931 lines
36 KiB
Python

"""
#File Name: sim.py
Particle-based Physics Simulation System
======================================
This module implements a 2D particle simulation with physics, interactions, and state changes.
Key Components:
--------------
1. Particle Class
- Handles individual particle properties and behaviors
- Supports multiple particle types (solid, liquid, gas)
- Manages temperature and state transitions
2. Simulation Class
- Core simulation engine
- Manages particle creation, movement and interactions
- Handles physics calculations and spatial partitioning
"""
# Load the imports. Pygame is what makes this even work and so simple may consider other engines for performance depends on learning curve.
from settings import particle_properties, random, time
# Load particle properties from json so we know what particles we got and how they should be simulated.
class Particle:
def __init__(
self,
position,
velocity,
mass,
particle_type,
properties,
temperature=20,
):
self.position = position # (x, y)
self.velocity = velocity # (vx, vy)
self.mass = mass
self.particle_type = particle_type
# Core properties
self.size = properties.get("size", 1)
self.hardness = properties.get("hardness", 0.5)
self.color = properties.get("color", [255, 255, 255, 255])
self.temperature = properties.get("temperature", temperature)
# Physics properties
self.conductivity = properties.get("conductivity", 0)
self.heat_capacity = properties.get("heat_capacity", 1)
self.flamability = properties.get("flamability", 0.0)
self.friction = properties.get("friction", 0.5)
self.viscosity = properties.get("viscosity", 1.0)
self.pressure = properties.get("pressure", 0)
# State properties
self.liquid = properties.get("liquid", False)
self.solid = properties.get("solid", True)
self.is_gas = properties.get("is_gas", False)
# Temperature transition properties
self.melt = properties.get("melt", None)
self.melt_temperature = properties.get("melt_temperature", None)
self.solidify = properties.get("solidify", None)
self.solidify_temperature = properties.get(
"solidify_temperature", None
)
self.evaporate = properties.get("evaporate", None)
self.evaporate_temperature = properties.get(
"evaporate_temperature", None
)
self.freeze = properties.get("freeze", None)
self.freeze_temperature = properties.get("freeze_temperature", None)
# Special properties
self.explosive = properties.get("explosive", False)
self.explosion_radius = properties.get("explosion_radius", 0)
self.explosion_color = properties.get("explosion_color", [0, 0, 0])
@classmethod
def from_type(cls, position, particle_type, properties):
default_velocity = [0, 0]
default_mass = properties.get("mass", 1.0)
return cls(
position, default_velocity, default_mass, particle_type, properties
)
class Simulation:
# the main class of the simulation.
def __init__(self, width, height, x=0, y=0):
self.dormant_particles = set()
self.particle_movement_counter = {}
self.DORMANT_THRESHOLD = 10
self.x = x
self.y = y
self.new_x = 0
self.new_y = 0
self.width = width
self.height = height
self.particle_size = 3
self.particles = [[None for _ in range(height)] for _ in range(width)]
self.particle_count = 0
self.active_particles = set()
self.cell_size = 32
self.spatial_grid = {}
self.brush_size = 1
self.max_brush_size = 20
self.particle_properties = particle_properties
self.current_particle_type = "sand"
self.gravity = (
9.8 # m/s^2, adjustable based on the scale of simulation
)
self.wind_zones = []
self.wind = [0.0, 0.0] # Global wind vector (x, y)
self._acceleration_wrapper = None
def reset_particle_count(self):
self.particle_count = 0
def get_cell_key(self, x, y): # this is where we get the cell key.
# Convert coordinates to grid cell
cell_x = x // self.cell_size
cell_y = y // self.cell_size
return (cell_x, cell_y)
def add_to_spatial_grid(
self, particle, x, y
): # this is where we add to the spatial grid.
cell_key = self.get_cell_key(x, y)
if cell_key not in self.spatial_grid:
self.spatial_grid[cell_key] = set()
self.spatial_grid[cell_key].add((x, y))
return cell_key
def remove_from_spatial_grid(
self, x, y
): # this is where we remove from the spatial grid.
cell_key = self.get_cell_key(x, y)
if cell_key in self.spatial_grid:
self.spatial_grid[cell_key].discard((x, y))
return cell_key
def update_spatial_grid(self): # this is where we update the spatial grid.
