Ejemplo n.º 1
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    def cull_faces(self, view_vector):
        """
        Given a Vector representing the view, this method returns a copy of
        this PolygonMatrix minus all the faces that are not visible to the view.

        view_vector: Vector, the view vector to cull in relation to.
        """
        if not isinstance(view_vector, Vector):
            raise TypeError("%s is not valid view Vector" % view_vector)
        culled_polygonmatrix = PolygonMatrix()
        for polygon in self:
            v1 = Vector([
                polygon[2][0] - polygon[0][0],
                polygon[2][1] - polygon[0][1],
                polygon[2][2] - polygon[0][2]
            ])
            v2 = Vector([
                polygon[1][0] - polygon[0][0],
                polygon[1][1] - polygon[0][1],
                polygon[1][2] - polygon[0][2]
            ])
            normal = Vector.cross(v1, v2)
            if Vector.dot(normal, view_vector) < 0:
                culled_polygonmatrix.add_polygon(*polygon)
        return culled_polygonmatrix
Ejemplo n.º 2
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	def tangentOnCurve(self ,param = 0.5 ,normalize = 1  ):
		'''
		This function computes the tangent at the given parameter along the curve
		@type param : float
		@param param : At what value along the curve to sample
		@type normalize : bool
		@param normalize : whether or not to normalize the output tangent
		@return Vector
		'''
		
		order = self.degree + 1
		pos = Vector([0,0,0])

		#methodA
		for i in range(len(cp)-1) :

			#First compute the basis
			basis = bsplineBasis(self.knots ,i+1,order-1 , param)
			#Then compute the Q parameter which is the derivative multiplier based on the -1 +1 control points
			q = Vector((degree /(self.knots[i+degree +1] - self.knots[i+1])) * (self.controlPoints[i+1] - self.controlPoints[i]))
			
			pos+= (basis*q)

		if normalize == 1 :
			return pos.normalize()
		else :
			return pos
Ejemplo n.º 3
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def test_invert_vector():
    """Test inverting a Vector"""
    vector1 = Vector([5, 5])
    answer = Vector([-5, -5])

    invert_vector = vector1.invert_vector()
    assert invert_vector == answer
Ejemplo n.º 4
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def write_vector_data(data, projection, geometry, filename, keywords=None):
    """Write point data and any associated attributes to vector file

    Args:
        * data: List of N dictionaries each with M fields where
                M is the number of attributes.
                A value of None is acceptable.
        * projection: WKT projection information
        * geometry: List of points or polygons.
        * filename: Output filename
        * keywords: Optional dictionary

    Note
        The only format implemented is GML and SHP so the extension
        must be either .gml or .shp

    # FIXME (Ole): When the GML driver is used,
    #              the spatial reference is not stored.
    #              I suspect this is a bug in OGR.

    Background:
        * http://www.gdal.org/ogr/ogr_apitut.html (last example)
        * http://invisibleroads.com/tutorials/gdal-shapefile-points-save.html
    """

    V = Vector(data, projection, geometry, keywords=keywords)
    V.write_to_file(filename)
	def move(self): 
		if self.target == Vector(self.x, self.y):
			print("Rat is resting.")
			return

		self.removeFromMap()

		if self.hunger > 0:
			self.lookForFood()

		directions = [
			Vector(0, 1),
			Vector(0, -1),
			Vector(1, 0),
			Vector(-1, 0)
		]

		pos = Vector(self.x, self.y)

		blocked = True

		distance = pos.distance(self.target)
		for direction in directions:
			test_pos = direction + pos
			if game_map.blocked(test_pos) is not True:
				if test_pos.distance(self.target) < distance:
					pos = test_pos
					distance = pos.distance(self.target)

		self.x = pos.x
		self.y = pos.y
		self.SP -= 8

		self.addToMap()
Ejemplo n.º 6
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 def is_parallel(self, plane1):
     # returns if parallel or not
     u1 = self.normal_vector
     u2 = plane1.normal_vector
     u1_vect = Vector(u1)
     u2_vect = Vector(u2)
     return u1_vect.is_parallel_to(u2_vect)
Ejemplo n.º 7
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class Printer(object):

    def __init__ (self, x, y, r, m, grid, move_units_per_cell):
        self.position = Vector(float(x), float(y))
        self.r = r
        move_unit_pixels = grid.gridsize() / move_units_per_cell
        self.v = Vector(move_unit_pixels, move_unit_pixels)
        self.grid = grid
        self.penDown = False

    def set_position_on_grid(self, xcell, ycell):
        self.position = Vector((xcell * self.grid.gridsize()) + self.grid.gridsize()/2, (ycell * self.grid.gridsize())+ self.grid.gridsize()/2)

    def move (self):
        self.position = self.position.plus(self.v)
              
    def setPenUp(self):
        self.penDown = False
        
    def setPenDown(self):
        self.penDown = True

    def simulate(self):
        if self.move_is_valid():
            self.move()
            if self.penDown:
                position = (self.position.x, self.position.y)
                self.grid.PenDraw(position)

    def move_is_valid(self):
        """ Checks if moving with the given dt will cause collision with
            the boundaries of the grid """
        new_loc = self.position.plus(self.v)
        new_loc = (new_loc.x, new_loc.y)
        return self.grid.inbounds(new_loc)
Ejemplo n.º 8
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  def mutateAt(self, index):
    result = False
    blob = self.blobs[index]
    newBlob = blob.clone()

    newBlob.radius += 1

    if not self.validate(newBlob):
      for i in range(5):
        offset = Vector.randomUnitCircle() * random()*i
        newBlob.pos += offset

        if self.validate(newBlob):
          result = True
          break
    else:
      result = True

    if not result and random() > 0.5:
      newBlob.radius -= 1
      for i in range(5):
        offset = Vector.randomUnitCircle() * random()*i

        if self.validate(newBlob):
          result = True


    if result:
      self.blobs[index] = newBlob

    return result
Ejemplo n.º 9
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class Particle:
	def __init__(self, color, pos, vel=None, mass=1):
		self.color = color
		self.pos = pos
		self.prev = pos
		self.vel = (Vector(0,0) if vel is None else vel)
		self.force = Vector(0,0)
		self.mass = mass
		self.radius
	
	def __str__(self):
		return "P("+str(self.pos.x)+", "+str(self.pos.y)+")"
	
	def applyForce(self, force):
		self.force = self.force.add(force)
	
	def update(self, time):
		self.prev = self.pos.copy()
		
		accel = self.force.mul(1/self.mass)
		self.force = Vector(0,0)
		self.vel = self.vel.add(accel.mul(time))
		self.pos = self.pos.add(self.vel.mul(time))
		
