bowntz (empty) → 0
raw patch · 5 files changed
+1132/−0 lines, 5 filesdep +GLUTdep +basedep +containerssetup-changed
Dependencies added: GLUT, base, containers, hosc, hsc3, random
Files
- COPYING +674/−0
- README +121/−0
- Setup.hs +2/−0
- bowntz.cabal +32/−0
- bowntz.hs +303/−0
+ COPYING view
@@ -0,0 +1,674 @@+ GNU GENERAL PUBLIC LICENSE+ Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++ Preamble++ The GNU General Public License is a free, copyleft license for+software and other kinds of works.++ The licenses for most software and other practical works are designed+to take away your freedom to share and change the works. By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users. We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors. You can apply it to+your programs, too.++ When we speak of free software, we are referring to freedom, not+price. 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Of course, your program's commands+might be different; for a GUI interface, you would use an "about box".++ You should also get your employer (if you work as a programmer) or school,+if any, to sign a "copyright disclaimer" for the program, if necessary.+For more information on this, and how to apply and follow the GNU GPL, see+<http://www.gnu.org/licenses/>.++ The GNU General Public License does not permit incorporating your program+into proprietary programs. If your program is a subroutine library, you+may consider it more useful to permit linking proprietary applications with+the library. If this is what you want to do, use the GNU Lesser General+Public License instead of this License. But first, please read+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
+ README view
@@ -0,0 +1,121 @@+Bowntz -- an audio-visual pseudo-physical simulation of colliding circles+Copyright (C) 2010,2013,2015 Claude-Heiland-Allen <claude@mathr.co.uk>+++Build+-----++ $ cabal sandbox init+ $ cabal install+++Usage+-----++ $ scsynth -u 57110 &+ -- wait for scsynth to start, connect its JACK ports --+ $ ./bowntz++ Bowntz requires a "clean" SC3 server to be running on its usual port.+ Bowntz leaves this SC3 server in an "unclean" state when it exits.++ This situation is far from ideal, but it's the current state of the code.+++Notes+-----++ The world is a collection of N circles which each move at a constant speed+ in a straight line (in the absence of collisions). Given two such circles+ it is possible to calculate the precise time of their next collision. For+ N circles, O(N^2) such "next" collisions may occur.++ Pick the soonest next collision between circles A and B. This collision+ will change the velocities of A and B, but no other circle. Update the+ collection of collisions, by removing all the other "next" collisions+ involving either A or B, and computing the new collisions of A and B with+ all the other circles (O(N) collisions). For maintaining a consistent+ time-base for all circles in the world, it makes sense to advance in a+ straight line each circle to its position at the time of the collision.++ Given a world at time T, to find the world at time T+dT simply step+ through the future collisions one by one until the soonest collision is+ after T+dT, at which point one can just advance the circles in straight+ lines to T+dT.++ T T+1 T+2 T+3 T+4 T+5 T+6 T+7+ ... | | | | | | | | ...+ ----*---*---*---------*---------------**-*--*-*-------*------*--++ Care needs to be taken in case of numerical imprecision: one can get an+ infinite number of collisions without time increasing.