load_particle_properties(): updated

it now includes sub folders so you may have
//src/parts/mods/modname1/partname/
//src/parts/mods/modname1/customthing
//src/parts/mods/modname/partname
//src/parts/coreparts/partname/
removed some old sim logic that was accidentally being reused.
This commit is contained in:
Stan44 2024-12-28 23:51:44 -06:00
parent 64e45910a2
commit 9c5a93ac3a
3 changed files with 17 additions and 83 deletions

View File

@ -52,7 +52,6 @@ def load_particle_properties():
with open(file_path, 'r') as f: with open(file_path, 'r') as f:
mod_data = json.load(f) mod_data = json.load(f)
relative_path = os.path.relpath(file_path, parts_path) relative_path = os.path.relpath(file_path, parts_path)
print(f"Loading particles from: {relative_path}")
particle_data.update(mod_data) particle_data.update(mod_data)
print(f"Loaded {len(mod_data)} particles from {relative_path}") print(f"Loaded {len(mod_data)} particles from {relative_path}")
except (FileNotFoundError, json.JSONDecodeError) as e: except (FileNotFoundError, json.JSONDecodeError) as e:

View File

@ -331,55 +331,6 @@ class Simulation:
return fx, fy return fx, fy
def _process_particle_batch(self, batch, dt):
updates = []
new_active = set()
# Filter out dormant particles from the batch
active_batch = [pos for pos in batch if pos not in self.dormant_particles]
for x, y in active_batch:
particle = self.particles[x][y]
if not particle:
continue
if particle.particle_type == 'wall':
new_active.add((x, y))
continue
# Check if particle should become dormant
if self._check_dormant_state(x, y, particle):
new_active.add((x, y))
continue
# physics calculations
fx, fy = self.calculate_forces(particle, x, y)
# Use max() to ensure mass is never zero
mass = max(particle.mass, 0.001)
particle.velocity[0] += (fx / mass) * dt
particle.velocity[1] += (fy / mass) * dt
new_x = int(x + particle.velocity[0] * dt)
new_y = int(y + particle.velocity[1] * dt)
if 0 <= new_x < self.width and 0 <= new_y < self.height:
if self.particles[new_x][new_y] is None:
updates.append((x, y, new_x, new_y, particle))
new_active.add((new_x, new_y))
# Wake up neighboring dormant particles
self._wake_neighbors(new_x, new_y)
else:
new_active.add((x, y))
# Apply updates and return new active set
for old_x, old_y, new_x, new_y, particle in updates:
self.particles[old_x][old_y] = None
self.particles[new_x][new_y] = particle
particle.position = (new_x, new_y)
return new_active
def _get_quick_neighbors(self, x, y): def _get_quick_neighbors(self, x, y):
"""Quick neighbor lookup without full spatial grid""" """Quick neighbor lookup without full spatial grid"""
return [(x+dx, y+dy) for dx, dy in [(-1,0), (1,0), (0,-1), (0,1)]] return [(x+dx, y+dy) for dx, dy in [(-1,0), (1,0), (0,-1), (0,1)]]
@ -795,16 +746,8 @@ class Simulation:
def simulate_step(self, dt, engine_settings): def simulate_step(self, dt, engine_settings):
"""Run simulation step with spatial grid updates""" """Run simulation step with spatial grid updates"""
self.update_spatial_grid() self.update_spatial_grid()
active_list = list(self.active_particles)
batch_size = 1024
for i in range(0, len(active_list), batch_size):
batch = active_list[i:i + batch_size]
self._process_particle_batch(batch, dt)
# Update particle positions and physics # Update particle positions and physics
self.apply_gravity(dt) self.apply_gravity(dt)
self.apply_physics(dt, engine_settings) self.apply_physics(dt, engine_settings)