		
Ejemplo n.º 10
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    def load_myformat(self, filename):
        filetext=file(filename, 'r')
        go_lines=filetext.readlines()
        
        header=go_lines[0:6]

        self.title=header[1]
        self.game_commentary=header[3]
        self.setsize(header[5])
        
        movelines=go_lines[7:]
#        go_lines=str.splitlines(filetext)
#        go_lines=filetext.splitlines()
        #
        # TODO add the part to read the header and board size
        #
        for line in movelines:
            content=line.split(None,2)
            
            number=content[0]
            color=content[1]
            pos=Vector()
#            pos.fromString3(content[2].strip(" "))
            pos.fromString(content[2].strip(" "))
            next_move=stone.Stone(number,color,pos)
            self.moves.append(next_move)
Ejemplo n.º 11
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 def apply(boids, bj):
     pcj = Vector()
     for b in boids:
         if b != bj:
             pcj.sum(b.position)
     pcj = pcj.div(len(boids) - 1)
     return pcj.minus(bj.position).div(100)
Ejemplo n.º 12
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    def __init__(self, x=50, y=50):
        self.pos = Vector(x, y);
        self.speed = Vector();
        self.accel = Vector();
        self.angle = 0;
        self.tmpAngle = 0;
        self.canShoot = 1;
        self.shootLimiter = Timer(2);
        self.keyb = 1;

        self.keys = {
            "up":0,
            "down":0,
            "left":0,
            "right":0,
            "shoot":0
            };
        self.mouse = Vector(0,0);
        self.mShoot = 0;
        
        self.accel.x = 1;
        self.points = (
            Vector(0,-10),
            Vector(0,10),
            Vector(30,0)
            );
Ejemplo n.º 13
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def computeScores(inputDir, outCSV, acceptTypes):
    
    with open(outCSV, "wb") as outF:
        a = csv.writer(outF, delimiter=',')
        a.writerow(["x-coordinate","y-coordinate","Similarity_score"])        

        files_tuple = itertools.combinations(filterFiles(inputDir, acceptTypes), 2)
        for file1, file2 in files_tuple:
            try:
                row_cosine_distance = [file1, file2]
            
                file1_parsedData = parser.from_file(file1)
                file2_parsedData = parser.from_file(file2)
           
                v1 = Vector(file1, ast.literal_eval(file1_parsedData["content"]))
                v2 = Vector(file2, ast.literal_eval(file2_parsedData["content"]))
            

                row_cosine_distance.append(v1.cosTheta(v2))            

                a.writerow(row_cosine_distance)  
            except ConnectionError:
                sleep(1)
            except KeyError:
                continue
            except Exception, e:
                pass    
def make_matrix(vector_list):
    '''
    Make a matrix out of a list of vectors 'vector_list'
    Just like make_vector in the vector module, this decides whether to instantiate the FullMatrix or SparseMatrix class
    by using the is_zero method of the Vector class
    '''
    count = 0
    for vector1 in vector_list:
        vector_obj = Vector(vector1, zero_test = lambda x : (x == 0))
        if(vector_obj.is_zero()==True):
            count = count+1 
    if((count/len(vector_list))>DENSITY_THRESHOLD and len(vector_list)>SIZE_THRESHOLD):
        i = 0
        matrix_elmts = []
        matrix_indices = []
        while(i<len(vector_list)):
            vector_obj1 = Vector(vector_list[i] , zero_test = lambda x : (x == 0))
            if(vector_obj1.is_zero()==True):
                matrix_elmts.append(vector_list[i])
                matrix_indices.append(i)
                i = i+1
    else:
        i = 0
        matrix_elmts = []
        while(i<len(vector_list)):
            matrix_elmts.append(vector_list[i])
            i = i+1
Ejemplo n.º 15
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    def __init__(self, minimum, maximum, target_minimum=None, target_maximum=None, ratio=None):
        self.minimum = minimum
        self.maximum = maximum

        if not target_minimum:
            target_minimum = Vector()
        if not target_maximum:
            target_maximum = maximum - minimum

        space = Vector()

        if ratio:
            if ratio == 'geo':
                ratio = math.sin((90.0 - ((self.maximum.y + self.minimum.y) / 2.0)) / 180.0 * math.pi)

            current_ratio = (self.maximum.x - self.minimum.x) * ratio / (self.maximum.y - self.minimum.y)
            target_ratio = (target_maximum.x - target_minimum.x) / (target_maximum.y - target_minimum.y)

            if current_ratio >= target_ratio:
                n = (target_maximum.x - target_minimum.x) / (maximum.x - minimum.x) / ratio
                space.y = ((target_maximum.y - target_minimum.y) - (maximum.y - minimum.y) * n) / 2.0
                space.x = 0
            else:
                n = (target_maximum.y - target_minimum.y) / (maximum.y - minimum.y)
                space.x = ((target_maximum.x - target_minimum.x) - (maximum.x - minimum.x) * n) / 2.0
                space.y = 0

        target_minimum.x += space
        target_maximum.x += space

        self.target_minimum = target_minimum
        self.target_maximum = target_maximum
Ejemplo n.º 16
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def test_copy():
    vec = Vector(1, 2, 3)
    vec_copy = vec.copy()

    vec_copy += 100

    assert vec != vec_copy
Ejemplo n.º 17
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	def scan(self, bot):
		# menor distancia ate agora
		menor = VISAO
		ind = -1

