def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.x = int(SCREEN_PIXEL_WIDTH() / 2)
        self.x_offset = 20

        self.init_globals()

        self.commuters = []
        self.setup()
Esempio n. 2
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    def compute_velocity(self, screen_distance_unit, velocity_adjustment):
        repulsive_force: Velocity = Velocity((0, 0))

        for node in (World.agents - {self}):
            repulsive_force += self.force_as_dxdy(self.center_pixel,
                                                  node.center_pixel,
                                                  screen_distance_unit,
                                                  repulsive=True)

        # Also consider repulsive force from walls.
        repulsive_wall_force: Velocity = Velocity((0, 0))

        horizontal_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((SCREEN_PIXEL_WIDTH(), 0))
        ]
        x_pixel = Pixel_xy((self.center_pixel.x, 0))
        for h_wall_pixel in horizontal_walls:
            repulsive_wall_force += self.force_as_dxdy(x_pixel,
                                                       h_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        vertical_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((0, SCREEN_PIXEL_HEIGHT()))
        ]
        y_pixel = Pixel_xy((0, self.center_pixel.y))
        for v_wall_pixel in vertical_walls:
            repulsive_wall_force += self.force_as_dxdy(y_pixel,
                                                       v_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        attractive_force: Velocity = Velocity((0, 0))
        for node in (World.agents - {self}):
            if link_exists(self, node):
                attractive_force += self.force_as_dxdy(self.center_pixel,
                                                       node.center_pixel,
                                                       screen_distance_unit,
                                                       repulsive=False)

        # noinspection PyTypeChecker
        net_force: Velocity = repulsive_force + repulsive_wall_force + attractive_force
        normalized_force: Velocity = net_force / max(
            [net_force.x, net_force.y, velocity_adjustment])
        normalized_force *= 10

        if gui_get(PRINT_FORCE_VALUES):
            print(f'{self}. \n'
                  f'rep-force {tuple(repulsive_force.round(2))}; \n'
                  f'rep-wall-force {tuple(repulsive_wall_force.round(2))}; \n'
                  f'att-force {tuple(attractive_force.round(2))}; \n'
                  f'net-force {tuple(net_force.round(2))}; \n'
                  f'normalized_force {tuple(normalized_force.round(2))}; \n\n')
        return normalized_force
Esempio n. 3
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    def step(self):
        dist_unit = SimEngine.gui_get(DIST_UNIT)
        screen_distance_unit = sqrt(SCREEN_PIXEL_WIDTH()**2 +
                                    SCREEN_PIXEL_HEIGHT()**2) / dist_unit

        if SimEngine.gui_get(LAYOUT) == FORCE_DIRECTED:
            for node in World.agents:
                node.adjust_distances(screen_distance_unit,
                                      self.velocity_adjustment)

        self.compute_metrics()
Esempio n. 4
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    def adjust_distances(self, velocity_adjustment):
        #get from gui what the base distance units
        dist_unit = SimEngine.gui_get(('dist_unit'))

        #define how many distance units exist per screen
        screen_distance_unit = sqrt(SCREEN_PIXEL_WIDTH()**2 +
                                    SCREEN_PIXEL_HEIGHT()**2) / dist_unit

        #define initial Veolocity as (0,0), forces act in the x and y directions
        repulsive_force: Velocity = Velocity((0, 0))

        #for all other agents excluding this instance
        for agent in (World.agents - {self}):
            #add their respective influence of each other element towards this element, calculate using
            #this center pixel, elements center pixel and using defined units (optional repulsove flag)
            repulsive_force += self.force_as_dxdy(self.center_pixel,
                                                  agent.center_pixel,
                                                  screen_distance_unit,
                                                  repulsive=True)

        # Also consider repulsive force from walls.
        repulsive_wall_force: Velocity = Velocity((0, 0))

        horizontal_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((SCREEN_PIXEL_WIDTH(), 0))
        ]
        x_pixel = Pixel_xy((self.center_pixel.x, 0))
        for h_wall_pixel in horizontal_walls:
            repulsive_wall_force += self.force_as_dxdy(x_pixel,
                                                       h_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        vertical_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((0, SCREEN_PIXEL_HEIGHT()))
        ]
        y_pixel = Pixel_xy((0, self.center_pixel.y))
        for v_wall_pixel in vertical_walls:
            repulsive_wall_force += self.force_as_dxdy(y_pixel,
                                                       v_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        #calculate the attractive force generated by all the nodes connected by a link
        attractive_force: Velocity = Velocity((0, 0))
        for agent in (World.agents - {self}):
            if link_exists(self, agent):
                attractive_force += self.force_as_dxdy(self.center_pixel,
                                                       agent.center_pixel,
                                                       screen_distance_unit,
                                                       repulsive=False)

