def processActions(self, deltaT):
     for c in self.gs.characters:
         # calculate character's required acceleration for the desired velocity
         acceleration = c.getAction().getDesiredAcceleration(c.maxSpeed) - c.getVelocity()
         # calculate required force from the acceleration
         force = vec.clampMaxLength(vec.scale(acceleration, c.mass, self.n), c.maxForce, self.t)
         # re-calculate acceleration for new (possibly) clamped force
         c.setVelocity(vec.clampMaxLength(c.getVelocity() + vec.scale(force, deltaT/c.mass, self.n), c.maxSpeed, self.t))
Beispiel #2
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 def processActions(self, deltaT):
     for c in self.gs.characters:
         # calculate character's required acceleration for the desired velocity
         acceleration = c.getAction().getDesiredAcceleration(c.maxSpeed) - c.getVelocity()
         # calculate required force from the acceleration
         force = vec.clampMaxLength(vec.scale(acceleration, c.mass, self.n), c.maxForce, self.t)
         # re-calculate acceleration for new (possibly) clamped force
         c.setVelocity(vec.clampMaxLength(c.getVelocity() + vec.scale(force, deltaT/c.mass, self.n), c.maxSpeed, self.t))
Beispiel #3
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def drawArrow(begin, lvec, lineSize):
    assert util.isAlmostEq(1.0, vec.length(lvec)), "unnormalized input"

    headSize = 0.5 * lineSize
    lAngle = 2.5
    rAngle = -2.5

    # TODO: get rid of all these constructor calls
    hvec1 = zeros((util.numDim, ), float)
    hvec2 = zeros((util.numDim, ), float)
    tmp = zeros((util.numDim, ), float)

    hvec1 = vec.scale(
        array([
            lvec[0] * math.cos(lAngle) - lvec[1] * math.sin(lAngle),
            lvec[0] * math.sin(lAngle) + lvec[1] * math.cos(lAngle)
        ]), headSize, hvec1)
    hvec2 = vec.scale(
        array([
            lvec[0] * math.cos(rAngle) - lvec[1] * math.sin(rAngle),
            lvec[0] * math.sin(rAngle) + lvec[1] * math.cos(rAngle)
        ]), headSize, hvec2)

    tmp = vec.scale(lvec, lineSize, tmp)

    rightWay = True
    glPushMatrix()
    if rightWay:
        glTranslate(begin[0], begin[1], 0.0)
    else:
        glTranslate(begin[0] - tmp[0], begin[1] - tmp[1], 0.0)

    glBegin(GL_LINE_STRIP)
    glVertex(0.0, 0.0)
    glVertex(tmp[0], tmp[1])
    glVertex(tmp[0] + hvec1[0], tmp[1] + hvec1[1])
    glEnd()
    glPopMatrix()

    glPushMatrix()
    if rightWay:
        glTranslate(begin[0] + tmp[0], begin[1] + tmp[1], 0.0)
    else:
        glTranslate(begin[0], begin[1], 0.0)

    glBegin(GL_LINES)
    glVertex(0.0, 0.0)
    glVertex(hvec2[0], hvec2[1])
    glEnd()
    glPopMatrix()
Beispiel #4
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    def render(self, c):
        RendererCircle.render(self, c)

        start = c.getPosition() + vec.scale(c.getOrientation(), c.shape.radius,
                                            self.tmp)
        gui.drawArrow(start, c.getOrientation(),
                      1.5 * c.shape.getRadius() * (c.getSpeed() / c.maxSpeed))
Beispiel #5
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def nearestIntersection(c0, c1, q):
    p = c1.position
    v = c1.orientation

    rp = p - c0.position
    k0 = vec.lengthSq(rp) - c0.getRadius() * c0.getRadius()
    k1 = vec.dot(v, rp)

    roots = []
    k = k1 * k1 - k0
    if util.isAlmostZero(k):
        roots.append(-k1)
    elif 0.0 < k:
        kSqrt = math.sqrt(k)
        roots.append(-k1 - kSqrt)
        roots.append(-k1 + kSqrt)
        assert roots[0] < roots[1]

    vec.set(Inf, q)

    for root in roots:
        if util.isAlmostZero(root) or 0 < root:
            q = vec.scale(v, root, q)
            q = q + p
            break