View File

@ -28,23 +28,6 @@ This is for the future physics engine until i figure out a better method used fo
""" """
def update_simulation(sim, dt, engine_settings):
"""Update simulation state"""
sim.simulate_step(dt, engine_settings)
def render_frame(rendering, sim, mouse_pos):
"""Render all visual elements"""
# Draw particles
rendering.draw_particles(sim.particles, sim.active_particles, sim.particle_size, rendering.particle_colors)
# Draw UI elements
rendering.draw_buttons()
rendering.draw_brush_size_slider(sim.brush_size)
# Draw brush cursor
mouse_x, mouse_y = mouse_pos
rendering.render_brush_cursor(mouse_x, mouse_y, sim.brush_size * sim.particle_size)
def handle_input(event, sim, rendering, settings_visible, zoom_active, zoom_locked, zoom_pos): def handle_input(event, sim, rendering, settings_visible, zoom_active, zoom_locked, zoom_pos):
"""Handle all input events""" """Handle all input events"""
if event.type == pygame.MOUSEBUTTONDOWN: if event.type == pygame.MOUSEBUTTONDOWN:
@ -55,6 +38,7 @@ def handle_input(event, sim, rendering, settings_visible, zoom_active, zoom_lock
return handle_key_press(event, rendering, sim) return handle_key_press(event, rendering, sim)
return None return None
def handle_mouse_down(event, sim, rendering, settings_visible, zoom_active): def handle_mouse_down(event, sim, rendering, settings_visible, zoom_active):
"""Handle mouse button down events""" """Handle mouse button down events"""
mouse_pos = pygame.mouse.get_pos() mouse_pos = pygame.mouse.get_pos()
@ -76,6 +60,7 @@ def handle_mouse_down(event, sim, rendering, settings_visible, zoom_active):
return {'mouse_down_middle': True} return {'mouse_down_middle': True}
return {} return {}
def handle_left_click(mouse_pos, sim, rendering, settings_visible, in_settings_area, zoom_active): def handle_left_click(mouse_pos, sim, rendering, settings_visible, in_settings_area, zoom_active):
"""Handle left click interactions""" """Handle left click interactions"""
result = {'mouse_down_left': False, 'settings_visible': settings_visible, 'over_button': False} result = {'mouse_down_left': False, 'settings_visible': settings_visible, 'over_button': False}
@ -104,6 +89,7 @@ def handle_left_click(mouse_pos, sim, rendering, settings_visible, in_settings_a
return result return result
def handle_settings_click(mouse_pos, sim): def handle_settings_click(mouse_pos, sim):
"""Handle clicks in settings menu""" """Handle clicks in settings menu"""
settings_menu_y = 100 settings_menu_y = 100
@ -113,6 +99,7 @@ def handle_settings_click(mouse_pos, sim):
setting_name = list(engine_settings.keys())[setting_index] setting_name = list(engine_settings.keys())[setting_index]
engine_settings[setting_name] = not engine_settings[setting_name] engine_settings[setting_name] = not engine_settings[setting_name]
def handle_ui_click(mouse_pos, sim, rendering): def handle_ui_click(mouse_pos, sim, rendering):
"""Handle clicks on UI elements""" """Handle clicks on UI elements"""
for category, button in rendering.category_buttons.items(): for category, button in rendering.category_buttons.items():
@ -131,6 +118,7 @@ def handle_ui_click(mouse_pos, sim, rendering):
return False return False
def handle_mouse_up(event): def handle_mouse_up(event):
"""Handle mouse button up events""" """Handle mouse button up events"""
if event.button == 1: if event.button == 1:
@ -141,6 +129,7 @@ def handle_mouse_up(event):
return {'mouse_down_middle': False} return {'mouse_down_middle': False}
return {} return {}
def handle_key_press(event, rendering, sim): def handle_key_press(event, rendering, sim):
"""Handle keyboard press events""" """Handle keyboard press events"""
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_ESCAPE:
@ -156,6 +145,7 @@ def handle_key_press(event, rendering, sim):
return {'zoom_active': True, 'zoom_locked': False, 'zoom_pos': pygame.mouse.get_pos()} return {'zoom_active': True, 'zoom_locked': False, 'zoom_pos': pygame.mouse.get_pos()}
return {} return {}
def main(): def main():
pygame.init() pygame.init()
clock = pygame.time.Clock() clock = pygame.time.Clock()
@ -296,20 +286,22 @@ def main():
x, y = mouse_pos x, y = mouse_pos
sim.create_particle(x, y) sim.create_particle(x, y)
# Handle zoom window
if zoom_active or zoom_locked:
current_zoom_pos = zoom_pos if zoom_locked else mouse_pos
zoom_surface = rendering.draw_zoom_window(sim.particles, sim.particle_size,
rendering.particle_colors, current_zoom_pos)
zoom_x = 80 if current_zoom_pos[0] > width/2 else width - 110
zoom_y = 80 if current_zoom_pos[1] > height/2 else height - 110
screen.blit(zoom_surface, (zoom_x, zoom_y))
# Draw everything in correct order # Draw everything in correct order
rendering.draw_particles(sim.particles, sim.active_particles, sim.particle_size, rendering.particle_colors) rendering.draw_particles(sim.particles, sim.active_particles, sim.particle_size, rendering.particle_colors)
rendering.draw_buttons() rendering.draw_buttons()
rendering.draw_brush_size_slider(sim.brush_size) rendering.draw_brush_size_slider(sim.brush_size)
rendering.render_brush_cursor(mouse_pos[0], mouse_pos[1], sim.brush_size * sim.particle_size) rendering.render_brush_cursor(mouse_pos[0], mouse_pos[1], sim.brush_size * sim.particle_size)
# Handle zoom window
if zoom_active or zoom_locked:
current_zoom_pos = zoom_pos if zoom_locked else mouse_pos
zoom_surface = rendering.draw_zoom_window(sim.particles, sim.particle_size,
rendering.particle_colors, current_zoom_pos)
zoom_x = 10 if current_zoom_pos[0] > width/2 else width - 110
zoom_y = 10 if current_zoom_pos[1] > height/2 else height - 110
screen.blit(zoom_surface, (zoom_x, zoom_y))
# Draw settings and debug overlay last # Draw settings and debug overlay last
if settings_visible: if settings_visible: