コード例 #1
0
 def createVertices(self, pts):
     for i in range(0, len(pts)):
         v = Vertex(name="%s-%d" % (self.name, i),
                    loc=pts[i],
                    ownerObs=self)
         self.vertices.append(v)
         self._vertexByLocation[ptToStringId(v)] = v
コード例 #2
0
ファイル: button.py プロジェクト: mihaiv95/cube
 def __init__(self, x, y, dim, id, path):
     self._identity_mat = identity_mat44()
     self._x = x
     self._y = y
     self._v1 = Vertex(x-dim/2, y-dim/2, None)
     self._v2 = Vertex(x+dim/2, y-dim/2, None)
     self._v3 = Vertex(x+dim/2, y+dim/2, None)
     self._v4 = Vertex(x-dim/2, y+dim/2, None)
     self._id = id
     self._path = path
     self._texId = None
コード例 #3
0
def getPartialMotion(oldCable, newCable, isRobotA, debug) -> list:
    me = 0 if isRobotA else -1
    other = -1 if isRobotA else 0
    src = oldCable[me]
    dst = newCable[me]
    start = 0
    end = 1
    maxFrac = nan
    maxFracCable = None
    maxVert = None
    lastDistance = nan
    searchThreshold = 1e-2
    distanceThreshold = 1
    # Binary search for an approximation of the fraction
    while (isnan(lastDistance) or lastDistance > distanceThreshold
           ) and fabs(start - end) > searchThreshold:
        frac = (start + end) / 2
        newDst = Geom.getPointOnLineSegment(src, dst, frac)
        if debug:
            inObstacle = False
            for o in model.obstacles:
                if o.enclosesPoint(newDst):
                    inObstacle = True
                    break
            if inObstacle:
                raise RuntimeError("WHUT?")
        v = model.getVertexByLocation(newDst.x(), newDst.y())
        # if not v: v = getClosestVertex(newDst)
        if not v: v = Vertex(name="tmp-vert", loc=newDst, ownerObs=None)
        model.addTempVertex(v, isRobotA)
        tight = tightenCable(oldCable, v,
                             newCable[other]) if isRobotA else tightenCable(
                                 oldCable, newCable[other], v)
        l = Geom.lengthOfCurve(tight)
        if l <= model.MAX_CABLE:
            maxFrac = frac
            maxFracCable = tight
            lastDistance = Geom.vertexDistance(v, maxVert if maxVert else dst)
            maxVert = v
            start = (start + end) / 2
        else:
            end = (start + end) / 2
        model.removeTempVertex(v)
    # Save this vertex for future searches
    if maxVert:
        model.addTempVertex(maxVert, isRobotA)
        maxVert.gaps.add(dst)
    return (maxFrac, maxFracCable)
コード例 #4
0
 def __init__(self):
     self._identity_mat = identity_mat44()
     self._vertices = [
         Vertex(0, 0, 0),
         Vertex(-3, 0, 0),
         Vertex(0, 3, 0),
         Vertex(0, 0, -3),
         Vertex(3, 0, 0),
         Vertex(0, -3, 0),
         Vertex(0, 0, 3),
     ]
     self._edges = [
         (0, 1),
         (0, 2),
         (0, 3),
         (0, 4),
         (0, 5),
         (0, 6),
     ]
コード例 #5
0
ファイル: main.py プロジェクト: mihaiv95/cube
square = Square(sq_vert, sq_edges, (1, 1, 0))

bt_list = [
    Button(SCREEN_SIZE[0] - 50, 50, 50, 1, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 110, 50, 50, 2, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 50, 110, 50, 3, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 110, 110, 50, 4, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 50, 170, 50, 5, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 110, 170, 50, 6, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 50, 230, 50, 7, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 110, 230, 50, 8, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 50, 290, 50, 9, 'test_image.png'),
    Button(SCREEN_SIZE[0] - 110, 290, 50, 10, 'test_image.png'),
]

vertex0 = Vertex(1, -1, -1)
vertex1 = Vertex(1, 1, -1)
vertex2 = Vertex(-1, 1, -1)
vertex3 = Vertex(-1, -1, -1)
vertex4 = Vertex(1, -1, 1)
vertex5 = Vertex(1, 1, 1)
vertex6 = Vertex(-1, -1, 1)
vertex7 = Vertex(-1, 1, 1)

edges = (
    Edge(vertex0, vertex1),
    Edge(vertex0, vertex3),
    Edge(vertex0, vertex4),
    Edge(vertex2, vertex1),
    Edge(vertex2, vertex3),
    Edge(vertex2, vertex7),
コード例 #6
0
    def initialize_graph(self, graph_size):
        vertex_count = 0
        candidate_sinks_number = 0
        candidate_controllers_number = 0
        edges_pair_list = []
        if graph_size == 1:
            vertex_count = 20
            candidate_sinks_number = 6
            candidate_controllers_number = 9
        elif graph_size == 2:
            vertex_count = 40
            candidate_sinks_number = vertex_count / 5
            candidate_controllers_number = vertex_count / 10
        elif graph_size == 3:
            vertex_count = 80
            candidate_sinks_number = vertex_count / 5
            candidate_controllers_number = vertex_count / 10
        elif graph_size == 4:
            vertex_count = 150
            candidate_sinks_number = 50
            candidate_controllers_number = 40

