Esempio n. 1
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def GetMesh():
    global scl, angle, terrain
    vertices = []
    j = 0
    for y in range(-alteredH // 2, alteredH // 2, scl * 2):
        i = 0
        for x in range((-alteredW // 2), alteredW // 2, scl):
            verts = [
                Vector(x, y, terrain[j][i]),
                Vector(x, y + scl, terrain[j][i])
            ]
            verts = [
                each.RotationX(60, Vector(0, 0, 0), return_new=False)
                for each in verts
            ]
            '''try random values, by all means.'''
            orthographicProjs = [
                Matrix([[(1 - (5 - r.z / 10) / 100), 0, 0],
                        [0, (1 - (5 - r.z / 10) / 100), 0]]) for r in verts
            ]
            verts = [
                each.applyTransformation(orthographicProjs[i])
                for i, each in enumerate(verts)
            ]
            vertices.append(verts)
            i += 1
        j += 1
    return vertices
Esempio n. 2
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	def update(self):
		if not self.pinned:
			self.Edges()
			self.applyForce(Vector(0,gravity))
			self.vel += (self.acc*deltaTime)*self.friction
			self.pos += self.vel*deltaTime
			self.acc = Vector(0,0)
Esempio n. 3
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	def __init__(self, pos=None,pinned=False):
		self.pos = Vector(w//2+random.randint(-2,2),h//2+random.randint(-1,1)) if pos is None else pos
		## FOR INIT VELOCITY
		self.oldPos = Vector(self.pos.x+random.random()-7,self.pos.y) 
		# self.oldPos = copy.copy(self.pos)
		self.r = 3
		self.pinned = pinned
Esempio n. 4
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	def __init__(self, pos=None,pinned=False):
		self.pos = Vector(w//2,h//2+200) if pos is None else pos
		# self.vel = Vector(randint(-5,5),randint(-5,5)).normalized() * 50
		self.vel = Vector(0,0)
		self.acc = Vector(0,0)
		self.r = 3
		self.pinned = pinned
		self.friction = .99
Esempio n. 5
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 def GetLines(self):
     lines = []
     for i, each in enumerate(self.lims):
         v = Vector(0, 0, 0)
         v.elems[i] = each
         proj(v)
         v = self.rotate(v)
         lines.append(v)
     return lines
Esempio n. 6
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	def GetAVertices(self):
		dist = 5
		x,y = self.root.x,self.root.y
		x1,y1 = x+self.x,y+self.y
		x2,y2 = x+(self.x-dist),y + self.y-dist
		x3,y3 = x+(self.x-dist),y + self.y+dist
		Vertices = [(Vector(x1,y1),Vector(x2,y2)),(Vector(x1,y1),Vector(x3,y3))]
		for i,(v1,v2) in enumerate(Vertices):
			nv1 = v1.rotate(self.finPos,self.angle)
			nv2 = v2.rotate(self.finPos,self.angle)
			Vertices[i] = (nv1,nv2)
		return Vertices
Esempio n. 7
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	def adjustVelocity(self):
		v1 = (self.normalVector-self.pos).normalized()
		v2 = (self.vel).normalized()
		try:
			angBw = math.acos(v1.dot(v2))*180/math.pi
			angBw = 0 if abs(angBw)<1 else angBw
		except:
			angBw = 180 if self.down else 0 
		ang = self.angle + 180 if angBw != 0 else self.angle
		ve= Vector(math.cos(0),math.sin(0))*self.vel.GetMagnitude()
		ve.rotate(Vector(0,0),ang)
		self.vel =ve
Esempio n. 8
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def flow(boid,colored):
	global spacing,vectors
	x,y = boid.pos.x,boid.pos.y
	x,y = int(x//spacing), int(y//spacing)
	VectorsOnY = (h//spacing)+1 if h%spacing != 0 else h//spacing
	ind = (x*VectorsOnY)+y
	try:
		force = vectors[ind]
		# pygame.draw.circle(screen,(255,255,255),(force.root.x,force.root.y),3)
		acc = Vector(force.x,force.y)
		acc = acc.SetMag(force.origMag*2)
		boid.applyForce(acc)
		boid.c = (force.r,0,force.b) if colored else (51,51,51) ## set the color to the vector's color or jus gray		
	except:
		boid.c = (51,51,51)
Esempio n. 9
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    def GetDigits(self):
        digs = []
        for i, (min_, max_) in enumerate(self.alteredLims):
            lim = 200
            sign = 1 if i == 0 else -1
            vals = np.linspace(-max_, max_, 2 * lim)[::self.scale]

