示例#1
0
    def get_pixel_location(self, index):
        """
        Returns a given pixel's location in scene coordinates.
        """
        loc = self._pixel_locations_cache.get(index, None)

        if loc is None:

            strand, address, pixel = BufferUtils.index_to_logical(index)
            f = self.fixture(strand, address)

            if pixel == 0:
                loc = f.pos1
            elif pixel == (f.pixels - 1):
                loc = f.pos2
            else:
                x1, y1 = f.pos1
                x2, y2 = f.pos2
                scale = float(pixel) / f.pixels
                relx, rely = ((x2 - x1) * scale, (y2 - y1) * scale)
                loc = (x1 + relx, y1 + rely)

            self._pixel_locations_cache[index] = loc

        return loc
示例#2
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文件: dragons.py 项目: yazici/firemix
    def _spawn(self, current_strand, current_fixture, population):
        children = set()
        neighbors = self.pattern.scene().get_pixel_neighbors(self.loc)
        neighbors = [BufferUtils.index_to_logical(n) for n in neighbors]
        random.shuffle(neighbors)

        # Iterate over candidate pixels that aren't on the current fixture
        candidates = [
            n for n in neighbors if n[:2] != (current_strand, current_fixture)
        ]
        for candidate in candidates:
            child_index = BufferUtils.logical_to_index(candidate)
            if len(children) == 0:
                # Spawn at least one new dragon to replace the old one.  This first one skips the growth.
                dir = 1 if candidate[2] == 0 else -1
                child = _Dragon(self.pattern, child_index, dir,
                                self.pattern._current_time)
                child.growing = False
                child.alive = True
                children.add(child)
                population += 1
            elif (population < self.pattern.parameter('pop-limit').get()
                  and random.random() <
                  self.pattern.parameter('birth-rate').get()):
                # Randomly spawn new dragons
                dir = 1 if candidate[2] == 0 else -1
                child = _Dragon(self.pattern, child_index, dir,
                                self.pattern._current_time)
                children.add(child)
                population += 1

        return children
示例#3
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    def get_pixel_neighbors(self, index):
        """
        Returns a list of pixel addresses that are adjacent to the given address.
        """

        neighbors = self._pixel_neighbors_cache.get(index, None)

        if neighbors is None:
            neighbors = []
            strand, address, pixel = BufferUtils.index_to_logical(index)
            f = self.fixture(strand, address)
            neighbors = [BufferUtils.logical_to_index((strand, address, p)) for p in f.pixel_neighbors(pixel)]

            if (pixel == 0) or (pixel == f.pixels - 1):
                # If this pixel is on the end of a fixture, consider the neighboring fixtures
                loc = 'end'
                if pixel == 0:
                    loc = 'start'

                logical_neighbors = self.get_colliding_fixtures(strand, address, loc)
                neighbors += [BufferUtils.logical_to_index(n) for n in logical_neighbors]

            self._pixel_neighbors_cache[index] = neighbors

        return neighbors
示例#4
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    def get_pixel_location(self, index):
        """
        Returns a given pixel's location in scene coordinates.
        """
        loc = self._pixel_locations_cache.get(index, None)

        if loc is None:

            strand, address, pixel = BufferUtils.index_to_logical(index)
            f = self.fixture(strand, address)

            if pixel == 0:
                loc = f.pos1
            elif pixel == (f.pixels - 1):
                loc = f.pos2
            else:
                x1, y1 = f.pos1
                x2, y2 = f.pos2
                scale = old_div(float(pixel), f.pixels)
                relx, rely = ((x2 - x1) * scale, (y2 - y1) * scale)
                loc = (x1 + relx, y1 + rely)

            self._pixel_locations_cache[index] = loc

        return loc
示例#5
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文件: scene.py 项目: meelymay/firemix
    def get_pixel_neighbors(self, index):
        """
        Returns a list of pixel addresses that are adjacent to the given address.
        """

        neighbors = self._pixel_neighbors_cache.get(index, None)

