Exemplo n.º 1
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    def move(self,
             dx: float = 0.0,
             dy: float = 0.0,
             dz: float = 0.0,
             pitch: float = 0.0,
             yaw: float = 0.0,
             roll: float = 0.0):
        p, y, r = self.rotation
        self.rotation = p + pitch, y + yaw, r + roll
        x, y, z = self.location
        self.location = Vector(x + dx, y + dy, z + dz)

        for figure in self.figures:
            change = False
            if any([dx, dy, dz]):
                change = True
                x, y, z = figure.location
                figure.location = Vector(x + dx, y + dy, z + dz)
                dx = -dx
                figure.vertices = [(x + dx, y + dy, z + dz)
                                   for x, y, z in figure.vertices]
            if any([pitch, yaw, roll]):
                change = True
                p, y, r = figure.rotation
                figure.rotation = p + pitch, y + yaw, r + roll
                figure.vertices = rotate_3d(figure.vertices, self.location,
                                            pitch, yaw, roll)
            if change:
                figure.update()
Exemplo n.º 2
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 def __init__(self,
              shape: _ElementTemplate,
              intial_velocity: Vector = None,
              mass: float = 1,
              do_standard_grav: bool = True,
              momentum: bool = True,
              friction_coefficient: float = 0.5,
              moveable: bool = True,
              do_collisions: bool = True):
     '''
     :param shape: graphical representaiton
     :param intial_velocity: velocity @ time of creation
     :param mass: self explainatory
     :param do_standard_grav: whether assuming earth grav or calculating based on other objects
     :param momentum: whether object continues moving
     :param friction_coefficient: rate of slow down when colliding with other
     :param moveable: whether it can be moved by outside forces
     :param do_grav: whether it is affected by gravity
     :param do_collisions: whether to run collision checks with it
     '''
     self.do_standard_gravity = do_standard_grav
     self.velocity = intial_velocity if intial_velocity is not None else Vector(
         [0 for i in range(shape.dimension)])
     self.shape = shape
     self.do_momentum = momentum
     self.all_objects.append(self)
     self.friction_coefficient = friction_coefficient
     self.mass = mass
     self.moveable = moveable
     self.collideable = do_collisions
     self.fall = True
Exemplo n.º 3
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    def move_forward(self, dis):
        if self.planar:
            dx, dy, dz = self.vision_vector()
            move = Vector(dx, 0, dz).unit_vector() * dis + self.velocity
        else:
            move = self.vision_vector() * dis + self.velocity

        self.velocity = move
Exemplo n.º 4
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    def move_sideways(self, dis):
        side, up = self.rotation
        side += 90
        dx = math.sin(math.radians(side)) * dis
        dz = math.cos(math.radians(side)) * dis
        dy = 0  # math.sin(math.radians(up)) * dis
        move = Vector(dx, dy, dz) + self.velocity

