Esempio n. 1
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    def testQGraphicsProxyWidget(self):
        scene = QGraphicsScene()

        proxy = QGraphicsProxyWidget(None, Qt.Window)
        widget = QLabel('Widget')
        proxy.setWidget(widget)
        proxy.setCacheMode(QGraphicsItem.DeviceCoordinateCache)
        scene.addItem(proxy)
        scene.setSceneRect(scene.itemsBoundingRect())

        view = QGraphicsView(scene)
        view.setRenderHints(QPainter.Antialiasing|QPainter.SmoothPixmapTransform)
        view.setViewportUpdateMode(QGraphicsView.BoundingRectViewportUpdate)
        view.show()

        timer = QTimer.singleShot(100, self.app.quit)
        self.app.exec_()
Esempio n. 2
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    def testCustomProxyWidget(self):
        scene = QGraphicsScene()

        proxy = CustomProxy(None, Qt.Window)
        widget = QLabel('Widget')
        proxy.setWidget(widget)
        proxy.setCacheMode(QGraphicsItem.DeviceCoordinateCache)
        scene.addItem(proxy)
        scene.setSceneRect(scene.itemsBoundingRect())

        view = QGraphicsView(scene)
        view.setRenderHints(QPainter.Antialiasing|QPainter.SmoothPixmapTransform)
        view.setViewportUpdateMode(QGraphicsView.BoundingRectViewportUpdate)
        view.show()

        timer = QTimer.singleShot(100, self.app.quit)
        self.app.exec_()
Esempio n. 3
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class SceneManager():
	
	def __init__(self, graphicsView):
		self.scene = QGraphicsScene()
		self.scene.setSceneRect(0,0,SCENE_WIDTH,SCENE_HEIGHT)
		graphicsView.setScene(self.scene)

		# handles physics involved in collisiions/detection
		self.cm = collisionManager()

	# add object to simulation scene (given parameters)
	# input:	'values'  contains (x,y,x_vel,y_vel,mass,radius)
	def addItem(self,param):
		values = self.decode(param)
		item = Ball(values[0],values[1],values[4],values[5])
		item.set_velocity(values[2],values[3])
		self.scene.addItem(item)

	def addItems(self,items):
		for item in items:
			values = self.decode(item)
			ball_obj = Ball(values[0],values[1],values[4],values[5])
			ball_obj.set_velocity(values[2],values[3])
			self.scene.addItem(ball_obj)

	# translate parameters received by TCP
	def decode(self,msg):
		delims = ['r','m','yv','xv','y','x']
		values = []

		# traverses delimeters to extract values
		for i in range(len(delims)):
			index = msg.index(delims[i])			# search for delimeter
			arg = msg[index + len(delims[i]) :]		# extract value
			values.append(int(float(arg)))					# store value
			msg = msg[:index]				# reduce message left to parse
		
		values.reverse()
		return values

	# access all items in the simulation scene
	def getItems(self):
		return self.scene.items()

	def deleteItems(self):
		return self.scene.clear()

	def getItemsForTCP(self):
		items = self.scene.items()
		tcp_list = []

		for item in items:
			tcp_list.append(str(item))

		return tcp_list

	# determine an item's next location
	def next_move(self,item):
		
		# check whether any ball-to-ball collisions will occur
		collisions = self.cm.if_ball_collision(item,self.getItems())
		
		if (len(collisions) > 0):	# colllision identified
			# print '\nInside next_move()'
			# print ('Item: ' + str(item) + ' List: ' )#+ str(collisions))
			# for ball in collisions:
			# 	print str(ball)				#DEBUG
			# obtain velocities so that balls just collide
			delta_x, delta_y = self.cm.vel_to_ball(item,collisions[0])
			# delta_x = item.x_vel
			# delta_y = item.y_vel
			self.cm.ball_to_ball(item,collisions[0])
		else:
			# determine if a wall will be hit in the next move
			hit_wall = self.cm.if_wall_collision(item,SCENE_HEIGHT,SCENE_WIDTH)

			if (hit_wall != 'NONE'):	# if wall collision will occur
				# determine displacement left to collide with wall
				delta_x, delta_y = self.cm.vel_to_wall(item,hit_wall,SCENE_HEIGHT,SCENE_WIDTH)
				# set object's velocity after impacting the wall
				self.cm.ball_to_wall(item,hit_wall)
			else:
				#keep the ball in the same trajectory
				delta_x = item.x_vel
				delta_y = item.y_vel

		# next x/y destination of the item in LOCAL coordinates
        # require the offsets (-item.x_start and -item.y_start)
        # given the fact that the item.x_pos and item.y_pos values
        # represent locations in global coordinates
		next_x = item.x_pos + delta_x - item.x_start
		next_y = item.y_pos + delta_y - item.y_start

		return next_x,next_y