+++To do+-----++ General code clean-up and documentation.++ Optimizations based on collision possibility tree, example:++ A 7 possible+ | A~*~B+ +---B A~*~E 5 impossible+ | +---C B~*~C !A~*~C+ | +---D B~*~D !A~*~D+ | C~*~D !C~*~F+ +---E B~*~E !D~*~F+ +---F E~*~F !A~*~F++ data Node = Node ID [Node]+ possibles n@(Node _ ns) = possible n `map` ns ++ liftM2 possible ns++ Infinite zoom into circles within circles within circles within circles?+ When (if ever) would it be safe to prune "outside"?++ Some kind of loop where circles contain themselves (I did try this in+ another unreleased version but it resulted in hyperexponential kinetic+ energy increase, which naturally caused problems).++ Non-flat space.++ Angular momentum affecting collisions.++ Remove all sources of non-determinism to enable two-pass rendering:+ 1 pass to record audio from SC3 in realtime+ 2 pass to record video from OpenGL in non-realtime+ Or just record ball positions in the first pass for later drawing (because+ callback races and/or timing instability might affect the reproducibility+ unless very precise care is taken at all stages..)++ Interactivity.++ More impressive audio-visuals.+++Won't+-----++ Anything other than circles (ok, maybe infinite lines would be ok, but+ asymmetry with angular momentum would quickly make collision detection+ get horribly complicated).+++Legal+-----++ License: GPL++ This program is free software: you can redistribute it and/or modify+ it under the terms of the GNU General Public License as published by+ the Free Software Foundation, either version 3 of the License, or+ (at your option) any later version.++ This program is distributed in the hope that it will be useful,+ but WITHOUT ANY WARRANTY; without even the implied warranty of+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the+ GNU General Public License for more details.++ You should have received a copy of the GNU General Public License+ along with this program. If not, see <http://www.gnu.org/licenses/>.+
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ bowntz.cabal view
@@ -0,0 +1,32 @@+name: bowntz+version: 0+synopsis: audio-visual pseudo-physical simulation of colliding circles+homepage: http://code.mathr.co.uk/bowntz+license: GPL-3+license-file: COPYING+author: Claude Heiland-Allen+maintainer: claude@mathr.co.uk+copyright: 2010,2013,2015 Claude Heiland-Allen+category: Demo+build-type: Simple+extra-source-files: README+cabal-version: >=1.10++executable bowntz+ main-is: bowntz.hs+ build-depends: base >=4.8 && <4.9+ , containers >= 0.5 && <0.6+ , GLUT >=2.7 && <2.8+ , hosc >=0.15 && <0.16+ , hsc3 >=0.15 && <0.16+ , random >=1.1 && <1.2+ default-language: Haskell2010++source-repository head+ type: git+ location: http://code.mathr.co.uk/bowntz.git++source-repository this+ type: git+ location: http://code.mathr.co.uk/bowntz.git+ tag: v0
+ bowntz.hs view
@@ -0,0 +1,303 @@+{-++ Bowntz -- an audio-visual pseudo-physical simulation of colliding circles+ Copyright (C) 2010,2013,2015 Claude-Heiland-Allen <claude@mathr.co.uk>++ This program is free software: you can redistribute it and/or modify+ it under the terms of the GNU General Public License as published by+ the Free Software Foundation, either version 3 of the License, or+ (at your option) any later version.++ This program is distributed in the hope that it will be useful,+ but WITHOUT ANY WARRANTY; without even the implied warranty of+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the+ GNU General Public License for more details.