""" Physics, a 2D Physics Playground for Kids Copyright (C) 2008 Alex Levenson and Brian Jordan This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ #================================================================== # Physics.activity # Helper classes and functions # By Alex Levenson #================================================================== import math # distance calculator, pt1 and pt2 are ordred pairs def distance(pt1, pt2): return math.sqrt((pt1[0] - pt2[0]) ** 2 + (pt1[1] - pt2[1]) ** 2) # returns the angle between the line segment from pt1 --> pt2 and the x axis, from -pi to pi def getAngle(pt1,pt2): xcomp = pt2[0] - pt1[0] ycomp = pt1[1] - pt2[1] return math.atan2(ycomp, xcomp) # returns a list of ordered pairs that describe an equilteral triangle around the segment from pt1 --> pt2 def constructTriangleFromLine(p1,p2): halfHeightVector = (0.57735 * (p2[1] - p1[1]), 0.57735 * (p2[0] - p1[0])) p3 = (p1[0] + halfHeightVector[0], p1[1] - halfHeightVector[1]) p4 = (p1[0] - halfHeightVector[0], p1[1] + halfHeightVector[1]) return [p2, p3, p4] # returns the area of a polygon def polyArea(vertices): n = len(vertices) A = 0 p=n - 1 q=0 while q < n: A+=vertices[p][0] * vertices[q][1] - vertices[q][0] * vertices[p][1] p=q q += 1 return A / 2.0 #Some polygon magic, thanks to John W. Ratcliff on www.flipcode.com # returns true if pt is in triangle def insideTriangle(pt, triangle): ax = triangle[2][0] - triangle[1][0] ay = triangle[2][1] - triangle[1][1] bx = triangle[0][0] - triangle[2][0] by = triangle[0][1] - triangle[2][1] cx = triangle[1][0] - triangle[0][0] cy = triangle[1][1] - triangle[0][1] apx= pt[0] - triangle[0][0] apy= pt[1] - triangle[0][1] bpx= pt[0] - triangle[1][0] bpy= pt[1] - triangle[1][1] cpx= pt[0] - triangle[2][0] cpy= pt[1] - triangle[2][1] aCROSSbp = ax * bpy - ay * bpx cCROSSap = cx * apy - cy * apx bCROSScp = bx * cpy - by * cpx return aCROSSbp >= 0.0 and bCROSScp >= 0.0 and cCROSSap >= 0.0 def polySnip(vertices, u, v, w, n): EPSILON = 0.0000000001 Ax = vertices[u][0] Ay = vertices[u][1] Bx = vertices[v][0] By = vertices[v][1] Cx = vertices[w][0] Cy = vertices[w][1] if EPSILON > (((Bx-Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax))): return False for p in range(0, n): if p == u or p == v or p == w: continue Px = vertices[p][0] Py = vertices[p][1] if insideTriangle((Px, Py), ((Ax, Ay), (Bx, By), (Cx, Cy))): return False return True # decomposes a polygon into its triangles def decomposePoly(vertices): vertices = list(vertices) n = len(vertices) result = [] if(n < 3): return [] # not a poly! # force a counter-clockwise polygon if 0 >= polyArea(vertices): vertices.reverse() # remove nv-2 vertices, creating 1 triangle every time nv = n count = 2 * nv # error detection m = 0 v = nv - 1 while nv > 2: count -= 1 if 0 >= count: return [] # Error -- probably bad polygon # three consecutive vertices u = v if nv <= u: u = 0 # previous v = u + 1 if nv <= v: v = 0 # new v w = v + 1 if nv <= w: w = 0 # next if(polySnip(vertices, u, v, w, nv)): # record this triangle result.append((vertices[u], vertices[v], vertices[w])) m += 1 # remove v from remaining polygon vertices.pop(v) nv -= 1 # reset error detection count = 2 * nv return result def cast_tuple_to_int(tuple): """Cast tuple values to ints to avoid gtk+ and pygame's dislike of floats. """ return [int(i) for i in tuple]