"""Update spatial grid for optimized collision detection"""
if len(self.active_particles) > 100:
self.spatial_grid = {}
cell_lists = {}
for x, y in self.active_particles:
cell_key = (x // self.cell_size, y // self.cell_size)
if cell_key not in cell_lists:
cell_lists[cell_key] = []
cell_lists[cell_key].append((x, y))
self.spatial_grid = {k: set(v) for k, v in cell_lists.items()}
def _check_dormant_state(self, x, y, particle):
key = (x, y)
if particle.particle_type == "wall":
self.dormant_particles.add(key)
return True
if not hasattr(particle, "last_position"):
particle.last_position = (x, y)
self.particle_movement_counter[key] = 0
return False
if particle.last_position == (x, y):
self.particle_movement_counter[key] = (
self.particle_movement_counter.get(key, 0) + 1
)
if self.particle_movement_counter[key] >= self.DORMANT_THRESHOLD:
self.dormant_particles.add(key)
return True
else:
particle.last_position = (x, y)
self.particle_movement_counter[key] = 0
self.dormant_particles.discard(key)
return False
def handle_phase_transitions(
self, particle, x, y
): # this is where we handle all the phase transitions.
"""Handle all phase transitions for a particle"""
# Check evaporation
if (
hasattr(particle, "evaporate_temperature")
and particle.evaporate_temperature is not None
):
if (
particle.temperature >= particle.evaporate_temperature
and particle.evaporate
):
self.transform_particle(x, y, particle.evaporate)
# Check freezing
if (
hasattr(particle, "freeze_temperature")
and particle.freeze_temperature is not None
):
if (
particle.temperature <= particle.freeze_temperature
and particle.freeze
):
self.transform_particle(x, y, particle.freeze)
# Check for melting with proper attribute validation
if (
hasattr(particle, "melt")
and hasattr(particle, "melt_temperature")
and particle.melt_temperature is not None
):
if particle.temperature >= particle.melt_temperature:
new_type = particle.melt
if new_type in self.particle_properties:
self.transform_particle(x, y, new_type)
# Check for solidification with proper attribute validation
if (
hasattr(particle, "solidify")
and hasattr(particle, "solidify_temperature")
and particle.solidify_temperature is not None
):
if particle.temperature <= particle.solidify_temperature:
new_type = particle.solidify
if new_type in self.particle_properties:
self.transform_particle(x, y, new_type)
def handle_particle_interactions(
self, dt
): # this is where we handle all the particle interactions.
"""Handle interactions between different particle types"""
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if not particle:
continue
# Check neighboring particles
for dx, dy in [
(-1, 0),
(1, 0),
(0, -1),
(0, 1),
(-1, -1),
(1, -1),
(-1, 1),
(1, 1),
]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.width and 0 <= ny < self.height:
neighbor = self.particles[nx][ny]
if neighbor:
self.process_interaction(
particle, neighbor, x, y, nx, ny
)
def process_interaction(
self, particle1, particle2, x1, y1, x2, y2
): # this function is part 2 of handle_particle_interactions.
"""Process specific interactions between two particles"""
# Water + Sand = Mud
if (
particle1.particle_type == "water"
and particle2.particle_type == "sand"
or particle2.particle_type == "water"
and particle1.particle_type == "sand"
):
self.create_mud(x1, y1)
self.particles[x2][y2] = None
self.active_particles.discard((x2, y2))
# Lava/Fire effects
if particle1.particle_type in [
"lava",
"fire",
"flame",
] or particle2.particle_type in ["lava", "fire", "flame"]:
target = (
particle2
if particle1.particle_type in ["lava", "fire", "flame"]
else particle1
)
target_x, target_y = (
(x2, y2)
if particle1.particle_type in ["lava", "fire", "flame"]
else (x1, y1)
)
# Water to Steam
if target.particle_type == "water":
self.transform_particle(target_x, target_y, "steam")
# Wood to Fire
elif target.particle_type == "wood":
if random.random() < 0.3: # 30% chance to ignite
self.transform_particle(target_x, target_y, "fire")
def create_mud(
self, x, y
): # this is where we create the mud. probably should be moved to handle_particle_interactions or process_interaction.
