Painter: draw only squares
This commit is contained in:
parent
221aa0a713
commit
a7c18641a6
5
jam
5
jam
@ -7,8 +7,7 @@ from kivy.config import Config
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import sys
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import os.path
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from cross import Cross
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from painter import Cross_painter
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from painter import Painter
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from status_bar import Status_bar
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from command_prompt import Command_prompt
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import filecheck
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@ -32,7 +31,7 @@ class Jam_app(App):
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layout=BoxLayout(orientation="vertical")
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# painter
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self.painter=Cross_painter(self)
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self.painter=Painter(self)
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# status bar
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self.status_bar=Status_bar(self)
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# command prompt
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167
painter.py
167
painter.py
@ -3,21 +3,25 @@ from kivy.uix.widget import Widget
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from kivy.core.window import Window
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from point import Point
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from polyomino import Square
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# cross painter
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class Cross_painter(Widget):
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# painter class
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class Painter(Widget):
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def __init__(self,app,**kwargs):
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# list of crosses
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self.crosses=[]
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# list of particles
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self.particles=[]
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# cross under mouse
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# particle under mouse
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self.undermouse=None
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# list of selected crosses
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# list of selected particles
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self.selected=[]
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# relative position of mouse when moving
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self.offset=Point(0,0)
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# app is used to share information between widgets
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self.app=app
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@ -25,7 +29,7 @@ class Cross_painter(Widget):
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self.modifiers=[]
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# init Widget
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super(Cross_painter,self).__init__(**kwargs)
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super(Painter,self).__init__(**kwargs)
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# init keyboard
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self.keyboard = Window.request_keyboard(None,self,"text")
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@ -33,17 +37,17 @@ class Cross_painter(Widget):
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def reset(self):
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self.crosses=[]
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self.particles=[]
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self.undermouse=None
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self.draw()
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# draw all crosses
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# draw all particles
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def draw(self):
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self.canvas.clear()
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with self.canvas:
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for cross in self.crosses:
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cross.draw()
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for particle in self.particles:
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particle.draw()
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# respond to keyboard
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@ -66,32 +70,36 @@ class Cross_painter(Widget):
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# respond to mouse down
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def on_touch_down(self,touch):
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# only respond to touch in area
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# only respond to touch in drawing area
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if self.collide_point(*touch.pos):
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# create new cross
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if touch.button=="right":
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if self.check_interaction_any(Point(touch.x/Cross.size,touch.y/Cross.size),None):
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new=Cross(touch.x/Cross.size,touch.y/Cross.size)
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new=Square(touch.x/Square_element.size,touch.y/Square_element.size)
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if not self.check_interaction_any(new,Point(0,0)):
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# add to list
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self.crosses.append(new)
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self.particles.append(new)
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# unselect all crosses
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# unselect all particles
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for sel in self.selected:
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sel.selected=False
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self.selected=[]
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self.draw()
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# select cross
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# select particle
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if touch.button=="left":
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# find cross under touch
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self.undermouse=self.find_cross(Point(touch.x/Cross.size,touch.y/Cross.size))
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# find particle under touch
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self.undermouse=self.find_particle(Point(touch.x/Square_element.size,touch.y/Square_element.size))
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# record relative position of click with respect to reference
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if self.undermouse!=None:
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self.offset=Point(touch.x/Square_element.size,touch.y/Square_element.size)-self.undermouse.squares[0].pos
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# no modifiers
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if self.modifiers==[]:
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if self.undermouse==None or not self.undermouse in self.selected:
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# unselect all crosses
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# unselect all particles
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for sel in self.selected:
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sel.selected=False
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self.selected=[]
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@ -114,91 +122,92 @@ class Cross_painter(Widget):
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# respond to drag
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def on_touch_move(self,touch):
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# only respond to touch in drawing area
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if self.collide_point(*touch.pos):
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# only move on left click
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if touch.button=="left" and self.modifiers==[] and self.undermouse!=None:
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# single cross
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if not self.undermouse in self.selected:
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self.undermouse.pos=self.check_move(Point(touch.x/Cross.size,touch.y/Cross.size),self.undermouse)
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# multiple crosses
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else:
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self.group_move(touch)
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# change in position
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delta=self.check_move(Point(touch.x/Square_element.size,touch.y/Square_element.size)-(self.offset+self.undermouse.squares[0].pos),self.undermouse)
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# multiple particles
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# TODO: group moves
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#else:
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# self.group_move(touch)
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# redraw
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self.draw()
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# move all selected crosses
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def group_move(self,touch):
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# save position of undermouse (to use it after it has been reset)
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relative_position=self.undermouse.pos
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## move all selected particles