            for ind, j in enumerate(range(-lim, lim, self.scale)):
                v = Vector(0, 0, 0)
                v.elems[i] = j * sign
                proj(v)
                v = self.rotate(v)
                digs.append((v, round((vals[ind]), 1), i))

        return digs
Esempio n. 10
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	def Edges(self):
		if self.pos.x> w-5:
			p = Vector(w-5,copy.copy(self.pos.y))
			self.applyForce(p-self.pos)

		if self.pos.x< 5:
			p = Vector(5,copy.copy(self.pos.y))
			self.applyForce(p-self.pos)		

		if self.pos.y> h-5:
			p = Vector(copy.copy(self.pos.x),h-5)
			self.applyForce(p-self.pos)

		if self.pos.y< 5:
			p = Vector(copy.copy(self.pos.x),5)
			self.applyForce(p-self.pos)
Esempio n. 11
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def setNearest(v1,v2, nearest, minDist):
	if v1 != None:
		v1 = Vector(*v1)
		d = dist(v1,v2,sqr=True)
		if d < minDist:
			nearest = v1
			minDist = d
	return (nearest, minDist)
Esempio n. 12
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	def __init__(self,root,x,y,angle=0):
		super().__init__(x,y)
		self.root = root
		self.angle = math.degrees(math.atan((self.y)/self.x)) if self.x != 0 else 0
		self.angle = self.angle if angle == 0 else angle
		self.origMag = self.GetMagnitude()
		self.mag = self.clampMagnitude()
		self.sumX = (self.root.x + self.x)
		self.sumY = (self.root.y + self.y)
		self.finPos = Vector(self.sumX,self.sumY)
		self.finPos = self.finPos.rotate(self.root,angle) if angle != 0 else self.finPos;
		self.angle = self.angle + 180 if (self.sumY > self.root.y and self.sumX < self.root.x) or (self.sumY-self.root.y <= 0 and self.root.x > self.sumX) else self.angle
		if self.x == 0:
			if self.sumY > self.root.y:
				self.angle = 90
			else:
				self.angle = -90
		self.arrowVertices = self.GetAVertices()
Esempio n. 13
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def GetMesh():
	global scl,angle,terrain
	vertices = []
	for y in range(scl+50,h-450,15):
		verts = []
		for x in range(w//2-100,w//2 + w-1130,15):
			verts.append(Particle(Vector(x,y)))
		vertices.append(verts)
	return vertices
Esempio n. 14
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def GetMesh():
	global scl,angle,terrain
	vertices = []
	## THESE VALUES ARE AD HOC..
	for y in range(scl,h-300,20):
		verts = []
		for x in range(w//2-100,w//2 + w-1100,20):
			verts.append(Particle(Vector(x,y)))
		vertices.append(verts)
	return vertices
Esempio n. 15
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 def __init__(self,pos,vel=None,acc=None,magnitude=None,dampeningAffect = 1,mass=1,maxTrail=0):
     self.pos = pos
     self.vel = Vector(math.cos(math.radians(random.choice([-180,0]))),math.sin(math.radians(random.choice(range(0,360))))) if vel is None else vel
     self.acc = acc
     self.damp = dampeningAffect
     self.trail = []
     self.maxTrail = 0
     self.speed = 3+scale/10
     self.radius = 3
     self.prevPos = self.pos
Esempio n. 16
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	def fixEndpoints(self):
		dx = (self.p2.x - self.p1.x)
		dy = (self.p2.y - self.p1.y)
		disT = dist(self.p1,self.p2)
		offSet = (self.length-disT)/disT/2
		offSet = Vector(dx*offSet,dy*offSet)