        #find the final force, find out what velocity adjustment is
        net_force = repulsive_force + repulsive_wall_force + attractive_force
        normalized_force: Velocity = net_force / max(
            [net_force.x, net_force.y, velocity_adjustment])
        normalized_force *= 10

        #print force values if selected
        if SimEngine.gui_get('Print force values'):
            print(f'{self}. \n'
                  f'rep-force {tuple(repulsive_force.round(2))}; \n'
                  f'rep-wall-force {tuple(repulsive_wall_force.round(2))}; \n'
                  f'att-force {tuple(attractive_force.round(2))}; \n'
                  f'net-force {tuple(net_force.round(2))}; \n'
                  f'normalized_force {tuple(normalized_force.round(2))}; \n\n')

        #set the velocity of this object
        self.set_velocity(normalized_force)
        #take a step
        self.forward()
Esempio n. 5
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 def __init__(self, *args, **kwargs):
     super().__init__(*args, **kwargs)
     self.x = int(SCREEN_PIXEL_WIDTH()/2)
     self.x_offset = 20
     self.state_transitions = {1: 'a', 'a': 2, 2: 2}
Esempio n. 6
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 def __init__(self):
     center_pixel = Pixel_xy(
         (uniform(0, SCREEN_PIXEL_WIDTH()), uniform(0,
                                                    SCREEN_PIXEL_HEIGHT())))
     color = utils.color_random_variation(Color('yellow'))
     super().__init__(center_pixel=center_pixel, color=color, scale=1)
Esempio n. 7
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 def screen_distance_unit():
     dist_unit = gui_get(DIST_UNIT)
     screen_distance_unit = sqrt(SCREEN_PIXEL_WIDTH()**2 +
                                 SCREEN_PIXEL_HEIGHT()**2) / dist_unit
     return screen_distance_unit
Esempio n. 8
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    def adjust_distances(self, velocity_adjustment):
        dist_unit = 8
        screen_distance_unit = sqrt(SCREEN_PIXEL_WIDTH()**2 +
                                    SCREEN_PIXEL_HEIGHT()**2) / dist_unit

        repulsive_force: Velocity = Velocity((0, 0))

        for agent in (World.agents - {self}):
            repulsive_force += self.force_as_dxdy(self.center_pixel,
                                                  agent.center_pixel,
                                                  screen_distance_unit,
                                                  repulsive=True)

        # Also consider repulsive force from walls.
        repulsive_wall_force: Velocity = Velocity((0, 0))

        horizontal_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((SCREEN_PIXEL_WIDTH(), 0))
        ]
        x_pixel = Pixel_xy((self.center_pixel.x, 0))
        for h_wall_pixel in horizontal_walls:
            repulsive_wall_force += self.force_as_dxdy(x_pixel,
                                                       h_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        vertical_walls = [
            Pixel_xy((0, 0)),
            Pixel_xy((0, SCREEN_PIXEL_HEIGHT()))
        ]
        y_pixel = Pixel_xy((0, self.center_pixel.y))
        for v_wall_pixel in vertical_walls:
            repulsive_wall_force += self.force_as_dxdy(y_pixel,
                                                       v_wall_pixel,
                                                       screen_distance_unit,
                                                       repulsive=True)

        attractive_force: Velocity = Velocity((0, 0))
        for agent in (World.agents - {self}):
            if link_exists(self, agent):
                attractive_force += self.force_as_dxdy(self.center_pixel,
                                                       agent.center_pixel,
                                                       screen_distance_unit,
                                                       repulsive=False)

        net_force = repulsive_force + repulsive_wall_force + attractive_force
        normalized_force: Velocity = net_force / max(
            [net_force.x, net_force.y, velocity_adjustment])
        normalized_force *= 10

        if SimEngine.gui_get('Print force values'):
            print(f'{self}. \n'
                  f'rep-force {tuple(repulsive_force.round(2))}; \n'
                  f'rep-wall-force {tuple(repulsive_wall_force.round(2))}; \n'
                  f'att-force {tuple(attractive_force.round(2))}; \n'
                  f'net-force {tuple(net_force.round(2))}; \n'
                  f'normalized_force {tuple(normalized_force.round(2))}; \n\n')

        self.set_velocity(normalized_force)
        self.forward()