		# itera todos bots
		for b in self.bots:
			# se nao eh o proprio e esta ativo
			if b is not bot and b.ativo:
				# calcula distancia entre os bots
				distancia = (bot.posicao - b.posicao).length()
				# verifica se a distancia esta dentro do limiar aceitavel
				# e eh menor que a menor encontrada ate agora
				if distancia-RAIO <= VISAO and distancia < menor:

					vet_canhao = Vector(cos(bot.direcao + bot.canhao), sin(bot.direcao + bot.canhao))
					vet_alvo = b.posicao - bot.posicao

					angulo = vet_canhao.angle(vet_alvo)

					if angulo <= mod(bot.arco/2.0 + atan2(RAIO, (bot.posicao - b.posicao).length()), PI):
						ind = b.indice
						menor = distancia
					
		return menor, ind
Ejemplo n.º 18
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    def __init__(self, minimum, maximum, target_minimum=None, target_maximum=None):
        self.minimum = minimum
        self.maximum = maximum

        # Ratio is depended of latitude. It is always <= 1.
        # In one latitude degree is always 40 000 / 360 km.
        # In one current longitude degree is about 40 000 / 360 * ratio km.

        ratio = math.sin((90.0 - ((self.maximum.lat + self.minimum.lat) / 2.0)) / 180.0 * math.pi)

        # Longitude displayed as x.
        # Latitude displayed as y.

        # Ratio is x / y.

        space = Vector()
        current_ratio = (self.maximum.lon - self.minimum.lon) * ratio / (self.maximum.lat - self.minimum.lat)
        target_ratio = (target_maximum.x - target_minimum.x) / (target_maximum.y - target_minimum.y)

        if current_ratio >= target_ratio:
            n = (target_maximum.x - target_minimum.x) / (maximum.lon - minimum.lon) / ratio
            space.y = ((target_maximum.y - target_minimum.y) - (maximum.lat - minimum.lat) * n) / 2.0
            space.x = 0
        else:
            n = (target_maximum.y - target_minimum.y) / (maximum.lat - minimum.lat) * ratio
            space.x = ((target_maximum.x - target_minimum.x) - (maximum.lon - minimum.lon) * n) / 2.0
            space.y = 0

        self.target_minimum = target_minimum + space
        self.target_maximum = target_maximum - space

        self.space = space
Ejemplo n.º 19
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 def test_cclockise(self):
     start = Vertex(2,1)
     base_vector = Vector(start, Vertex(3,1))
     cclockwise = ((1,0),(2,0),(3,0))
     not_cclockwise = ((1,1),(3,2),(2,2),(1,2),(3,1))
     self.assertListEqual([base_vector.is_cclockwise(Vector(start, Vertex(v[0],v[1]))) for v in cclockwise], [True for x in range(len(cclockwise))])
     self.assertListEqual([base_vector.is_cclockwise(Vector(start, Vertex(v[0],v[1]))) for v in not_cclockwise], [False for x in range(len(not_cclockwise))])
Ejemplo n.º 20
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    def draw_arrow(canvas, point_from, point_to, color=Color(), width=1.0):
        """
        @type canvas: drawing.canvas.Canvas
        @type point_from: vector.Vector
        @type point_to: vector.Vector
        @type color: Color
        @type width: float
        """
        point_from = Vector.vectorize(point_from)
        point_to = Vector.vectorize(point_to)

        DrawingUtils.draw_line(canvas, point_from, point_to, color, width)

        vec_arrow = point_to.sub(point_from)

        wing = vec_arrow.inverse().normalized().scaled(10)
        wing_right = wing.rotate(45)
        wing_left = wing.rotate(-45)

        DrawingUtils.draw_line(canvas, point_to,
                               wing_right.add(point_to), color,
                               width)
        DrawingUtils.draw_line(canvas, point_to,
                               wing_left.add(point_to), color,
                               width)
Ejemplo n.º 21
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class Car(object):
    def __init__(self, position):
        self.position = position
        self.velocity = Vector(0, 0)
        self.alive = True

    def update(self, dt, height, acceleration, tangent):
        drag = -self.velocity.normalized() if self.velocity.length() > 0 else \
            Vector(0, 0)
        if height > 0:
            acc = tangent * acceleration + tangent * GRAVITY.dot(tangent) \
                - drag
        else:
            acc = GRAVITY - drag
        velocity_old = self.velocity
        self.velocity = self.velocity + acc * dt

        # Check death.
        impulse = (velocity_old - self.velocity).length()
        print "impulse:", impulse
        if impulse > 150:
            print "DIE!"
            self.alive = False

        self.position = self.position + self.velocity * dt
Ejemplo n.º 22
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    def testNormalizedHandlesZeroVectorWithException(self):
        v1 = Vector([0,0])

        with self.assertRaises(Exception) as context:
            v1.normalized()

        self.assertTrue('Cannot normalize the zero vector' in str(context.exception))
Ejemplo n.º 23
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	def test_eq(self):
		v5 = Vector(0,0)
		v5.x = 5
		v5.y = 5
		#self.assertEqual(v5,self.vec5)
		self.assertTrue(v5 == self.vec5)
		self.assertTrue((v5 == self.vec1) is False)
Ejemplo n.º 24
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 def test_left_orthogonal(self):
     start, end = Vertex(0,0), Vertex(2,1)
     vector = Vector(start, end)
     ort_vector = vector.left_orthogonal()
     
     self.assertListEqual([ort_vector.x, ort_vector.y], [ -1, 2])
     self.assertListEqual([ort_vector.start, ort_vector.end], [ start, Vertex(-1, 2)])
Ejemplo n.º 25
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class Entity(pygame.sprite.Sprite):
    def __init__(self, bounds=[0,600,0,800], size=(4,4)):
        pygame.sprite.Sprite.__init__(self)
        self.__update_surface_size(size) #creates scope variable "image", which is a pygame surface
        self.alive = True
        self.bounds = bounds
        self.vector = Vector()

    def die(self):
        self.alive = False
        self.vector.dx = 0
        self.vector.dy = 0

    def update(self, timestep = 1):
        self.update_position(timestep)

    def __update_position(self, timestep = 1):
        self.vector.update(timestep)

    def __update_surface_size(self, size=(1,1)):
        self.image = pygame.Surface(size)

    def set_size(self, size=(1,1)):
        self.update_surface_size(size)

