示例#1
0
    def __init__(self):
        super(PhysicsObject, self).__init__()

        self.forces = []
        self.mass = 1
        self.accel = QVector2D(0.0, 0.0)
        self.velocity = QVector2D(0.0, 0.0)
        return
示例#2
0
    def __init__(self):
        self.worldPosition = QVector2D(0.0, 0.0)
        self.worldRotation = 0.0
        self.worldScale = QVector2D(1.0, 1.0)
        self.worldTransform = QTransform()

        self.parent = None
        self.children = []
        self.transformChanged = True

        self.attachedObject = None
        self.aabb = QRectF(0.0, 0.0, 0.0, 0.0)
        self.update_transform()
        return
 def computeAim(self):
     middle = QVector2D(500, 500)
     delta_vec = middle - self.lastSighting['pos']
     if delta_vec.length() != 0:
         delta_vec *= 200 / delta_vec.length()
         return self.lastSighting['pos'] + delta_vec
     else:
         return self.lastSighting['pos']
示例#4
0
    def spawnSceneEdges(self):
        scene_edge = SceneEdgeRemover()
        self.scene.spawn(scene_edge)
        scene_edge.set_world_position(QVector2D(-500, 0))

        scene_edge = SceneEdgeRemover()
        self.scene.spawn(scene_edge)
        scene_edge.set_world_rotation(90)
        scene_edge.set_world_position(QVector2D(0, -500))

        scene_edge = SceneEdgeRemover()
        self.scene.spawn(scene_edge)
        scene_edge.set_world_rotation(90)
        scene_edge.set_world_position(QVector2D(1000, -500))

        scene_edge = SceneEdgeRemover()
        self.scene.spawn(scene_edge)
        scene_edge.set_world_position(QVector2D(-500, 1000))
        return
示例#5
0
    def spawn_boid(self):
        w = random.randint(40, self.scene.get_width() - 40)
        h = random.randint(40, self.scene.get_height() - 40)
        r = random.randint(0, 360)
        sx = random.random() * 0.2 + 0.9
        sy = random.random() * 0.2 + 0.9

        boid = Boid(QColor(200, 100, 100))
        self.scene.spawn(boid)
        boid.set_world_position(QVector2D(w, h))
        boid.set_world_rotation(r)
        boid.set_world_scale(QVector2D(sx, sy))

        f = Physics.Force()
        f.direction = QVector2D(0.0, 1.0)
        f.isDirectionLocal = True
        f.accelPart = random.random() * 0.0001
        boid.add_force(f)
        return
    def run(self):

        while True:

            if self.robotsInView != {}:

                vecs = []
                myPosition = QVector2D(self.x, self.y)

                for id in self.targetIds:
                    robot = self.robotsInView[id]
                    v = (myPosition - robot['pos']).normalized()
                    v *= (1 / robot['dist'])
                    vecs.append(v)

                wall_vecs = []
                distances = []
                for rect in self.wallsInView:

                    rect_center = QVector2D(rect.center().x(),
                                            rect.center().y())
                    direction = (myPosition - rect_center).normalized()
                    distance = (myPosition - rect_center).length()

                    if distance < 200:
                        wall_vecs.append(direction)
                        distances.append(distance)

                if len(distances) == 0:
                    avg_distance = 1000
                else:
                    avg_distance = sum(distances) / len(distances)

                result_wall_vec = sumvectors(wall_vecs).normalized()
                result_wall_vec *= 3 * (
                    1 / avg_distance
                )  # wall vector counts 3 times as much as a robot
                vecs.append(result_wall_vec)

                self.aim_direction = sumvectors(vecs).normalized()
                self.moveInDirection(self.aim_direction)

            self.msleep(DAEMON_SLEEP)
    def __init__(self, robotId, targetId):
        super().__init__(robotId)

        self.targetId = targetId
        self.lastSighting = {
            'x': 500,
            'y': 500,
            'pos': QVector2D(0, 0),
            'dist': 0,
            'angle': 0,
            'timestamp': 1000
        }
        self.previousSighting = {
            'x': 501,
            'y': 501,
            'pos': QVector2D(0, 0),
            'dist': 0,
            'angle': 0,
            'timestamp': 0
        }
        self.aimPos = QVector2D(500, 500)
        self.state = "Searching"
示例#8
0
    def update_physics(self, ms):
        arad = self.get_world_rotation() * math.pi / 180.0
        sina = math.sin(arad)
        cosa = math.cos(arad)
        # compute total force and apply
        total_force_accel = QVector2D(0.0, 0.0)
        total_force_vel = QVector2D(0.0, 0.0)
        for force in self.forces:
            direction = force.direction
            if force.isDirectionLocal:
                direction = QVector2D(direction[0] * cosa - direction[1] * sina,
                                      direction[1] * cosa + direction[0] * sina)
            total_force_accel = total_force_accel + force.accelPart * direction
            total_force_vel = total_force_vel + force.velPart * direction

