Mercurial > parpg-core
view src/parpg/bGrease/geometry.py @ 80:84d03dc70904
Added code that checks if the object is the player so certain actions (talk, attack) will not appear in the menu.
author | KarstenBock@gmx.net |
---|---|
date | Thu, 08 Sep 2011 18:36:40 +0200 |
parents | 96af64cf3b81 |
children |
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__version__ = "$Id$" __docformat__ = "reStructuredText" import operator import math import ctypes class Vec2d(ctypes.Structure): """2d vector class, supports vector and scalar operators, and also provides a bunch of high level functions """ __slots__ = ['x', 'y'] @classmethod def from_param(cls, arg): return cls(arg) def __init__(self, x_or_pair, y = None): if y == None: self.x = x_or_pair[0] self.y = x_or_pair[1] else: self.x = x_or_pair self.y = y def __len__(self): return 2 def __getitem__(self, key): if key == 0: return self.x elif key == 1: return self.y else: raise IndexError("Invalid subscript "+str(key)+" to Vec2d") def __setitem__(self, key, value): if key == 0: self.x = value elif key == 1: self.y = value else: raise IndexError("Invalid subscript "+str(key)+" to Vec2d") # String representaion (for debugging) def __repr__(self): return 'Vec2d(%s, %s)' % (self.x, self.y) # Comparison def __eq__(self, other): if hasattr(other, "__getitem__") and len(other) == 2: return self.x == other[0] and self.y == other[1] else: return False def __ne__(self, other): if hasattr(other, "__getitem__") and len(other) == 2: return self.x != other[0] or self.y != other[1] else: return True def __nonzero__(self): return self.x or self.y # Generic operator handlers def _o2(self, other, f): "Any two-operator operation where the left operand is a Vec2d" if isinstance(other, Vec2d): return Vec2d(f(self.x, other.x), f(self.y, other.y)) elif (hasattr(other, "__getitem__")): return Vec2d(f(self.x, other[0]), f(self.y, other[1])) else: return Vec2d(f(self.x, other), f(self.y, other)) def _r_o2(self, other, f): "Any two-operator operation where the right operand is a Vec2d" if (hasattr(other, "__getitem__")): return Vec2d(f(other[0], self.x), f(other[1], self.y)) else: return Vec2d(f(other, self.x), f(other, self.y)) def _io(self, other, f): "inplace operator" if (hasattr(other, "__getitem__")): self.x = f(self.x, other[0]) self.y = f(self.y, other[1]) else: self.x = f(self.x, other) self.y = f(self.y, other) return self # Addition def __add__(self, other): if isinstance(other, Vec2d): return Vec2d(self.x + other.x, self.y + other.y) elif hasattr(other, "__getitem__"): return Vec2d(self.x + other[0], self.y + other[1]) else: return Vec2d(self.x + other, self.y + other) __radd__ = __add__ def __iadd__(self, other): if isinstance(other, Vec2d): self.x += other.x self.y += other.y elif hasattr(other, "__getitem__"): self.x += other[0] self.y += other[1] else: self.x += other self.y += other return self # Subtraction def __sub__(self, other): if isinstance(other, Vec2d): return Vec2d(self.x - other.x, self.y - other.y) elif (hasattr(other, "__getitem__")): return Vec2d(self.x - other[0], self.y - other[1]) else: return Vec2d(self.x - other, self.y - other) def __rsub__(self, other): if isinstance(other, Vec2d): return Vec2d(other.x - self.x, other.y - self.y) if (hasattr(other, "__getitem__")): return Vec2d(other[0] - self.x, other[1] - self.y) else: return Vec2d(other - self.x, other - self.y) def __isub__(self, other): if isinstance(other, Vec2d): self.x -= other.x self.y -= other.y elif (hasattr(other, "__getitem__")): self.x -= other[0] self.y -= other[1] else: self.x -= other self.y -= other return self # Multiplication def __mul__(self, other): if isinstance(other, Vec2d): return Vec2d(self.x*other.y, self.y*other.y) if (hasattr(other, "__getitem__")): return Vec2d(self.x*other[0], self.y*other[1]) else: return Vec2d(self.x*other, self.y*other) __rmul__ = __mul__ def __imul__(self, other): if