
if pos[i, 1] > 600.0: | |
pos[i, 1] = 600.0 | |
vel[i, 1] = 0.0 | |
if pos[i, 1] < 590.0: | |
notInTray[i] = 1 | |
if frameNum > 200: | |
dropIndex = None | |
for i in range(pos.shape[0]): | |
if pos[i, 1] < 5000: | |
dropIndex = i | |
break | |
if dropIndex: | |
pos = pos[dropIndex:, :] | |
vel = vel[dropIndex:, :] | |
prevPos = prevPos[dropIndex:, :] | |
notInTray = notInTray[dropIndex:] | |
isActive = isActive[dropIndex:] | |
colourOffset += dropIndex | |
colourOffset = colourOffset % len(colors) | |
countInTray = 0 | |
for i in range(pos.shape[0]): | |
countInTray += 1 - notInTray[i] | |
if countInTray < 20: | |
numToAdd = 10 | |
pos = np.vstack((pos, np.zeros((numToAdd, 2)))) | |
vel = np.vstack((vel, np.zeros((numToAdd, 2)))) | |
prevPos = np.vstack((prevPos, np.zeros((numToAdd, 2)))) | |
notInTray = np.hstack((notInTray, np.zeros((numToAdd,), dtype=np.uint8))) | |
isActive = np.hstack((isActive, np.ones((numToAdd,), dtype=np.uint8))) | |
for i in range(pos.shape[0]-numToAdd, pos.shape[0]): | |
cursor += 10.0 * cursorDirection | |
if cursor >= 220: | |
cursorDirection = -1 | |
if cursor <= 180: | |
cursorDirection = 1 | |
pos[i, 0] = cursor | |
pos[i, 1] = 600 | |
isActive[i] = 1 | |
scale = 2.0 | |
for i in range(1, pos.shape[0]): | |
pygame.draw.line(screen, colors[0], pos[i-1, :] / scale, pos[i, :] / scale, 2) | |
for i in range(pos.shape[0]): | |
pygame.draw.circle(screen, colors[(i+colourOffset) % 3], pos[i, :] / scale, 4.0) | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
frameNum += 1 | |
pygame.display.update() | |
time.sleep(0.02) |
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