moth/tanks/GameMath.py

197 lines
6.0 KiB
Python

import math
pi2 = math.pi * 2
def rotatePoint(point, angle):
"""Assuming 0,0 is the center, rotate the given point around it."""
x,y = point
r = math.sqrt(x**2 + y**2)
if r == 0:
return 0, 0
theta = math.acos(x/r)
if y < 0:
theta = -theta
theta = theta + angle
return int(round(r*math.cos(theta))), int(round(r*math.sin(theta)))
def rotatePoly(points, angle):
"""Rotate the given list of points around 0,0 by angle."""
return [ rotatePoint(point, angle) for point in points ]
def displace(point, disp, limits):
"""Displace point by disp, wrapping around limits."""
x = (point[0] + disp[0])
while x >= limits[0]:
x = x - limits[0]
while x < 0:
x = x + limits[0]
y = (point[1] + disp[1])
while y >= limits[1]:
y = y - limits[1]
while y < 0:
y = y + limits[1]
return x,y
def displacePoly(points, disp, limits, coordSequence=False):
"""Displace each point (x,y) in 'points' by 'disp' (x,y). The limits of
the drawing space are assumed to be at x=0, y=0 and x=limits[0],
y=limits[1]. If the poly overlaps the edge of the drawing space, the
poly is duplicated on each side.
@param coordSequence: If true, the coordinates are returned as a sequence -
x1, y1, x2, y2, ... This is need by some PIL drawing
commands.
@returns: A list of polys, displaced by disp
"""
xDup = 0; yDup = 0
maxX, maxY = limits
basePoints = []
for point in points:
x,y = int(point[0] + disp[0]), int(point[1] + disp[1])
# Check if duplication is needed on each axis
if x > maxX:
# If this is negative, then we need to duplicate in the negative
# direction.
xDup = -1
elif x < 0:
xDup = 1
if y > maxY:
yDup = -1
elif y < 0:
yDup = 1
basePoints.append( (x,y) )
polys = [basePoints]
if xDup:
polys.append([(x + maxX*xDup, y) for x,y in basePoints] )
if yDup:
polys.append([(x, maxY*yDup + y) for x,y in basePoints] )
if xDup and yDup:
polys.append([(x+maxX*xDup, maxY*yDup+y) for x,y in basePoints])
# Switch coordinates to sequence mode.
# (x1, y1, x2, y2) instead of ((x1, y1), (x2, y2))
if coordSequence:
seqPolys = []
for poly in polys:
points = []
for point in poly:
points.extend(point)
seqPolys.append(points)
polys = seqPolys
return polys
def polar2cart(r, theta):
"""Return the cartesian coordinates for r, theta."""
x = r*math.cos(theta)
y = r*math.sin(theta)
return x,y
def minShift(center, point, limits):
"""Get the minimum distances between the two points, given that the board
wraps at the givin limits."""
dx = point[0] - center[0]
if dx < -limits[0]/2.0:
dx = point[0] + limits[0] - center[0]
elif dx > limits[0]/2.0:
dx = point[0] - (center[0] + limits[0])
dy = point[1] - center[1]
if dy < - limits[1]/2.0:
dy = point[1] + limits[1] - center[1]
elif dy > limits[1]/2.0:
dy = point[1] - (limits[1] + center[1])
return dx, dy
def relativePolar(center, point, limits):
"""Returns the angle, from zero, to the given point assuming this
center is the origin. Take into account wrapping round the limits of the board.
@returns: r, theta
"""
dx, dy = minShift(center, point, limits)
r = math.sqrt(dx**2 + dy**2)
theta = math.acos(dx/r)
if dy < 0:
theta = pi2 - theta
return r, theta
def reduceAngle(angle):
"""Reduce the angle such that it is in 0 <= angle < 2pi"""
return angle % pi2
def angleDiff(angle1, angle2):
"""Returns the difference between the two angles. They are assumed
to be in radians, and must be in the range 0 <= angle < 2*pi.
@raises AssertionError: The angles given must be in the range 0 <= angle < 2pi
@returns: The minimum distance between the two angles; The distance
is negative if angle2 leads angle1 (clockwise)..
"""
ret = (angle2 - angle1) % pi2
if ret > math.pi:
ret -= pi2
return ret
def getDist(point1, point2):
"""Returns the distance between point1 and point2."""
dx = point2[0] - point1[0]
dy = point2[1] - point1[1]
return math.sqrt(dx**2 + dy**2)
def segmentCircleCollision(segment, center, radius):
"""Return True if the given circle touches the given line segment.
@param segment: A list of two points [(x1,y1), (x2, y2)] that define
the line segment.
@param center: The center point of the circle.
@param radius: The radius of the circle.
@returns: True if the the circle touches the line segment, False otherwise.
"""
a = getDist(segment[0], center)
c = getDist(segment[1], center)
base = getDist(segment[0], segment[1])
# If we're close enough to the end points, then we're close
# enough to the segment.
if a < radius or c < radius:
return True
# First we find the are of the triangle formed by the line segment
# and point. I use Heron's formula for the area. Using this, we'll
# find the distance d from the point to the line. We'll later make
# sure that the collision is with the line segment, and not just the
# line.
s = (a + c + base)/2
A = math.sqrt(s*(s - a)*(s - c)*(s - base))
d = 2*A/base
# print s, a, c, A, d, radius
# If the distance from the point to the line is more than the
# target radius, this isn't a hit.
if d > radius:
return False
# If the distance from an endpoint to the intersection between
# our line segment and the line perpendicular to it that passes through
# the point is longer than the line segment, then this isn't a hit.
elif math.sqrt(a**2 - d**2) > base or \
math.sqrt(c**2 - d**2) > base:
return False
else:
# The triangle is acute, that means we're close enough.
return True