本文整理汇总了Python中Point.Point.length方法的典型用法代码示例。如果您正苦于以下问题:Python Point.length方法的具体用法?Python Point.length怎么用?Python Point.length使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Point.Point
的用法示例。
在下文中一共展示了Point.length方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: calcMotionEnergy
# 需要导入模块: from Point import Point [as 别名]
# 或者: from Point.Point import length [as 别名]
def calcMotionEnergy(self):
n = len(self.points)
l = 3
speed = []
for i in range(0,n-l-1):
a,b = self.points[i].getCoords()
dx = dy = 0
for j in range(l):
index = i+j+1
c,d = self.points[i+l+1].getCoords()
dx = dx + c - a
dy = dy + d - b
dx = dx/l
dy = dy/l
d = Point(dx, dy)
speed.append(d)
n = len(speed)
if n == 0:
return 0
e = Point(0, 0)
mx = my = 0
for i in range(0,n):
a,b = speed[i].getCoords()
mx = mx + a
my = my + b
mx = mx/n
my = my/n
for i in range(0,n):
a,b = speed[i].getCoords()
dx = mx - a
dy = my - b
dx2 = dx*dx
dy2 = dy*dy
e.x = e.x + dx2
e.y = e.y + dy2
print(str(n-1))
e.x = e.x/(n-1)
e.y = e.y/(n-1)
return e.length()
示例2: setFromQTransform
# 需要导入模块: from Point import Point [as 别名]
# 或者: from Point.Point import length [as 别名]
def setFromQTransform(self, tr):
p1 = Point(tr.map(0., 0.))
p2 = Point(tr.map(1., 0.))
p3 = Point(tr.map(0., 1.))
dp2 = Point(p2-p1)
dp3 = Point(p3-p1)
## detect flipped axes
if dp2.angle(dp3) > 0:
#da = 180
da = 0
sy = -1.0
else:
da = 0
sy = 1.0
self._state = {
'pos': Point(p1),
'scale': Point(dp2.length(), dp3.length() * sy),
'angle': (np.arctan2(dp2[1], dp2[0]) * 180. / np.pi) + da
}
self.update()
示例3: calcDirection
# 需要导入模块: from Point import Point [as 别名]
# 或者: from Point.Point import length [as 别名]
def calcDirection(self):
del self.direction[:]
n = len(self.points)
for i in range(0,n-1):
a,b = self.points[i].getCoords()
c,d = self.points[i+1].getCoords()
dx = c - a
dy = d - b
d = Point(dx, dy)
if d.length() < 0.001:
d = Point(0, 0)
else:
d.normalize()
self.direction.append(d)
示例4: Brick
# 需要导入模块: from Point import Point [as 别名]
# 或者: from Point.Point import length [as 别名]
class Brick(Enemy):
def __init__(self, scene, x, y, n=2):
super().__init__(scene, x, y)
self._velocity = Point(0, 0)
self._size = n
myscale = SCALE - n*2
self.set_shape(sh.BRICK_SHAPE[n], Colors.split, True, myscale)
self._sleep = SLEEP_TIME if n < 2 else 0
def destroy(self):
if self._size > 0:
s = SCALE
off = self._size*s
n = self._size - 1
for x in range(0, 2):
for y in range(0, 2):
celloffset = Point(off + x*s, off + y*s)
cellpos = self.position + celloffset
child = Brick(self._scene, cellpos.x, cellpos.y, n)
child._velocity = (cellpos - self.position)*2
self._scene.add_object(child)
super().destroy()
def update(self):
if self._sleep <= 0:
player = self._scene.player
dirvec = player.position - self.position
self._velocity += dirvec * ACCELERATION / dirvec.length()
else:
self._sleep -= 1
if self._velocity.length_sqr() > SPEED:
self._velocity.normalize()
self._velocity *= SPEED
self.position += self._velocity
self.direction += self._velocity.length()*ANGULAR_SPEED
super().update()