        self.velocity = move
Exemplo n.º 5
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 def periodic(self, dt: float):
     self.check_user_input()
     self.move(dt)
     if self.hitbox is None:  # else use the hitbox momentum variable
         self.velocity = Vector(0, 0, 0)
     if self.running_physics:
         for obj in Physical.all_objects:
             if obj is not self.hitbox:
                 obj.update(dt)
Exemplo n.º 6
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 def get_3D_version(self, pos):
     pos = convert_pos(pos)
     x, y, z = pos
     dx, dy = Vector.from_2_points(self.location, (x, y))
     verts = deepcopy(self.vertices)
     self._convert_to3d([(x + dx, y + dy, 0) for x, y in self.vertices])
     new = LowerDimensional(self)
     self.vertices = verts
     return new
Exemplo n.º 7
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 def move(self, dt):
     if self.hitbox is not None:
         old_pos = self.hitbox.shape.location
         self.hitbox.velocity = self.velocity
         self.hitbox.update(dt)
         trans = Vector.from_2_points(old_pos, self.hitbox.shape.location)
         self.position = tuple(trans + self.position)
         self.velocity = self.hitbox.velocity
     else:
         self.velocity *= dt
         self.position = tuple(self.velocity + self.position)
Exemplo n.º 8
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 def move(self, dx=0, dy=0, rotation=0):
     change = False
     if dx != 0 or dy != 0:
         change = True
         self.vertices = [(x+dx, y+dy) for x, y in self.vertices]
         x, y = self.location
         self.location = Vector(x + dx, y + dy)
     if self.rotation != 0:
         change = True
         self._rotate(rotation)
     if change:
         self.update()
Exemplo n.º 9
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 def do_collision(self, other, dt: float):
     """
     Check and apply collision between to objects
     :param other: other Physical object
     :param dt: time frame of movement
     :return:
     """
     trans = self.velocity
     if trans.magnitude(
     ) == 0 or not self.collideable or not other.collideable:
         return
     new_pos = Vector(self.shape.location) + trans
     if self.shape.distance(other.shape) < 0:
         perp = Vector.from_2_points(
             self.shape.get_nearest_point(other.shape.location),
             other.shape.get_nearest_point(
                 self.shape.location))  # this is vector up to wall
         dis_traveled = trans.magnitude(
         )  # full dis travelled in this increment
         theta = perp.angle_to(trans)
         perp2 = deepcopy(
             perp)  # this is the perp compoent of the initial trans
         perp2.resize(cos(radians(theta)) *
                      dis_traveled)  # this resizes it to the prwoper length
         horizontal = Vector.from_2_points(
             perp2 + self.shape.location, new_pos
         )  # this find the component of initial trans parallel to wall
         # horizontal contains a dis, make into vector
         print(self.velocity)
         self.velocity = (perp + horizontal) / dt
         print("collide:", self, other, self.velocity)
         if self.do_momentum:
             acceleration = (
                 perp2 -
                 perp) / dt  # acceleration is change in velocity over time
             push_force = self.get_acceleration_force(acceleration)
             friction = push_force * self.friction_coefficient
             self.apply_force(friction, dt)
             other.apply_force(push_force, dt)
Exemplo n.º 10
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 def __init__(self):
     super(Window, self).__init__(resizable=True)
     Window.active_window = self
     self.rotation = 0, 0
     self.position = 0, 0, 0
     self.mode = 2
     self.bg_color = BLACK
     self._inner = LowLevel(self)
     self.turn_sensivity = 10  # 1-100 = pixels mouse moves per degree of rotation
     self.mouse_locked = False
     self.key_checker = KeyStateHandler()
     self.push_handlers(self.key_checker)
     self._is_fog = False
     self.speed = 10
     self.velocity = Vector(0, 0, 0)
     self.colliables = []
     self.hitbox = None
     self.third_person = False
Exemplo n.º 11
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 def move(self,
          dx: float = 0.0,
          dy: float = 0.0,
          dz: float = 0.0,
          pitch: float = 0.0,
          yaw: float = 0.0,
          roll: float = 0.0):
     change = False
     if dx != 0 or dy != 0 or dz != 0:
         change = True
         x, y, z = self.location
         self.location = Vector(x + dx, y + dy, z + dz)
         dx = -dx
         self.vertices = [(x + dx, y + dy, z + dz)
                          for x, y, z in self.vertices]
     if pitch != 0 or yaw != 0 or roll != 0:
         change = True
         self._rotate(pitch, yaw, roll)
     if change:
         self.update()
Exemplo n.º 12
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 def move(self,
          dx: float = 0.0,
          dy: float = 0.0,
          dz: float = 0.0,
          pitch: float = 0.0,
          yaw: float = 0.0,
          roll: float = 0.0):
     change = False
     if any([dx, dy, dz]):
         change = True
         x, y, z = self.location
         self.location = Vector(x + dx, y + dy, z + dz)
         dx = -dx
         self.vertices = [(x + dx, y + dy, z + dz)
                          for x, y, z in self.vertices]
     if any([pitch, yaw, roll]):
         change = True
         self._rotate(pitch, yaw, roll)
     if change:
         self.update()
Exemplo n.º 13
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def rotate_3d(list_of_points, center, pitch, yaw, roll):
    dx, dy, dz = center
    translation_vector = Vector([dx, dy, dz])
    point_matrix = Matrix(list_of_points)
    for i, vector in enumerate(point_matrix):
        point_matrix[i] = vector - translation_vector
    x = radians(pitch)
    y = radians(yaw)
    z = radians(roll)
    rotation_matrix = Matrix([
        cos(z) * cos(y),
        cos(y) * sin(x) * sin(z) - cos(x) * sin(y),
        cos(x) * cos(y) * sin(z) + sin(x) * sin(y)
    ], [
        cos(z) * sin(y),
        cos(x) * cos(y) + sin(x) * sin(z) * sin(y),
        cos(x) * sin(z) * sin(y) - cos(y) * sin(x)
    ], [-sin(z), cos(z) * sin(x), cos(x) * cos(z)])
    rotated_matrix = rotation_matrix * point_matrix
    for i, vector in enumerate(rotated_matrix):
        rotated_matrix[i] = vector + translation_vector
    new_points = [tuple(vector) for vector in rotated_matrix]
    return new_points
Exemplo n.º 14
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class Physical:
    """
    General Object for applying physics to a rendering
    Units: STI (m, L, kg, etc)
    """
    standard_grav = Vector(0, -10, 0)
    air_resistance = 1
    gravitational_constant = 6.674e-11  # in standard units above
    all_objects = []