"""Create mud particle from water and sand interaction"""
if "mud" in self.particle_properties:
properties = self.particle_properties["mud"]
new_particle = Particle.from_type((x, y), "mud", properties)
self.particles[x][y] = new_particle
self.active_particles.add((x, y))
def transform_particle(
self, x, y, new_type
): # this is where we transform the particle.
"""Transform a particle into a different type"""
if new_type in self.particle_properties:
properties = self.particle_properties[new_type]
new_particle = Particle.from_type((x, y), new_type, properties)
self.particles[x][y] = new_particle
self.active_particles.add((x, y))
def handle_gas_movement(
self, particle, x, y
): # this is where we handle the gas movement. this function sucks. wip
"""Handle gas particle movement"""
if particle.is_gas:
dx = random.uniform(-1, 1)
dy = random.uniform(-2, 0) # Bias upward movement
new_x = int(x + dx)
new_y = int(y + dy)
if 0 <= new_x < self.width and 0 <= new_y < self.height:
if self.particles[new_x][new_y] is None:
self.particles[x][y] = None
self.particles[new_x][new_y] = particle
self.active_particles.add((new_x, new_y))
self.active_particles.discard((x, y))
def add_wind_zone(self, x, y):
# Instead of creating particles, store wind zone data
wind_zone = {
"x": x,
"y": y,
"radius": 50,
"strength": 2.0,
"direction": [1, 0],
}
self.wind_zones.append(wind_zone)
def calculate_forces(
self, particle, x, y
): # this is where we calculate the forces.
"""Calculate net forces acting on a particle."""
fx, fy = 0.0, 0.0 # Initialize forces
# Check wind zones
for zone in self.wind_zones:
dx = x - zone["x"]
dy = y - zone["y"]
distance = (dx * dx + dy * dy) ** 0.5
if distance <= zone["radius"]:
fx += (
zone["direction"][0]
* zone["strength"]
* (1 - distance / zone["radius"])
)
fy += (
zone["direction"][1]
* zone["strength"]
* (1 - distance / zone["radius"])
)
# Apply wind force
if particle.is_gas:
fx += self.wind[0] * 0.5
fy += self.wind[1] * 0.5
else:
fx += self.wind[0]
fy += self.wind[1]
# Apply drag force
drag = particle.viscosity * -1
fx += drag * particle.velocity[0]
fy += drag * particle.velocity[1]
# Check neighboring particles
neighbors = self._get_quick_neighbors(x, y)
for nx, ny in neighbors:
if 0 <= nx < self.width and 0 <= ny < self.height:
neighbor = self.particles[nx][ny]
if neighbor:
self._apply_neighbor_forces(particle, neighbor, 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):
"""Quick neighbor lookup without full spatial grid"""
return [
(x + dx, y + dy) for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]
]
def _apply_neighbor_forces(self, particle, neighbor, fx, fy):
"""Optimized neighbor force calculation"""
if hasattr(neighbor, "temperature") and hasattr(
particle, "temperature"
):
temp_diff = neighbor.temperature - particle.temperature
fy += temp_diff * 0.05
def ignite_particle(
self, particle
): # this is where we ignite the particle.
"""Handle ignition and burning of flammable particles."""
if hasattr(particle, "flamability") and particle.flamability > 0.5:
if hasattr(particle, "temperature") and particle.temperature > 150:
particle.type = "fire"
particle.temperature += 200
# Add burning effect for wood
if particle.type == "wood":
particle.burning = True
particle.burn_time = 100 # burn time
def spread_fire(self): # this is where we spread the fire.
"""Spread fire to neighboring particles."""
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if particle and (
particle.particle_type == "fire"
or getattr(particle, "burning", False)
):
# Check all neighboring cells including diagonals
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.width and 0 <= ny < self.height:
neighbor = self.particles[nx][ny]
if neighbor and hasattr(neighbor, "flamability"):
if neighbor.particle_type == "wood":
# Higher chance to ignite wood
if (
random.random() < 0.3
): # 30% chance to spread
self.ignite_particle(neighbor)
elif neighbor.flamability > 0:
if (
random.random() < 0.1
): # 10% chance for other materials
self.ignite_particle(neighbor)
def handle_special_particles(
self, particle, x, y
): # this is where we handle special particles.
