コード例 #1
0
 def execute(self, obj):
     maxforward = obj.maxspeed * obj.heading * 0.5
     pressed = pygame.key.get_pressed()
     if pressed[K_LEFT]:
         desired_velocity = V.rotate(maxforward, -5)
     elif pressed[K_RIGHT]:
         desired_velocity = V.rotate(maxforward, 5)
     else:
         desired_velocity = obj.velocity
     obj.steering = 0.0
     obj.velocity = desired_velocity
     obj.heading = V.normalize(obj.velocity)
コード例 #2
0
ファイル: states.py プロジェクト: cnnranderson/csci321
 def execute(self, obj):
     maxforward = obj.maxspeed*obj.heading*0.5
     pressed = pygame.key.get_pressed()
     if pressed[K_LEFT]:
         desired_velocity = V.rotate(maxforward, -5)         
     elif pressed[K_RIGHT]:
         desired_velocity = V.rotate(maxforward, 5)
     else:
         desired_velocity = obj.velocity
     obj.steering = 0.0
     obj.velocity = desired_velocity
     obj.heading = V.normalize(obj.velocity)
コード例 #3
0
ファイル: boat.py プロジェクト: meltbanana/clipper
    def move(self, env):      

        #physics of forces on sail here
        #src:https://en.wikipedia.org/wiki/Forces_on_sails#Effect_of_coefficients_of_lift_and_drag_on_forces
        #f: (angle between wind and sail) -> (total force on sail)
        # function returns matrix: Matrix * Wind = Total Force
        def force_on_sails_matrix(wind, sail):         
            #1. get angle between wind and sail
            orientation = np.sign(np.cross(wind, sail))    
            angle = v.angle(wind, sail)
            if np.pi/2 < angle <= np.pi:
               angle = abs(np.pi - angle)
               orientation *= -1
               
            #2. get forces on sail (for 0 <= angle <= pi/2)
            #every ship has different parameters
            #so this is just game model boat 
            #to test control self-education ability
            drag = np.exp(abs(angle)/2) - 1
            lift = -orientation * np.exp(-20*(angle - 0.6)**2)
        
            return np.array([[drag, -lift], [lift, drag]])

            
        #1. rotation
        k_rotate = 0.05 * v.length(self.speed) #wheel -> rotate coefficient
        self.speed = v.rotate(self.speed, (-1) * self.wheel * k_rotate)

        #2. friction
        k_friction = 0.05
        self.speed = self.speed * (1 - k_friction)
        
        #3. acceleration = forces on sails -> projection on boat direction
        k_acceleration = 0.1
        wind_apparent = env.wind - self.speed
        total_force_matrix = force_on_sails_matrix(wind_apparent, v.rotate(self.speed, self.sail))
        total_force = np.dot(total_force_matrix, wind_apparent)
        self.speed += k_acceleration * v.projection(total_force, self.speed)
      
        #4. move
        self.location += self.speed
コード例 #4
0
    plt.show()
    return True
    

#draw_vectors([np.array([1,5]), (2, 3)])

def force_on_sails_matrix(wind, sail):         
    
    #get angle between wind and sail
    orientation = np.sign(np.cross(wind, sail))    
    angle = v.angle(wind, sail)
    if np.pi/2 < angle <= np.pi:
       angle = abs(np.pi - angle)
       orientation *= -1
       
    #get forces on sail (for 0 <= angle <= pi/2)
    drag = np.exp(abs(angle)/2) - 1
    lift = -orientation * np.exp(-20*(angle - 0.6)**2)

    return np.array([[drag, -lift], [lift, drag]])

wind_apparent = np.array([1, 0])  
speed = np.array([1, 0.5])
sail_angle = np.pi/180 * (110)

total_matrix = force_on_sails_matrix(wind_apparent, v.rotate(speed, sail_angle))
total = np.dot(total_matrix, wind)

print('wind=', wind)
draw_vectors([wind, speed, total])