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#def group_move(self,touch):
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# # save position of undermouse (to use it after it has been reset)
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# relative_position=self.undermouse.pos
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# determine order in which to move
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# direction of motion
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direction=Point(touch.x/Cross.size,touch.y/Cross.size)-self.undermouse.pos
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# sort according to scalar product with direction
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self.selected.sort(key=(lambda cross: direction.dot(cross.pos-self.undermouse.pos)),reverse=True)
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# # determine order in which to move
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# # direction of motion
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# direction=Point(touch.x/Square_element.size,touch.y/Square_element.size)-self.undermouse.pos
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# # sort according to scalar product with direction
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# self.selected.sort(key=(lambda particle: direction.dot(particle.pos-self.undermouse.pos)),reverse=True)
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# move
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for cross in self.selected:
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cross.pos=self.check_move(Point(touch.x/Cross.size-relative_position.x+cross.pos.x,touch.y/Cross.size-relative_position.y+cross.pos.y),cross)
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## new position of undermouse
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#self.undermouse.pos=self.check_move(Point(touch.x/Cross.size,touch.y/Cross.size),self.undermouse)
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## move other crosses by the same amount as undermouse
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#for cross in self.selected:
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# if cross!=self.undermouse:
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# cross.pos=self.check_move(Point(self.undermouse.pos.x-relative_position.x+cross.pos.x,self.undermouse.pos.y-relative_position.y+cross.pos.y),cross)
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#
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#for cross in self.selected:
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# cross.pos=self.check_move(Point(touch.x/Cross.size-relative_position.x+cross.pos.x,touch.y/Cross.size-relative_position.y+cross.pos.y),cross)
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# # move
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# for particle in self.selected:
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# particle.pos=self.check_move(Point(touch.x/Square_element.size-relative_position.x+particle.pos.x,touch.y/Square_element.size-relative_position.y+particle.pos.y),particle)
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#
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# ## new position of undermouse
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# #self.undermouse.pos=self.check_move(Point(touch.x/Square_element.size,touch.y/Square_element.size),self.undermouse)
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# ## move other particles by the same amount as undermouse
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# #for particle in self.selected:
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# # if particle!=self.undermouse:
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# # particle.pos=self.check_move(Point(self.undermouse.pos.x-relative_position.x+particle.pos.x,self.undermouse.pos.y-relative_position.y+particle.pos.y),particle)
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# #
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# #for particle in self.selected:
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# # particle.pos=self.check_move(Point(touch.x/Square_element.size-relative_position.x+particle.pos.x,touch.y/Square_element.size-relative_position.y+particle.pos.y),particle)
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# find the cross at position pos
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def find_cross(self,pos):
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for cross in self.crosses:
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if cross_distx(pos,cross.pos)<=0.5 or cross_disty(pos,cross.pos)<=0.5:
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return cross
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# find the particle at position pos
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def find_particle(self,pos):
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for particle in self.particles:
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if particle.in_support(pos):
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return particle
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# none found
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return None
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# check whether a position intersects with any of the crosses
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def check_interaction_any(self,pos,exception):
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for other in self.crosses:
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if other!=exception:
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if other.check_interaction(pos)==False:
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return False
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return True
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# check whether a position intersects with any of the particles
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def check_interaction_any(self,candidate,offset):
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for particle in self.particles:
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if particle.check_interaction(candidate,offset):
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return True
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return False
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# check that a cross can move to new position
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def check_move(self,newpos,cross):
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# check that a particle can move by delta, and return the closest allowed relative motion
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def check_move(self,delta,particle):
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# whether newpos is acceptable
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accept_newpos=True
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for other in self.crosses:
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# do not compare a cross to itself
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if other!=cross:
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# move would make cross overlap with other
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if other.check_interaction(newpos)==False:
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for other in self.particles:
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# do not compare a particle to itself
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if other!=particle:
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# move would make particle overlap with other
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if other.check_interaction(particle,delta):
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accept_newpos=False
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# check if cross touches other
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if other.check_touch(cross.pos):
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# check if particle already touches other
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if other.check_touch(particle):
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# move along other while remaining stuck
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candidate=other.move_along(newpos,cross.pos)
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# TODO: this assumes other is a square
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newdelta=other.squares[0].move_along(delta,particle.squares[0].pos)
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else:
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candidate=other.move_on_line_to_stick(cross.pos,newpos-cross.pos)
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if self.check_interaction_any(candidate,cross):
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return candidate
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newdelta=other.move_on_line_to_stick(particle.squares[0].pos,delta)
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if not self.check_interaction_any(particle,newdelta):
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return newdelta
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if accept_newpos:
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return newpos
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return delta
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else:
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# cannot move cross at all, try again
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return self.check_move(candidate,cross)
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# cannot move particle at all, try again
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return self.check_move(newdelta,particle)
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# write configuration to file
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def write(self,file):
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ff=open(file,"w")
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for cross in self.crosses:
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ff.write("{:05.2f},{:05.2f};{:3.1f},{:3.1f},{:3.1f}\n".format(cross.pos.x,cross.pos.y,cross.color[0],cross.color[1],cross.color[2]))
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for particle in self.particles:
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ff.write("{:05.2f},{:05.2f};{:3.1f},{:3.1f},{:3.1f}\n".format(particle.pos.x,particle.pos.y,particle.color[0],particle.color[1],particle.color[2]))
