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