    def __init__(self,
                 shape: _ElementTemplate,
                 intial_velocity: Vector = None,
                 mass: float = 1,
                 do_standard_grav: bool = True,
                 momentum: bool = True,
                 friction_coefficient: float = 0.5,
                 moveable: bool = True,
                 do_collisions: bool = True):
        '''
        :param shape: graphical representaiton
        :param intial_velocity: velocity @ time of creation
        :param mass: self explainatory
        :param do_standard_grav: whether assuming earth grav or calculating based on other objects
        :param momentum: whether object continues moving
        :param friction_coefficient: rate of slow down when colliding with other
        :param moveable: whether it can be moved by outside forces
        :param do_grav: whether it is affected by gravity
        :param do_collisions: whether to run collision checks with it
        '''
        self.do_standard_gravity = do_standard_grav
        self.velocity = intial_velocity if intial_velocity is not None else Vector(
            [0 for i in range(shape.dimension)])
        self.shape = shape
        self.do_momentum = momentum
        self.all_objects.append(self)
        self.friction_coefficient = friction_coefficient
        self.mass = mass
        self.moveable = moveable
        self.collideable = do_collisions
        self.fall = True

    def do_collision(self, other, dt: float):
        """
        Check and apply collision between to objects
        :param other: other Physical object
        :param dt: time frame of movement
        :return:
        """
        trans = self.velocity
        if trans.magnitude(
        ) == 0 or not self.collideable or not other.collideable:
            return
        new_pos = Vector(self.shape.location) + trans
        if self.shape.distance(other.shape) < 0:
            perp = Vector.from_2_points(
                self.shape.get_nearest_point(other.shape.location),
                other.shape.get_nearest_point(
                    self.shape.location))  # this is vector up to wall
            dis_traveled = trans.magnitude(
            )  # full dis travelled in this increment
            theta = perp.angle_to(trans)
            perp2 = deepcopy(
                perp)  # this is the perp compoent of the initial trans
            perp2.resize(cos(radians(theta)) *
                         dis_traveled)  # this resizes it to the prwoper length
            horizontal = Vector.from_2_points(
                perp2 + self.shape.location, new_pos
            )  # this find the component of initial trans parallel to wall
            # horizontal contains a dis, make into vector
            print(self.velocity)
            self.velocity = (perp + horizontal) / dt
            print("collide:", self, other, self.velocity)
            if self.do_momentum:
                acceleration = (
                    perp2 -
                    perp) / dt  # acceleration is change in velocity over time
                push_force = self.get_acceleration_force(acceleration)
                friction = push_force * self.friction_coefficient
                self.apply_force(friction, dt)
                other.apply_force(push_force, dt)