"""Handle special particle behaviors"""
if particle.particle_type in ["fire", "flame", "smoke"]:
if random.random() < 0.6: # % chance
self.particles[x][y] = None
self.active_particles.discard((x, y))
if particle.particle_type in ["fire", "flame", "lava"]:
# Create smoke above with proper physics
if random.random() < 0.65 and y > 0: # % chance for smoke
properties = self.particle_properties["smoke"]
new_smoke = Particle.from_type(
(x, y - 1), "smoke", properties
)
if self.particles[x][y - 1] is None:
self.particles[x][y - 1] = new_smoke
self.active_particles.add((x, y - 1))
else:
# Handle collision with water
if particle.particle_type == "water":
self.particles[x][y - 1] = None
self.active_particles.discard((x, y - 1))
self.particles[x][y] = None
self.active_particles.discard((x, y))
self.particles[x][y] = Particle.from_type(
(x, y), "water", self.particle_properties["water"]
)
self.active_particles.add((x, y))
def handle_temperature(
self, dt
): # this is where we handle the temperature.
"""Handle temperature changes and state transitions"""
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if not particle:
continue
if particle.temperature > 1700:
# Transition to gas
particle.is_gas = True
particle.temperature = 1700
particle.velocity = [
random.uniform(-1, 1),
random.uniform(-1, 1),
]
particle.temperature < 1400
particle.is_gas = False
# Temperature spread to neighbors
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.width and 0 <= ny < self.height:
neighbor = self.particles[nx][ny]
if (
neighbor
and hasattr(neighbor, "temperature")
and neighbor.temperature is not None
):
temp_diff = particle.temperature - neighbor.temperature
heat_transfer = temp_diff * 0.1 * dt
particle.temperature -= heat_transfer
neighbor.temperature += heat_transfer
def burning(self): # this is where we handle the burning.
"""Handle burning of particles."""
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if particle and hasattr(particle, "burning") and particle.burning:
particle.temperature += 10
if particle.temperature > 1000:
self.particles[x][y] = None
self.active_particles.remove((x, y))
self.spatial_grid.pop((x, y), None)
def create_particle(self, x, y): # this is where we create the particle.
"""Create a new particle with full property support"""
particle_type = self.current_particle_type.lower()
# Check if the particle is within the grid boundaries
if particle_type in self.particle_properties:
grid_x = x // self.particle_size
grid_y = y // self.particle_size
if 0 <= grid_x < self.width and 0 <= grid_y < self.height:
properties = self.particle_properties[particle_type]
position = (grid_x, grid_y)
new_particle = Particle(
position=position,
velocity=[0, 0],
mass=properties.get("mass", 1.0),
particle_type=particle_type,
properties=properties,
)
# Add to the grid
if 0 <= grid_x < len(self.particles) and 0 <= grid_y < len(
self.particles[0]
):
self.particles[grid_x][grid_y] = new_particle
self.active_particles.add((grid_x, grid_y))
self.particle_count += 1
def create_particle_circle(
self, center_x, center_y
): # this is where we create the particle circle.
brush_size = int(self.brush_size)
for dx in range(-brush_size, brush_size + 1):
for dy in range(-brush_size, brush_size + 1):
if (
dx * dx + dy * dy <= brush_size * brush_size
): # Circle check
self.create_particle(
center_x + dx * self.particle_size,
center_y + dy * self.particle_size,
)
def get_particle_state(
self, x, y
): # this is where we get the particle state.
"""Get the state of a particle at a given position"""
particle = self.particles[x][y]
if particle:
return particle.particle_type
return None
def apply_gravity(self, dt): # this is where we apply gravity.