		if not self.p1.pinned:
				self.p1.pos -= offSet
		if not self.p2.pinned:
				self.p2.pos += offSet
Esempio n. 17
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	def __init__(self):
		self.pos = (Vector(w//2+250+75,h//2))
		self.vel = Vector(0,0)
		self.acc = Vector(0,0)
		self.car = False
		#self.img = pygame.image.load(imgPath)
		#self.img = self.img.convert_alpha()
		#self.img = pygame.transform.scale(self.img,(52,52))
		#self.OrigImg = copy.copy(self.img)
		self.r = 10
		self.shouldDie = False
		self.lastCrossed = 0
		self.angle = 0
		self.maxSpeed = 5
		self.dampening = .99
		self.prev = 0
		self.vertices = self.GetVertices()
	#	self.headingVector = self.vertices[0]-self.pos
		self.score = 0
		self.down = False
		self.normalVector = self.GetNormalVector()
Esempio n. 18
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def go():
	global vectors,spcaing
	for x in range(0,w,spacing):
		for y in range(0,h,spacing):
			print(x,w,scale)
			reX,reY = ((x)-(w//2))/scale,(((y)-(h//2)))/scale
			print(reX,reY)
			v1 = func1(reX,reY)
			v2 = func2(reX,reY)
			newV = DiffRootVector(Vector(x,y),v1,v2)
			print(v1,v2)
			vectors.append(newV)
Esempio n. 19
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 def GetDataPoints(self):
     dpoints = []
     for ind, each in enumerate(self.datapoints):
         v = Vector(*each)
         v.y *= -1
         v.z *= -1
         proj(v)
         v = self.rotate(v)
         color = (255, 0,
                  0) if self.Colors is None else self.Colors[self.y[ind]]
         dpoints.append((v, color))
     return dpoints
Esempio n. 20
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class DiffRootVector(Vector):
	## ROOT IS A VECTOR
	def __init__(self,root,x,y,angle=0):
		super().__init__(x,y)
		self.root = root
		self.angle = math.degrees(math.atan((self.y)/self.x)) if self.x != 0 else 0
		self.angle = self.angle if angle == 0 else angle
		self.origMag = self.GetMagnitude()
		self.mag = self.clampMagnitude()
		self.sumX = (self.root.x + self.x)
		self.sumY = (self.root.y + self.y)
		self.finPos = Vector(self.sumX,self.sumY)
		self.finPos = self.finPos.rotate(self.root,angle) if angle != 0 else self.finPos;
		self.angle = self.angle + 180 if (self.sumY > self.root.y and self.sumX < self.root.x) or (self.sumY-self.root.y <= 0 and self.root.x > self.sumX) else self.angle
		if self.x == 0:
			if self.sumY > self.root.y:
				self.angle = 90
			else:
				self.angle = -90
		self.arrowVertices = self.GetAVertices()
	def GetAVertices(self):
		dist = 5
		x,y = self.root.x,self.root.y
		x1,y1 = x+self.x,y+self.y
		x2,y2 = x+(self.x-dist),y + self.y-dist
		x3,y3 = x+(self.x-dist),y + self.y+dist
		Vertices = [(Vector(x1,y1),Vector(x2,y2)),(Vector(x1,y1),Vector(x3,y3))]
		for i,(v1,v2) in enumerate(Vertices):
			nv1 = v1.rotate(self.finPos,self.angle)
			nv2 = v2.rotate(self.finPos,self.angle)
			Vertices[i] = (nv1,nv2)
		return Vertices


