Beispiel #1
0
class ZONE:
    dims = Vector(0.54 * M, 0.48 * M)
    outlines = (  # F1, F4, F2, F5, F3, F6
        *mirrors(Box(dims, Vector(-3.54 * M, 0.55 * M))),
        *mirrors(Box(dims, Vector(-2.14 * M, -0.59 * M))),
        *mirrors(Box(dims, Vector(0, 1.795 * M)))
    )
Beispiel #2
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 def hits_barrier(self, barrier: Box):
     if self.center.distance_to(barrier.center) < ROBOT.outline.radius + barrier.radius and \
             (any(barrier.contains(p) for p in self._corners) or
              any(ROBOT.outline.contains(p.inv_transform(self.center, self.rotation)) for p in barrier.corners)):
         self.barrier_hits += 1
         return True
     return False
    def __init__(self, init_x, init_y, init_z, init_roll, init_pitch, init_yaw,\
    init_min_x, init_min_y, init_min_z, init_max_x, init_max_y, init_max_z,\
    x=0., y=0., z=0., roll=0., pitch=0., yaw=0.,\
    min_x=0., min_y=0., min_z=0., max_x=0., max_y=0., max_z=0.):
        '''The variables whose names start with the prefix 'init_' represent
        the pose and the bounding box of an object before an action execution;
        all the others represent the object's pose and bounding box after an execution.

        '''
        self.init_position = Vector(init_x, init_y, init_z)
        self.init_rotation = Rotator(init_roll, init_pitch, init_yaw)
        self.init_bounding_box = Box(init_min_x, init_min_y, init_min_z,
                                     init_max_x, init_max_y, init_max_z)
        self.position = Vector(x, y, z)
        self.rotation = Rotator(roll, pitch, yaw)
        self.bounding_box = Box(min_x, min_y, min_z, max_x, max_y, max_z)
Beispiel #4
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	def __init__(self, sensors=None, human=False):
		super().__init__()

		self.update = self.update_no_track
		#self.move = self.move_cor

		self.start_time = time.time()
		self.human = human

			# physical car parameters
		self.width = 10
		self.length = 30
		self.hwbase = self.length / 2
		self.htrack = self.width / 2
		self.max_speed = 150
		self.rot = 0
		self.speed = 0
		self.max_steering = PI / 4
		self.steering = 0

			# for collision detection and box drawings
		self.quad = Quad(box=Box(-self.width/2, self.length/2, self.width, self.length))
		self.corner_distance = Line(self.position, self.quad.top_left).length
		self.corner_angle = Line(self.position, self.quad.top_right).angle
		_ = self.corners # to set corner attributes

			# track info
		self.track = None
		self.section = None
		self.section_idx = -1
		self.collided = False
		self.laps = 0

		if not sensors:
			self.sensors = SensorRig(self,
				(-PI/2, -3 * self.corner_angle, -self.corner_angle, 
				0,
				self.corner_angle, 3 * self.corner_angle, PI/2),
				(30, 50, 100, 175, 100, 50, 30))
		elif sensors == 1:
			self.sensors = SensorRig(self, (0,), (175,))
		else:
			n = sensors // 2 * 2 + 1
			angles = tuple(-PI/2 + i*PI/(n-1) for i in range(n))
			distances = (100,) * n
			self.sensors = SensorRig(self, angles, distances)
			# neural network
		if cmodule:
			self.driver = neural.CDriver(1+self.sensors.size)
		else:
			self.driver = neural.Driver(1+self.sensors.size)