"""Handle only gravity and basic particle movement"""
self.spatial_grid.clear()
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if not particle or particle.particle_type == "wall":
continue
# Apply gravity
new_y = y + 1
new_x = x
# Check boundaries
if not (0 <= new_x < self.width and 0 <= new_y < self.height):
continue
# Handle granular materials (sand, dirt)
if particle.particle_type in ["sand", "dirt", "snow", "ice"]:
if self.particles[x][new_y] is None:
new_x, new_y = x, y + 1
else:
# Try diagonal movement with randomization
diagonal_dirs = [(-1, 1), (1, 1)]
random.shuffle(diagonal_dirs)
for dx, dy in diagonal_dirs:
test_x = x + dx
test_y = y + dy
if (
0 <= test_x < self.width
and 0 <= test_y < self.height
and self.particles[test_x][test_y] is None
):
if (
random.random() < 0.8
): # 80% chance to move diagonally
new_x = test_x
new_y = test_y
break
# Handle liquid movement (water, lava)
elif particle.liquid:
if self.particles[x][new_y] is None:
new_x = x
new_y = y + 1
else:
spread_directions = [(-1, 0), (1, 0)]
random.shuffle(spread_directions)
for dx, _ in spread_directions:
test_x = x + dx
if (
0 <= test_x < self.width
and self.particles[test_x][y] is None
):
new_x = test_x
new_y = y
break
# Move particle if destination is empty
if self.particles[new_x][new_y] is None:
self.particles[x][y] = None
self.particles[new_x][new_y] = particle
self.active_particles.add((new_x, new_y))
self.active_particles.discard((x, y))
particle.position = (new_x, new_y)
def apply_physics(
self, dt, engine_settings
): # this is where we apply physics.
"""Handle all physics effects"""
new_active_particles = set()
for x, y in list(self.active_particles):
particle = self.particles[x][y]
if not particle:
continue
# Handle boundaries based on settings
if engine_settings["outerwall"]:
if (
x <= 0
or x >= self.width - 1
or y <= 0
or y >= self.height - 1
):
# Create wall particle at boundary if none exists
if self.particles[x][y] is None:
properties = self.particle_properties["wall"]
wall = Particle.from_type((x, y), "wall", properties)
self.particles[x][y] = wall
new_active_particles.add((x, y))
self.particle_count += 1 # Track new wall particle
continue
else:
# Delete particles that go out of bounds
if (
x <= 0
or x >= self.width - 1
or y <= 0
or y >= self.height - 1
):
if self.particles[x][y] is not None:
self.particles[x][y] = None
self.active_particles.discard((x, y))
self.particle_count -= 1
continue
# Skip wall physics - walls are immutable
if particle.particle_type == "wall":
new_active_particles.add((x, y))
continue
# Handle dissipating particles
if particle.particle_type in ["fire", "flame"]:
# Clear current position first
self.particles[x][y] = None
self.active_particles.discard((x, y))
# Handle fire movement
dx = random.uniform(-0.5, 0.5)
dy = random.uniform(-1.5, -0.5) # Upward drift
new_x = int(x + dx)
new_y = int(y + dy)
if 0 <= new_x < self.width and 0 <= new_y < self.height:
if self.particles[new_x][new_y] is None:
self.particles[new_x][new_y] = particle
new_active_particles.add((new_x, new_y))
# Generate smoke above the new fire position
if random.random() < 0.25 and new_y > 0:
properties = self.particle_properties["smoke"]
new_smoke = Particle(
position=(new_x, new_y - 1),
velocity=[random.uniform(-0.5, 0.5), -1],
mass=properties.get("mass", 0.1),
particle_type="smoke",
properties=properties,
)
if self.particles[new_x][new_y - 1] is None:
self.particles[new_x][new_y - 1] = new_smoke
new_active_particles.add((new_x, new_y - 1))
# Dissipation chance
if random.random() < 0.02:
continue
continue
# Air handling - particles can pass through should implement proper air instead of a particle
if particle.particle_type == "air":
continue
# Handle phase transitions
self.handle_phase_transitions(particle, x, y)
# Calculate forces
fx, fy = self.calculate_forces(particle, x, y)
# handle gas particles
if particle.is_gas:
# Gas-specific movement
dx = random.uniform(2, -1)
dy = random.uniform(-2, 0) # Bias upward
new_x = int(x + dx)
