本文整理汇总了Python中vector.Vector.add方法的典型用法代码示例。如果您正苦于以下问题:Python Vector.add方法的具体用法?Python Vector.add怎么用?Python Vector.add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vector.Vector
的用法示例。
在下文中一共展示了Vector.add方法的14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: _circleCircle
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
def _circleCircle(sp):
c1 = sp.shapes[0]
c2 = sp.shapes[1]
# Displacement between the circles
dVector = c2.center.sub(c1.center)
d = dVector.len()
dAngle = dVector.angle()
if d >= c2.radius + c1.radius:
# Circles are too far apart; no intersects
return []
elif d <= abs(c2.radius - c1.radius):
# One circle contains the other; no intersects
return []
else:
# Aliases
r1 = c1.radius
r2 = c2.radius
# Distance of intersect along displacement axis
d1 = (d*d + r1*r1 - r2*r2) / (2*d)
# Displacement of intersect perpendicularly from displacement axis
y1 = math.sqrt(r1*r1 - d1*d1)
# Intersections
i1 = Vector(d1, -y1)
i2 = Vector(d1, y1)
i1 = i1.rotate(dAngle)
i2 = i2.rotate(dAngle)
i1 = i1.add(c1.center)
i2 = i2.add(c1.center)
return [i1, i2]
示例2: PointMass
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class PointMass():
def __init__(self, x, y, mass, fixed=False):
self.pos = Vector(x, y)
self.mass = mass
self.colour = constants.BLACK
self.velocity = Vector()
self.force = Vector()
self.angular_velocity = 0
self.fixed = fixed
self.selected = False
def add_gravity(self):
self.force.y += constants.GRAVITY * self.mass
def add_force(self, force_vector):
# print(force_vector)
self.force = self.force.add(force_vector)
def accelerate(self):
self.velocity = self.velocity.add(self.force.scale(1 / self.mass))
def move(self):
self.pos = self.pos.add(self.velocity)
def step(self):
if not self.fixed:
# Forces
self.add_gravity()
# Velocity
self.accelerate()
self.move()
self.force.reset()
m_pos = pygame.mouse.get_pos()
pressed = pygame.mouse.get_pressed()
if pressed[0]:
if (m_pos[0] - self.pos.x)**2 + (m_pos[1] - self.pos.y)**2 < (self.mass*30)**2:
self.selected = True
if not pressed[0]:
self.selected = False
if self.selected:
self.add_force(Vector(m_pos[0], m_pos[1]).subtract(self.pos).normalize().scale(1))
def draw(self, screen):
m_pos = pygame.mouse.get_pos()
if (m_pos[0] - self.pos.x)**2 + (m_pos[1] - self.pos.y)**2 < (self.mass*30)**2:
pygame.draw.circle(screen, self.colour, (int(round(self.pos.x)), int(round(self.pos.y))), int(round(self.mass*10)))
# Force and velocity vectors
# Force
# pygame.draw.line(screen, constants.RED, (round(self.pos.x), round(self.pos.y)), (self.pos.x + self.force.x, self.pos.y + self.force.y))
示例3: pop
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
def pop(self):
if self.__queue.size() > 0:
first_elemet = self.__queue.get(0)
temp_vector = Vector()
for i in range(0, self.__queue.size()):
if i > 0:
temp_vector.add(self.__queue.get(i))
self.__queue = temp_vector
return first_elemet
else:
return None
示例4: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Particle:
def __init__(self, color, pos, vel=None, mass=1):
self.color = color
self.pos = pos
self.prev = pos
self.vel = (Vector(0,0) if vel is None else vel)
self.force = Vector(0,0)
self.mass = mass
self.radius
def __str__(self):
return "P("+str(self.pos.x)+", "+str(self.pos.y)+")"
def applyForce(self, force):
self.force = self.force.add(force)
def update(self, time):
self.prev = self.pos.copy()
accel = self.force.mul(1/self.mass)
self.force = Vector(0,0)
self.vel = self.vel.add(accel.mul(time))
self.pos = self.pos.add(self.vel.mul(time))
示例5: MoveableActor
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class MoveableActor( Actor ):
def __init__( self ):
Actor.__init__( self )
self.moveVector = Vector( 0, 0 )
def move( self, vector ):
self.moveVector = vector
def moveLeft( self ):
self.move( self.moveVector.add(
Vector( -self.speed, 0 )
))
def moveRight( self ):
self.move( self.moveVector.add(
Vector( self.speed, 0 )
))
def moveUp( self ):
self.move( self.moveVector.add(
Vector( 0, -self.speed )
))
def moveDown( self ):
self.move( self.moveVector.add(
Vector( 0, self.speed )
))
def stopLeft( self ):
self.move( self.moveVector.add(
Vector( self.speed, 0 )
))
def stopRight( self ):
self.move( self.moveVector.add(
Vector( -self.speed, 0 )
))
def stopUp( self ):
self.move( self.moveVector.add(
Vector( 0, self.speed )
))
def stopDown( self ):
self.move( self.moveVector.add(
Vector( 0, -self.speed )
))
def update( self, frameTime, lifeTime ):
self.vector.add( self.moveVector )
Actor.update( self, frameTime, lifeTime )
示例6: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Queue:
def __init__(self):
self.__queue = Vector()