	def draw(self,screen):
		## MAKE THE COLOR DEPENDENT ON THE VECTOR's length
		## WOULD PROBABLY USE SOME SCALE FUCTION FOR DRAWING THE VECTOR
		#pygame.draw.line(screen,(self.r,0,self.b),(self.root.x,self.root.y),(self.sumX,self.sumY),2)
		pygame.draw.line(screen,(self.r,0,self.b),(self.root.x,self.root.y),(self.finPos.x,self.finPos.y),2)
		for v1,v2 in self.arrowVertices:
			pygame.draw.line(screen,(self.r,0,self.b),(v1.x,v1.y),(v2.x,v2.y),2)
	def clampMagnitude(self):
		maxMag = (w//2)/(scale)
		# maxMag = Vector(func1(w//scale,h//scale),func2(w//scale,h//scale)).GetMagnitude()
		mag = self.GetMagnitude()*(1+((scale-1)/100))
		ratio = mag/maxMag
		ratio = min(1,ratio)
		self.r = 255*ratio
		self.b = 255*(1-ratio)
		new = self.SetMag(np.clip(mag,0,20))
		self.x,self.y = new.x,new.y
		return new
Esempio n. 21
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	def update(self,screen):
		if not self.angle == self.prev:
			self.adjustVelocity()
		self.pos += self.vel*deltaTime
		self.vel += self.acc*deltaTime
		self.normalVector = self.GetNormalVector()
		self.vertices = self.GetVertices(self.pos)
		self.rotate(self.angle)
		self.acc = Vector(0,0)
		self.vel *= self.dampening
		self.ConstructEndPoints()
		self.CheckIfCrossedLandMarks()
		self.prev = self.angle
Esempio n. 22
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def DrawCircularPath(r,pos,shapeSides = 9,animate=True,putLandMarks=False):
	global boundries,landMarks,numlandMarks
	i = 0
	## TO MAKE A NONAGON I HAVE TO MAKE AN INCREAMENT OF 40, because yk all the opposite side are 40 degrees
	## I CAN ACTUALLY MAKE ANY REGULAR POLYGON, all I have to do is increments = 360/# of sides
	## SO YEA A CIRCLE IS ACTUALLY A POLYGON WITH INFINITE SIDES
	increments = 360/shapeSides
	x1,y1 = pos.x+r,pos.y
	while i < 360:
		i += increments
		noise = 0
		x2 = pos.x+(r+noise)*math.cos(math.radians(-i))
		y2 = pos.y+(r+noise)*math.sin(math.radians(-i))
		boundries.append(Boundry(Vector(x1,y1),Vector(x2,y2)))	
		if animate:
			pygame.draw.line(screen,(255,255,255),(x1,y1),(x2,y2),2)
			clock.tick(100)
			pygame.display.update()
			CheckEvent()
		if putLandMarks and int(i % ((increments)/numlandMarks)) == 0:
			landMarks.append(Vector(pos.x+(250 + (r-250) / 2)*math.cos(math.radians(-i)),(pos.y+(250 +(r-250)/2)*math.sin(math.radians(-i)))))
		x1,y1 = x2,y2
Esempio n. 23
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def GetCube():
    Vertices = [
        Vector(-50, -50, 50),
        Vector(50, -50, 50),
        Vector(50, 50, 50),
        Vector(-50, 50, 50),
        Vector(-50, -50, -50),
        Vector(50, -50, -50),
        Vector(50, 50, -50),
        Vector(-50, 50, -50),
    ]
    for each in Vertices:
        each.x += 100  ## JUST MESSING AROUND WITH THE CENTER
        each.y += 100
    return Vertices
Esempio n. 24
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def go1():
	global vectors,spcaing
	for x in range(0,w,spacing):
		for y in range(0,h,spacing):
			clock.tick(1000)
			screen.fill((0,0,0))
			reX,reY = ((x)-(w//2))/scale,(((y)-(h//2)))/scale
			v1 = func1(reX,reY)
			v2 = func2(reX,reY)
			newV = DiffRootVector(Vector(x,y),v1,v2)
			vectors.append(newV)
			[v.draw() for v in vectors]
			pygame.display.update()
			CheckEvent()
Esempio n. 25
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    def update(self,screen,deltaTime):
        '''so integral of v is pos, which is xo + vt, so the new pos is, current pos + velocity*howmuch time has passed'''
        '''in our case that would be the time b/w frames, which i could either compute'''
        '''or just be naive and say it's 1/frameRate '''
        self.pos += self.vel *self.speed* deltaTime
        self.vel += self.acc * deltaTime
        self.show();self.edges()
        pygame.draw.line(screen,self.c,(self.prevPos.x,self.prevPos.y),(self.pos.x,self.pos.y),1)
        self.prevPos=self.pos
        if self.maxTrail != 0:
	        if not len(self.trail) >= self.maxTrail:
	            self.trail.append(particle(self.pos))
	        else:
	            self.process()
	        [p.show() for p in self.trail]
        self.acc = Vector(0,0)
Esempio n. 26
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	def GetVertices(self,pos=None,shape='SQUARE'):
		if shape == 'TRIANGLE':
				r = self.r
				pos = self.pos if pos is None else pos
				topVertex = Vector(self.pos.x+r,self.pos.y)
				bottomLeft = Vector(self.pos.x-r,self.pos.y-r)
				bottomRight = Vector(self.pos.x-r,self.pos.y+r)
				return [topVertex,bottomLeft,bottomRight]
		elif shape == 'SQUARE':
				r = self.r
				pos = self.pos if pos is None else pos
				topLeft = Vector(self.pos.x-r,self.pos.y+r)
				topRight = Vector(self.pos.x+r,self.pos.y+r)
				bottomLeft = Vector(self.pos.x-r,self.pos.y-r)
				bottomRight = Vector(self.pos.x+r,self.pos.y-r)
				return [topLeft,topRight,bottomRight,bottomLeft]
		else:
			raise Exception(shape + ' is invalid, puta.');
Esempio n. 27
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def drawLine(v1, v2):
    x1, y1, x2, y2 = v1.x, v1.y, v2.x, v2.y
    wThresh, hThresh = w // 2, h // 2
    pygame.draw.line(screen, (0, 255, 0), (wThresh + x1, hThresh + y1),
                     (wThresh + x2, hThresh + y2), 2)


def DrawLines(vert):
    for i in range(4):
        drawLine(vert[i], vert[(i + 1) % 4])
        drawLine(vert[i + 4], vert[((i + 1) % 4) + 4])
        drawLine(vert[i], vert[i + 4])


