_
This commit is contained in:
17
GUI/Objects/nr_objects/Circle.py
Normal file
17
GUI/Objects/nr_objects/Circle.py
Normal file
@@ -0,0 +1,17 @@
|
||||
import pygame.draw
|
||||
|
||||
|
||||
class Circle:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, center, radius, color, scene):
|
||||
self.center = center
|
||||
self.radius = radius
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
|
||||
def blit(self):
|
||||
pygame.draw.circle(self.scene.s, self.color,
|
||||
self.scene.matrix @ self.center,
|
||||
self.radius * self.scene.pd_)
|
22
GUI/Objects/nr_objects/Ellipse.py
Normal file
22
GUI/Objects/nr_objects/Ellipse.py
Normal file
@@ -0,0 +1,22 @@
|
||||
import pygame
|
||||
|
||||
|
||||
class Ellipse:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, center, a, b, color, scene):
|
||||
self.center = center
|
||||
self.a = a
|
||||
self.b = b
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
|
||||
def blit(self):
|
||||
a_ = self.a * self.scene.pd_
|
||||
b_ = self.b * self.scene.pd_
|
||||
center_ = self.scene.matrix @ self.center
|
||||
center_ = [center_[0] - a_, center_[1] - b_]
|
||||
|
||||
pygame.draw.ellipse(self.scene.s, self.color,
|
||||
pygame.Rect(center_, [a_ * 2, b_ * 2]))
|
52
GUI/Objects/nr_objects/EquilateralTriangle.py
Normal file
52
GUI/Objects/nr_objects/EquilateralTriangle.py
Normal file
@@ -0,0 +1,52 @@
|
||||
from numpy import array as a
|
||||
import pygame
|
||||
import math
|
||||
|
||||
|
||||
class EquilateralTriangle:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, position, side_length, rotation, color, scene, width=0):
|
||||
self.position = position
|
||||
self.side_length = side_length
|
||||
self.rotation = rotation
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
self.width = width
|
||||
self.rotation_point = complex(math.cos(rotation), math.sin(rotation))
|
||||
|
||||
self.pd_ = self.scene.pd_
|
||||
|
||||
self.points = a([
|
||||
complex(0, self.side_length),
|
||||
complex(self.side_length, self.side_length),
|
||||
complex(self.side_length * 0.5,
|
||||
self.side_length - math.sqrt(self.side_length ** 2 - (self.side_length * 0.5) ** 2))
|
||||
])
|
||||
self.points -= complex(self.side_length * 0.5, self.side_length * 0.5)
|
||||
self.points *= self.rotation_point * self.pd_
|
||||
self.points += complex(self.side_length * 0.5, self.side_length * 0.5)
|
||||
rescaled_position = self.scene.matrix @ self.position
|
||||
self.points += complex(rescaled_position[0], rescaled_position[1])
|
||||
self.points = [[point.real, point.imag] for point in self.points]
|
||||
|
||||
def blit(self):
|
||||
if self.pd_ != self.scene.pd_:
|
||||
self.pd_ = self.scene.pd_
|
||||
|
||||
self.points = a([
|
||||
complex(0, self.side_length),
|
||||
complex(self.side_length, self.side_length),
|
||||
complex(self.side_length * 0.5,
|
||||
self.side_length - math.sqrt(self.side_length ** 2 - (self.side_length * 0.5) ** 2))
|
||||
])
|
||||
self.points -= complex(self.side_length * 0.5, self.side_length * 0.5)
|
||||
self.points *= self.rotation_point * self.pd_
|
||||
self.points += complex(self.side_length * 0.5, self.side_length * 0.5)
|
||||
rescaled_position = self.scene.matrix @ self.position
|
||||
self.points += complex(rescaled_position[0], rescaled_position[1])
|
||||
self.points = [[point.real, point.imag] for point in self.points]
|
||||
|
||||
pygame.draw.polygon(self.scene.s, self.color, self.points, self.width)
|
||||
|
52
GUI/Objects/nr_objects/Image.py
Normal file
52
GUI/Objects/nr_objects/Image.py
Normal file
@@ -0,0 +1,52 @@
|
||||
from numpy import array as a
|
||||
import numpy as np
|
||||
import pygame
|
||||
import copy
|
||||
|
||||
|
||||
class Image:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, center, scalar, path, scene):
|
||||
self.center = center
|
||||
self.scalar = scalar
|
||||
self.path = path
|
||||
self.scene = scene
|
||||
self.pd_ = self.scene.pd_
|
||||
|
||||
self.image = pygame.image.load(self.path).convert()
|
||||
self.image = pygame.transform.scale(self.image,
|
||||
self.to_ints((a(self.image.get_size()) * self.scalar).tolist()))
|
||||
|
||||
self.size = a(self.image.get_size(), dtype=np.float64)
|
||||
self.sides_ratio = self.size[0] / self.size[1]
|
||||
|
||||
