示例#1
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 def update(self, vect_end, particle):
     self.edges = []
     carga = particle.carga
     velocidad = particle.velocidad
     for node in self.nodes:
         radio = Vec_A2B(node, vect_end)
         start = structures_3D.Node(node.x, node.y, node.z)
         vector = q__v1xv2(velocidad, radio, carga)
         end = structures_3D.Node(start.x + vector.ux, start.y + vector.uy,
                                  start.z + vector.uz)
         edge = structures_3D.Edge(start, end)
         self.edges.append(edge)
示例#2
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 def update(self, vect_end, particle):
     self.edges = []
     for node in self.nodes:
         vector = Vec_A2B(node, vect_end)
         vector.ux, vector.uy, vector.uz = vector.ux * (
             particle.carga / abs(particle.carga)), vector.uy * (
                 particle.carga / abs(particle.carga)), vector.uz * (
                     particle.carga / abs(particle.carga))
         start = structures_3D.Node(node.x, node.y, node.z)
         end = structures_3D.Node(start.x + vector.ux, start.y + vector.uy,
                                  start.z + vector.uz)
         edge = structures_3D.Edge(start, end)
         self.edges.append(edge)
示例#3
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 def update(self, vect_end, particle):
     self.edges = [
         structures_3D.Edge(
             self.posicion,
             structures_3D.Node(self.posicion.x + self.velocidad.ux,
                                self.posicion.y + self.velocidad.uy,
                                self.posicion.z + self.velocidad.uz))
     ]
     if self.carga > 0:
         self.node_color = (0, 0, 255)
     else:
         self.node_color = (255, 0, 0)
示例#4
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 def project_on_surface(self, surface, plain=True):
     """Given a surface"""
     self.nodes = []
     if plain:
         for node in self.thing.nodes:
             # hallo el punto node' en superficie surface con la ecuación de la recta (x, y, z) = (node.x, node.y, node.z) + lambda(n.x, n.y, n.z)
             l = (-surface.normal.x * node.x - surface.normal.y * node.y -
                  surface.normal.z * node.z -
                  surface.d) / (surface.normal.x**2 + surface.normal.y**2 +
                                surface.normal.z**2)
             self.nodes.append(
                 structures_3D.Node(node.x + surface.normal.x * l,
                                    node.y + surface.normal.y * l,
                                    node.z + surface.normal.z * l))
示例#5
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 def generate_nodes(self, size):
     for x in range(200, size, int(size / 5)):
         for y in range(200, size, int(size / 5)):
             for z in range(200, size, int(size / 5)):
                 self.nodes.append(structures_3D.Node(x, y, z))  # -(size/2)
示例#6
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colores = {
    "B_edges": (0, 255, 0),
    "B_nodes": (0, 100, 150),
    "E_edges": (0, 255, 255),
    "E_nodes": (150, 150, 255),
    "velocidad": (200, 200, 200)
}

pygame.init()
size = 1000
espacio = Space(size, size, size)
# canvas = pygame.display.set_mode([size, size])

# particula
posicion = structures_3D.Node(size / 2, size / 2, size / 2)

carga = 1.6 * (10**-19)
particula = Particula(carga, posicion, Vector(0, 0, 0))
#

puntos_B = []
puntos_E = []
for x in range(1, size):
    for y in range(1, size):
        if x % 100 == 0 and y % 100 == 0:
            puntos_E.append(structures_3D.Node(x, y, 0))
        # if (x-50)%100 == 0 and (y-50)%100 == 0:
        #     puntos_B.append(structures_3D.Node(x-5, y-5, 0))

campo_E = E(colores["E_nodes"], colores["E_edges"])
示例#7
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                thing.move(axis, d)
    def scaleAll(self, scale):
        """ Scale all objects by a given scale, centred on the centre of the screen. """
        centre_x = self.width/2
        centre_y = self.height/2
        for thing in self.objects.values():
            thing.scale((centre_x, centre_y), scale)

    def rotateAll(self, axis, theta):
        """ Rotate all thing about their centre, along a given axis by a given angle. """
        rotateFunction = 'rotate' + axis
        for thing in self.objects.values():
            centre = thing.get_centre()
            getattr(thing, rotateFunction)(centre, theta)

# cube
cube_nodes = [structures_3D.Node(x,y,z) for x in (50,250) for y in (50,250) for z in (50,250)]
cube_edges = [(n,n+4) for n in range(0,4)] + [(n,n+1) for n in range(0,8,2)] + [(n,n+2) for n in (0,1,4,5)]
cube_edges = [structures_3D.Edge(cube_nodes[start],cube_nodes[end]) for start, end in cube_edges]
cube2 = structures_3D.Object(cube_nodes, cube_edges)


# cube = structures_3D.Object([], [])
# cube.add_nodes([(x ,y, z) for x in (50, 250) for y in (50, 250) for z in (50, 250)])


# cube2.Show_components()
pv = Projection(1000, 750)
pv.add_object("cubo", cube2)
pv.run()
示例#8
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                # hallo el punto node' en superficie surface con la ecuación de la recta (x, y, z) = (node.x, node.y, node.z) + lambda(n.x, n.y, n.z)
                l = (-surface.normal.x * node.x - surface.normal.y * node.y -
                     surface.normal.z * node.z -
                     surface.d) / (surface.normal.x**2 + surface.normal.y**2 +
                                   surface.normal.z**2)
                self.nodes.append(
                    structures_3D.Node(node.x + surface.normal.x * l,
                                       node.y + surface.normal.y * l,
                                       node.z + surface.normal.z * l))


world = World(
    size, size, (255, 255, 255), structures_3D.Plane(
        equation="0x +y +0z -500"))  # structures_3D.Plane(equation="x+0+z=0")
cube_nodes = [
    structures_3D.Node(x, y, z) for x in (0, 50) for y in (0, 50)
    for z in (0, 50)
]

# for node in cube_nodes:
#     print("x: {0} y: {1} z: {2}".format(node.x, node.y, node.z))

edges = [(cube_nodes[n], cube_nodes[n + 4]) for n in range(0, 4)] + [
    (cube_nodes[n], cube_nodes[n + 1]) for n in range(0, 8, 2)
] + [(cube_nodes[n], cube_nodes[n + 2]) for n in (0, 1, 4, 5)]
cube_edges = []
for edge in edges:
    cube_edges.append(structures_3D.Edge(edge[0], edge[1]))

cube = Mat_object(cube_nodes, cube_edges)
world.add_object("cube", cube)