Exemple #1
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def straight_shot_speed(carrom: Carrom, striker_position: Vector2,
                        coin_position: Vector2, pocket_center: Vector2,
                        decelerate, e):
    board = carrom.board
    distance_coin_pocket = pocket_center.distance_to(coin_position)
    distance_striker_coin = striker_position.distance_to(coin_position)
    col_coin_speed = sqrt(2 * distance_coin_pocket * decelerate)
    col_striker_speed = col_coin_speed * (
        board.COIN_MASS + board.STRIKER_MASS) / ((1 + e) * board.STRIKER_MASS)
    striker_speed = sqrt(col_striker_speed**2 +
                         2 * decelerate * distance_striker_coin)
    return striker_speed
Exemple #2
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def find_closest_point(
    points: List[Vector2],
    position: Vector2,
    predicate: Callable[[Vector2], bool] = (lambda x: True),
) -> Tuple[int, Vector2]:
    """
    Find the position of closest point in the given unordered points.
    Optionally, specify a predicate that the node must satisfy.
    Returns the index of and position of the closest point.
    """
    # apply predicate to select elligible nodes
    points = list(filter(predicate, points))

    closest_vec = None
    closest_dist = None

    for index, vec in enumerate(points):
        dist = position.distance_to(vec)

        if closest_vec is None:
            closest_vec = index
            closest_dist = dist
            continue

        if dist < closest_dist:
            closest_vec = index
            closest_dist = dist

    return (closest_vec, points[closest_vec])
Exemple #3
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def cut_shot_speed(carrom: Carrom, striker_position: Vector2,
                   coin_position: Vector2, expected_position: Vector2,
                   force_angle, pocket_center: Vector2, decelerate, e, dt):
    board = carrom.board
    distance_coin_pocket = pocket_center.distance_to(coin_position)
    """ Added a little more to be on the safer side """
    distance_striker_coin = striker_position.distance_to(expected_position)
    col_coin_speed = sqrt(2 * distance_coin_pocket * decelerate)
    col_striker_speed = col_coin_speed * (board.COIN_MASS + board.STRIKER_MASS) / \
                        ((1 + e) * board.STRIKER_MASS * cos(radians(force_angle)))
    striker_speed = sqrt(col_striker_speed**2 +
                         2 * decelerate * distance_striker_coin)
    """ Sometimes speed is not just sufficient add some more, also for better shots, time of hit in terms of dt"""
    time = (striker_speed - col_striker_speed) / decelerate
    time = 0.95 * time
    time = time - (time % dt)
    striker_speed = (distance_striker_coin + decelerate * time**2 / 2) / time
    return striker_speed
Exemple #4
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def find_closest_edge(path: List[Vector2], position: Vector2) -> Dict[str, Vector2]:
    """Find the closest edge
    Returns a dictionary:
        {
            "vec": edge vector,
            "foot": foot of perpendicular location,
            "distance": distance to foot of perpendicular
        }
    """
    closest_node = find_closest_point(path, position)[0]

    edge1_foot = foot_on_line(
        position,
        path[(closest_node + 1) % len(path)],
        path[closest_node],
    )
    edge1_vec = path[(closest_node + 1) % len(path)] - path[closest_node]
    d_to_edge1_foot = position.distance_to(edge1_foot)

    edge2_foot = foot_on_line(
        position,
        path[closest_node - 1],
        path[closest_node],
    )
    edge2_vec = path[closest_node] - path[closest_node - 1]
    d_to_edge2_foot = position.distance_to(edge2_foot)

    if d_to_edge1_foot < d_to_edge2_foot:
        return {
            "vec": edge1_vec,
            "foot": edge1_foot,
            "distance": d_to_edge1_foot,
        }

    return {
        "vec": edge2_vec,
        "foot": edge2_foot,
        "distance": d_to_edge2_foot,
    }