 			# graphics stuff
		self.construct()
		self.section_batch = pyglet.graphics.Batch()
		self.section_batch_idx = -1
Beispiel #5
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 def make_track_new(self):
     #points = [(0, 100), (20, 150), (50, 250), (100, 280), (150, 300)]
     points = [(0, 100), (20, 150), (50, 250), (100, 260), (160, 230),
               (180, 180), (180, 120), (200, 50), (200, 20), (100, -120),
               (20, -90), (0, -40)]
     prev_quad = Quad(box=Box(0, 50, self.width, 50))
     #prev_quad = Quad(coords=((0,0),(0,self.width),(0,50),(self.width,50)))
     for point in points:
         prev_quad, new_quad = self.make_section_quad(point, prev_quad)
         self.add_section(quad=prev_quad)
         prev_quad = new_quad
     self.add_section(quad=prev_quad)
     quad = Quad(coords=(prev_quad.top_left, prev_quad.top_right,
                         self.sections[0].quad.bottom_left,
                         self.sections[0].quad.bottom_right))
     self.add_section(quad)
     self.circular = True
Beispiel #6
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class ROBOT:
    outline = Box(Vector(0.6 * M, 0.5 * M))

    _armor_length = 0.14 * M
    armor_lines = [
        LineSegment(*y_mirrors(Vector(outline.dims.x / 2, _armor_length / 2))),
        LineSegment(*x_mirrors(Vector(_armor_length / 2, outline.dims.y / 2))),
        LineSegment(*x_mirrors(Vector(_armor_length / 2, -outline.dims.y /
                                      2))),
        LineSegment(*y_mirrors(Vector(-outline.dims.x / 2, _armor_length / 2)))
    ]
    armor_damages = [20, 40, 40, 60]

    _drive_radius = 0.3 * M
    _factor = 1 / (math.sqrt(2) * _drive_radius)
    drive_config = MotionConfig(3 * MS, 6 * MS2, 0.1 * MS2)
    rotation_config = MotionConfig(_factor * drive_config.top_speed,
                                   _factor * drive_config.top_accel,
                                   _factor * drive_config.friction_decel)
    gimbal_yaw_config = MotionConfig(300 * DS, 1000 * DS2, 10 * DS2)

    zero_tolerance = 0.001
    rebound_coeff = 0.4
    shot_cooldown = 0.1 * S
from smoke_solver import Smoke_Builder, FlowEmitter
from smoke_animation import Smoke_Animation
from colliders import RigidBodyCollier, Collider
from geometry import Box, Ball

res = (512, 512)

ti.init(arch=ti.gpu, kernel_profiler=True)
gui = ti.GUI("smoke animation", res=res)

# build smoke solver
smoke = \
    Smoke_Builder(res)  \
    .add_flow_emitter([512//2 , 0] , 512//3 , 2000.0)    \
    .set_decay(0.995)   \
    .build()

# .set_compute_buoyancy_force(tempreture_factor=600)\

ani = Smoke_Animation(smoke, res)
ani.reset()

# collider
smoke.add_collider(RigidBodyCollier(Box([156, 156], [226, 276])))
smoke.add_collider(RigidBodyCollier(Ball([276, 226], 30)))

while gui.running:
    ani.update()
    ani.display(gui)

ti.kernel_profiler_print()
Beispiel #8
0
    def __init__(self, PLY = None):

        if PLY == None:
            print "PLY nao fornecido"
            exit(0)

        self.box    = Box()
        self.vertex = PLY.vertex
        self.faces  = PLY.faces
        self.colors = [
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random())
                ]

        self.isOpened = False
        self.isAnimated = False
        self.useTexture = False
        self.mapRotate  = matrix.identity()
        self.textureMap = {}
        self.aux = 0
        edges_per_face = []
        points_per_face = []
        points_per_face_orig = []
        polygons = []

        for face in self.faces:
            edges_per_face.append([])
            points_per_face.append([])
            points_per_face_orig.append([])
            for i in xrange(len(face)):
                points_per_face[-1].append(copy.deepcopy(self.vertex[face[i]]))
                points_per_face_orig[-1].append(copy.deepcopy(self.vertex[face[i]]))
                if i  != (len(face)-1):
                    edges_per_face[-1].append((face[i],face[i+1]))
                else:
                    edges_per_face[-1].append((face[i],face[0]))
            polygons.append(Polygon(points_per_face_orig[-1]))