        for i in range(vertex_count):
            ith_node_neighbors_count = vertex_count / 2
            neighbors_number_set = set()

            while len(neighbors_number_set) < ith_node_neighbors_count:
                next_int = random.randint(0, vertex_count - 1)
                if next_int != i:
                    neighbors_number_set.add(next_int)

            for neighborNumber in neighbors_number_set:
                edges_pair_list.append(
                    ("Edge_" + str(i) + "_To_" + str(neighborNumber),
                     (i, neighborNumber)))

        for j in range(vertex_count):
            location = Vertex("Node_" + str(j), "Node_" + str(j),
                              self.SINK_LOAD, self.CONTROLLER_LOAD)
            self.nodes_list.append(location)

        for edge in edges_pair_list:
            self.add_lane(edge[0], (edge[1])[0], (edge[1])[0])

        candidate_sinks_number_set = set()
        candidate_controller_number_set = set()

        while len(candidate_sinks_number_set) < candidate_sinks_number:
            next_int = random.randint(0, vertex_count - 1)
            candidate_sinks_number_set.add(next_int)

        while len(candidate_controller_number_set
                  ) < candidate_controllers_number:
            next_int = random.randint(0, vertex_count - 1)
            candidate_controller_number_set.add(next_int)

        for candidateControllerNumber in candidate_controller_number_set:
            self.candidate_controllers_list.append(
                self.nodes_list[candidateControllerNumber])

        for candidate_sinks_number in candidate_sinks_number_set:
            self.candidate_sinks_list.append(
                self.nodes_list[candidate_sinks_number])

        graph = Graph(self.nodes_list, self.edges_list)
        return graph
コード例 #7
0
ファイル: button.py プロジェクト: mihaiv95/cube
class Button:

    def __init__(self, x, y, dim, id, path):
        self._identity_mat = identity_mat44()
        self._x = x
        self._y = y
        self._v1 = Vertex(x-dim/2, y-dim/2, None)
        self._v2 = Vertex(x+dim/2, y-dim/2, None)
        self._v3 = Vertex(x+dim/2, y+dim/2, None)
        self._v4 = Vertex(x-dim/2, y+dim/2, None)
        self._id = id
        self._path = path
        self._texId = None

    def draw(self):
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glMultMatrixf(self._identity_mat)
        glColor3f(1,1,1)
        glEnable(GL_TEXTURE_2D)
        glBindTexture(GL_TEXTURE_2D, self._texId)
        glBegin(GL_QUADS)
        glTexCoord2f(0.0, 1.0)
        self._v1.draw()
        glTexCoord2f(1.0, 1.0)
        self._v2.draw()
        glTexCoord2f(1.0, 0.0)
        self._v3.draw()
        glTexCoord2f(0.0, 0.0)
        self._v4.draw()
        glEnd()
        glDisable(GL_TEXTURE_2D)
        glFlush()
        glPopMatrix()

    def load_texture(self, path):
        textureSurface = pygame.image.load(path)
        textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
        width = textureSurface.get_width()
        height = textureSurface.get_height()

        texid = glGenTextures(1)

        glBindTexture(GL_TEXTURE_2D, texid)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
                     0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        self._texId = texid

    def is_pressed(self, pos):
        if (pos[0]>self._v1._x) and (pos[0]<self._v2._x) and (pos[1]<self._v3._y) and (pos[1]>self._v1._y):
            return True
        return False

    def __str__(self):
        return "Button"+str(self._id)
コード例 #8
0
def add_lane(lane_id, source_location_number, destination_location_number):
    lane_1_edge = Edge(lane_id, nodes_vertex_list[source_location_number],
                       nodes_vertex_list[destination_location_number], 1)
    edges_vertex_list.append(lane_1_edge)
    lane_2_edge = Edge(lane_id, nodes_vertex_list[destination_location_number],
                       nodes_vertex_list[source_location_number], 1)
    edges_vertex_list.append(lane_2_edge)


if __name__ == '__main__':
    nodes_vertex_list = []
    edges_vertex_list = []

    for i in range(0, 11):
        location_vertex = Vertex("Node_" + str(i), "Node_" + str(i), i, i)
        nodes_vertex_list.append(location_vertex)

    add_lane("Edge_0", 0, 1)
    add_lane("Edge_1", 0, 2)
    add_lane("Edge_2", 0, 4)
    add_lane("Edge_3", 2, 6)
    add_lane("Edge_4", 2, 7)
    add_lane("Edge_5", 3, 7)
    add_lane("Edge_6", 5, 8)
    add_lane("Edge_7", 8, 9)
    add_lane("Edge_8", 7, 9)
    add_lane("Edge_9", 4, 9)
    add_lane("Edge_10", 9, 10)
    add_lane("Edge_11", 1, 10)
コード例 #9
0
 def parse_first_line(self, line: str):
     v_no, e_no = line.split(' ')
     self.n, self.m = int(v_no), int(e_no)
     self.vs = [Vertex(idx) for idx in range(self.n)]