    @property
    def momentum(self):
        return self.velocity * self.mass

    def update(self, dt):
        if not self.moveable:
            return
        if self.fall:
            self.apply_gravity(dt)
        for obj in self.all_objects:
            if obj is not self:
                self.do_collision(obj, dt)
        self.shape.move(*(self.velocity * dt))
        if not self.do_momentum:
            self.velocity = self.velocity * 0

    def apply_gravity(self, dt):
        if self.do_standard_gravity:  # on planet
            self.velocity = self.velocity + self.standard_grav * dt
        else:  # interplanetary
            for obj in self.all_objects:
                if obj is not self:
                    f = self.get_gravitational_force(obj)
                    self.apply_force(f, dt)

    def apply_force(self, force, dt):
        print(f"Force:" + str(force))
        acceleration = force / self.inertial_mass
        self.velocity = self.velocity + acceleration * dt

    def get_gravitational_force(self, other):
        dis = distance(self.shape.location, other.shape.location)
        return self.gravitational_constant * self.gravitational_mass * other.gravatational_mass / (
            dis * dis)

    def get_acceleration_force(self, acceleration: float):
        return acceleration * self.inertial_mass

    def __repr__(self):
        return str(self.shape)

    @property
    def mass(self):
        return self.inertial_mass, self.gravitational_mass

    @mass.setter
    def mass(self, value):
        self.inertial_mass = value
        self.gravitational_mass = value
Exemplo n.º 15
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 def vision_vector(self):
     side, up = self.rotation
     dx = math.sin(math.radians(side)) * math.cos(math.radians(up))
     dz = math.cos(math.radians(side)) * math.cos(math.radians(up))
     dy = math.sin(math.radians(up))
     return Vector(dx, dy, dz).unit_vector()
Exemplo n.º 16
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 def convert_pos(pos):
     if len(pos) == 3:
         x, y, z = pos
         return Vector(-x, y, z)
     return Vector(*pos)
Exemplo n.º 17
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from Resources.Math import Vector


x = (1, 1)
y = 1


v = Vector(x, y, 10, None, True)

if __name__ == '__main__':
    print(v)
    v.test()
Exemplo n.º 18
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class Sphere(Figure):
    mode = pyglet.gl.GL_TRIANGLES  # pyglet.gl.GL_TRIANGLE_STRIP
    unit_sphere = None
    detail = 4

    def __init__(self, pos: tuple, radius: float, overlay: _TemplateOverlay):
        if self.unit_sphere is None:
            self.unit_sphere = self.create_sphere()
        pos = LowLevel.convert_pos(pos)
        super(Sphere, self).__init__(overlay)
        self.location = pos
        self.radius = radius
        self.vertices = deepcopy(self.unit_sphere)
        for i, pt in enumerate(self.vertices):
            self.vertices[i] = pt * self.radius + pos
        # self.vertices = self._get_vertices()
        self._initialize()