        adjacences_list = []
        edge_between_faces = {}

        for i in xrange(len(edges_per_face)):
            adjacences_list.append([])
            for j in xrange(len(edges_per_face[i])):
                edge = edges_per_face[i][j]
                for k in xrange(len(edges_per_face)):
                    if k != i:
                        if (((edge[1],edge[0]) in edges_per_face[k])or((edge[0],edge[1]) in edges_per_face[k])) :
                            adjacences_list[i].append(k)
                            edge_between_faces[(i,k)] = edge
                            edge_between_faces[(k,i)] = edge
                            break
            if len(edges_per_face[i]) != len(adjacences_list[i]):
                print "Inconsistencia na contrucao do grafico"

        self.edges_per_face = edges_per_face
        self.points_per_face = points_per_face
        self.points_per_face_orig = points_per_face_orig
        self.adjacences_list = adjacences_list
        self.polygons = polygons
        self.edge_between_faces = edge_between_faces
        self.selected = [0 for elem in edges_per_face]
        self.face_selected = -1

        return
Beispiel #9
0
class Polihedron(object):

    def __init__(self, PLY = None):

        if PLY == None:
            print "PLY nao fornecido"
            exit(0)

        self.box    = Box()
        self.vertex = PLY.vertex
        self.faces  = PLY.faces
        self.colors = [
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random()),
                (random.random(),random.random(),random.random())
                ]

        self.isOpened = False
        self.isAnimated = False
        self.useTexture = False
        self.mapRotate  = matrix.identity()
        self.textureMap = {}
        self.aux = 0
        edges_per_face = []
        points_per_face = []
        points_per_face_orig = []
        polygons = []

        for face in self.faces:
            edges_per_face.append([])
            points_per_face.append([])
            points_per_face_orig.append([])
            for i in xrange(len(face)):
                points_per_face[-1].append(copy.deepcopy(self.vertex[face[i]]))
                points_per_face_orig[-1].append(copy.deepcopy(self.vertex[face[i]]))
                if i  != (len(face)-1):
                    edges_per_face[-1].append((face[i],face[i+1]))
                else:
                    edges_per_face[-1].append((face[i],face[0]))
            polygons.append(Polygon(points_per_face_orig[-1]))

        adjacences_list = []
        edge_between_faces = {}

        for i in xrange(len(edges_per_face)):
            adjacences_list.append([])
            for j in xrange(len(edges_per_face[i])):
                edge = edges_per_face[i][j]
                for k in xrange(len(edges_per_face)):
                    if k != i:
                        if (((edge[1],edge[0]) in edges_per_face[k])or((edge[0],edge[1]) in edges_per_face[k])) :
                            adjacences_list[i].append(k)
                            edge_between_faces[(i,k)] = edge
                            edge_between_faces[(k,i)] = edge
                            break
            if len(edges_per_face[i]) != len(adjacences_list[i]):
                print "Inconsistencia na contrucao do grafico"

        self.edges_per_face = edges_per_face
        self.points_per_face = points_per_face
        self.points_per_face_orig = points_per_face_orig
        self.adjacences_list = adjacences_list
        self.polygons = polygons
        self.edge_between_faces = edge_between_faces
        self.selected = [0 for elem in edges_per_face]
        self.face_selected = -1

        return

    def draw(self):
        points = []

        for i,face in enumerate(self.faces):
            if ( len(face) % 3 == 0):
                glBegin(GL_TRIANGLES)
            elif ( len(face) % 4 == 0):
                glBegin(GL_QUADS)
            else:
                glBegin(GL_POLYGON)

            if not self.useTexture:
                c = self.colors[i % len(self.colors)]
                glColor3f(1.0*c[0],1.0*c[1],1.0*c[2])

            if (self.isOpened or self.isAnimated):
                points = self.points_per_face[i]
            else:
                points = self.points_per_face_orig[i]