    @property
    def orientation(self):
        return self.vector.orientation()

    @property
    def rect(self):
        return self.image.get_rect(topleft=(self.vector.x,self.vector.y))
Ejemplo n.º 26
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	def reflex_factor(self, eartip):
		A, B, C = self.tri_at(eartip)
		AB = B - A
		BC = C - B
		# vector pointing outside
		AB_out = Vector.cross(AB, self.normal).unit()
		return Vector.dot(AB_out, BC.unit())
Ejemplo n.º 27
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    def calculateLocation(self, robot_classification, bucket):

        ''' If the location can be taken from the bucket, return the mean '''
        if bucket is not None and len(bucket) > 1:
            points = [x for (x, _) in bucket]
            return meanPoint(points)

        if not self.previous_locations[robot_classification].full():
            return None

        ''' Get the ArrayQueue(previous locations) for robot with the 'key' identifier '''
        points_queue = self.previous_locations[robot_classification]
        trajectory_vector = linear_regression(points_queue)

        if trajectory_vector is None:
            return None

        trajectory_vector.rescale(1)
        speed = self.getSpeed(robot_classification)
        dislocation = Vector.scalarMultiple(trajectory_vector, speed)

        prev_location = points_queue.getLeft()
        estimated_robot_position = Vector.addToPoint( prev_location, dislocation )
        if self.outOfBounds(estimated_robot_position):
            return None

        return estimated_robot_position
Ejemplo n.º 28
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 def __init__(self,n,x,y):
     brain = Perceptron(n,0.001)
     self.location = Vector([x,y])
     self.velocity = Vector([0,0])
     self.acceleration = Vector([0,0])
     self.maxforce = 0.1
     self.maxspeed = 4
Ejemplo n.º 29
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	def test_ne(self):
		v5 = Vector(0,0)
		v5.x = 5
		v5.y = 5
		self.assertEqual(v5,self.vec5)
		self.assertTrue(v5 != self.vec1)
		self.assertTrue((v5 != self.vec5) is False)
Ejemplo n.º 30
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    def fromelement(cls, maptree, terrainmap=None, tokenmap=None):
        
        # get the size
        esize = maptree.find("size")
        if esize is None:
            raise MapError("A map must have a size")
        else:
            evec = esize[0]
            size = Vector.fromelement(evec)

        # and the origin
        eorigin = maptree.find("origin")
        if eorigin is not None:
            evec = eorigin[0]
            origin = Vector.fromelement(evec) 
        else:
            origin = Vector.ORIGIN

        # and the name, game and copyright
        hm = cls(size, origin)

        # add the terrains
        for eterrain in maptree.findall("terrain"):
            tname = eterrain.get("type")
            if tname in terrainmap:
                terrain = terrainmap[tname].fromelement(eterrain, hm)
                hm.addTerrain(terrain)
            else:
                print "terrain name %s not in terrain map %s" % (tname, terrainmap)

        return hm
Ejemplo n.º 31
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    def test_sub(self):
        vector1 = Vector(5, 6)
        vector2 = Vector(2, 2)

        sub = vector1 - vector2
        self.assertEqual(sub, Vector(3, 4))
Ejemplo n.º 32
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from vector import Vector

#VALID TESTS
integer = 4
float_list = [1.0, 2.0, 3.0]
int_range = (10, 13)
try:
	v1 = Vector(integer)
	v2 = Vector(float_list)
	v3 = Vector(int_range)
	print(str(v1), end = '')
	print(str(v2), end = '')
	print(str(v3), end = '')
except:
	pass

#INVALID TESTS
integer = "3"
float_list = [0.0, 1.0, "2.0"]
int_range = ("10", 15)
try:
	fv1 = Vector(integer)
	fv2 = Vector(float_list)
	fv3 = Vector(int_range)
	int_range = (10, 15, 20)
	fv4 = Vector(int_range)
except:
	pass

#VALID OPERATIONS
v4 = v2 + v3
Ejemplo n.º 33
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import sys
from vector import Vector

vec = Vector([0, 1, 2])
# vec = Vector(4)
# vec = Vector((2, 7))
# vec = Vector(['a'])
# vec = Vector('a')
# vec = Vector(0)
# vec = Vector(-1)
# vec = Vector((0, 0))
# vec = Vector((0))
# vec = Vector((5, 2, 6))
# vec = Vector([])
# vec = Vector(())

vec2 = Vector([0, 2, 4])
vec4 = Vector([0, 2])
vec3 = vec + vec2
# vec3 = vec + 1
# vec3 = vec + vec4
# vec3 = vec + 'd'
# vec3 = 1 + vec
# vec3 = 'd' + vec
# vec3 = vec - vec2
# vec3 = vec - 1
# vec3 = vec - vec4
# vec3 = vec - 'd'
# vec3 = 1 - vec
# vec3 = 'd' - vec
# vec3 = vec - {'a': 1}
Ejemplo n.º 34
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from vector import Vector

liste = [0.0, 1.0, 2.0, 3.0]
range_tuple = (10, 17)
toto = Vector(liste)
# print(toto.size)
# print(toto.values)
vec1 = Vector((15, 20))
print("vec1 values", vec1.values)
vec2 = 2 * vec1
# print("vec1 values after op", vec1.values)
print("vec2 values", vec2.values)
Ejemplo n.º 35
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    def test_mul_scalar(self):
        vector1 = Vector(13, 65, 4.5)
        vector2 = Vector(2, 22.3, 3)

        mul = vector1 * vector2
        self.assertEqual(mul, 1489)
Ejemplo n.º 36
0
    def test_add(self):
        vector1 = Vector(10, 5)
        vector2 = Vector(3, 20)

        sum = vector1 + vector2
        self.assertEqual(sum, Vector(13, 25))
Ejemplo n.º 37
0
    def test_string_representation(self):
        vector = Vector(3, 53, False)

        self.assertEqual(str(vector), "Vector3(3, 53, False)")
Ejemplo n.º 38
0
    def test_clear(self):
        vector = Vector(3, 53, False, None, "Hello")
        vector.clear()

        self.assertEqual(len(vector), 0)
Ejemplo n.º 39
0
 def test_len(self):
     vector = Vector(3, 53, False, None, "Hello")
     self.assertEqual(len(vector), 5)
Ejemplo n.º 40
0
    def test_mul_by_const(self):
        vector = Vector(10, 20, "AB")

        mul = vector * 2
        self.assertEqual(mul, Vector(20, 40, "ABAB"))
Ejemplo n.º 41
0
    def collide_player(self, box_collider: Box, potential_position):

