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