        if neighbors is None:
            neighbors = []
            strand, address, pixel = BufferUtils.index_to_logical(index)
            f = self.fixture(strand, address)
            neighbors = [
                BufferUtils.logical_to_index((strand, address, p))
                for p in f.pixel_neighbors(pixel)
            ]

            if (pixel == 0) or (pixel == f.pixels - 1):
                # If this pixel is on the end of a fixture, consider the neighboring fixtures
                loc = 'end'
                if pixel == 0:
                    loc = 'start'

                logical_neighbors = self.get_colliding_fixtures(
                    strand, address, loc)
                neighbors += [
                    BufferUtils.logical_to_index(n) for n in logical_neighbors
                ]

            self._pixel_neighbors_cache[index] = neighbors

        return neighbors
示例#6
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文件: dragons.py 项目: yazici/firemix
    def render(self, to_add, to_remove, population):
        pop_delta = 0

        # Fade in
        if self.growing:
            p = (self.pattern._current_time -
                 self.lifetime) / self.pattern.parameter('growth-time').get()
            if (p > 1):
                p = 1.0
            color = self.pattern._growth_fader.get_color(
                p * self.pattern._fader_steps)
            if p >= 1.0:
                self.growing = False
                self.alive = True
                self.lifetime = self.pattern._current_time

            self.pattern.setPixelHLS(self.pattern._buffer, self.loc, color)

        # Alive - can move or die
        if not self.alive:
            return pop_delta

        for times in range(int(self.growth)):
            s, f, p = BufferUtils.index_to_logical(self.loc)
            self.pattern.setPixelHLS(self.pattern._buffer, self.loc, (0, 0, 0))

            if random.random() < self.growth:
                self.growth -= 1

                if ((self.dir == -1 and p == 0) or
                    (self.dir == 1 and p
                     == (self.pattern.scene().fixture(s, f).pixels - 1))):
                    # At a vertex: kill dragons that reach the end of a fixture
                    # and optionally spawn new dragons
                    self.pattern._tails.append(
                        (self.loc, self.pattern._current_time,
                         self.pattern._tail_fader))
                    to_remove.add(self)
                    pop_delta -= 1
                    spawned = self._spawn(s, f, population + pop_delta)
                    to_add |= spawned
                    pop_delta += len(spawned)
                    break
                else:
                    # Move dragons along the fixture
                    self.pattern._tails.append(
                        (self.loc, self.pattern._current_time,
                         self.pattern._tail_fader))
                    new_address = BufferUtils.logical_to_index(
                        (s, f, p + self.dir))
                    self.loc = new_address
                    self.pattern.setPixelHLS(self.pattern._buffer, new_address,
                                             self.pattern._alive_color)

            # Kill dragons that run into each other
            if self not in to_remove:
                others = (self.pattern._dragons | to_add) - to_remove
                colliding = [
                    d for d in others if d != self and d.loc == self.loc
                ]
                if len(colliding) > 0:
                    #print "collision between", self, "and", colliding[0]
                    to_remove.add(self)
                    pop_delta -= 1
                    for other in colliding:
                        to_remove.add(other)
                        pop_delta -= 1
                    self.pattern._tails.append(
                        (self.loc, self.pattern._current_time,
                         self.pattern._explode_fader))
                    neighbors = self.pattern.scene().get_pixel_neighbors(
                        self.loc)
                    for neighbor in neighbors:
                        self.pattern._tails.append(
                            (neighbor, self.pattern._current_time,
                             self.pattern._explode_fader))
                    break

        return pop_delta
示例#7
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    def draw(self, dt):

        self._current_time += dt

        # Spontaneous birth: Rare after startup
        if (len(self._dragons) < self.parameter('pop-limit').get()
            ) and random.random() < self.parameter('birth-rate').get():
            address = BufferUtils.logical_to_index(
                (random.randint(0, self._max_strand - 1),
                 random.randint(0, self._max_fixture - 1), 0))
            if address not in [d.loc for d in self._dragons]:
                self._dragons.append(
                    self.Dragon(address, 1, self._current_time))

        growth_rate = self.parameter('growth-rate').get()