# Adds value to the end of the Queue.
# Complexity: O(1)
def push(self, value):
self.__queue.add(value)
# Returns value from the front of the Queue and removes it.
# Complexity: O(1)
def pop(self):
if self.__queue.size() > 0:
first_elemet = self.__queue.get(0)
temp_vector = Vector()
for i in range(0, self.__queue.size()):
if i > 0:
temp_vector.add(self.__queue.get(i))
self.__queue = temp_vector
return first_elemet
else:
return None
# Returns value from the front of the Queue without removing it.
# Complexity: O(1)
def peak(self):
if self.__queue.size != 0:
return self.__queue.get(0)
return None
# Returns the number of elements in the Queue.
# Complexity: O(1)
def size(self):
return self.__queue.size()
def getQueue(self):
return self.__queue.getVector()
示例7: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Vehicle:
def __init__(self,n,x,y):
brain = Perceptron(n,0.001)
self.location = Vector([x,y])
self.velocity = Vector([0,0])
self.acceleration = Vector([0,0])
self.maxforce = 0.1
self.maxspeed = 4
def update():
self.velocity.add(self.acceleration)
self.velocity.limit(self.maxspeed)
self.location.add(self.velocity)
self.acceleration.mult(0)
def applyForce(self, force):
acceleration.add(force)
#expects an array
def steer(self, targets):
if isinstance(targets,Vector):
forces =
elif isinstance(targets,[]):
targets = Vector(targets)
示例8: Ball
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Ball(object):
def __init__(self, position=None, velocity=None):
self.position = Vector(60, 60) if position is None else position
self.velocity = Vector(0, 0) if velocity is None else position
self.acceleration = Vector(0.01, 0.01)
def update(self):
self.position.add(self.velocity)
def update(self, canvas):
width = int(canvas['width'])
height = int(canvas['height'])
if self.position.x > width:
self.position.x = 0
if self.position.y > height:
self.position.y = 0
self.velocity.add(self.acceleration)
self.position.add(self.velocity)
def render(self, canvas):
canvas.create_circle(self.position.x, self.position.y, 7, fill='black')
示例9: Vector
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
from vector import Vector
if __name__ == '__main__':
myVector = Vector()
myVector.add('numberOne')
assert myVector.size() == 1
assert myVector.capacity() == 20
myVector = Vector()
myVector.add('numberOne')
myVector.add('numberTwo')
assert myVector.size() == 2
assert myVector.capacity() == 20
myVector = Vector()
myVector.add('numberOne')
assert myVector.pop() == 'numberOne'
assert myVector.size() == 0
assert myVector.capacity() == 20
myVector = Vector()
myVector.add('numberOne')
myVector.add('numberTwo')
assert myVector.pop() == 'numberTwo'
assert myVector.pop() == 'numberOne'
assert myVector.size() == 0
assert myVector.capacity() == 20
myVector = Vector()
myVector.insert(0, 'Hello')
示例10: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Ship:
def __init__(self, x=50, y=50):
self.pos = Vector(x, y);
self.speed = Vector();
self.accel = Vector();
self.angle = 0;
self.tmpAngle = 0;
self.canShoot = 1;
self.shootLimiter = Timer(2);
self.keyb = 1;
self.keys = {
"up":0,
"down":0,
"left":0,
"right":0,
"shoot":0
};
self.mouse = Vector(0,0);
self.mShoot = 0;
self.accel.x = 1;
self.points = (
Vector(0,-10),
Vector(0,10),
Vector(30,0)
);
def update(self, shoot_function, index):
if self.canShoot:
self.shootLimiter.reset();
else:
self.canShoot = self.shootLimiter.update();
if self.keyb:
if self.keys["up"]: self.accel.y = -0.5;
elif self.keys["down"]: self.accel.y = 0.5;
else:
self.accel.y = 0;
self.speed.y *= 0.98;
if self.keys["left"]: self.accel.x = -0.5;
elif self.keys["right"]: self.accel.x = 0.5;
else:
self.accel.x = 0;
self.speed.x *= 0.98;
if self.keys["shoot"] and self.canShoot:
self.canShoot = 0;
self.shootLimiter.reset();
shoot_function(index);
else:
if self.accel.hyp() < 1: self.accel = Vector(0,1);
self.accel.rot_to(self.mouse.minus(self.pos).angle());
if self.mshoot and self.canShoot:
self.canShoot = 0;
self.shootLimiter.reset();
shoot_function(index);
if not self.accel.isNull(): self.angle = self.accel.angle();
self.speed.add(self.accel);
