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import math
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import pygame
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class RopeInteractiveDot:
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object_type = "nr_c"
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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 * self.scene.pd_)
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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_batch in self.scene.get_i_objects():
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rmp = object_batch[1] # relative mouse position
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for object_ in object_batch[0]:
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if object_.__class__.__name__ == "Rope":
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for node in object_.nodes:
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if node.locked is False:
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if math.sqrt(sum((node.position - rmp) ** 2)) < self.forcefield_range:
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force_vector = node.position - rmp
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full_force_vector = (force_vector / math.sqrt(sum(force_vector ** 2))) \
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* self.forcefield_range
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force_vector = full_force_vector - force_vector
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force_vector /= self.forcefield_range / self.force
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node.position += force_vector
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