Cube = GetCube()
Center = Vector(100, 100, 0)  #LOOKS PRETTY COOL with center = (0,0,0) too
while run:
    screen.fill((0, 0, 0))
    RotatedCube = [v.RotationX(angle, Center) for v in Cube]
    RotatedCube = [v.RotationZ(angle, Center) for v in RotatedCube]
    orthographicProjs = [
        Matrix([
            [(1 - (.5 - r.z / 3) / 100), 0,
             0],  ## NAIVE ATTEMPT TO MODEL PRESPECTIVE PROJECTIONS
            [0, (1 - (.5 - r.z / 3) / 100), 0]
        ]) for r in RotatedCube
    ]
    projs = [
        v.applyTransformation(orthographicProjs[i])
        for i, v in enumerate(RotatedCube)
    ]
Esempio n. 28
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	def ChaseTarget(self,pos):
		pos = Vector(pos[0],pos[1])
		direction = pos-self.pos
		#self.vel = direction
		self.applyForce(direction-self.vel)
Esempio n. 29
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class Car:
	def __init__(self):
		self.pos = (Vector(w//2+250+75,h//2))
		self.vel = Vector(0,0)
		self.acc = Vector(0,0)
		self.car = False
		#self.img = pygame.image.load(imgPath)
		#self.img = self.img.convert_alpha()
		#self.img = pygame.transform.scale(self.img,(52,52))
		#self.OrigImg = copy.copy(self.img)
		self.r = 10
		self.shouldDie = False
		self.lastCrossed = 0
		self.angle = 0
		self.maxSpeed = 5
		self.dampening = .99
		self.prev = 0
		self.vertices = self.GetVertices()
	#	self.headingVector = self.vertices[0]-self.pos
		self.score = 0
		self.down = False
		self.normalVector = self.GetNormalVector()

	## TRIANGLE
	def GetVertices(self,pos=None,shape='SQUARE'):
		if shape == 'TRIANGLE':
				r = self.r
				pos = self.pos if pos is None else pos
				topVertex = Vector(self.pos.x+r,self.pos.y)
				bottomLeft = Vector(self.pos.x-r,self.pos.y-r)
				bottomRight = Vector(self.pos.x-r,self.pos.y+r)
				return [topVertex,bottomLeft,bottomRight]
		elif shape == 'SQUARE':
				r = self.r
				pos = self.pos if pos is None else pos
				topLeft = Vector(self.pos.x-r,self.pos.y+r)
				topRight = Vector(self.pos.x+r,self.pos.y+r)
				bottomLeft = Vector(self.pos.x-r,self.pos.y-r)
				bottomRight = Vector(self.pos.x+r,self.pos.y-r)
				return [topLeft,topRight,bottomRight,bottomLeft]
		else:
			raise Exception(shape + ' is invalid, puta.');