if not self.speed.isNull():
hyp = self.speed.hyp();
if hyp > 10:
self.speed.set_length(10);
self.pos.add(self.speed);
bounce = self.pos.moveWithinBounds(Vector(800, 600));
if bounce:
if bounce == 1: self.speed.x = -self.speed.x;
elif bounce == 2: self.speed.y = -self.speed.y;
def hit(self):
pass;
def set_keys(self, up, down, left, right, shoot):
self.keyb = 1;
self.keys["up"] = up;
self.keys["down"] = down;
self.keys["left"] = left;
self.keys["right"] = right;
self.keys["shoot"] = shoot;
def set_mouse(self, mpos, mshoot):
self.keyb = 0;
self.mouse.x = mpos[0];
self.mouse.y = mpos[1];
self.mshoot = mshoot;
def net_data(self):
# [0] = ( posX, posY )
# [1] = ( speedX, speedY )
# [2] = angle
# ( ( posX, posY ), ( speedX, speedY ), angle )
return (self.pos.get(1), self.speed.get(1), int(self.angle * 100));
@staticmethod
def collide(ships, shots, explosions=0):
for i in ships:
for shot in shots:
if ships[i].pos.dist_to(shot.pos) < 10:
ships[i].hit();
#.........这里部分代码省略.........
示例11: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Player:
STANDING=0
WALKING=1
JUMPING=2
def __init__(self, **kwargs ):
self.max_speed=kwargs.get('max_speed', 60.0)
self.acceleration=kwargs.get('acceleration', 120.0)
self.deceleration=kwargs.get('deceleration', 120.0)
self.jump_velocity=kwargs.get('jump_velocity', -75.0)
self.gravity=kwargs.get('gravity', 125.0)
self.position=Vector(kwargs.get('x', 0.0),
kwargs.get('y', 0.0))
self.position_z=kwargs.get('z', 0.0)
self.bbox=Rect(self.position.x+kwargs.get('bbox_x',0.0),
self.position.y+kwargs.get('bbox_y',0.0),
kwargs.get('bbox_width',16.0),
kwargs.get('bbox_height',16.0))
self.velocity=Vector(0.0,0.0)
self.z_vector=0
self.delta_x_vector=Vector(0.0, 0.0)
self.delta_y_vector=Vector(0.0, 0.0)
self.delta_position=Vector(0.0, 0.0)
self.delta_velocity=Vector(0.0, 0.0)
self.decelerate=Vector(1.0, 1.0, magnitude=self.deceleration)
self.accelerate_left=Vector(-1.0, 0.0, magnitude=self.acceleration)
self.accelerate_right=Vector(1.0, 0.0, magnitude=self.acceleration)
self.accelerate_up=Vector(0.0, -1.0, magnitude=self.acceleration)
self.accelerate_down=Vector(0.0, 1.0, magnitude=self.acceleration)
self.accelerate_lower_left=Vector(-1.0, 1.0, magnitude=self.acceleration)
self.accelerate_lower_right=Vector(1.0, 1.0, magnitude=self.acceleration)
self.accelerate_upper_left=Vector(-1.0, -1.0, magnitude=self.acceleration)
self.accelerate_upper_right=Vector(1.0, -1.0, magnitude=self.acceleration)
self.x_accel_vector=Vector(0,0)
self.y_accel_vector=Vector(0,0)
self.image=Image(kwargs.get('sprite_sheet'), color_key=(0,0,0), flags=Image.FLIPPED_BOTH)
self.animations=kwargs.get('animations')
self.blit_flags=Image.NONE
self.facing_right=True
self.state='standing'
def update(self, controls, dt):
if controls.jump and self.position_z == 0:
self.z_vector=self.jump_velocity
elif self.position_z < 0:
self.z_vector += self.gravity*dt
else:
self.z_vector=0
self.position_z=0
x_accel=self._get_x_accel_vector(controls)
y_accel=self._get_y_accel_vector(controls)
self.delta_velocity.set_magnitude(0.0)
self.delta_velocity.add(x_accel)
self.delta_velocity.add(y_accel)
self.delta_velocity.multiply(dt)
if ((0 < self.velocity.x and self.velocity.x + self.delta_velocity.x < 0) or
(self.velocity.x < 0 and 0 < self.velocity.x + self.delta_velocity.x)):
self.delta_velocity.x = -self.velocity.x
if ((0 < self.velocity.y and self.velocity.y + self.delta_velocity.y < 0) or
(self.velocity.y < 0 and 0 < self.velocity.y + self.delta_velocity.y)):
self.delta_velocity.y = -self.velocity.y
self.velocity.add(self.delta_velocity)
self.velocity.limit_length(self.max_speed)
self.delta_position.set_magnitude(0.0)
self.delta_position.add(self.velocity)
self.delta_position.multiply(dt)
self.delta_x_vector.x=self.delta_position.x
self.delta_y_vector.y=self.delta_position.y
self.position_z += self.z_vector*dt
if self.facing_right and controls.left:
self.facing_right=False
self.blit_flags=Image.FLIPPED_H
elif not self.facing_right and controls.right:
self.facing_right=True
self.blit_flags=Image.NONE
#.........这里部分代码省略.........
