Ejemplo n.º 1
0
    def constraints(self, particle):
        # adjust the effects of the limits (constraints) of the world on the partcle
        # it must run before acceleration and velocity are applied in impulse
        World.Log_Data("constraint start: {}".format(particle))
        if particle.position.get_z() > self.max_z:
            particle.velocity = Vector3dm.zero_vector()
            particle.acceleration = Vector3dm.zero_vector()
            particle.position.set_z(self.max_z)
            World.Log_Data(
                "YES! Rock bottom post constraints:{}".format(particle))
        if particle.position.get_y() > self.max_y:
            particle.position.set_y(self.max_y)

        if particle.position.get_x() > self.max_x:
            particle.position.set_y(self.max_x)

        if particle.position.get_y() < self.min_y:
            particle.position.set_y(self.min_y)

        if particle.position.get_x() < self.min_x:
            particle.position.set_x(self.min_x)

        if particle.position.get_z() < self.min_z:
            particle.position.set_z(self.min_z)

        if particle.velocity.get_z() > 20.0:
            particle.velocity.set_z(20.0)
        World.Log_Data("constraint end: {}".format(particle))
Ejemplo n.º 2
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    def __init__(self, pos_vect, vel_vect=Vector3dm.zero_vector(), id=""):
        self.position = pos_vect
        self.velocity = vel_vect
        self.acceleration = Vector3dm.zero_vector()
        self.id = id
        self.count = 0

        # various accelration Attributes
        # aerodynamics
        self.aero_coef = .05  # scale factor for Aerodynamic drag which opposes velocity

        #colision avoidance
        self.col_size = 1  # collision size
        self.dis_size = 20  # display size
        self.color = (255, 255, 255)
        self.flash_color = (255, 50, 0)  # bright red
Ejemplo n.º 3
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	def brain(self):
		# this is code that changes the acceleration based on pixie desires.
		result = Vector3dm.zero_vector()
		CLOSE_RANGE = 10.0
		MAX_ACC = 20.0
		if self.goal is None:
			self.goal = self.goals[self.goal_idx]
			self.goal_idx += 1
			if self.goal_idx > len(self.goals):
				self.goal_idx = 0
			World.Log_Data("brain New Goal: {} (#{})".format(self.goal,self.goal_idx))
			return result
		range = self.position.magnitude(self.goal)
		if range < CLOSE_RANGE: # we've reached our goal
			self.goal = None
			World.Log_Data("brain REACHED goal")
			return result
		World.Log_Data("brain Current goal: {}".format(self.goal))
		World.Log_Data("brain range: {}".format(range))
		
		direction = self.position.point_at_that(self.goal)
		World.Log_Data("point at {} from {} to {}".format(direction.convert_to_cartesian(),self.position,self.goal))

		
		if direction.get_r() > MAX_ACC:
			direction.set_r(MAX_ACC)
		speed = self.velocity.get_r()

		slowing = speed/MAX_ACC # Seconds to slow
		arrival = range/speed # seconds to get there
		if slowing < arrival:
			result = direction
			World.Log_Data("brain Speeding Toward Direction: {}={}".format(result,result.convert_to_cartesian()))

		else: 
			if speed <= CLOSE_RANGE:
				return Vector3dm.zero_vector() #coast closer
			elif speed < CLOSE_RANGE+MAX_ACC:
				direction.set_r(speed - CLOSE_RANGE) #get the speed to around the close_range; fastest we can go to not overshoot
			result = direction.neg()
			World.Log_Data("brain SLOWING toward direction: {} (Direction: {}".format(result,direction))
		return result
Ejemplo n.º 4
0
	def test_zero_vector(self):
		zero_vector = Vector3dm.zero_vector()
		vx = zero_vector.get_x()
		vy = zero_vector.get_y()
		vz = zero_vector.get_z()
		vr = zero_vector.get_r()
		self.assertAlmostEqual(vx,0.0,6,"test_zero_vector bad result: is {} should be {}".format(vx,0.0))
		self.assertAlmostEqual(vy,0.0,6,"test_zero_vector bad result: is {} should be {}".format(vy,0.0))
		self.assertAlmostEqual(vz,0.0,6,"test_zero_vector bad result: is {} should be {}".format(vz,0.0))
		self.assertAlmostEqual(vr,0.0,6,"test_zero_vector bad result: is {} should be {}".format(vr,0.0))
		self.assertEqual(type(zero_vector.vals),type([]),"test changed vals type")
Ejemplo n.º 5
0
    def impulse(self):
        for i in range(0, len(self.particles)):
            el = self.particles[i]
            el.acceleration = Vector3dm.zero_vector()
            World.Log_Data("{}: impulse old: {}".format(i, el))