++ You should have received a copy of the GNU General Public License+ along with this program. If not, see <http://www.gnu.org/licenses/>.++-}++import Graphics.UI.GLUT hiding (position)+import Sound.OSC+import Sound.SC3 hiding (ID(..), decay, line)+import qualified Sound.SC3 as SC++import Control.Monad(forM_, when)+import Data.IORef+import System.Random++import qualified Data.Map as M+import Data.Map(Map)+import qualified Data.Set as S+import Data.Set(Set)+import Debug.Trace++type ID = Integer++firstID :: ID+firstID = 1000++type R = GLdouble++data V = V { x :: R, y :: R }+ deriving (Eq, Ord, Read, Show)++infixl 8 `dot`+infixl 7 *^,^*,^/+infixl 6 ^+^,^-^++(^/) :: V -> R -> V+u ^/ t = V (x u / t) (y u / t)++(^*) :: V -> R -> V+u ^* t = V (x u * t) (y u * t)++(*^) :: R -> V -> V+s *^ v = V (s * x v) (s * y v)++(^+^) :: V -> V -> V+u ^+^ v = V (x u + x v) (y u + y v)++(^-^) :: V -> V -> V+u ^-^ v = V (x u - x v) (y u - y v)++dot :: V -> V -> R+dot u v = x u * x v + y u * y v++data Ball = Ball { mass :: R, radius :: R, position :: V, velocity :: V, ring :: R }+ deriving (Eq, Ord, Read, Show)++data Collision = Collision { ctime :: R, ball1 :: ID, ball2 :: ID }+ deriving (Eq, Ord, Read, Show)++kineticEnergy :: Ball -> R+kineticEnergy b = 0.5 * mass b * velocity b `dot` velocity b++involves :: ID -> Collision -> Bool+involves i c = i == ball1 c || i == ball2 c++offset :: R -> Collision -> Collision+offset t c = c { ctime = ctime c + t }++collideOutside :: Ball -> Ball -> (Ball, Ball)+collideOutside b1 b2 = collideXside (radius b2 + radius b1) b1 b2++collideInside :: Ball -> Ball -> (Ball, Ball)+collideInside b1 b2 = collideXside (abs $ radius b2 - radius b1) b1 b2++collideXside :: R -> Ball -> Ball -> (Ball, Ball)+collideXside r b1 b2 = (b1 { velocity = v1, ring = ring b1 + abs e1 }, b2 { velocity = v2, ring = ring b2 + abs e2 })+ where n = (position b1 ^-^ position b2) ^/ r -- normal vector+ t = V (-y n) (x n) -- tangent vector+ v1 = (e * velocity b1 `dot` t) *^ t ^+^ (mass b1 * velocity b1 `dot` n + mass b2 * velocity b2 `dot` n + e * mass b2 * (velocity b2 ^-^ velocity b1) `dot` n) / (mass b1 + mass b2) *^ n+ v2 = (e * velocity b2 `dot` t) *^ t ^+^ (mass b2 * velocity b2 `dot` n + mass b1 * velocity b1 `dot` n + e * mass b1 * (velocity b1 ^-^ velocity b2) `dot` n) / (mass b1 + mass b2) *^ n+ e1 = 0.5 * mass b1 * v1 `dot` v1 - kineticEnergy b1+ e2 = 0.5 * mass b2 * v2 `dot` v2 - kineticEnergy b2+ e = elasticity++outside :: Ball -> Ball -> Bool+outside b1 b2 = v `dot` v > (radius b2 + radius b1) ^ (2::Int)+ where v = position b2 ^-^ position b1++inside :: Ball -> Ball -> Bool+inside b1 b2 = radius b1 < radius b2 && v `dot` v < (radius b2 - radius b1) ^ (2::Int)+ where v = position b2 ^-^ position b1++intersects :: Ball -> Ball -> Bool+intersects b1 b2 = not (b1 `outside` b2) && not (b1 `inside` b2) && not (b2 `inside` b1)++approaching :: Ball -> Ball -> Bool+approaching b1 b2 = (position b2 ^-^ position b1) `dot` (velocity b1 ^-^ velocity b2) > 0++data World = World { nextID :: ID, balls :: Map ID Ball, now :: R, collisions :: Set Collision }+ deriving (Eq, Ord, Read, Show)++worldEnergy :: World -> R+worldEnergy w = sum . map kineticEnergy . M.elems $ balls w++initialWorld :: R -> World+initialWorld t = World { nextID = firstID, balls = M.empty, now = t, collisions = S.empty }++insertBall :: Ball -> World -> IO World+insertBall b w = do+ let i = nextID