        # potential_position = self.position + self.velocity
        collided = False

        if type(box_collider) is Player:
            is_player = True
        else:
            is_player = False

        nearest_point = Vector(0, 0)
        nearest_point.x = max(
            box_collider.position.x - box_collider.half_size.x,
            min(potential_position.x,
                box_collider.position.x + box_collider.half_size.x))
        nearest_point.y = max(
            box_collider.position.y - box_collider.half_size.y,
            min(potential_position.y,
                box_collider.position.y + box_collider.half_size.y))

        ray_to_nearest = nearest_point - potential_position
        overlap = self.radius - ray_to_nearest.mag()

        if ray_to_nearest.mag() == 0:
            overlap = 0

        if overlap > 0:
            potential_position = potential_position - (
                ray_to_nearest.normalized() * overlap)

            right = (Vector(1, 0)).cos_angle(potential_position -
                                             box_collider.position)
            right_rec = (Vector(1, 0)).cos_angle(
                Vector(box_collider.half_size.x, -box_collider.half_size.y))
            left_rec = (Vector(1, 0)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_top = left_rec <= right <= right_rec

            top = (Vector(0, 1)).cos_angle(potential_position -
                                           box_collider.position)
            down_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, box_collider.half_size.y))
            top_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_right = top_rec <= top <= down_rec

            if collided_top:
                if not is_player:
                    self.velocity = Vector(self.velocity.x, -self.velocity.y)
                else:
                    self.velocity = (potential_position - box_collider.position
                                     ).normalized() * self.current_speed

            if collided_right:
                self.velocity = Vector(-self.velocity.x, self.velocity.y)

            if not is_player:
                self.score.add_score()
                self.current_speed += 10

            self.velocity = self.velocity.normalized() * self.current_speed

            collided = True

        return potential_position, collided
Ejemplo n.º 42
0
 def __init__(self, image):
     self.image = image
     self.offset = Vector(random.randint(-20, 20), random.randint(-20, 20))
     self.countdown = 100
Ejemplo n.º 43
0
from image import Image
from pixel import Pixel
from scene import Scene
from sphere import Sphere
from vector import Vector
from camera import Camera
from point import Point
from material import Material, ChequeredMaterial
from light import Light

COLS = 1920
ROWS = 1080
RENDEREDIMG = "twospheres.ppm"
CAMERA = Camera(Vector(0, -0.35, -1))
OBJECTS = [
    #Ground
    Sphere(
        Point(0, 10000.5, 1), 10000.0,
        ChequeredMaterial(color1=Pixel.fromHex("#420500"),
                          color2=Pixel.fromHex("#E6B87D"),
                          ambient=0.2,
                          reflection=0.2)),
    #Blue ball
    Sphere(Point(0.75, -.1, 1), 0.6, Material(Pixel.fromHex("#0000FF"))),
    #Pink ball
    Sphere(Point(-0.75, -0.1, 2.25), 0.6, Material(Pixel.fromHex("#803980")))
]
LIGHTS = [
    Light(Point(1.5, -.5, -10), Pixel.fromHex("#FFFFFF")),
    Light(Point(-.5, -10, -10), Pixel.fromHex("#E6E6E6"))
]
Ejemplo n.º 44
0
class Ball:
    def __init__(self, window: GraphWin, initial_position: Vector,
                 radius: float, speed: float, initial_direction: Vector,
                 score: Score, lose_life_function):
        self.window = window

        self.initial_direction = initial_direction
        self.initial_position = initial_position
        self.radius = radius
        self.initial_speed = speed
        self.current_speed = speed
        self.score = score

        self.is_alive = True
        self.still_ball = True

        self.position = self.initial_position
        self.velocity = self.initial_direction * speed

        self.sprite = Circle(self.position.to_point(), self.radius)

        self.damage = lose_life_function

    def draw(self, window: GraphWin):
        self.sprite.undraw()
        self.sprite = Circle(self.position.to_point(), self.radius)
        self.sprite.setFill("green")
        self.sprite.draw(window)

    def undraw(self):
        self.sprite.undraw()

    def reset(self):
        self.move_ball(self.initial_position)
        self.velocity = self.initial_direction * self.initial_speed
        self.is_alive = True
        self.still_ball = True
        self.current_speed = self.initial_speed

    def release(self):
        self.still_ball = False

    def update(self, elapsed_time: float, player: Player,
               squares: Sequence[PointSquare]):
        if self.still_ball:
            self.move_ball(player.position + Vector(0, -(self.radius + 10)))
            return

        self.world_collide()

        potential_position = self.position + (self.velocity * elapsed_time)

        new_potential_position, collided = self.collide_player(
            player, potential_position)

        if collided:
            potential_position = new_potential_position
        else:
            for square in squares:
                if not square.is_active:
                    continue

                new_potential_position, collided = self.collide_player(
                    square, potential_position)
                if collided:
                    square.hit()
                    potential_position = new_potential_position
                    break

        self.move_ball(potential_position)

    def move_ball(self, new_position: Vector):
        delta = new_position - self.position
        self.sprite.move(delta.x, delta.y)
        self.position = new_position

    def world_collide(self):
        if self.position.x - self.radius <= 0 or self.position.x + self.radius >= self.window.width:
            self.velocity = Vector(-self.velocity.x, self.velocity.y)

            if self.position.x > self.window.width / 2:
                self.move_ball(
                    Vector(self.window.width - (self.radius + 5),
                           self.position.y))
            else:
                self.move_ball(Vector(0 + (self.radius + 5), self.position.y))

        if self.position.y - self.radius <= 0 or self.position.y + self.radius >= self.window.height:
            self.velocity = Vector(self.velocity.x, -self.velocity.y)

            if self.position.y > self.window.height / 2:
                self.damage()
            else:
                self.move_ball(Vector(self.position.x, 0 + self.radius + 5))

    def collide_player(self, box_collider: Box, potential_position):