        # Dragon life cycle
        for dragon in self._dragons:
            # Fade in
            if dragon.growing:
                p = (self._current_time -
                     dragon.lifetime) / self.parameter('growth-time').get()
                if (p > 1):
                    p = 1.0
                color = self._growth_fader.get_color(p * self._fader_steps)
                if p >= 1.0:
                    dragon.growing = False
                    dragon.alive = True
                    dragon.lifetime = self._current_time

                self.setPixelHLS(dragon.loc, color)

            # Alive - can move or die
            if dragon.alive:

                dragon.growth += dt * growth_rate
                for times in range(int(dragon.growth)):
                    s, f, p = BufferUtils.index_to_logical(dragon.loc)
                    self.setPixelHLS(dragon.loc, (0, 0, 0))

                    if random.random() < dragon.growth:
                        dragon.growth -= 1

                        # At a vertex: optionally spawn new dragons
                        if dragon.moving and (p == 0 or p == (
                                self.scene().fixture(s, f).pixels - 1)):
                            neighbors = self.scene().get_pixel_neighbors(
                                dragon.loc)
                            neighbors = [
                                BufferUtils.index_to_logical(n)
                                for n in neighbors
                            ]
                            random.shuffle(neighbors)

                            # Kill dragons that reach the end of a fixture
                            dragon.moving = False
                            if dragon in self._dragons:
                                self._dragons.remove(dragon)

                            # Iterate over candidate pixels that aren't on the current fixture
                            num_children = 0
                            for candidate in [
                                    n for n in neighbors if n[1] != f
                            ]:
                                child_index = BufferUtils.logical_to_index(
                                    candidate)
                                if num_children == 0:
                                    # Spawn at least one new dragon to replace the old one.  This first one skips the growth.
                                    dir = 1 if candidate[2] == 0 else -1
                                    child = self.Dragon(
                                        child_index, dir, self._current_time)
                                    child.growing = False
                                    child.alive = True
                                    child.moving = False
                                    self._dragons.append(child)
                                    num_children += 1
                                elif (len(self._dragons) <
                                      self.parameter('pop-limit').get()):
                                    # Randomly spawn new dragons
                                    if random.random() < self.parameter(
                                            'birth-rate').get():
                                        dir = 1 if candidate[2] == 0 else -1
                                        child = self.Dragon(
                                            child_index, dir,
                                            self._current_time)
                                        child.moving = False

                                        self._dragons.append(child)
                                        num_children += 1
                            break
                        else:
                            # Move dragons along the fixture
                            self._tails.append((dragon.loc, self._current_time,
                                                self._tail_fader))
                            new_address = BufferUtils.logical_to_index(
                                (s, f, p + dragon.dir))
                            dragon.loc = new_address
                            dragon.moving = True
                            self.setPixelHLS(new_address, self._alive_color)

                    # Kill dragons that run into each other
                    if dragon in self._dragons:
                        colliding = [
                            d for d in self._dragons
                            if d != dragon and d.loc == dragon.loc
                        ]
                        if len(colliding) > 0:
                            #print "collision between", dragon, "and", colliding[0]
                            self._dragons.remove(dragon)
                            self._dragons.remove(colliding[0])
                            self._tails.append((dragon.loc, self._current_time,
                                                self._explode_fader))
                            neighbors = self.scene().get_pixel_neighbors(
                                dragon.loc)
                            for neighbor in neighbors:
                                self._tails.append(
                                    (neighbor, self._current_time,
                                     self._explode_fader))
                            break

        # Draw tails
        for loc, time, fader in self._tails:
            if (self._current_time -
                    time) > self.parameter('tail-persist').get():
                if (loc, time, fader) in self._tails:
                    self._tails.remove((loc, time, fader))
                self.setPixelHLS(loc, (0, 0, 0))
            else:
                progress = (self._current_time -
                            time) / self.parameter('tail-persist').get()
                self.setPixelHLS(loc,
                                 fader.get_color(progress * self._fader_steps))
示例#8
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文件: dragons.py 项目: tibbon/firemix
    def draw(self, dt):

        self._current_time += dt
        
        # Spontaneous birth: Rare after startup
        if (len(self._dragons) < self.parameter('pop-limit').get()) and random.random() < self.parameter('birth-rate').get():
            strand = random.randint(0, BufferUtils.num_strands - 1)
            fixture = random.randint(0, BufferUtils.strand_num_fixtures(strand) - 1)
            address = BufferUtils.logical_to_index((strand, fixture, 0))
            if address not in [d.loc for d in self._dragons]:
                self._dragons.append(self.Dragon(address, 1, self._current_time))

        growth_rate = self.parameter('growth-rate').get()
        