w+ createBall i b+ return $ insertBallAs i b w{ nextID = i + 1 }++insertBallAs :: ID -> Ball -> World -> World+insertBallAs i b w = w { balls = M.insert i b (balls w), collisions = S.union (collisions w) cs }+ where cs = S.fromList . map (offset (now w)) . concatMap (collides (i, b)) . M.assocs $ balls w++collides :: (ID, Ball) -> (ID, Ball) -> [Collision]+collides (i, bi) (j, bj)+ | bi `outside` bj = let+ o| not (bi `approaching` bj) = []+ | disc1 > 0 = [Collision t1 i j, Collision t2 i j]+ | disc1 == 0 = [Collision t1 i j]+ | otherwise = []+ in o+ | bi `inside` bj || bj `inside` bi = let+ o| disc2 > 0 = [Collision t3 i j, Collision t4 i j]+ | disc2 == 0 = [Collision t3 i j]+ | otherwise = []+ in o+ | bi `approaching` bj = let -- overlapped+ o| disc2 > 0 = [Collision t3 i j, Collision t4 i j]+ | disc2 == 0 = [Collision t3 i j]+ | otherwise = []+ in o+ | otherwise = []+ where+ ri = radius bi+ rj = radius bj+ qi = position bi+ qj = position bj+ vi = velocity bi+ vj = velocity bj+ a = vi `dot` vi + vj `dot` vj - 2 * vi `dot` vj+ b = vi `dot` qj + qi `dot` vj - qi `dot` vi - qj `dot` vj+ c = a+ d1 = qi `dot` qi + qj `dot` qj - 2 * qi `dot` qj - (ri + rj)^(2::Int)+ d2 = qi `dot` qi + qj `dot` qj - 2 * qi `dot` qj - (ri - rj)^(2::Int)+ disc1 = (-2 * b)^(2::Int) - 4 * c * d1+ t1 = 0.5 * (2 * b - sqrt disc1) / a+ t2 = 0.5 * (2 * b + sqrt disc1) / a+ disc2 = (-2 * b)^(2::Int) - 4 * c * d2+ t3 = 0.5 * (2 * b - sqrt disc2) / a+ t4 = 0.5 * (2 * b + sqrt disc2) / a++update :: R -> World -> IO World+update t w+ | t <= now w = return w+ | otherwise = update t =<< update1 t w++update1 :: R -> World -> IO World+update1 t w+ | S.null future = return $ w { now = t, balls = newBalls t, collisions = S.empty }+ | t < ctime event = return $ w { now = t, balls = newBalls t, collisions = future }+ | otherwise = do+ triggerBall (ctime event) (ball1 event) (realToFrac $ ring b1 * mass b1)+ triggerBall (ctime event) (ball2 event) (realToFrac $ ring b2 * mass b2)+ return $ w'{ collisions = S.filter (\e -> ctime e /= ctime event) (collisions w') }+ where+ w' = insertBallAs (ball1 event) b1 . insertBallAs (ball2 event) b2 $ w { now = ctime event, balls = M.delete (ball1 event) . M.delete (ball2 event) $ newBallsE, collisions = S.filter (not . invalid event) future' }+ (_past, future) = S.split (Collision (now w) (firstID-1) (firstID-1)) (collisions w)+ (event, future') = S.deleteFindMin future+ invalid c d = involves (ball1 c) d || involves (ball2 c) d+ line dt b = b { position = position b ^+^ velocity b ^* dt, ring = ring b * decay ** dt }+ newBalls tt = M.map (line (tt - now w)) (balls w)+ newBallsE = newBalls (ctime event)+ (b1, b2)+ | (balls w M.! ball1 event) `outside` (balls w M.! ball2 event) = collideOutside (newBallsE M.! ball1 event) (newBallsE M.! ball2 event)+ | (balls w M.! ball1 event) `inside` (balls w M.! ball2 event) = collideInside (newBallsE M.! ball1 event) (newBallsE M.! ball2 event)+ | (balls w M.! ball2 event) `inside` (balls w M.! ball1 event) = collideInside (newBallsE M.! ball2 event) (newBallsE M.! ball1 event)+ | otherwise = trace ("spurious collision event: " ++ show event) (newBallsE M.! ball1 event, newBallsE M.! ball2 event)++reshape :: IORef World -> Size -> IO ()+reshape _worldRef vp@(Size w h) = do+ let s = 1.75+ (x0,x1,y0,y1) = if w > h then let v = s * fromIntegral h / fromIntegral w in (-s,s,-v,v)+ else let v = s * fromIntegral w / fromIntegral h in (-v,v,-s,s)+ viewport $= (Position 0 0, vp)+ matrixMode $= Projection+ loadIdentity+ ortho x0 x1 y0 y1 (-1) 1+ matrixMode $= Modelview 0+ loadIdentity+ postRedisplay Nothing++display :: IORef World -> IO ()+display worldRef = do+ w <- readIORef worldRef+ clear [ColorBuffer]+ lineWidth $= 1+ renderPrimitive Lines $ do+ mapM_ drawBall $ M.elems (balls w)+ swapBuffers++drawBall :: Ball -> IO ()+drawBall b = do+ let n = 144 :: R+ r = radius b+ p = position b+ d = mass b / radius b ^ (2::Int)+ a = (((d - minDensity) / (maxDensity - minDensity))`min` 1) * (pi / 2)+ m k = 1 + 5 * ring b * cos (16 * 2 * pi * k / n) / radius b+ color $ if d > maxDensity then Color3 0 0 1 else Color3 (sin a `max` 0) (cos a `max` 0) 0+ forM_ [1 .. n] (\i -> do+ vertex $ Vertex2 (r * m (i - 1) * cos (2 * pi * (i - 1) / n) + x p) (r * m (i - 1) * sin (2 * pi * (i - 1) / n) + y p)+ vertex $ Vertex2 (r * m i * cos (2 * pi * i / n) + x p) (r * m i * sin (2 * pi * i / n) + y p))++physics :: Timeout -> IORef World -> IO ()+physics dt worldRef = do+ reallyNow <- time+ w <- readIORef worldRef+ writeIORef worldRef =<< update (realToFrac reallyNow + fromIntegral dt / 1000) w+ addTimerCallback dt $ physics dt worldRef+ postRedisplay Nothing++spawn :: Timeout -> IORef World -> IO ()+spawn dt worldRef = do+ w <- readIORef worldRef+ let e = worldEnergy w+ when (e < realToFrac spawnThreshold) $ do+ d <- realToFrac `fmap` randomRIO (realToFrac minDensity, realToFrac maxDensity :: Double)+ r <- realToFrac `fmap` randomRIO (realToFrac minSize, realToFrac maxSize :: Double)+ pr <- realToFrac `fmap` randomRIO (0.0, 1.0 :: Double)+ pa <- realToFrac `fmap` randomRIO (-pi, pi :: Double)+ va <- realToFrac `fmap` randomRIO (-pi, pi :: Double)+ let m = d * r^(2::Int)+ px = pr * cos pa+ py = pr * sin pa+ vr = sqrt $ 2 * spawnEnergy / m+ vx = vr * cos va+ vy = vr * sin va+ b = Ball { mass = m, radius = r, position = V px py, velocity = V vx vy, ring = 0 }+ when (not (any (intersects b) (M.elems (balls w)))) $ do+ w' <- insertBall b w+ writeIORef worldRef w'+ addTimerCallback dt $ spawn dt worldRef+ postRedisplay Nothing++main :: IO ()+main = do+ initialWindowSize $= Size 788 576+ initialDisplayMode $= [RGBAMode, DoubleBuffered]+ (_,_args) <- getArgsAndInitialize+ _ <- createWindow "bowntz"+ withSC3 (send (g_new [(1, AddToTail, 0)])) -- new group 1 under root 0 group+ _ <- withSC3 ballSynth+ t0 <- time+ w <- insertBall (Ball{ mass = 1e6, radius = 1, position = V 0 0, velocity = V 0 0, ring = 0 }) $ initialWorld (realToFrac t0)+ worldRef <- newIORef w+ displayCallback $= display worldRef+ reshapeCallback $= Just (reshape worldRef)+ let mspf = floor (1000 / 60 :: Double)+ addTimerCallback mspf $ physics mspf worldRef+ addTimerCallback 125 $ spawn 125 worldRef+ mainLoop++createBall :: ID -> Ball -> IO ()+createBall i b = withSC3 (send (s_new "Ball" (fromIntegral i) AddToTail 1 [("freq", realToFrac $ 50 / radius b)]))++triggerBall :: R -> ID -> Double -> IO ()+triggerBall t i v = withSC3 (sendBundle (bundle (realToFrac (t + latency)) [n_set1 (fromIntegral i) "t_amp" v]))++ballSynth :: Connection UDP Packet+ballSynth = do let f = control IR "freq" 0+ a = tr_control "t_amp" 0+ d = out 0 (fSinOsc AR (mce [f, f]) 0 * (SC.decay a 0.7))+ send (d_recv (synthdef "Ball" d))+ waitAddress "/done"++minSize, maxSize, minDensity, maxDensity, spawnThreshold, spawnEnergy, decay, elasticity, latency :: R+minSize = 0.02+maxSize = 0.8+minDensity = 40+maxDensity = 60+spawnThreshold = 0.1+spawnEnergy = spawnThreshold / 8+decay = 0.0001+elasticity = 0.99+latency = 1 / 30