self.rescaled_size = copy.copy(self.size)
|
||||
if self.scene.matrix[1, 1] - self.scene.matrix[0, 0] / self.sides_ratio >= 0:
|
||||
self.rescaled_size *= self.scene.matrix[0, 0]
|
||||
else:
|
||||
self.rescaled_size *= self.scene.matrix[1, 1]
|
||||
|
||||
self.rescaled_image = pygame.transform.scale(self.image, self.to_ints((self.size * self.pd_).tolist()))
|
||||
|
||||
def blit(self):
|
||||
|
||||
if self.pd_ != self.scene.pd_:
|
||||
self.pd_ = self.scene.pd_
|
||||
self.rescaled_size = copy.copy(self.size)
|
||||
if self.scene.matrix[1, 1] - self.scene.matrix[0, 0] / self.sides_ratio >= 0:
|
||||
self.rescaled_size *= self.scene.matrix[0, 0]
|
||||
else:
|
||||
self.rescaled_size *= self.scene.matrix[1, 1]
|
||||
|
||||
self.rescaled_image = pygame.transform.scale(self.image, self.to_ints((self.size * self.pd_).tolist()))
|
||||
|
||||
self.scene.s.blit(self.rescaled_image, self.scene.matrix @ self.center)
|
||||
|
||||
@staticmethod
|
||||
def to_ints(iterable):
|
||||
for i in range(len(iterable)):
|
||||
iterable[i] = int(iterable[i])
|
||||
|
||||
return iterable
|
17
GUI/Objects/nr_objects/Line.py
Normal file
17
GUI/Objects/nr_objects/Line.py
Normal file
@@ -0,0 +1,17 @@
|
||||
import pygame.draw
|
||||
|
||||
|
||||
class Line:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, a, b, width, color, scene):
|
||||
self.a = a
|
||||
self.b = b
|
||||
self.width = width
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
|
||||
def blit(self):
|
||||
pygame.draw.line(self.scene.s, self.color, self.scene.matrix @ self.a, self.scene.matrix @ self.b,
|
||||
max(1, int(self.width * self.scene.pd)))
|
35
GUI/Objects/nr_objects/Text.py
Normal file
35
GUI/Objects/nr_objects/Text.py
Normal file
@@ -0,0 +1,35 @@
|
||||
import pygame
|
||||
|
||||
|
||||
class Text:
|
||||
|
||||
object_type = "nr"
|
||||
|
||||
def __init__(self, position, text, font_size, color, scene, font_name="calibri", bold=True):
|
||||
self.position = position
|
||||
self.text = text
|
||||
self.font_size = font_size
|
||||
self.font_name = font_name
|
||||
self.bold = bold
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
self.scalar = self.scene.matrix[0, 0]
|
||||
|
||||
self.font = pygame.font.SysFont(self.font_name, max(1, int(self.font_size * self.scalar)), self.bold)
|
||||
self.rendered_text = self.font.render(self.text, False, self.color)
|
||||
|
||||
self.blit_position = self.scene.matrix @ self.position
|
||||
self.blit_position[0] -= self.rendered_text.get_width() / 2
|
||||
self.blit_position[1] -= self.rendered_text.get_height() / 2
|
||||
|
||||
def blit(self):
|
||||
if self.scalar != self.scene.matrix[0, 0]:
|
||||
self.scalar = self.scene.matrix[0, 0]
|
||||
self.font = pygame.font.SysFont(self.font_name, max(1, int(self.font_size * self.scalar)), self.bold)
|
||||
self.rendered_text = self.font.render(self.text, False, self.color)
|
||||
|
||||
self.blit_position = self.scene.matrix @ self.position
|
||||
self.blit_position[0] -= self.rendered_text.get_width() / 2
|
||||
self.blit_position[1] -= self.rendered_text.get_height() / 2
|
||||
|
||||
self.scene.s.blit(self.rendered_text, self.blit_position)
|
@@ -0,0 +1,39 @@
|
||||
import math
|
||||
import pygame
|
||||
|
||||
|
||||
class RopeInteractiveDot:
|
||||
|
||||
object_type = "nr_c"
|
||||
|
||||
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 * self.scene.pd_)
|
||||
|
||||
def input(self, mouse_pos, clicked):
|
||||
self.position = mouse_pos
|
||||
|
||||
if clicked:
|
||||
for object_batch in self.scene.get_i_objects():
|
||||
rmp = object_batch[1] # relative mouse position
|
||||
for object_ in object_batch[0]:
|
||||
if object_.__class__.__name__ == "Rope":
|
||||
for node in object_.nodes:
|
||||
if node.locked is False:
|
||||
if math.sqrt(sum((node.position - rmp) ** 2)) < self.forcefield_range:
|
||||
force_vector = node.position - rmp
|
||||
full_force_vector = (force_vector / math.sqrt(sum(force_vector ** 2))) \
|
||||
* self.forcefield_range
|
||||
force_vector = full_force_vector - force_vector
|
||||
force_vector /= self.forcefield_range / self.force
|
||||
|
||||
node.position += force_vector
|
||||
|
||||
|
105
GUI/Objects/nr_objects/dynamic_objects/Rope.py
Normal file
105
GUI/Objects/nr_objects/dynamic_objects/Rope.py
