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Simulate the Belousov Zhabotinsky
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#include "raylib.h" | |
#include <math.h> | |
#define SCREEN_WIDTH 500 | |
#define SCREEN_HEIGHT 500 | |
#define CELL_SIZE 4 | |
#define GRID_WIDTH (SCREEN_WIDTH / CELL_SIZE) | |
#define GRID_HEIGHT (SCREEN_HEIGHT / CELL_SIZE) | |
typedef struct { | |
float a; | |
float b; | |
} Cell; | |
Cell grid[GRID_WIDTH][GRID_HEIGHT]; | |
Cell next[GRID_WIDTH][GRID_HEIGHT]; | |
const float Da = 0.082f; | |
const float Db = 0.041f; | |
const float f = 0.014f; | |
const float k = 0.040f; | |
const float dt = 0.05f; | |
int spawnTimer = 0; | |
const int spawnInterval = 120; | |
float laplace(float v[GRID_WIDTH][GRID_HEIGHT], int x, int y) { | |
float sum = 0; | |
int dx[] = {0, 1, 0, -1, 1, 1, -1, -1}; | |
int dy[] = {-1, 0, 1, 0, -1, 1, 1, -1}; | |
for(int i = 0; i < 8; i++) { | |
int nx = (x + dx[i] + GRID_WIDTH) % GRID_WIDTH; | |
int ny = (y + dy[i] + GRID_HEIGHT) % GRID_HEIGHT; | |
sum += v[nx][ny]; | |
} | |
return sum - 8 * v[x][y]; | |
} | |
void updateGrid(void) { | |
float a[GRID_WIDTH][GRID_HEIGHT]; | |
float b[GRID_WIDTH][GRID_HEIGHT]; | |
for(int x = 0; x < GRID_WIDTH; x++) { | |
for(int y = 0; y < GRID_HEIGHT; y++) { | |
a[x][y] = grid[x][y].a; | |
b[x][y] = grid[x][y].b; | |
} | |
} | |
for(int x = 0; x < GRID_WIDTH; x++) { | |
for(int y = 0; y < GRID_HEIGHT; y++) { | |
float A = grid[x][y].a; | |
float B = grid[x][y].b; | |
float dA = Da * laplace(a, x, y) + A * (1.0f - A) - (k + f) * A - B * A * A; | |
float dB = Db * laplace(b, x, y) + (A * A * B - B * f) * 0.5f; | |
next[x][y].a = A + dt * dA; | |
next[x][y].b = B + dt * dB; | |
next[x][y].a = fmaxf(0.0f, fminf(1.0f, next[x][y].a)); | |
next[x][y].b = fmaxf(0.0f, fminf(1.0f, next[x][y].b)); | |
} | |
} | |
for(int x = 0; x < GRID_WIDTH; x++) { | |
for(int y = 0; y < GRID_HEIGHT; y++) { | |
grid[x][y] = next[x][y]; | |
} | |
} | |
} | |
void addNewSeeds(void) { | |
int numSeeds = GetRandomValue(2, 4); | |
for(int i = 0; i < numSeeds; i++) { | |
int px = GetRandomValue(0, GRID_WIDTH-1); | |
int py = GetRandomValue(0, GRID_HEIGHT-1); | |
float intensity = GetRandomValue(70, 100) / 100.0f; | |
for(int x = px-2; x < px+2; x++) { | |
for(int y = py-2; y < py+2; y++) { | |
int xx = (x + GRID_WIDTH) % GRID_WIDTH; | |
int yy = (y + GRID_HEIGHT) % GRID_HEIGHT; | |
grid[xx][yy].a = intensity; | |
grid[xx][yy].b = 1.0f - intensity; | |
} | |
} | |
} | |
} | |
Color getVibrantColor(float a, float b) { | |
float value = a / (a + b + 0.1f); | |
if (value < 0.2f) { | |
return (Color){0, 0, 255, 255}; | |
} else if (value < 0.4f) { | |
return (Color){0, 255, 255, 255}; | |
} else if (value < 0.6f) { | |
return (Color){255, 0, 255, 255}; | |
} else if (value < 0.8f) { | |
return (Color){255, 255, 0, 255}; | |
} else { | |
return (Color){255, 0, 0, 255}; | |
} | |
} | |
int main(void) { | |
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "BZ Reaction Simulation"); | |
SetTargetFPS(60); | |
for(int x = 0; x < GRID_WIDTH; x++) { | |
for(int y = 0; y < GRID_HEIGHT; y++) { | |
grid[x][y].a = GetRandomValue(0, 10) / 100.0f; | |
grid[x][y].b = GetRandomValue(0, 10) / 100.0f; | |
} | |
} | |
addNewSeeds(); | |
while (!WindowShouldClose()) { | |
spawnTimer++; | |
if(spawnTimer >= spawnInterval) { | |
addNewSeeds(); | |
spawnTimer = 0; | |
} | |
for(int i = 0; i < 2; i++) { | |
updateGrid(); | |
} | |
BeginDrawing(); | |
ClearBackground(BLACK); | |
for(int x = 0; x < GRID_WIDTH; x++) { | |
for(int y = 0; y < GRID_HEIGHT; y++) { | |
float a = grid[x][y].a; | |
float b = grid[x][y].b; | |
Color color = getVibrantColor(a, b); | |
Vector2 center = { | |
x * CELL_SIZE + CELL_SIZE/2.0f, | |
y * CELL_SIZE + CELL_SIZE/2.0f | |
}; | |
DrawCircleV(center, CELL_SIZE/2.0f, color); | |
} | |
} | |
DrawFPS(10, 10); | |
EndDrawing(); | |
} | |
CloseWindow(); | |
return 0; | |
} |
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