new_y = int(y + dy)
self.particles[x][y] = None
self.active_particles.discard((x, y))
if 0 <= new_x < self.width and 0 <= new_y < self.height:
if self.particles[new_x][new_y] is None:
self.particles[x][y] = None
self.particles[new_x][new_y] = particle
new_active_particles.add((new_x, new_y))
self.active_particles.discard((x, y))
continue
else:
# Regular particle physics
mass = max(particle.mass, 0.001)
particle.velocity[0] += (fx / mass) * dt
particle.velocity[1] += (fy / mass) * dt
if particle.liquid:
# Enhanced liquid spreading
spread_chance = 0.5
if random.random() < spread_chance:
dx = random.choice([-1, 1])
if (
0 <= x + dx < self.width
and self.particles[x + dx][y] is None
):
new_x = x + dx
new_y = y
self.particles[x][y] = None
self.particles[new_x][new_y] = particle
new_active_particles.add((new_x, new_y))
continue
# Update position for non-liquid particles
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:
self.particles[x][y] = None
self.particles[new_x][new_y] = particle
else:
new_active_particles.add((x, y))
self.active_particles = new_active_particles
def clear_particles_circle(
self, center_x, center_y
): # this is for the brush tool
"""Clear particles in a circle around the given point based on brush size"""
brush_size = int(self.brush_size)
particles_cleared = 0 # Track how many particles we clear
for dx in range(-brush_size, brush_size + 1):
for dy in range(-brush_size, brush_size + 1):
if (
dx * dx + dy * dy <= brush_size * brush_size
): # Circle check
grid_x = (
center_x + dx * self.particle_size
) // self.particle_size
grid_y = (
center_y + dy * self.particle_size
) // self.particle_size
if 0 <= grid_x < self.width and 0 <= grid_y < self.height:
if self.particles[grid_x][grid_y]:
self.particles[grid_x][grid_y] = None
self.active_particles.discard((grid_x, grid_y))
self.remove_from_spatial_grid(grid_x, grid_y)
particles_cleared += 1
self.particle_count = max(
0, self.particle_count - particles_cleared
) # Update count, ensure it doesn't go negative
def mix_liquids(self, liquid1, liquid2): # this is for the mix tool
"""Handle liquid mixing interactions"""
if liquid1.temperature != liquid2.temperature:
avg_temp = (liquid1.temperature + liquid2.temperature) / 2
liquid1.temperature = avg_temp
liquid2.temperature = avg_temp
liquid1.density = self.calculate_density(liquid1.temperature)
liquid2.density = self.calculate_density(liquid2.temperature)
liquid1.viscosity = self.calculate_viscosity(liquid1.temperature)
liquid2.viscosity = self.calculate_viscosity(liquid2.temperature)
liquid1.color = self.calculate_color(liquid1.temperature)
liquid2.color = self.calculate_color(liquid2.temperature)
def _wake_neighbors(self, x, y):
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
nx, ny = x + dx, y + dy
key = (nx, ny)
if key in self.dormant_particles:
self.dormant_particles.discard(key)
self.particle_movement_counter[key] = 0
def track_tps(self):
"""Track Ticks Per Second for simulation performance monitoring"""
if not hasattr(self, "_tps_counter"):
self._tps_counter = 0
self._tps_timer = time.time()
self._current_tps = 0
self._tps_counter += 1
current_time = time.time()
elapsed = current_time - self._tps_timer
# Update TPS count every second
if elapsed >= 1.0:
self._current_tps = self._tps_counter / elapsed
self._tps_counter = 0
self._tps_timer = current_time
return self._current_tps
def simulate_step(self, dt, engine_settings):
"""Run a single step of the simulation"""
"""
active_list = list(self.active_particles)
batch_size = 1000
for i in range(0, len(active_list), batch_size):
batch = active_list[i:i + batch_size]
self._process_particle_batch(batch, dt)
"""
# Update spatial grid only when needed
if len(self.active_particles) > 100:
self.update_spatial_grid()
# Update particle positions and physics
self.apply_gravity(dt)
self.apply_physics(dt, engine_settings)
# Handle state changes and interactions
self.handle_temperature(dt)
self.handle_particle_interactions(dt)
self.burning()
self.spread_fire()