    return q
def nearestIntersection(c0, c1, q):
    p = c1.position
    v = c1.orientation

    rp = p - c0.position
    k0 = vec.lengthSq(rp) - c0.getRadius() * c0.getRadius()
    k1 = vec.dot(v, rp)

    roots = []
    k = k1 * k1 - k0
    if util.isAlmostZero(k):
        roots.append(-k1)
    elif 0.0 < k:
        kSqrt = math.sqrt(k)
        roots.append(-k1 - kSqrt)
        roots.append(-k1 + kSqrt)
        assert roots[0] < roots[1]

    vec.set(Inf, q)

    for root in roots:
        if util.isAlmostZero(root) or 0 < root:
            q = vec.scale(v, root, q)
            q = q + p
            break

    return q
def balls_collisions(balls):
    collided = False
    for b1 in balls:
        for b2 in balls:
            if b1 is b2:
                continue

            d = vec.sub(b1.pos, b2.pos)
            penetration = (b1.radius + b2.radius) - vec.len(d)
            if penetration < 0:
                continue

            collided = True
            n = vec.unit(d)
            b1.pos = vec.add(b1.pos, vec.scale(n, penetration / 2 + 1))
            b2.pos = vec.add(b2.pos, vec.scale(n, -penetration / 2 - 1))

            j = vec.dot(vec.sub(b2.speed, b1.speed), n)
            b1.speed = vec.add(b1.speed, vec.scale(n, j))
            b2.speed = vec.add(b2.speed, vec.scale(n, -j))

    return collided
    def render(self, c):
        RendererCircle.render(self, c)

        start = c.getPosition() + vec.scale(c.getOrientation(), c.shape.radius, self.tmp)
        gui.drawArrow(start, c.getOrientation(), 1.5 * c.shape.getRadius() * (c.getSpeed()/c.maxSpeed))
    def resolveCollisions(self):
        e = 0.75              # coefficient of restitution
        minTagInterval = 3.0  # minimum time allowed between re-tagging

        now = timer.getTime()
        loopCount = 0

        while True:
            isCollision = False

            for i in self.gs.characters:
                for j in self.gs.characters:

                    if i == j:
                        continue
  
                    if not i.isColliding(j):
                        continue

                    isCollision = True

                    # We have to keep computing these in case they changed in a previous collision
                    uc = i.getVelocity()
                    mc = i.mass

                    self.t = i.normalTo(j, self.t)
                    self.n = util2D.perpendicularTo(self.t, self.n, self.nTmp)[0]

                    uct = dot(uc, self.t)
                    ucn = dot(uc, self.n)

                    mo = j.mass

                    uo = j.getVelocity()

                    uot = dot(uo, self.t)
                    uon = dot(uo, self.n)

                    k = (uct - uot)/(mc + mo)
                    vct = uct - (1 + e) * mo * k
                    vot = uot + (1 + e) * mc * k

                    i.setVelocity(vec.scale(self.t, vct, self.vt) + vec.scale(self.n, ucn, self.vn))

                    j.setVelocity(vec.scale(self.t, vot, self.vt) + vec.scale(self.n, uon, self.vn))

                    # TODO: limit re-tagging restriction to previously tagged character only
                    if j.tagged and minTagInterval < now - self.gs.lastTagTime:
                        self.gs.setTagged(i, j, now)
                    elif i.tagged and minTagInterval < now - self.gs.lastTagTime:
                        self.gs.setTagged(j, i, now)

                for j in self.gs.nonCharacterObstacles:
                    if not i.isColliding(j):
                        continue

                    isCollision = True

                    uc = i.getVelocity()

                    self.t = i.normalTo(j, self.t)
                    self.n = util2D.perpendicularTo(self.t, self.n, self.nTmp)[0]

                    uct = dot(uc, self.t)
                    ucn = dot(uc, self.n)

                    vct = -e * uct
                    i.setVelocity(vec.scale(self.t, vct, self.vt) + vec.scale(self.n, ucn, self.vn))

            if not isCollision:
                break

            assert loopCount < 1000, "something probably went wrong"
            loopCount += 1
Beispiel #10
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    def resolveCollisions(self):
        e = 0.75              # coefficient of restitution
        minTagInterval = 3.0  # minimum time allowed between re-tagging