        # potential_position = self.position + self.velocity
        collided = False

        if type(box_collider) is Player:
            is_player = True
        else:
            is_player = False

        nearest_point = Vector(0, 0)
        nearest_point.x = max(
            box_collider.position.x - box_collider.half_size.x,
            min(potential_position.x,
                box_collider.position.x + box_collider.half_size.x))
        nearest_point.y = max(
            box_collider.position.y - box_collider.half_size.y,
            min(potential_position.y,
                box_collider.position.y + box_collider.half_size.y))

        ray_to_nearest = nearest_point - potential_position
        overlap = self.radius - ray_to_nearest.mag()

        if ray_to_nearest.mag() == 0:
            overlap = 0

        if overlap > 0:
            potential_position = potential_position - (
                ray_to_nearest.normalized() * overlap)

            right = (Vector(1, 0)).cos_angle(potential_position -
                                             box_collider.position)
            right_rec = (Vector(1, 0)).cos_angle(
                Vector(box_collider.half_size.x, -box_collider.half_size.y))
            left_rec = (Vector(1, 0)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_top = left_rec <= right <= right_rec

            top = (Vector(0, 1)).cos_angle(potential_position -
                                           box_collider.position)
            down_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, box_collider.half_size.y))
            top_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_right = top_rec <= top <= down_rec

            if collided_top:
                if not is_player:
                    self.velocity = Vector(self.velocity.x, -self.velocity.y)
                else:
                    self.velocity = (potential_position - box_collider.position
                                     ).normalized() * self.current_speed

            if collided_right:
                self.velocity = Vector(-self.velocity.x, self.velocity.y)

            if not is_player:
                self.score.add_score()
                self.current_speed += 10

            self.velocity = self.velocity.normalized() * self.current_speed

            collided = True

        return potential_position, collided
Ejemplo n.º 45
0
 def __init__(self, x: float, y: float, width: float, height: float)\
         -> None:
     self.origin: Vector = Vector(x, y)
     self.size: Vector = Vector(width, height)
Ejemplo n.º 46
0
            self.basepoint = Vector(basepoint_coords)
        except NoNonZeroElementsLineException:
            self.basepoint = None

    def intersection_with(self, line):
        try:
            A, B = self.normal_vector.coordinates
            C, D = line.normal_vector.coordinates
            k1 = self.constant_term
            k2 = line.constant_term
            x_numerator = D*k1 - B*k2
            y_numerator = C*k1 + A*k2
            one_over_denom = Decimal('1')/(A*D - B*C)
            return (Vector([x_numerator, y_numerator])
                    .times_scalar(one_over_denom))
        except ZeroDivisionError:
            return self if self == line else None


class MyDecimal(Decimal):
    def is_near_zero(self, eps=1e-10):
        return abs(self) < eps


if __name__ == '__main__':
    line1 = Line(normal_vector=Vector(['4.046', '2.836']),
                 constant_term='1.21')
    line2 = Line(normal_vector=Vector(['10.115', '7.09']),
                 constant_term='3.025')
    print(f'intersection 1: {line1.intersection_with(line2)}')
Ejemplo n.º 47
0
 def points(self) -> Iterator[Vector]:
     yield self.origin
     yield self.origin + Vector(self.size.width, 0)
     yield self.origin + Vector(0, self.size.height)
     yield self.origin + self.size
Ejemplo n.º 48
0
def print_banner(srg):
    print()
    print(srg.ljust(20 + len(srg), '|').rjust(40 + len(srg), '|'))
    print()


def print_oper(a0, op, a1, a2):
    lenj = max(len(str(a0)), len(str(a1)), len(str(a2))) + 3
    print(str(a0).rjust(lenj, ' '))
    print(op)
    print(str(a1).rjust(lenj, ' '))
    print(''.rjust(lenj, '-'))
    print(str(' = ' + str(a2)).rjust(lenj, ' '))


vec = Vector((10, 16))
print('vec = Vector((10, 16)): ' + str(vec))
vec = Vector(0)
print('vec = Vector(0): ' + str(vec))
vec = Vector([2.0, 3.0, 8, 7.0])
print('vec = Vector([2.0, 3.0, 8.0, 7.0]): ' + str(vec))
vec = Vector([1, 2, 3, 4])
print_banner(' vec + vec = vec ')
vec0 = Vector((5, 10))
vec1 = Vector((6, 11))
vec2 = vec0 + vec1
print_oper(vec0.values, ' + ', vec1.values, vec2.values)
print_banner(' vec + sca = vec ')
vec0 = Vector((5, 10))
sca = 5
vec1 = vec0 + sca
Ejemplo n.º 49
0
class Plane(object):

