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vectorutil.py
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vectorutil.py
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import math
import random
import numpy as np
# Project
from constants import *
"""A set of useful vector util functions"""
#
def norm(vec):
return math.sqrt(vec[0]*vec[0] + vec[1]*vec[1])
#
def normalize(vec):
vecLen = norm(vec)
if vecLen > EPSILON:
return vec / vecLen
else:
return vec
#
def setMag(vec, val):
vec = normalize(vec)
return vec * val
#
def capMag(vec, val):
vecLen = norm(vec)
if vecLen > val:
return (vec / vecLen) * val
return vec
#
def randomUnitVector():
vec = np.array([ random.uniform(-1., 1.),
random.uniform(-1., 1.) ])
return normalize(vec)
#
def distanceSqrWrapped(posA, posB):
diff = posA - posB
# Warp
diff = np.absolute(diff)
if diff[0] > CANVAS_W/2.: diff[0] = CANVAS_W - diff[0]
if diff[1] > CANVAS_H/2.: diff[1] = CANVAS_H - diff[1]
return diff[0]**2 + diff[1]**2
#
def wrapEdges(item, wrapPoints=False):
if item.nxt[0] >= CANVAS_W:
item.nxt[0] -= CANVAS_W
if wrapPoints:
item.points[0] -= CANVAS_W
item.points[2] -= CANVAS_W
item.points[4] -= CANVAS_W
elif item.nxt[0] < 0:
item.nxt[0] += CANVAS_W
if wrapPoints:
item.points[0] += CANVAS_W
item.points[2] += CANVAS_W
item.points[4] += CANVAS_W
if item.nxt[1] >= CANVAS_H:
item.nxt[1] -= CANVAS_H
if wrapPoints:
item.points[1] -= CANVAS_H
item.points[3] -= CANVAS_H
item.points[5] -= CANVAS_H
elif item.nxt[1] < 0:
item.nxt[1] += CANVAS_H
if wrapPoints:
item.points[1] += CANVAS_H
item.points[3] += CANVAS_H
item.points[5] += CANVAS_H
#
def wrapRelativePos(refPos, otherPos):
wrapPos = np.copy(otherPos)
diff = refPos - otherPos
# Warp
diff = np.absolute(diff)
if diff[0] > CANVAS_W/2.:
if wrapPos[0] > CANVAS_W/2.:
wrapPos[0] -= CANVAS_W
else:
wrapPos[0] += CANVAS_W
if diff[1] > CANVAS_H/2.:
if wrapPos[1] > CANVAS_H/2.:
wrapPos[1] -= CANVAS_H
else:
wrapPos[1] += CANVAS_H
return wrapPos
#
def getAdjacentPos(pos, minDist, maxDist=0, randChance=0):
# Chance for random instead
if randChance > 0:
randPos = random.uniform(0., 1.) <= randChance
if randPos:
return np.array([ random.randint(0, CANVAS_W-1),
random.randint(0, CANVAS_H-1) ])
# Adjacent
vec = randomUnitVector()
if maxDist > 0:
vec *= random.uniform(minDist, maxDist)
else:
vec *= minDist
vec += pos
# Warp
if vec[0] < 0.: vec[0] += CANVAS_W
if vec[0] >= CANVAS_W: vec[0] -= CANVAS_W
if vec[1] < 0.: vec[1] += CANVAS_H
if vec[1] >= CANVAS_H: vec[1] -= CANVAS_H
return vec
#
def getNearCellsFromPos(pos, radius, maxX, maxY):
# Center
gridX1, gridY1 = int(pos[0] // radius), int(pos[1] // radius)
# Warp
gridX0 = gridX1 - 1
if gridX0 < 0: gridX0 = maxX
gridX2 = gridX1 + 1
if gridX2 > maxX: gridX2 = 0
gridY0 = gridY1 - 1
if gridY0 < 0: gridY0 = maxY
gridY2 = gridY1 + 1
if gridY2 > maxY: gridY2 = 0
res = [ [gridX0, gridY0], [gridX0, gridY1], [gridX0, gridY2],
[gridX1, gridY0], [gridX1, gridY1], [gridX1, gridY2],
[gridX2, gridY0], [gridX2, gridY1], [gridX2, gridY2] ]
return res
#
def updateTriPoints(pos, vel, halfHeight, halfWidth):
# Compute new triangle points from 'pos' and 'vel' direction
nVel = normalize(vel)
nVelOrtho = np.array([-nVel[1], nVel[0]])
head = pos + nVel*halfHeight
base = pos - nVel*halfHeight
first = base + nVelOrtho*halfWidth
second = base - nVelOrtho*halfWidth
# Set
return [ first[0], first[1],
head[0], head[1],
second[0], second[1] ]