Jam/cross.py

314 lines
12 KiB
Python

import math
import sys
from kivy.graphics import Color,Line,Rectangle
from kivy.uix.widget import Widget
from point import Point
from tools import isint_nonzero,sgn
class Cross():
# size of central square
size=50
def __init__(self,x,y,**kwargs):
self.pos=Point(x,y)
self.color=kwargs.get("color",(0,0,1))
self.selected=False
# set position
def setpos(self,x,y):
self.pos.x=x
self.pos.y=y
def draw(self):
Color(*(self.color))
Rectangle(pos=((self.pos.x-1.5)*self.size,(self.pos.y-0.5)*self.size),size=(3*self.size,self.size))
Rectangle(pos=((self.pos.x-0.5)*self.size,(self.pos.y-1.5)*self.size),size=(self.size,3*self.size))
# stroke
Color(1,1,1)
Line(points=(
*((self.pos.x-0.5)*self.size,(self.pos.y-0.5)*self.size),
*((self.pos.x-0.5)*self.size,(self.pos.y-1.5)*self.size),
*((self.pos.x+0.5)*self.size,(self.pos.y-1.5)*self.size),
*((self.pos.x+0.5)*self.size,(self.pos.y-0.5)*self.size),
*((self.pos.x+1.5)*self.size,(self.pos.y-0.5)*self.size),
*((self.pos.x+1.5)*self.size,(self.pos.y+0.5)*self.size),
*((self.pos.x+0.5)*self.size,(self.pos.y+0.5)*self.size),
*((self.pos.x+0.5)*self.size,(self.pos.y+1.5)*self.size),
*((self.pos.x-0.5)*self.size,(self.pos.y+1.5)*self.size),
*((self.pos.x-0.5)*self.size,(self.pos.y+0.5)*self.size),
*((self.pos.x-1.5)*self.size,(self.pos.y+0.5)*self.size),
*((self.pos.x-1.5)*self.size,(self.pos.y-0.5)*self.size),
*((self.pos.x-0.5)*self.size,(self.pos.y-0.5)*self.size),
))
# check whether a cross at pos interacts with cross
def check_interaction(self,pos):
# allow for error
return int(pos.x-self.pos.x+sgn(pos.x-self.pos.x)*1e-11)**2+int(pos.y-self.pos.y+sgn(pos.y-self.pos.y)*1e-11)**2>=5
# check whether a cross at position pos is touching self
def check_touch(self,pos):
rel=pos-self.pos
for i in [-3,-2,-1,1,2,3]:
# allow for error
if abs(rel.x-i)<1e-11 and abs(rel.y)<=4-abs(i)+1e-11 and abs(rel.y)>=3-abs(i)-1e-11:
return True
if abs(rel.y-i)<1e-11 and abs(rel.x)<=4-abs(i)+1e-11 and abs(rel.x)>=3-abs(i)-1e-11:
return True
return False
# find position along a line that comes in contact with the line going through pos in direction v
def move_on_line_to_stick(self,pos,v):
# relative to cross
return self.move_on_line_to_stick_relative(pos-self.pos,v)+self.pos
def move_on_line_to_stick_relative(self,x,v):
# if x is in the right quadrant
if abs(x.y)<=x.x:
# find all stuck positions on lines
stuck=[]
# check intersections with vertical lines
if v.x!=0:
for i in range(1,4):
# candidate
y=Point(i,x.y+(i-x.x)*v.y/v.x)
# check that it is in the right range
if abs(y.y)<=4-i and abs(y.y)>=3-i:
stuck.append(y)
# check intersections with horizontal lines
if v.y!=0:
for i in [-3,-2,-1,1,2,3]:
# candidate
y=Point(x.x+(i-x.y)*v.x/v.y,i)
# check that it is in the right range
if y.x<=4-abs(i) and y.x>=3-abs(i):
stuck.append(y)
return x.closest(stuck)
# reflect other quadrants to the right one
# top quadrant
elif abs(x.x)<=x.y:
closest=self.move_on_line_to_stick_relative(Point(x.y,x.x),Point(v.y,v.x))
return Point(closest.y,closest.x)
# bottom quadrant
elif abs(x.x)<=-x.y:
closest=self.move_on_line_to_stick_relative(Point(-x.y,x.x),Point(-v.y,v.x))
return Point(closest.y,-closest.x)
# left quadrant
else:
closest=self.move_on_line_to_stick_relative(Point(-x.x,x.y),Point(-v.x,v.y))
return Point(-closest.x,closest.y)
# move along edge of cross
def move_along(self,newpos,pos):
rel=pos-self.pos
# check if the particle is stuck in the x direction
if isint_nonzero(rel.x):
# check y direction
if isint_nonzero(rel.y):
# in corner
# two types of corners: |x|_1=3 or |x|_1=4
if abs(rel.x)+abs(rel.y)<3.5:
if sgn(newpos.y-pos.y)==sgn(rel.y):
# stuck in x direction
return self.move_stuck_x(newpos,pos)
elif sgn(newpos.x-pos.x)==sgn(rel.x):
# stuck in y direction
return self.move_stuck_y(newpos,pos)
else:
if sgn(newpos.y-pos.y)==-sgn(rel.y):
# stuck in x direction
return self.move_stuck_x(newpos,pos)
elif sgn(newpos.x-pos.x)==-sgn(rel.x):
# stuck in y direction
return self.move_stuck_y(newpos,pos)
# stuck in both directions
return pos
else:
# stuck in x direction
return self.move_stuck_x(newpos,pos)
elif isint_nonzero(rel.y):
# stuck in y direction
return self.move_stuck_y(newpos,pos)
# this should never happen
else:
print("error: stuck particle has non-integer relative position: (",rel.x,",",rel.y,")",file=sys.stderr)
exit(-1)
# move when stuck in the x direction
def move_stuck_x(self,newpos,pos):
# only move in y direction
candidate=Point(pos.x,newpos.y)
# do not move past corners
rel=pos.y-self.pos.y
newrel=newpos.y-self.pos.y
if newpos.y>pos.y:
if self.check_interaction(candidate)==False or (rel<math.ceil(rel)-1e-11 and newrel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0):
# in open corner
if rel>math.ceil(rel)-1e-11:
candidate.y=math.ceil(rel)+1+self.pos.y
else:
candidate.y=math.ceil(rel)+self.pos.y
else:
if self.check_interaction(candidate)==False or (rel>math.floor(rel)+1e-11 and newrel<math.floor(rel)-1e-11 and math.floor(rel)!=0):
# in open corner
if rel<math.floor(rel)+1e-11:
candidate.y=math.floor(rel)-1+self.pos.y
else:
candidate.y=math.floor(rel)+self.pos.y
return candidate
# move when stuck in the y direction
def move_stuck_y(self,newpos,pos):
# only move in x direction
candidate=Point(newpos.x,pos.y)
# do not move past corners
rel=pos.x-self.pos.x
newrel=newpos.x-self.pos.x
if newpos.x>pos.x:
if self.check_interaction(candidate)==False or (rel<math.ceil(rel)-1e-11 and newrel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0):
# in open corner
if rel>math.ceil(rel)-1e-11:
candidate.x=math.ceil(rel)+1+self.pos.x
else:
candidate.x=math.ceil(rel)+self.pos.x
else:
if self.check_interaction(candidate)==False or (rel>math.floor(rel)+1e-11 and newrel<math.floor(rel)-1e-11 and math.floor(rel)!=0):
# in open corner
if rel<math.floor(rel)+1e-11:
candidate.x=math.floor(rel)-1+self.pos.x
else:
candidate.x=math.floor(rel)+self.pos.x
return candidate
# L_infinity distance rescalled by 3 in the x direction
def cross_distx(x,y):
return max(abs(x.x-y.x)/3,abs(x.y-y.y))
# L_infinity distance rescalled by 3 in the y direction
def cross_disty(x,y):
return max(abs(x.x-y.x),abs(x.y-y.y)/3)
# polar description of touching cross
def cross_polar(t):
# by symmetry, put angle in interval (-pi/4,pi/4), and take absolute value
tt=abs((t+math.pi/4)%(math.pi/2)-math.pi/4)
if tt<math.atan(1/3):
return 3/math.cos(tt)
elif tt<math.atan(1/2):
return 1/math.sin(tt)
else:
return 2/math.cos(tt)
# cross painter
class Cross_painter(Widget):
def __init__(self,app,**kwargs):
# list of crosses
self.crosses=[]
# selected cross
self.selected=None
# app is used to share information between widgets
self.app=app
# init Widget
super(Cross_painter,self).__init__(**kwargs)
# draw all crosses
def draw(self):
with self.canvas:
for cross in self.crosses:
cross.draw()
# respond to mouse down
def on_touch_down(self,touch):
# only respond to touch in area
if self.collide_point(*touch.pos):
# create new cross
if touch.button=="right":
if self.check_interaction_any(Point(touch.x/Cross.size,touch.y/Cross.size),None):
new=Cross(touch.x/Cross.size,touch.y/Cross.size)
with self.canvas:
new.draw()
# add to list
self.crosses.append(new)
# select cross
if touch.button=="left":
# unselect
if self.selected!=None:
self.selected.selected=False
# find cross under touch
self.selected=self.find_cross(Point(touch.x/Cross.size,touch.y/Cross.size))
# select
if self.selected!=None:
self.selected.selected=True
# respond to drag
def on_touch_move(self,touch):
if self.collide_point(*touch.pos):
# only move on left click
if touch.button=="left" and self.selected!=None:
self.selected.pos=self.check_move(Point(touch.x/Cross.size,touch.y/Cross.size),self.selected)
# redraw
self.canvas.clear()
self.draw()
# report position in status bar
self.app.status_bar.set_position(" {:05.2f} , {:05.2f}".format(self.selected.pos.x,self.selected.pos.y))
# find the cross at position pos
def find_cross(self,pos):
for cross in self.crosses:
if cross_distx(pos,cross.pos)<=0.5 or cross_disty(pos,cross.pos)<=0.5:
return cross
# none found
return None
# check whether a position intersects with any of the crosses
def check_interaction_any(self,pos,exception):
for other in self.crosses:
if other!=exception:
if other.check_interaction(pos)==False:
return False
return True
# check that a cross can move to new position
def check_move(self,newpos,cross):
# whether newpos is acceptable
accept_newpos=True
for other in self.crosses:
# do not compare a cross to itself
if other!=cross:
# move would make cross overlap with other
if other.check_interaction(newpos)==False:
accept_newpos=False
# check if cross touches other
if other.check_touch(cross.pos):
# move along other while remaining stuck
candidate=other.move_along(newpos,cross.pos)
else:
candidate=other.move_on_line_to_stick(cross.pos,newpos-cross.pos)
if self.check_interaction_any(candidate,cross):
return candidate
if accept_newpos:
return newpos
else:
# cannot move cross at all, try again
return self.check_move(candidate,cross)