        now = timer.getTime()
        loopCount = 0

        while True:
            isCollision = False

            for i in self.gs.characters:
                for j in self.gs.characters:

                    if i == j:
                        continue
  
                    if not i.isColliding(j):
                        continue

                    isCollision = True

                    # We have to keep computing these in case they changed in a previous collision
                    uc = i.getVelocity()
                    mc = i.mass

                    self.t = i.normalTo(j, self.t)
                    self.n = util2D.perpendicularTo(self.t, self.n, self.nTmp)[0]

                    uct = dot(uc, self.t)
                    ucn = dot(uc, self.n)

                    mo = j.mass

                    uo = j.getVelocity()

                    uot = dot(uo, self.t)
                    uon = dot(uo, self.n)

                    k = (uct - uot)/(mc + mo)
                    vct = uct - (1 + e) * mo * k
                    vot = uot + (1 + e) * mc * k

                    i.setVelocity(vec.scale(self.t, vct, self.vt) + vec.scale(self.n, ucn, self.vn))

                    j.setVelocity(vec.scale(self.t, vot, self.vt) + vec.scale(self.n, uon, self.vn))

                    # TODO: limit re-tagging restriction to previously tagged character only
                    if j.tagged and minTagInterval < now - self.gs.lastTagTime:
                        self.gs.setTagged(i, j, now)
                    elif i.tagged and minTagInterval < now - self.gs.lastTagTime:
                        self.gs.setTagged(j, i, now)

                for j in self.gs.nonCharacterObstacles:
                    if not i.isColliding(j):
                        continue

                    isCollision = True

                    uc = i.getVelocity()

                    self.t = i.normalTo(j, self.t)
                    self.n = util2D.perpendicularTo(self.t, self.n, self.nTmp)[0]

                    uct = dot(uc, self.t)
                    ucn = dot(uc, self.n)

                    vct = -e * uct
                    i.setVelocity(vec.scale(self.t, vct, self.vt) + vec.scale(self.n, ucn, self.vn))

            if not isCollision:
                break

            assert loopCount < 1000, "something probably went wrong"
            loopCount += 1
 def updateGameState(self, deltaT):
     for c in self.gs.characters:
         c.setPosition(vec.wrap(c.getPosition() + vec.scale(c.getVelocity(), deltaT, self.t), self.gs.worldDim, self.n))
         c.setActualVelocity(c.getVelocity())
Beispiel #12
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 def getVelocity(self):
     # TODO: cache to avoid recomputing
     return vec.scale(self.shape.orientation, self.speed, self.velocity)
def integrate(bs):
    for b in bs:
        b.speed = vec.add(b.speed, b.forces)
        b.speed = vec.scale(b.speed, 0.99)
        b.pos = vec.add(b.pos, b.speed)
Beispiel #14
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 def updateGameState(self, deltaT):
     for c in self.gs.characters:
         c.setPosition(vec.wrap(c.getPosition() + vec.scale(c.getVelocity(), deltaT, self.t), self.gs.worldDim, self.n))
 def getVelocity(self):
     # TODO: cache to avoid recomputing
     return vec.scale(self.shape.orientation, self.speed, self.velocity)
pos = vec.vec(400, 300)
speed = vec.vec(0, 0)
while True:
    screen.fill((0, 0, 0))

    pygame.event.pump()
    if pygame.event.peek(pygame.QUIT):
        break

    keys = pygame.key.get_pressed()

    forces = vec.vec(0, 0)
    if keys[pygame.K_LEFT]:
        forces.x -= 1
    if keys[pygame.K_RIGHT]:
        forces.x += 1
    if keys[pygame.K_UP]:
        forces.y -= 1
    if keys[pygame.K_DOWN]:
        forces.y += 1

    speed = vec.add(speed, forces)
    speed = vec.scale(speed, 0.95)
    pos = vec.add(pos, speed)

    pygame.draw.circle(screen, (255, 255, 255), (int(pos.x), int(pos.y)), 50)

    pygame.display.flip()
    time.sleep(1 / 60)
 def getDesiredAcceleration(self, maxSpeed):
     return vec.scale(self.direction, self.speed * maxSpeed, self.tmp)
Beispiel #18
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 def getDesiredAcceleration(self, maxSpeed):
     return vec.scale(self.direction, self.speed * maxSpeed, self.tmp)