            count = 0
            texturePerFace = [0]*len(points)
            for point in points:
                #print(actualPoint)
                if self.useTexture:# and actualPoint not in self.textureMap.keys():
                    try:
                        p = self.box.normalize(point.transform(self.mapRotate))
                        texturePerFace[count] = p
                        texture = p
                        if count == (len(points)-1) and i not in self.textureMap.keys():
                            self.textureMap[i] = texturePerFace
                        elif i in self.textureMap.keys():
                            textureInThisFace = self.textureMap[i]
                            texture = textureInThisFace[count]
                        #texture = self.box.normalize(wrongSizedTexture)
                        #p = self.box.normalize(point.transform(self.mapRotate))
                        #print(self.aux)
                        #print(round(point.x,2), round(point.y, 2), round(point.z,2))
                        glTexCoord2f(texture.x,texture.y)
                        glVertex3f(point.x,point.y,point.z)
                    except AttributeError as error:
                        pass
                #elif self.useTexture and actualPoint in self.textureMap.keys():
                    #texture = self.textureMap[actualPoint]
                    #glTexCoord2f(texture.x, texture.y)
                    #glVertex3f(point.x,point.y,point.z)
                else:
                    glVertex3f(point.x,point.y,point.z)
                count += 1
            glEnd()

    def face_intersect(self,ray):
        face_to_select = -1
        smaller_u = 100000000000000000.0

        for i,poly in enumerate(self.polygons):
            result = ray.intersectToPlane(poly)
            if not(result == None) and (poly.contains(result[0])):
                if abs(result[1]) < abs(smaller_u):
                    smaller_u = abs(result[1])
                    face_to_select = i

        self.last_face_clicked = face_to_select
        return face_to_select

    def face_select(self,i):
        self.selected[self.last_face_clicked] = 1.
        self.face_selected = self.last_face_clicked

    def face_unselect(self):
        self.selected[self.face_selected] = 0.
        self.face_selected = -1

    def open_like_BFS(self,alpha):
        Q = []
        visite1 = [False for i in self.faces]
        transf_vec = [None for i in self.faces]
        altura = [0 for i in self.faces]

        q0 = self.face_selected
        Q.append(q0)
        visite1[q0] = True
        transf_vec[q0] = matrix.identity()
        altura[q0] = 1.

        self.points_per_face[q0] = copy.deepcopy(self.points_per_face_orig[q0])

        while len(Q) > 0:
            q1 = Q.pop(0)
            for v in self.adjacences_list[q1]:
                if visite1[v] == False :
                    visite1[v] = True
                    Q.append(v)
                    altura[v] = altura[q0] + 1

                    N1 = self.polygons[q1].normal
                    N2 = self.polygons[v].normal

                    (np1,np2) = self.edge_between_faces[(q1,v)]

                    v0 = self.vertex[np1]
                    v1 = self.vertex[np2]

                    edge = Line(v0,v1)
                    ang = np.rad2deg(math.acos(N1.dotProd(N2)))

                    axis = edge.dir

                    if axis.tripleProd(N1,N2) > 0:
                        ang = -ang

                    ang = alpha*ang

                    R = matrix.translateAndRotate(ang,v1,edge.dir)

                    transf_vec[v] = matrix.dot(transf_vec[q1],R)

                    for i in xrange(len(self.points_per_face[v])):
                        self.points_per_face[v][i] =\
                        self.points_per_face_orig[v][i].transform(transf_vec[v])

        if self.useTexture:
            axis_z = Point(0.,0.,1.)

            angle_z = axis_z.dotProd(self.polygons[q0].normal)
            axis_r = axis_z.crossProd(self.polygons[q0].normal)

            self.mapRotate = matrix.translateAndRotate(angle_z,axis_r,self.points_per_face[q0][0])

            for points in self.points_per_face:
                for point in points:
                    self.box.add(point.transform(self.mapRotate))

            self.box.setParameters()

    def open(self):
        self.isOpened = True

    def close(self):
        self.isOpened = False

    def set_texture(self):
        self.useTexture = True

    def unset_texture(self):
        self.useTexture = False

    def animate(self):
        self.isAnimated = True

    def static(self):
        self.isAnimated = False