    # not using this
    def _get_vertices(self, step):
        ox, oy, oz = self.location
        verts = []
        previous_layer = []
        for lat in range(-90, 90, step):
            is_first_layer = previous_layer == []
            current_layer = []
            stuff = []
            for i, lon in enumerate(range(-180, 181, step)):
                x = -cos(radians(lat)) * cos(radians(lon)) * self.radius
                y = sin(radians(lat)) * self.radius
                z = cos(radians(lat)) * sin(radians(lon)) * self.radius
                pos = x + ox, y + oy, z + oz
                current_layer.append(pos)
                if is_first_layer and i > 0 and False:
                    stuff.append(previous_layer[i])
                    stuff.append(previous_layer[i - 1])
                x = -cos(radians(
                    (lat + step))) * cos(radians(lon)) * self.radius + 0.1
                y = sin(radians((lat + step))) * self.radius + 0.1
                z = cos(radians(
                    (lat + step))) * sin(radians(lon)) * self.radius + 0.1
                pos = x + ox, y + oy, z + oz
                current_layer.append(pos)
                if is_first_layer and i > 0 and False:
                    stuff.append(previous_layer[i])
                    stuff.append(previous_layer[i - 1])
            previous_layer = current_layer
            if not is_first_layer:
                verts.extend(current_layer)
                verts.extend(stuff)
        return verts

    octahedron_vertices = [
        Vector([1.0, 0.0, 0.0]),  # 0
        Vector([-1.0, 0.0, 0.0]),  # 1
        Vector([0.0, 1.0, 0.0]),  # 2
        Vector([0.0, -1.0, 0.0]),  # 3
        Vector([0.0, 0.0, 1.0]),  # 4
        Vector([0.0, 0.0, -1.0])  # 5
    ]
    octahedron_triangles = [[
        octahedron_vertices[0], octahedron_vertices[4], octahedron_vertices[2]
    ], [
        octahedron_vertices[2], octahedron_vertices[4], octahedron_vertices[1]
    ], [
        octahedron_vertices[1], octahedron_vertices[4], octahedron_vertices[3]
    ], [
        octahedron_vertices[3], octahedron_vertices[4], octahedron_vertices[0]
    ], [
        octahedron_vertices[0], octahedron_vertices[2], octahedron_vertices[5]
    ], [
        octahedron_vertices[2], octahedron_vertices[1], octahedron_vertices[5]
    ], [
        octahedron_vertices[1], octahedron_vertices[3], octahedron_vertices[5]
    ], [
        octahedron_vertices[3], octahedron_vertices[0], octahedron_vertices[5]
    ]]

    def divide_triangle(self, triangle, depth):
        if depth <= 0:
            return [triangle]
        vert1, vert2, vert3 = triangle
        a = (vert1 + vert2) / 2
        b = (vert2 + vert3) / 2
        c = (vert1 + vert3) / 2
        triangle1 = vert1, a, c
        triangle2 = vert2, a, b
        triangle3 = vert3, b, c
        triangle4 = a, b, c
        triangles = []
        triangles.extend(self.divide_triangle(triangle1, depth - 1))
        triangles.extend(self.divide_triangle(triangle2, depth - 1))
        triangles.extend(self.divide_triangle(triangle3, depth - 1))
        triangles.extend(self.divide_triangle(triangle4, depth - 1))
        return triangles

    def inflate(self, triangles):
        points = []
        for triangle in triangles:
            for vector in triangle:
                points.append(vector.unit_vector())
        return points

    def create_sphere(self):
        recurision_level = self.detail
        triangles = []
        for triangle in self.octahedron_triangles:
            triangles.extend(self.divide_triangle(triangle, recurision_level))
        return self.inflate(triangles)

    def get_nearest_point(self, pt):
        v = Vector.from_2_points(self.location, pt)
        v.resize(self.radius)
        return v + self.location

    def distance(self, pt: tuple):
        return super(Sphere, self).distance(pt) - self.radius
Exemplo n.º 19
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 def get_nearest_point(self, pt):
     v = Vector.from_2_points(self.location, pt)
     v.resize(self.radius)
     return v + self.location
Exemplo n.º 20
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 def __init__(self, *args):
     self.figures = args
     self.location = Vector(sum([figure.location[0] for figure in args]) / len(args), \
                     sum([figure.location[1] for figure in args]) / len(args), \
                     sum([figure.location[2] for figure in args]) / len(args))
     self.rotation = 0, 0, 0