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gravitational_field_lines.py
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gravitational_field_lines.py
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import math, pygame, random, time
import import_vectors as vect
pygame.init()
width = 800
height = 600
black = (0, 0, 0)
dark_grey = (64, 64, 64)
grey = (128, 128, 128)
light_grey = (191, 191, 191)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
dark_green = (0, 128, 0)
blue = (0, 0, 255)
yellow = (255, 255, 0)
violet = (255, 0, 255)
orange = (255, 128, 0)
running = True
g = 100
damping = 0
cor = 1
radius = 10
rows = 300
cols = 400
all_particles = []
scrn = pygame.display.set_mode((width, height))
class Particle:
def __init__(self, m, p, v, clr):
self.m = m
self.pos = vect.Vector(p[0], p[1])
self.vel = vect.Vector(v[0], v[1])
self.acc = vect.Vector(0, 0)
self.clr = clr
def show(self):
pygame.draw.circle(scrn, self.clr, (self.pos.x, self.pos.y), radius)
def update():
global all_particles
for m in range(len(all_particles)):
for n in range(m, len(all_particles)):
if m != n:
r = vect.sub(all_particles[n].pos, all_particles[m].pos)
try:
f = r.setMag(g * all_particles[m].m * all_particles[n].m / r.magSq())
all_particles[m].acc = vect.add(all_particles[m].acc, f.mult(1 / all_particles[m].m))
all_particles[n].acc = vect.add(all_particles[n].acc, f.mult(-1 / all_particles[n].m))
except:
pass
for m in all_particles:
m.vel = vect.add(m.vel, m.acc).mult(1 - damping)
m.pos = vect.add(m.pos, m.vel)
m.acc = vect.Vector(0, 0)
def collision():
global all_particles
for i in range(len(all_particles)):
for j in range(i, len(all_particles)):
if i != j:
a = all_particles[i]
b = all_particles[j]
if (vect.sub(b.pos, a.pos).mag() <= 2 * radius):
m1 = a.m
m2 = b.m
dist = vect.sub(b.pos, a.pos)
parallelCompA = dist.setMag(vect.dot(dist.normalise(), a.vel))
perpCompA = vect.sub(a.vel, parallelCompA)
parallelCompB = dist.setMag(vect.dot(dist.normalise(), b.vel))
perpCompB = vect.sub(b.vel, parallelCompB)
v1 = vect.add(parallelCompA.mult(m1 - cor * m2), parallelCompB.mult(m2 * (cor + 1))).mult(1 / (m1 + m2))
v2 = vect.add(parallelCompB.mult(m2 - cor * m1), parallelCompA.mult(m1 * (cor + 1))).mult(1 / (m1 + m2))
all_particles[i].vel = vect.add(perpCompA, v1)
all_particles[j].vel = vect.add(perpCompB, v2)
# all_particles.append(Particle(0.01, (300, 300), (0, -1), red))
# all_particles.append(Particle(1, (400, 300), (0, 0), green))
# all_particles.append(Particle(0.01, (600, 300), (0, math.sqrt(2) / 2), blue))
all_particles.append(Particle(1, (200, 300), (0, 0), red))
all_particles.append(Particle(1, (300, 300), (0, 0), yellow))
all_particles.append(Particle(1, (400, 300), (0, 0), green))
all_particles.append(Particle(1, (500, 300), (0, 0), blue))
all_particles.append(Particle(1, (600, 300), (0, 0), violet))
potentials = []
temp_lst = []
for i in range(cols):
temp_lst.append(0)
for i in range(rows):
potentials.append(temp_lst.copy())
min_potential = 0
for i in range(rows):
for j in range(cols):
for k in all_particles:
try:
potentials[i][j] -= g * k.m / vect.sub(vect.Vector(j * width / cols, i * height / rows), k.pos).mag()
except:
potentials[i][j] = None
break
if potentials[i][j] < min_potential:
min_potential = potentials[i][j]
while running:
scrn.fill(black)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# collision()
# update()
# com = vect.Vector(0, 0)
# for i in all_particles:
# com = vect.add(com, i.pos.mult(i.m))
# print(com.x, com.y)
for i in range(rows):
for j in range(cols):
try:
pygame.draw.circle(scrn, (potentials[i][j] * 255 / min_potential, potentials[i][j] * 255 / min_potential, potentials[i][j] * 255 / min_potential), (j * width / cols, i * height / rows), 1)
except:
pass
for i in all_particles:
i.show()
pygame.display.update()
pygame.quit()