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# Physics, a 2D Physics Playground for Kids
# Copyright (C) 2008 Alex Levenson and Brian Jordan
# Copyright (C) 2013 Walter Bender
# 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 <http://www.gnu.org/licenses/>.
import math
def distance(pt1, pt2):
'''Distance calculator, pt1 and pt2 are ordred pairs.'''
return math.sqrt((pt1[0] - pt2[0]) ** 2 + (pt1[1] - pt2[1]) ** 2)
def getAngle(pt1, pt2):
'''Returns angle between line segment pt1 -> pt2 and x axis,
from -pi to pi.'''
xcomp = pt2[0] - pt1[0]
ycomp = pt1[1] - pt2[1]
return math.atan2(ycomp, xcomp)
def constructTriangleFromLine(p1, p2):
'''Returns list of ordered pairs describing equilteral triangle around
segment pt1 --> pt2.'''
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]
def polyArea(vertices):
'''Returns the area of a polygon.'''
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
def insideTriangle(pt, triangle):
'''Returns true if pt is in triangle.
Some polygon magic, thanks to John W. Ratcliff on www.flipcode.com'''
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
def decomposePoly(vertices):
'''Decomposes a polygon into its triangles.'''
vertices = list(vertices)
n = len(vertices)
result = []
if(n < 3):
return [] # not a poly!
# Force 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
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]))
# Remove v from remaining polygon
vertices.pop(v)
nv -= 1
# Reset error detection
count = 2 * nv
return result
def tuple_to_int(tuple_input):
'''Cast tuple values to ints to avoid gtk+ and pygame's dislike of
floats.'''
return [int(i) for i in tuple_input]
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