isinstance(other, Vec2d): self.x *= other.x self.y *= other.y elif (hasattr(other, "__getitem__")): self.x *= other[0] self.y *= other[1] else: self.x *= other self.y *= other return self # Division def __div__(self, other): return self._o2(other, operator.div) def __rdiv__(self, other): return self._r_o2(other, operator.div) def __idiv__(self, other): return self._io(other, operator.div) def __floordiv__(self, other): return self._o2(other, operator.floordiv) def __rfloordiv__(self, other): return self._r_o2(other, operator.floordiv) def __ifloordiv__(self, other): return self._io(other, operator.floordiv) def __truediv__(self, other): return self._o2(other, operator.truediv) def __rtruediv__(self, other): return self._r_o2(other, operator.truediv) def __itruediv__(self, other): return self._io(other, operator.floordiv) # Modulo def __mod__(self, other): return self._o2(other, operator.mod) def __rmod__(self, other): return self._r_o2(other, operator.mod) def __divmod__(self, other): return self._o2(other, divmod) def __rdivmod__(self, other): return self._r_o2(other, divmod) # Exponentation def __pow__(self, other): return self._o2(other, operator.pow) def __rpow__(self, other): return self._r_o2(other, operator.pow) # Bitwise operators def __lshift__(self, other): return self._o2(other, operator.lshift) def __rlshift__(self, other): return self._r_o2(other, operator.lshift) def __rshift__(self, other): return self._o2(other, operator.rshift) def __rrshift__(self, other): return self._r_o2(other, operator.rshift) def __and__(self, other): return self._o2(other, operator.and_) __rand__ = __and__ def __or__(self, other): return self._o2(other, operator.or_) __ror__ = __or__ def __xor__(self, other): return self._o2(other, operator.xor) __rxor__ = __xor__ # Unary operations def __neg__(self): return Vec2d(operator.neg(self.x), operator.neg(self.y)) def __pos__(self): return Vec2d(operator.pos(self.x), operator.pos(self.y)) def __abs__(self): return Vec2d(abs(self.x), abs(self.y)) def __invert__(self): return Vec2d(-self.x, -self.y) # vectory functions def get_length_sqrd(self): """Get the squared length of the vector. It is more efficent to use this method instead of first call get_length() or access .length and then do a sqrt(). :return: The squared length """ return self.x**2 + self.y**2 def get_length(self): """Get the length of the vector. :return: The length """ return math.sqrt(self.x**2 + self.y**2) def __setlength(self, value): length = self.get_length() self.x *= value/length self.y *= value/length length = property(get_length, __setlength, doc = """Gets or sets the magnitude of the vector""") def rotate(self, angle_degrees): """Rotate the vector by angle_degrees degrees clockwise.""" radians = -math.radians(angle_degrees) cos = math.cos(radians) sin = math.sin(radians) x = self.x*cos - self.y*sin y = self.x*sin + self.y*cos self.x = x self.y = y def rotated(self, angle_degrees): """Create and return a new vector by rotating this vector by angle_degrees degrees clockwise. :return: Rotated vector """ radians = -math.radians(angle_degrees) cos = math.cos(radians) sin = math.sin(radians) x = self.x*cos - self.y*sin y = self.x*sin + self.y*cos return Vec2d(x, y) def get_angle(self): if (self.get_length_sqrd() == 0): return 0 return math.degrees(math.atan2(self.y, self.x)) def __setangle(self, angle_degrees): self.x = self.length self.y = 0 self.rotate(angle_degrees) angle = property(get_angle, __setangle, doc="""Gets or sets the angle of a vector""") def get_angle_between(self, other): """Get the angle between the vector and the other in degrees :return: The angle """ cross = self.x*other[1] - self.y*other[0] dot = self.x*other[0] + self.y*other[1] return math.degrees(math.atan2(cross, dot)) def normalized(self): """Get a normalized copy of the vector :return: A normalized vector """ length = self.length if length != 0: return self/length