    NO_NONZERO_ELTS_FOUND_MSG = 'No nonzero elements found'

    def __init__(self, normal_vector=None, constant_term=None):
        self.dimension = 3

        if not normal_vector:
            all_zeros = ['0'] * self.dimension
            normal_vector = Vector(all_zeros)
        self.normal_vector = normal_vector

        if not constant_term:
            constant_term = Decimal('0')
        self.constant_term = Decimal(constant_term)

        self.set_basepoint()

    def set_basepoint(self):
        try:
            n = self.normal_vector
            c = self.constant_term
            basepoint_coords = ['0'] * self.dimension

            initial_index = Plane.first_nonzero_index(n)
            initial_coefficient = n[initial_index]

            basepoint_coords[initial_index] = c / initial_coefficient
            self.basepoint = Vector(basepoint_coords)

        except Exception as e:
            if str(e) == Plane.NO_NONZERO_ELTS_FOUND_MSG:
                self.basepoint = None
            else:
                raise e

    def __str__(self):

        num_decimal_places = 3

        def write_coefficient(coefficient, is_initial_term=False):
            coefficient = round(coefficient, num_decimal_places)
            if coefficient % 1 == 0:
                coefficient = int(coefficient)

            output = ''

            if coefficient < 0:
                output += '-'
            if coefficient > 0 and not is_initial_term:
                output += '+'

            if not is_initial_term:
                output += ' '

            if abs(coefficient) != 1:
                output += '{}'.format(abs(coefficient))

            return output

        n = self.normal_vector

        try:
            initial_index = Plane.first_nonzero_index(n)
            terms = [
                write_coefficient(n[i], is_initial_term=(i == initial_index)) +
                'x_{}'.format(i + 1) for i in range(self.dimension)
                if round(n[i], num_decimal_places) != 0
            ]
            output = ' '.join(terms)

        except Exception as e:
            if str(e) == self.NO_NONZERO_ELTS_FOUND_MSG:
                output = '0'
            else:
                raise e

        constant = round(self.constant_term, num_decimal_places)
        if constant % 1 == 0:
            constant = int(constant)
        output += ' = {}'.format(constant)

        return output

    def is_parallel(self, plane2):
        return self.normal_vector.is_parallel(plane2.normal_vector)

    def __eq__(self, plane2):
        if self.normal_vector.is_zero():
            if not plane2.normal_vector.is_zero():
                return 0

            diff = self.constant_term - plane2.constant_term
            return MyDecimal(diff).is_near_zero()

        elif plane2.normal_vector.is_zero():
            return 0

        if not self.is_parallel(plane2):
            return 0

        basepoint_difference = self.basepoint.minus(plane2.basepoint)
        return basepoint_difference.is_orthogonal(self.normal_vector)

    def __iter__(self):
        self.current = 0
        return self

    def next(self):
        if self.current >= len(self.normal_vector):
            raise StopIteration
        else:
            current_value = self.normal_vector[self.current]
            self.current += 1
            return current_value

    def __len__(self):
        return len(self.normal_vector)

    def __getitem__(self, i):
        return self.normal_vector[i]

    @staticmethod
    def first_nonzero_index(iterable):
        for k, item in enumerate(iterable):
            if not MyDecimal(item).is_near_zero():
                return k
        raise Exception(Plane.NO_NONZERO_ELTS_FOUND_MSG)
Ejemplo n.º 50
0
from vector import Vector

v = Vector(3)
v2 = Vector([0.0, 1.0, 2.0, 3.0])
v3 = Vector((10, 15))
v4 = v3 + 2
v6 = 2 + v2
v7 = v6 - 5
print('==========================')
v8 = 9 - v
v8 = v - 9
print('==========================')
v10 = 3 * v3
v11 = v3 * 3
print(v)
print(v4)
print(v6)
Ejemplo n.º 51
0
from sphere import Sphere
from triangle import Triangle
from plane import Plane
import math
from camera import Camera

HEIGHT = 400
WIDTH = 400
objectlist = []
BACKGROUND_COLOR = (255,255,255)
img = Image.new('RGB',(WIDTH,HEIGHT))


if __name__ == "__main__":

    sphere1 = Sphere(Vector(2.5,3,-10), 2, (255,0,0))
    sphere2 = Sphere(Vector(0, 7, -10), 2, (0, 0, 255))
    sphere3 = Sphere(Vector(-2.5, 3, -10), 2, (0, 255, 0))

    plane = Plane(Point(-20,-20,-100),Vector(0,1,0),(55,55,0))

    trangle = Triangle(Point(-2.5,3,-11),Point(0,7,-11),Point(2.5,3,-11),(0,0,255))

    img = Image.new('RGB', (WIDTH, HEIGHT))

    camera = Camera([sphere1,sphere2,sphere3,trangle,plane],img,WIDTH, HEIGHT, 45.0)

    ray = Ray(Vector(0,0,-10), Vector(0,0.05,1))
    print(sphere1.intersectionParameter(ray))
    img = camera.run()
    img.save("test.png")
Ejemplo n.º 52
0
 def target(self, pos):
     if self.currentlyTargeting and self.dazeCount == 0:
         self.vel = Vector(pos.get_p()[0] - self.pos.get_p()[0], pos.get_p()[1] - self.pos.get_p()[1]).normalize()
     else:
         self.daze_cycle()
Ejemplo n.º 53
0
 def row(self, index: int) -> Vector:
     """Returns the row in a given index"""
     return Vector(self.elements[index])
Ejemplo n.º 54
0
 def wall_is_present(self, dir_vector):
     selected_pos = self.grid_pos.multiply_vectors(Vector(
         1, -1)).add_vector(dir_vector)
     print(self.maze[selected_pos.y, selected_pos.x] == self.WALL)
     return self.maze[selected_pos.y, selected_pos.x] == self.WALL
Ejemplo n.º 55
0
class MazeManager(object):
    def __init__(self):
        '''	the maze variable is a two dimensional numpy array containing
			integer values which specify the type of tile at the position
			0 --> an unvisited tile
			1 --> a visited tile
			2 --> a wall/corner
			3 --> a passage
			4 --> the end tile
			5 --> an undefined tile
		'''
        # The strings to be printed for each grid tile
        self.UNVISITED = ANSIColorPrinter.add_color("  ",
                                                    "teal",
                                                    highlight=True)
        self.VISITED = "::"
        self.WALL = ANSIColorPrinter.add_color("  ", "red", highlight=True)
        self.PASSAGE = "  "
        self.END = ANSIColorPrinter.add_color("  ", "green", highlight=True)
        self.UNDEFINED = ANSIColorPrinter.add_color("  ",
                                                    "white",
                                                    highlight=True)
        self.ROBOT = ANSIColorPrinter.add_color("  ", "green", highlight=True)
        # This section contains user defined variables
        self.wall_probability = 0.4
        # This section class variables and operations which are used to initialize the object
        self.maze = array([
            [self.UNDEFINED, self.UNDEFINED, self.UNDEFINED],
            [self.UNDEFINED, self.VISITED, self.UNDEFINED],
            [self.UNDEFINED, self.UNDEFINED, self.UNDEFINED],
        ])
        self.maze_height = 3
        self.maze_width = 3
        self.offset = Vector(1, 1)
        self.position = Vector(0, 0)
        self.grid_pos = Vector(3, 3)
        self.dir_vectors = [
            Vector(0, 1),
            Vector(1, 0),
            Vector(0, -1),
            Vector(-1, 0)
        ]
        for dir_vector in self.dir_vectors:
            self.expand_maze(dir_vector)
        self.generate_surroundings()

