annotate orpg/mapper/map_utils.py @ 195:b633f4c64aae alpha

Traipse Alpha 'OpenRPG' {100219-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Patch-2) New Features: New Namespace method with two new syntaxes Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup
author sirebral
date Sat, 24 Apr 2010 08:37:20 -0500
parents 449a8900f9ac
children
rev   line source
71
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1 """
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2 file: map_utils.py
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3
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4 This file contains generic utility functions
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5 for use in the openrpg mapping system
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6 """
0
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7
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8 import math
71
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9 """
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10 distance_between()
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11 Returns the distance between two points
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12 """
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13 def distance_between( x1, y1, x2, y2 ):
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14 "Returns the distance between two points"
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15 dx = x2 - x1
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16 dy = y2 - y1
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17 return math.sqrt( dx*dx + dy*dy )
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18
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19 """
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20 proximity_test()
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21 Tests if 'test_point' (T) is close (within 'threshold' units) to the
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22 line segment 'start_point' to 'end_point' (PQ).
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23
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24 The closest point (R) to T on the line PQ is given by:
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25 R = P + u (Q - P)
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26 TR is perpendicular to PQ so:
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27 (T - R) dot (Q - P) = 0
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28 Solving these two equations gives the equation for u (see below).
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29
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30 If u < 0 or u > 1 then R is not within the line segment and we simply
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31 test against point P or Q.
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32 """
0
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33 def proximity_test( start_point, end_point, test_point, threshold ):
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34 "Test if a point is close to a line segment"
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35 x1,y1 = start_point
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36 x2,y2 = end_point
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37 xt,yt = test_point
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38 x1 = float(x1)
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39 x2 = float(x2)
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40 y1 = float(y1)
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41 y2 = float(y2)
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42 xt = float(xt)
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43 yt = float(yt)
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44
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45 # Coincident points?
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46 if x1 == x2 and y1 == y2: d = distance_between(xt, yt, x1, y1)
0
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47 else:
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48 dx = x2 - x1
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49 dy = y2 - y1
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50 u = ((xt - x1) * dx + (yt - y1) * dy) / (dx*dx + dy*dy)
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51 if u < 0: d = distance_between(xt, yt, x1, y1)
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52 elif u > 1: d = distance_between(xt, yt, x2, y2)
0
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53 else:
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54 xr = x1 + u * dx
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55 yr = y1 + u * dy
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56 d = distance_between(xt, yt, xr, yr)
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57 return d <= threshold