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ff.close()
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# read configuration from file
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@ -267,7 +276,7 @@ class Cross_painter(Widget):
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if self.check_interaction_any(pos,None):
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# add to list
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self.crosses.append(Cross(pos.x,pos.y,color=color))
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self.particles.append(Cross(pos.x,pos.y,color=color))
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else:
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print("warning: ignoring line "+str(i)+" in file '"+file+"': particle overlaps with existing particles",file=sys.stderr)
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61
polyomino.py
61
polyomino.py
@ -41,12 +41,35 @@ class Polyomino():
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*((square.pos.x+0.5)*square.size,(square.pos.y+0.5)*square.size),
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*((square.pos.x+0.5)*square.size,(square.pos.y-0.5)*square.size)
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))
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# whether x is in the support of the polyomino
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def in_support(self,x):
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for square in self.squares:
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if l_infinity(square.pos-x)<=1/2:
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return True
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return False
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# check whether self interacts with candidate if candidate were moved by offset
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def check_interaction(self,candidate,offset):
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for square1 in self.squares:
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for square2 in candidate.squares:
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if square1.check_interaction(square2.pos+offset):
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return True
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return False
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# check whether self touches candidate
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def check_touch(self,candidate):
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for square1 in self.squares:
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for square2 in candidate.squares:
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if square1.check_touch(square2.pos):
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return True
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return False
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# square
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class Square(Polyomino):
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def __init__(self,x,y,**kwargs):
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super(Square,self).__init__(squares=[Square_element(x,y)],kwargs)
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super(Square,self).__init__(kwargs,squares=[Square_element(x,y)])
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@ -66,7 +89,7 @@ class Square_element():
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# check whether a square at pos interacts with square
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def check_interaction(self,pos):
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return l_infinity(pos-self.pos)>=1
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return l_infinity(pos-self.pos)<1
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# check whether a square at position pos is touching self
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def check_touch(self,pos):
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@ -102,60 +125,58 @@ class Square_element():
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return closest
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# move along edge of square
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def move_along(self,newpos,pos):
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def move_along(self,delta,pos):
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rel=pos-self.pos
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# check if the particle is stuck in the x direction
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if isint_nonzero(rel.x):
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# check y direction
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if isint_nonzero(rel.y):
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# in corner
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if sgn(newpos.y-pos.y)==-sgn(rel.y):
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if sgn(delta.y)==-sgn(rel.y):
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# stuck in x direction
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return self.move_stuck_x(newpos,pos)
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elif sgn(newpos.x-pos.x)==-sgn(rel.x):
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return self.move_stuck_x(delta,pos)
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elif sgn(delta.x)==-sgn(rel.x):
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# stuck in y direction
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return self.move_stuck_y(newpos,pos)
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return self.move_stuck_y(delta,pos)
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# stuck in both directions
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return pos
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else:
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# stuck in x direction
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return self.move_stuck_x(newpos,pos)
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return self.move_stuck_x(delta,pos)
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elif isint_nonzero(rel.y):
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# stuck in y direction
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return self.move_stuck_y(newpos,pos)
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return self.move_stuck_y(delta,pos)
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# this should never happen
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else:
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print("error: stuck particle has non-integer relative position: (",rel.x,",",rel.y,")",file=sys.stderr)
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exit(-1)
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# move when stuck in the x direction
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def move_stuck_x(self,newpos,pos):
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def move_stuck_x(self,delta,pos):
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# only move in y direction
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candidate=Point(pos.x,newpos.y)
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candidate=Point(pos.x,pos.x+delta.y)
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# do not move past corners
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rel=pos.y-self.pos.y
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newrel=newpos.y-self.pos.y
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if newpos.y>pos.y:
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if rel<math.ceil(rel)-1e-11 and newrel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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if delta.y>0:
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if rel<math.ceil(rel)-1e-11 and delta.y+rel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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# stick to corner
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candidate.y=math.ceil(rel)+self.pos.y
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else:
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if rel>math.floor(rel)+1e-11 and newrel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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if rel>math.floor(rel)+1e-11 and delta.y+rel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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# stick to corner
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candidate.y=math.floor(rel)+self.pos.y
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return candidate
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# move when stuck in the y direction
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def move_stuck_y(self,newpos,pos):
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def move_stuck_y(self,delta,pos):
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# onlx move in x direction
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candidate=Point(pos.x,newpos.x)
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# do not move past corners
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rel=pos.x-self.pos.x
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newrel=newpos.x-self.pos.x
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if newpos.x>pos.x:
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if rel<math.ceil(rel)-1e-11 and newrel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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if delta.x>0:
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if rel<math.ceil(rel)-1e-11 and delta.x+rel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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# stick to corner
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candidate.x=math.ceil(rel)+self.pos.x
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else:
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if rel>math.floor(rel)+1e-11 and newrel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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if rel>math.floor(rel)+1e-11 and delta.x+rel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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# stick to corner
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candidate.x=math.floor(rel)+self.pos.x
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return candidate
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