        vel_from_accel = self.accel
        vel_from_forces = total_force_vel / self.mass
        self.accel = total_force_accel / self.mass
        self.velocity += vel_from_accel * ms
        final_vel = self.velocity + vel_from_forces
        self.move(final_vel * ms)
        return
示例#9
0
def circleRectCollision(pos, r, rect):

    rect_center = QVector2D(rect.center())
    vec = pos - rect_center
    length = vec.length()
    # scale the vector so it has length l-r
    vec *= (length - r) / length
    # This is the point of the circle which is closest to the rectangle
    closest_point = (rect_center + vec).toPointF()

    if rect.contains(closest_point):
        if pos.x() >= rect_center.x() and pos.y() >= rect_center.y():
            corner = rect.bottomRight()
        elif pos.x() >= rect_center.x() and pos.y() <= rect_center.y():
            corner = rect.topRight()
        elif pos.x() <= rect_center.x() and pos.y() >= rect_center.y():
            corner = rect.bottomLeft()
        elif pos.x() <= rect_center.x() and pos.y() <= rect_center.y():
            corner = rect.topLeft()

        overlap = QVector2D(corner - closest_point)
        return overlap
    else:
        return None
示例#10
0
def sumvectors(vecs):
    result = QVector2D(0, 0)
    for v in vecs:
        result += v
    return result
示例#11
0
def angleToVector(angle):
    return QVector2D(math.cos(math.radians(angle)),
                     math.sin(math.radians(angle)))
示例#12
0
 def get_world_direction(self):
     arad = self.get_world_rotation() * math.pi / 180.0
     return QVector2D(math.sin(arad), math.cos(arad))
示例#13
0
class SceneObject(QObject):
    frontDirection = QVector2D(0.0, 1.0)

    def __init__(self):
        super(SceneObject, self).__init__()
        self.node = None
        self.model = None

        self.drawAabb = False
        return

    def spawn(self, scene_node):
        assert self.node is None

        self.node = scene_node
        scene_node.attach_object(self)
        return

    def despawn(self):
        if self.node is not None:
            self.node.detach_object(self)
            self.node = None
        return

    def draw(self, painter):
        self.model.draw(painter, self.node.get_world_transform())
        if self.is_draw_aabb():
            painter.setBrush(QBrush(QColor(255, 255, 255)))
            painter.drawRect(self.get_world_aabb())
        return

    def set_model(self, model):
        self.model = model
        return

    def get_model(self):
        return self.model

    def get_scene_node(self):
        return self.node

    def get_aabb(self):
        return self.model.aabb

    def get_world_aabb(self):
        if self.node is None:
            return QRectF()
        else:
            return self.node.get_world_transform().mapRect(self.get_aabb())

    def set_world_position(self, pos):
        self.node.set_world_position(pos)
        return

    def move(self, pos):
        self.node.set_world_position(pos + self.node.get_world_position())
        return

    def get_world_position(self):
        return self.node.get_world_position()

    def move_local(self, move):
        # Transform 'move' to objects local coords (rotate it)
        arad = self.get_world_rotation() * math.pi / 180.0
        sina = math.sin(arad)
        cosa = math.cos(arad)
        self.move(
            (move[0] * cosa + move[1] * sina, move[1] * cosa + move[0] * sina))
        return

    def set_world_rotation(self, angle):
        self.node.set_world_rotation(angle)
        return

    def rotate(self, angle):
        self.node.set_world_rotation(self.node.get_world_rotation() + angle)
        return

    def get_world_rotation(self):
        return self.node.get_world_rotation()

    def set_world_scale(self, scale):
        self.node.set_world_scale(scale)
        return

    def scale(self, scale):
        self.node.set_world_scale(self.node.get_world_scale() * scale)
        return

    def get_world_scale(self):
        return self.node.get_world_scale()

    def get_world_direction(self):
        arad = self.get_world_rotation() * math.pi / 180.0
        return QVector2D(math.sin(arad), math.cos(arad))

    def set_world_direction(self, dir):
        arad = math.atan2(dir[0], dir[1])
        self.set_world_rotation(arad * 180.0 / math.pi)
        return

    def is_draw_aabb(self):
        return self.drawAabb

    def set_draw_aabb(self, value):
        self.drawAabb = value
        return
    def __init__(self, robotId, targetIds):
        super().__init__(robotId)

        self.targetIds = targetIds
        self.aim_direction = QVector2D(1, 0)
示例#15
0
 def __init__(self, accel=0.0, vel=0.0, dir=QVector2D(0.0, 1.0)):
     self.accelPart = accel
     self.velPart = vel
     self.direction = dir
     self.isDirectionLocal = True
     return