    # Converts a maze coordinate into a grid coordinate
    def get_grid_coord(self, pos_vector):
        return_vector = pos_vector.multiply_vectors(Vector(2, -2)).add_vector(
            self.offset)
        return return_vector

    # Scans for an existing wall and returns True if found, False otherwise
    def wall_is_present(self, dir_vector):
        selected_pos = self.grid_pos.multiply_vectors(Vector(
            1, -1)).add_vector(dir_vector)
        print(self.maze[selected_pos.y, selected_pos.x] == self.WALL)
        return self.maze[selected_pos.y, selected_pos.x] == self.WALL

    # Moves the robot in the direction of the direction vector
    def move_robot(self, dir_vector):
        self.position = self.position.add_vector(dir_vector)
        self.grid_pos = self.get_grid_coord(self.position)
        # Checks if it is necessary to expand the maze, and does so if necessary
        if (self.grid_pos.y > self.maze_height - 3 or self.grid_pos.y < 3
                or self.grid_pos.x > self.maze_width - 3
                or self.grid_pos.x < 3):
            self.expand_maze(dir_vector)
            self.grid_pos = self.get_grid_coord(self.position)
        self.maze[self.grid_pos.y, self.grid_pos.x] = self.VISITED
        self.generate_surroundings()

    # Generates the surrounding walls/passages. Must have had move_robot(...) called prior.
    def generate_surroundings(self):
        for dir_vector in self.dir_vectors:
            selected_pos = self.grid_pos.add_vector(dir_vector)
            if self.maze[selected_pos.y, selected_pos.x] == self.UNDEFINED:
                if randint(
                        0, 100
                ) < self.wall_probability * 100:  # If the generator chooses wall
                    self.maze[selected_pos.y, selected_pos.x] = self.WALL
                else:
                    self.maze[selected_pos.y, selected_pos.x] = self.PASSAGE
                    selected_pos = selected_pos.add_vector(dir_vector)
                    self.maze[selected_pos.y, selected_pos.x] = self.UNVISITED

    # Expands the maze in the direction of dir_vector
    def expand_maze(self, dir_vector):
        if dir_vector.x == 0:
            self.maze_height += 2
            if dir_vector.y > 0:  # North
                self.maze = concatenate(
                    (full([2, self.maze_width], self.UNDEFINED), self.maze),
                    axis=0)
                self.offset = self.offset.add_vector(Vector(0, 2))
            else:  # South
                self.maze = concatenate(
                    (self.maze, full([2, self.maze_width], self.UNDEFINED)),
                    axis=0)
        else:
            self.maze_width += 2
            if dir_vector.x > 0:  # East
                self.maze = concatenate(
                    (self.maze, full([self.maze_height, 2], self.UNDEFINED)),
                    axis=1)
            else:  # West
                self.offset = self.offset.add_vector(Vector(2, 0))
                self.maze = concatenate(
                    (full([self.maze_height, 2], self.UNDEFINED), self.maze),
                    axis=1)

    def print_maze(self):
        for row_index in range(0, len(self.maze)):
            for col_index in range(0, len(self.maze[row_index])):
                if self.grid_pos.x == col_index and self.grid_pos.y == row_index:
                    print(self.ROBOT, end="")
                else:
                    print(self.maze[row_index][col_index], end="")
            print()
Ejemplo n.º 56
0
 def col(self, index: int) -> Vector:
     """Returns the column in a given index"""
     return Vector([row[index] for row in self.elements])
Ejemplo n.º 57
0
    def test_index_out_of_bounds(self):
        vector = Vector(43, 12, 56)

        with self.assertRaises(Exception):
            vector[4]
Ejemplo n.º 58
0
            raise Exception(self.ALL_PLANES_MUST_BE_IN_SAME_DIM_MSG)


    def __str__(self):
        ret = 'Linear System:\n'
        temp = ['Equation {}: {}'.format(i+1,p) for i,p in enumerate(self.planes)]
        ret += '\n'.join(temp)
        return ret


class MyDecimal(Decimal):
    def is_near_zero(self, eps=1e-10):
        return abs(self) < eps


p1 = Plane(normal_vector=Vector([5.862, 1.178, -10.366]), constant_term=-8.15)
p2 = Plane(normal_vector=Vector([-2.931, -0.589, 5.183]), constant_term=-4.075)
s = LinearSystem([p1, p2])
t = s.compute_rref()
print(s)
print('solution {}'.format(t))
print()

p1 = Plane(normal_vector=Vector([8.631, 5.112, -1.816]), constant_term=-5.113)
p2 = Plane(normal_vector=Vector([4.315, 11.132, -5.27]), constant_term=-6.775)
p3 = Plane(normal_vector=Vector([-2.158, 3.01, -1.727]), constant_term=-0.831)
s = LinearSystem([p1, p2, p3])
t = s.compute_rref()
print(s)
print('solution {}'.format(t))
print()
Ejemplo n.º 59
0
 def test_get_by_index(self):
     vector = Vector(43, 12, 56)
     self.assertEqual(vector[1], 12)
Ejemplo n.º 60
0
 def get_grid_coord(self, pos_vector):
     return_vector = pos_vector.multiply_vectors(Vector(2, -2)).add_vector(
         self.offset)
     return return_vector