return Vec2d(self) def normalize_return_length(self): """Normalize the vector and return its length before the normalization :return: The length before the normalization """ length = self.length if length != 0: self.x /= length self.y /= length return length def perpendicular(self): return Vec2d(-self.y, self.x) def perpendicular_normal(self): length = self.length if length != 0: return Vec2d(-self.y/length, self.x/length) return Vec2d(self) def dot(self, other): """The dot product between the vector and other vector v1.dot(v2) -> v1.x*v2.x + v1.y*v2.y :return: The dot product """ return float(self.x*other[0] + self.y*other[1]) def get_distance(self, other): """The distance between the vector and other vector :return: The distance """ return math.sqrt((self.x - other[0])**2 + (self.y - other[1])**2) def get_dist_sqrd(self, other): """The squared distance between the vector and other vector It is more efficent to use this method than to call get_distance() first and then do a sqrt() on the result. :return: The squared distance """ return (self.x - other[0])**2 + (self.y - other[1])**2 def projection(self, other): other_length_sqrd = other[0]*other[0] + other[1]*other[1] projected_length_times_other_length = self.dot(other) return other*(projected_length_times_other_length/other_length_sqrd) def cross(self, other): """The cross product between the vector and other vector v1.cross(v2) -> v1.x*v2.y - v2.y-v1.x :return: The cross product """ return self.x*other[1] - self.y*other[0] def interpolate_to(self, other, range): return Vec2d(self.x + (other[0] - self.x)*range, self.y + (other[1] - self.y)*range) def convert_to_basis(self, x_vector, y_vector): return Vec2d(self.dot(x_vector)/x_vector.get_length_sqrd(), self.dot(y_vector)/y_vector.get_length_sqrd()) # Extra functions, mainly for chipmunk def cpvrotate(self, other): return Vec2d(self.x*other.x - self.y*other.y, self.x*other.y + self.y*other.x) def cpvunrotate(self, other): return Vec2d(self.x*other.x + self.y*other.y, self.y*other.x - self.x*other.y) # Pickle, does not work atm. def __getstate__(self): return [self.x, self.y] def __setstate__(self, dict): self.x, self.y = dict def __newobj__(cls, *args): return cls.__new__(cls, *args) Vec2d._fields_ = [ ('x', ctypes.c_double), ('y', ctypes.c_double), ] class Vec2dArray(list): def __init__(self, iterable=()): list.__init__(self, (Vec2d(i) for i in iterable)) def __setitem__(self, index, value): list.__setitem__(self, index, Vec2d(value)) def append(self, value): """Append a vector to the array""" list.append(self, Vec2d(value)) def insert(self, index, value): """Insert a vector into the array""" list.insert(self, index, Vec2d(value)) def transform(self, offset=Vec2d(0,0), angle=0, scale=1.0): """Return a new transformed Vec2dArray""" offset = Vec2d(offset) angle = math.radians(-angle) rot_vec = Vec2d(math.cos(angle), math.sin(angle)) xformed = Vec2dArray() for vec in self: xformed.append(vec.cpvrotate(rot_vec) * scale + offset) return xformed def segments(self, closed=True): """Generate arrays of line segments connecting adjacent vetices in this array, exploding the shape into it's constituent segments """ if len(self) >= 2: last = self[0] for vert in self[1:]: yield Vec2dArray((last, vert)) last = vert if closed: yield Vec2dArray((last, self[0])) elif self and closed: yield Vec2dArray((self[0], self[0])) class Rect(ctypes.Structure): """Simple rectangle. Will gain more functionality as needed""" _fields_ = [ ('left', ctypes.c_double), ('top', ctypes.c_double), ('right', ctypes.c_double), ('bottom', ctypes.c_double), ] def __init__(self, rect_or_left, bottom=None, right=None, top=None): if bottom is not None: assert right is not None and top is not None, "No enough arguments to Rect" self.left = rect_or_left self.bottom = bottom self.right = right self.top = top else: self.left = rect_or_left.left self.bottom = rect_or_left.bottom self.right = rect_or_left.right self.top = rect_or_left.top @property def width(self): """Rectangle width""" return self.right - self.left @property def height(self): """Rectangle height""" return self.top - self.bottom ######################################################################## ## Unit Testing ## ######################################################################## if __name__ == "__main__": import unittest import pickle #################################################################### class UnitTestVec2d(unittest.TestCase): def setUp(self): pass def testCreationAndAccess(self): v = Vec2d(111, 222) self.assert_(v.x == 111 and v.y == 222) v.x = 333 v[1] = 444 self.assert_(v[0] == 333 and v[1] == 444) def testMath(self): v = Vec2d(111,222) self.assertEqual(v + 1, Vec2d(112, 223)) self.assert_(v - 2 == [109, 220]) self.assert_(v * 3 == (333, 666)) self.assert_(v / 2.0 == Vec2d(55.5, 111)) #self.assert_(v / 2 == (55, 111)) # Not supported since this is a c_float structure in the bottom self.assert_(v ** Vec2d(2, 3) == [12321, 10941048]) self.assert_(v + [-11, 78] == Vec2d(100, 300)) #self.assert_(v / [11,2] == [10,111]) # Not supported since this is a c_float structure in the bottom def testReverseMath(self): v = Vec2d(111, 222) self.assert_(1 + v == Vec2d(112, 223)) self.assert_(2 - v == [-109, -220]) self.assert_(3 * v == (333, 666)) #self.assert_([222,999] / v == [2,4]) # Not supported since this is a c_float structure in the bottom self.assert_([111, 222] ** Vec2d(2, 3) == [12321, 10941048]) self.assert_([-11, 78] + v == Vec2d(100, 300)) def testUnary(self): v = Vec2d(111, 222) v = -v self.assert_(v == [-111, -222]) v = abs(v) self.assert_(v == [111, 222]) def testLength(self): v = Vec2d(3,4) self.assert_(v.length == 5) self.assert_(v.get_length_sqrd() == 25) self.assert_(v.normalize_return_length() == 5) self.assertAlmostEquals(v.length, 1) v.length = 5 self.assert_(v == Vec2d(3, 4)) v2 = Vec2d(10, -2) self.assert_(v.get_distance(v2) == (v - v2).get_length()) def testAngles(self): v = Vec2d(0, 3) self.assertEquals(v.angle, 90) v2 = Vec2d(v) v.rotate(-90) self.assertEqual(v.get_angle_between(v2), 90) v2.angle -= 90 self.assertEqual(v.length, v2.length) self.assertEquals(v2.angle, 0) self.assertEqual(v2, [3, 0]) self.assert_((v - v2).length < .00001) self.assertEqual(v.length, v2.length) v2.rotate(300) self.assertAlmostEquals(v.get_angle_between(v2), -60, 5) # Allow a little more error than usual (floats..) v2.rotate(v2.get_angle_between(v)) angle = v.get_angle_between(v2) self.assertAlmostEquals(v.get_angle_between(v2), 0) def testHighLevel(self): basis0 = Vec2d(5.0, 0) basis1 = Vec2d(0, .5) v = Vec2d(10, 1) self.assert_(v.convert_to_basis(basis0, basis1) == [2, 2]) self.assert_(v.projection(basis0) == (10, 0)) self.assert_(basis0.dot(basis1) == 0) def testCross(self): lhs = Vec2d(1, .5) rhs = Vec2d(4, 6) self.assert_(lhs.cross(rhs) == 4) def testComparison(self): int_vec = Vec2d(3, -2) flt_vec = Vec2d(3.0, -2.0) zero_vec = Vec2d(0, 0) self.assert_(int_vec == flt_vec) self.assert_(int_vec != zero_vec) self.assert_((flt_vec == zero_vec) == False) self.assert_((flt_vec != int_vec) == False) self.assert_(int_vec == (3, -2)) self.assert_(int_vec != [0, 0]) self.assert_(int_vec != 5) self.assert_(int_vec != [3, -2, -5]) def testInplace(self): inplace_vec = Vec2d(5, 13) inplace_ref = inplace_vec inplace_src = Vec2d(inplace_vec) inplace_vec *= .5 inplace_vec += .5 inplace_vec /= (3, 6) inplace_vec += Vec2d(-1, -1) alternate = (inplace_src*.5 + .5)/Vec2d(3, 6) + [-1, -1] self.assertEquals(inplace_vec, inplace_ref) self.assertEquals(inplace_vec, alternate) def testPickle(self): return # pickling does not work atm testvec = Vec2d(5, .3) testvec_str = pickle.dumps(testvec) loaded_vec = pickle.loads(testvec_str) self.assertEquals(testvec, loaded_vec) #################################################################### unittest.main()