            brain_acc = el.brain()
            brain_acc.set_r(brain_acc.get_r() * float(self.impulse_duration) /
                            World.MICROS_IN_SEC)
            World.Log_Data("{}: brain: {}".format(
                i, brain_acc.convert_to_cartesian()))

            aero_acc = el.aero_acc()
            World.Log_Data("{}: pre set aero_acc: {}".format(
                i, aero_acc.convert_to_cartesian()))
            aero_acc.set_r(brain_acc.get_r() * float(self.impulse_duration) /
                           World.MICROS_IN_SEC)
            World.Log_Data("{}: post set aero_acc: {}".format(
                i, aero_acc.convert_to_cartesian()))

            gravity_acc = self.gravity(el)
            physics_acc = self.physics(el)

            World.Log_Data("{}: impulse pre:{}".format(i, el))

            el.acceleration = Vector3dm.zero_vector().add(brain_acc).add(
                aero_acc).add(gravity_acc).add(physics_acc)

            el.velocity = el.velocity.add(el.acceleration)
            el.position = el.position.add(el.velocity)

            World.Log_Data("{}: impulse post:{}".format(i, el))

            self.constraints(
                el)  # change the particle based on wall/space constraints
            World.Log_Data("{}: impulse new: {}".format(i, el))

        self.collisions()
        self.sim_time += self.impulse_duration
        World.Log_Data("time: {}".format(self.sim_time))
Ejemplo n.º 6
0
    if x > max_x:
        v.set_x(max_x)
    elif x < min_x:
        v.set_x(min_x)
    if y > max_y:
        v.set_y(max_y)
    elif y < min_y:
        v.set_y(min_y)
    if z > max_z:
        v.set_z(max_z)
    elif z < min_z:
        v.set_z(min_z)
    #if bad_vec:
    #	print("bad vec",dist,old_v.convert_to_cartesian(),v)
    return v


v = Vector3dm.zero_vector()

for i in range(0, 3000):
    print("{}\t{}".format(v.get_x(), v.get_z()))
    v = rand_vector(v, 90, 150)

    #print(rand_vector(300))
#for phi_deg in range(0,91,1):
#	for theta_deg in range(0,361,1):
#		phi = math.radians(phi_deg)
#		theta = math.radians(theta_deg)
#		v = Vector3dm(300,theta,phi,"s")
#		if v.convert_to_cartesian().get_z() < 0:
#			print(theta_deg,phi_deg,"||",v,"||",v.convert_to_cartesian())
Ejemplo n.º 7
0
 def collision_avoidance(self):
     #apply the efforts of the
     return Vector3dm.zero_vector()
Ejemplo n.º 8
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 def physics(self, particle):
     # apply other kinds of physics (besides aerodynamics and gravity )
     return Vector3dm.zero_vector()
Ejemplo n.º 9
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	def __init__(self,pos_vect,vel_vect=Vector3dm.zero_vector()):
		super().__init__(pos_vect, vel_vect)
		self.goals = [Vector3dm(10,-10,100,"c"),Vector3dm(400,400,100,"c"),Vector3dm(0,0,500,"c"),Vector3dm(-400,-400,800,"c")]
		self.goal_idx = 0 # first goal, increment as we go
		self.goal = None # brain will calculate first goal