        # Dragon life cycle
        for dragon in self._dragons:
            # Fade in
            if dragon.growing:
                p = (self._current_time - dragon.lifetime) / self.parameter('growth-time').get()
                if (p > 1):
                    p = 1.0
                color = self._growth_fader.get_color(p * self._fader_steps)
                if p >= 1.0:
                    dragon.growing = False
                    dragon.alive = True
                    dragon.lifetime = self._current_time

                self.setPixelHLS(dragon.loc, color)

            # Alive - can move or die
            if dragon.alive:

                dragon.growth += dt * growth_rate
                for times in range(int(dragon.growth)):
                    s, f, p = BufferUtils.index_to_logical(dragon.loc)
                    self.setPixelHLS(dragon.loc, (0, 0, 0))

                    if random.random() < dragon.growth:
                        dragon.growth -= 1
                    
                        # At a vertex: optionally spawn new dragons
                        if dragon.moving and (p == 0 or p == (self.scene().fixture(s, f).pixels - 1)):
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            neighbors = [BufferUtils.index_to_logical(n) for n in neighbors]
                            random.shuffle(neighbors)

                            # Kill dragons that reach the end of a fixture
                            dragon.moving = False
                            if dragon in self._dragons:
                                self._dragons.remove(dragon)
                                
                            # Iterate over candidate pixels that aren't on the current fixture
                            num_children = 0
                            for candidate in [n for n in neighbors if n[1] != f]:
                                child_index = BufferUtils.logical_to_index(candidate)
                                if num_children == 0:
                                    # Spawn at least one new dragon to replace the old one.  This first one skips the growth.
                                    dir = 1 if candidate[2] == 0 else -1
                                    child = self.Dragon(child_index, dir, self._current_time)
                                    child.growing = False
                                    child.alive = True
                                    child.moving = False
                                    self._dragons.append(child)
                                    num_children += 1
                                elif (len(self._dragons) < self.parameter('pop-limit').get()):
                                    # Randomly spawn new dragons
                                    if random.random() < self.parameter('birth-rate').get():
                                        dir = 1 if candidate[2] == 0 else -1
                                        child = self.Dragon(child_index, dir, self._current_time)
                                        child.moving = False

                                        self._dragons.append(child)
                                        num_children += 1
                            break;
                        else:
                            # Move dragons along the fixture
                            self._tails.append((dragon.loc, self._current_time, self._tail_fader))
                            new_address = BufferUtils.logical_to_index((s, f, p + dragon.dir))
                            dragon.loc = new_address
                            dragon.moving = True
                            self.setPixelHLS(new_address, self._alive_color)

                    # Kill dragons that run into each other
                    if dragon in self._dragons:
                        colliding = [d for d in self._dragons if d != dragon and d.loc == dragon.loc]
                        if len(colliding) > 0:
                            #print "collision between", dragon, "and", colliding[0]
                            self._dragons.remove(dragon)
                            self._dragons.remove(colliding[0])
                            self._tails.append((dragon.loc, self._current_time, self._explode_fader))
                            neighbors = self.scene().get_pixel_neighbors(dragon.loc)
                            for neighbor in neighbors:
                                self._tails.append((neighbor, self._current_time, self._explode_fader))
                            break

        # Draw tails
        for loc, time, fader in self._tails:
            if (self._current_time - time) > self.parameter('tail-persist').get():
                if (loc, time, fader) in self._tails:
                    self._tails.remove((loc, time, fader))
                self.setPixelHLS(loc, (0, 0, 0))
            else:
                progress = (self._current_time - time) / self.parameter('tail-persist').get()
                self.setPixelHLS(loc, fader.get_color(progress * self._fader_steps))