	def adjustVelocity(self):
		v1 = (self.normalVector-self.pos).normalized()
		v2 = (self.vel).normalized()
		try:
			angBw = math.acos(v1.dot(v2))*180/math.pi
			angBw = 0 if abs(angBw)<1 else angBw
		except:
			angBw = 180 if self.down else 0 
		ang = self.angle + 180 if angBw != 0 else self.angle
		ve= Vector(math.cos(0),math.sin(0))*self.vel.GetMagnitude()
		ve.rotate(Vector(0,0),ang)
		self.vel =ve
	def ChaseTarget(self,pos):
		pos = Vector(pos[0],pos[1])
		direction = pos-self.pos
		#self.vel = direction
		self.applyForce(direction-self.vel)
	def applyForce(self,f):
		self.acc += f
	def updateVertices(self):
		for each in self.vertices:
			each += self.vel*deltaTime;
	def GetNormalVector(self):
		dist = 20;
		v = DiffRootVector(self.pos,dist,0,angle=self.angle);
		return v.finPos;
	def update(self,screen):
		if not self.angle == self.prev:
			self.adjustVelocity()
		self.pos += self.vel*deltaTime
		self.vel += self.acc*deltaTime
		self.normalVector = self.GetNormalVector()
		self.vertices = self.GetVertices(self.pos)
		self.rotate(self.angle)
		self.acc = Vector(0,0)
		self.vel *= self.dampening
		self.ConstructEndPoints()
		self.CheckIfCrossedLandMarks()
		self.prev = self.angle
	def UpdateAngle(self,angle):
		self.angle += angle
		if self.angle > 360:
			self.angle = self.angle- 360
		elif self.angle < 0:
			self.angle = 360-self.angle
	def SetVel(self,vel):
		self.vel = vel
		return self
	def SetAcc(self,acc):
		self.acc = acc
		return self
	def draw(self,screen):
		global img
		if not self.car:
			vert=self.vertices
			done = False	
			for i in range(1,len(self.vertices)):
				c = (255,255,255) if not done else (255,0,0)
				pygame.draw.line(screen,c,(vert[i-1].x,vert[i-1].y),(vert[i].x,vert[i].y),2)
				done = not done
			pygame.draw.line(screen,(255,255,255),(vert[0].x,vert[0].y),(vert[-1].x,vert[-1].y),2)
		else:
			screen.blit(self.img,(self.pos.x,self.pos.y))
	def rotate(self,angle):
		global maxSpeed
		if not self.car:
			for i,each in enumerate(self.vertices):
				self.vertices[i] = each.rotate(self.pos,self.angle)
		else:
			self.img = pygame.transform.rotate(self.OrigImg,-angle)
		return self

	def ConstructEndPoints(self):
		l = []
		for i in range(len(self.vertices)-1):
			l.append((self.vertices[i],self.vertices[i+1]))
		l.append((self.vertices[0],self.vertices[-1]))
		self.segments = l

	def CheckForCollision(self,bound):
		for each in self.segments:
			x1,y1 = each[0]
			x2,y2 = each[1]

			pos =CollisionPoint((x1,y1,x2,y2),(bound.x1,bound.y1,bound.x2,bound.y2))
			if pos is None :
				continue
			x,y = pos
			if (min(x1,x2)<=x<=max(x1,x2) and min(y1,y2)<=y<=max(y1,y2)) and (min(bound.x1,bound.x2)<=x<=max(bound.x1,bound.x2) and min(bound.y1,bound.y2)<=y<=max(bound.y1,bound.y2)):
				pygame.draw.circle(screen, (255,255,255),(int(x),int(y)),5)
				return True
			if self.shouldDie:
				return True
		return False

	def hasCollided(self,bounds):
		for bound in bounds:
			if self.CheckForCollision(bound):
				return True
		return False


	def CheckIfCrossedLandMarks(self):
		self.lastCrossed += 1
		for each in self.landMarks:
			if (self.pos - each).GetMagnitude() < 80:
				self.landMarks.remove(each);
				self.score  = self.score +1 if not self.down else self.score
				self.lastCrossed = 0
		if self.landMarks == []:
			self.landMarks = copy.deepcopy(self.origlandMarks)

		if self.lastCrossed > 120:
			self.shouldDie = True
Esempio n. 30
0
    sign = -1 if boid.down else 1
    rays = CreateRays((boid.pos.x+boid.r*cos(rad(boid.angle)),boid.pos.y+boid.r*sin(rad(boid.angle))),boid.angle);
    return rays

def setLandMarks(pop):
	global landMarks
	for each in pop:
		each.phenotype.landMarks = copy.deepcopy(landMarks)
		each.phenotype.origlandMarks = copy.deepcopy(landMarks)
# boid = Car()
# rays = CreateRaysForBoid(boid)
boundries =[]
animate= True
landMarks = []
numlandMarks = 15
DrawCircularPath(400,Vector(w//2,h//2),animate=animate,putLandMarks=True)
DrawCircularPath(250,Vector(w//2,h//2),animate=animate)
INCREAMENT = 30
neat = setup(Car,360//INCREAMENT,4,max_pop = 25)

# boid.landMarks = landMarks
# boid.origlandMarks = copy.deepcopy(landMarks)

pop = copy.copy(neat.population)
setLandMarks(pop)
# boid = Car()
# dna = torch.load('D:\\model_.pt')
# boid.landMarks = landMarks
# boid.origlandMarks = copy.deepcopy(landMarks)
while run:	
	# clock.tick(frameRate)