This commit is contained in:
Benjamín 2021-09-02 22:25:45 +02:00
parent 319b85c552
commit 4b97fda8f2
8 changed files with 200 additions and 6 deletions

@ -18,7 +18,7 @@ class App:
hands_ai_process.start()
while True:
self.scene.redraw()
self.scene.update()
for event in pygame.event.get():
if event.type == QUIT:

@ -20,7 +20,7 @@ class Multiscene(Scene):
self.subscenes_prepared = True
def redraw(self):
def update(self):
if self.subscenes_prepared is False:
self.prepare_subscenes()
@ -38,6 +38,14 @@ class Multiscene(Scene):
for object_ in self.nr_objects:
object_.blit()
for object_ in self.nrd_objects:
object_.blit()
object_.progress()
for object_ in self.nrc_objects:
object_.blit()
object_.input(self.mouse_pos, self.clicked)
pygame.display.update()
def resize_screen(self, new_screen_size, subscene=False):
@ -49,6 +57,10 @@ class Multiscene(Scene):
[new_screen_size[0] / self.width, 0],
[0, new_screen_size[1] / self.height]
])
self.inverse_matrix = a([
[1 / self.matrix[0, 0], 0],
[0, 1 / self.matrix[1, 1]]
])
self.pd = abs(self.matrix[0, 0] * self.matrix[1, 1]) # positive determinant
self.pd_ = math.sqrt(self.pd)

@ -11,10 +11,16 @@ class Scene(Screen):
self.r_objects = [] # resizable Objects
self.nr_objects = [] # non-rescalable Objects
self.nrd_objects = [] # non-rescalable dynamic Objects
self.nrc_objects = [] # non-rescalable controllable Objects
self.position = a([0, 0])
self.multiscene = None
def redraw(self):
self.mouse_pos = a([0, 0])
self.clicked = False
def update(self):
self.s_.fill(self.bg)
for object_ in self.r_objects:
@ -26,10 +32,22 @@ class Scene(Screen):
for object_ in self.nr_objects:
object_.blit()
for object_ in self.nrd_objects:
object_.blit()
object_.progress()
for object_ in self.nrc_objects:
object_.blit()
object_.input(self.mouse_pos, self.clicked)
pygame.display.update()
def update_mouse_events(self, mouse_pos, clicked):
self.mouse_pos = self.inverse_matrix @ a(mouse_pos)
self.clicked = clicked
def blit(self):
self.redraw()
self.update()
self.multiscene.s.blit(self.s, self.multiscene.matrix @ self.position)
def progress(self):

@ -15,6 +15,10 @@ class Screen:
[screen_size[0] / width, 0],
[0, screen_size[1] / height]
])
self.inverse_matrix = a([
[1 / self.matrix[0, 0], 0],
[0, 1 / self.matrix[1, 1]]
])
self.pd = abs(self.matrix[0, 0] * self.matrix[1, 1]) # positive determinant
self.pd_ = math.sqrt(self.pd)
@ -29,6 +33,10 @@ class Screen:
[new_screen_size[0] / self.width, 0],
[0, new_screen_size[1] / self.height]
])
self.inverse_matrix = a([
[1 / self.matrix[0, 0], 0],
[0, 1 / self.matrix[1, 1]]
])
self.pd = abs(self.matrix[0, 0] * self.matrix[1, 1]) # positive determinant
self.pd_ = math.sqrt(self.pd)

@ -0,0 +1,31 @@
import math
import pygame
class RopeInteractiveDot:
def __init__(self, position, r, color, force, forcefield_range, scene):
self.position = position
self.r = r
self.color = color
self.force = force
self.forcefield_range = forcefield_range
self.scene = scene
def blit(self):
pygame.draw.circle(self.scene.s, self.color, self.scene.matrix @ self.position, self.r)
def input(self, mouse_pos, clicked):
self.position = mouse_pos
if clicked:
for object_ in self.scene.nrd_objects:
if object_.__class__.__name__ == "Rope":
for node in object_.nodes:
if math.sqrt(sum((node.position - self.position) ** 2)) < self.forcefield_range:
force_vector = node.position - self.position
force_vector /= math.sqrt(sum(force_vector ** 2))
force_vector *= self.force
node.position += force_vector