Normal file
@@ -0,0 +1,105 @@
|
||||
from numpy import array
|
||||
import pygame
|
||||
import math
|
||||
|
||||
|
||||
class Rope:
|
||||
|
||||
object_type = "nr_d_i"
|
||||
|
||||
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=2, start_angle=1,
|
||||
balance_amount=10, 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.balance_amount = balance_amount
|
||||
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(self.balance_amount):
|
||||
for connection in self.connections:
|
||||
connection.balance()
|
||||
|
||||
def blit(self):
|
||||
if self.pd_ != self.scene.pd_:
|
||||
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,
|
||||
max(1, int(self.rescaled_rope_width)))
|
||||
|
||||
for node in self.nodes:
|
||||
pygame.draw.circle(self.scene.s, self.node_color, self.scene.matrix @ node.position,
|
||||
max(1, self.rescaled_nodes_r))
|
||||
|
||||
@staticmethod
|
||||
def to_ints(iterable):
|
||||
for i in range(len(iterable)):
|
||||
iterable[i] = int(iterable[i])
|
||||
|
||||
return iterable
|
82
GUI/Objects/nr_objects/light_objects/LuminousCircleEffect.py
Normal file
82
GUI/Objects/nr_objects/light_objects/LuminousCircleEffect.py
Normal file
@@ -0,0 +1,82 @@
|
||||
import math
|
||||
import random
|
||||
import numpy as np
|
||||
from numpy import array
|
||||
from pygame.draw import circle
|
||||
|
||||
|
||||
class LuminousCircleEffect:
|
||||
|
||||
object_type = "nr_l"
|
||||
|
||||
def __init__(self, position, r, color, scene, circles_n=20, point_speed=0.02, movement_stability=5):
|
||||
self.position = position
|
||||
self.r = r
|
||||
self.color = color
|
||||
self.scene = scene
|
||||
self.circles_n = circles_n
|
||||
self.point_speed = point_speed
|
||||
self.point_speed_inverse = 1 / self.point_speed
|
||||
self.movement_stability = movement_stability
|
||||
|
||||
self.point_position = array([0., 0.])
|
||||
self.point_velocity = array([0., 0.])
|
||||
|
||||
def update(self):
|
||||
self.point_position += self.point_velocity
|
||||
|
||||
a = math.sqrt(sum(self.point_position ** 2))
|
||||
|
||||
if a > 1:
|
||||
self.point_position /= a
|
||||
a = 1
|
||||
|
||||
b = 1 - a
|
||||
c = (0.5 * a) + b
|
||||
d = math.sqrt((c ** 2) - ((a * 0.5) ** 2))
|
||||
|
||||
if a == 0:
|
||||
rotation_point = complex(1, 0)
|
||||
else:
|
||||
normalized_point_position = self.point_position / a
|
||||
rotation_point = complex(*normalized_point_position)
|
||||
|
||||
delta = random.uniform(0, math.tau)
|
||||
m = max(random.uniform(0, 1), random.uniform(0, 1))
|
||||
|
||||
point_position = complex(math.cos(delta) * m * c, math.sin(delta) * m * d) * rotation_point
|
||||
point_position = array([point_position.real, point_position.imag])
|
||||
|
||||
self.point_velocity *= self.movement_stability * self.point_speed_inverse
|
||||
self.point_velocity += point_position - self.point_position
|
||||
self.point_velocity /= math.sqrt(sum(self.point_velocity ** 2))
|
||||
self.point_velocity *= self.point_speed
|
||||
|
||||
def blit(self, light_blit=False):
|
||||
if light_blit:
|
||||
s, transformed_position = self.scene.get_info_for_light_objects(self.position)
|
||||
|
||||
rescaled_r = self.r * self.scene.pd_
|
||||
|
||||
x = np.linspace(0, self.point_position[0], self.circles_n) * rescaled_r
|
||||
y = np.linspace(0, self.point_position[1], self.circles_n) * rescaled_r
|
||||
r = np.linspace(rescaled_r, 0, self.circles_n)
|
||||
|
||||
c = [np.linspace(value, 255, self.circles_n) for value in self.color]
|
||||
|
||||
for i in range(self.circles_n - 1):
|
||||
circle(s, (c[0][i], c[1][i], c[2][i]),
|
||||
transformed_position + array([x[i], y[i]]), r[i])
|
||||
else:
|
||||
rescaled_r = self.r * self.scene.pd_
|
||||
transformed_position = self.scene.matrix @ self.position
|
||||
|
||||
x = np.linspace(0, self.point_position[0], self.circles_n) * rescaled_r
|
||||
y = np.linspace(0, self.point_position[1], self.circles_n) * rescaled_r
|
||||
r = np.linspace(rescaled_r, 0, self.circles_n)
|
||||
|
||||
c = [np.linspace(value, 255, self.circles_n) for value in self.color]
|
||||
|
||||
for i in range(self.circles_n - 1):
|
||||
circle(self.scene.s, (c[0][i], c[1][i], c[2][i]),
|
||||
transformed_position + array([x[i], y[i]]), r[i])
|
Reference in New Issue
Block a user