@ -0,0 +1,99 @@
from numpy import array
import pygame
import math
class Rope:
class Node:
def __init__(self, position):
self.position = position
self.previous_position = position
self.locked = False
def progress(self, gravity):
if self.locked is False:
position_before_update = self.position
self.position += self.position - self.previous_position
self.position[1] += gravity
self.previous_position = position_before_update
class Connection:
def __init__(self, a, b, length):
self.a = a
self.b = b
self.length = length
def balance(self):
center = (self.a.position + self.b.position) * 0.5
connection_vector = (self.b.position - self.a.position)
connection_vector /= math.sqrt(sum(connection_vector ** 2))
connection_vector *= self.length * 0.5
if self.b.locked is False:
self.b.position = center + connection_vector
if self.a.locked is False:
self.a.position = center - connection_vector
def __init__(self, position, length, nodes_n, nodes_r, rope_width, scene, gravity=1, start_angle=1,
node_color=(255, 100, 100), rope_color=(255, 160, 160)):
self.position = position
self.length = length
self.nodes_n = nodes_n
self.nodes_r = nodes_r
self.rope_width = rope_width
self.gravity = gravity
self.start_angle = start_angle
self.scene = scene
self.node_color = node_color
self.rope_color = rope_color
self.pd_ = self.scene.pd_
self.initial_direction = array([math.cos(self.start_angle), math.sin(self.start_angle)])
self.rope_segment_length = self.length / (self.nodes_n - 1)
self.rescaled_rope_segment_length = self.rope_segment_length * self.pd_
self.rescaled_nodes_r = self.nodes_r * self.pd_
self.rescaled_rope_width = self.rope_width * self.scene.pd_
self.nodes = [self.Node(self.position +
self.initial_direction * i * self.rescaled_rope_segment_length)
for i in range(self.nodes_n)]
self.nodes[0].locked = True
self.connections = [self.Connection(self.nodes[i], self.nodes[i + 1], self.rescaled_rope_segment_length)
for i in range(len(self.nodes) - 1)]
def progress(self):
for node in self.nodes:
node.progress(self.gravity)
for _ in range(6):
for connection in self.connections:
connection.balance()
def blit(self):
if self.pd_ != self.scene.pd_:
self.rescaled_rope_segment_length = self.rope_segment_length * self.pd_
self.rescaled_nodes_r = self.nodes_r * self.pd_
self.rescaled_rope_width = self.rope_width * self.pd_
for connection in self.connections:
connection.length = self.rescaled_rope_segment_length
for i in range(len(self.nodes) - 1):
pygame.draw.line(self.scene.s, self.rope_color,
self.scene.matrix @ self.nodes[i].position,
self.scene.matrix @ self.nodes[i + 1].position,
int(self.rescaled_rope_width))
for node in self.nodes:
pygame.draw.circle(self.scene.s, self.node_color, self.scene.matrix @ node.position, self.rescaled_nodes_r)
@staticmethod
def to_ints(iterable):
for i in range(len(iterable)):
iterable[i] = int(iterable[i])
return iterable

19
UI/Scenes/RopeScene.py Normal file

@ -0,0 +1,19 @@
from Objects.Scene import Scene
from numpy import array as a
from UI.Objects.nr_objects.dynamic_objects.Rope import Rope
from UI.Objects.nr_objects.controllable_objects.RopeInteractiveDot import RopeInteractiveDot
class RopeScene(Scene):
def __init__(self, scene_size, bg=(60, 60, 60)):
s__size = [600, 400]
super().__init__(s__size[0], s__size[1], scene_size, bg)
r0 = Rope(a([300, 50]), 400, 20, 2, 2, self, gravity=5)
self.nrd_objects.append(r0)
rd0 = RopeInteractiveDot(a([100, 100]), 20, (100, 255, 100), 5, 100, self)
self.nrc_objects.append(rd0)

@ -1,17 +1,24 @@
import pygame.mouse
from Scenes.BasicScene import BasicScene
from Scenes.BasicMultiscene import BasicMultiscene
from Scenes.MultisceneInMultiscene import MultisceneInMultiscene
from Scenes.RopeScene import RopeScene
from numpy import array as a
import time
screen_size = a([200, 500])
scene = MultisceneInMultiscene(screen_size)
scene = RopeScene(screen_size)
mouse_pos = [0, 0]
clicked = False
for i in range(400):
scene.resize_screen(screen_size)
scene.redraw()
scene.update()
scene.update_mouse_events(pygame.mouse.get_pos(), pygame.mouse.get_pressed(3)[0])
scene.progress()
# scene.save(f"Render/{i}.png", [800, 800])