示例12: com
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
def com(self):
# The center of mass
comVal = Vector(0, 0)
for p in self.points:
comVal = comVal.add(p)
return comVal.mul(1.0 / len(self.points))
示例13: __init__
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
class Physics:
DEFAULT_MAX_SPEED = 10
DEFAULT_WEIGHT = 1.03
DEFAULT_FLOOR_IT_SPEED = 0.9
ORIGINAL_MAX_SPEED = None
maxSpeed = None
ORIGINAL_WEIGHT = None
weight = None
ORIGINAL_FLOOR_IT_SPEED = None
floorItSpeed = None
ORIGINAL_LOCATION = None
location = None
ORIGINAL_VELOCITY = None
velocity = None
ORIGINAL_ACCELERATION = None
acceleration = None
def __init__(self, x, y):
self.ORIGINAL_LOCATION = Vector(x, y)
self.location = Vector(x, y)
self.ORIGINAL_VELOCITY = Vector(0, 0)
self.velocity = Vector(0, 0)
self.ORIGINAL_ACCELERATION = Vector(0, 0)
self.acceleration = Vector(0, 0)
self.ORIGINAL_MAX_SPEED = Vector(self.DEFAULT_MAX_SPEED, self.DEFAULT_MAX_SPEED)
self.maxSpeed = Vector(self.DEFAULT_MAX_SPEED, self.DEFAULT_MAX_SPEED)
self.ORIGINAL_WEIGHT = Vector(self.DEFAULT_WEIGHT, self.DEFAULT_WEIGHT)
self.weight = Vector(self.DEFAULT_WEIGHT, self.DEFAULT_WEIGHT)
self.ORIGINAL_FLOOR_IT_SPEED = Vector(self.DEFAULT_FLOOR_IT_SPEED, self.DEFAULT_FLOOR_IT_SPEED)
self.floorItSpeed = Vector(self.DEFAULT_FLOOR_IT_SPEED, self.DEFAULT_FLOOR_IT_SPEED)
def scale(self, horizontalScale, verticalScale):
self.location.scaleWithRespectTo(self.ORIGINAL_LOCATION, horizontalScale, verticalScale)
self.velocity.scaleWithRespectTo(self.ORIGINAL_VELOCITY, horizontalScale, verticalScale)
self.acceleration.scaleWithRespectTo(self.ORIGINAL_ACCELERATION, horizontalScale, verticalScale)
self.maxSpeed.scaleWithRespectTo(self.ORIGINAL_MAX_SPEED, horizontalScale, verticalScale)
"""
Scaling physics SEEMS to work correctly the minute we stop scaling the
weight as well. I'm sure the concept of why this makes sense is super
simple but it alludes me at the moment. No matter, it seems to work,
so I'll leave it be for now and check back later when I have other
things to check besides just the ship...
"""
self.weight.scaleWithRespectTo(self.ORIGINAL_WEIGHT, horizontalScale, verticalScale)
self.floorItSpeed.scaleWithRespectTo(self.ORIGINAL_FLOOR_IT_SPEED, horizontalScale, verticalScale)
def updateForNewLocation(self, newLocationBasedOnActions):
direction = vector.subtract(newLocationBasedOnActions, self.location)
direction.normalize()
direction.multiply(self.floorItSpeed)
self.acceleration = direction;
self.velocity.add(self.acceleration)
self.velocity.limit(self.maxSpeed);
self.velocity.stopIfSlowEnough();
self.velocity.divideByVector(vector=self.weight)
self.location.add(self.velocity)
示例14: int
# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import add [as 别名]
# test if vector.py is callable externally and if it works well
import sys, os
if os.getcwd() not in sys.path:
sys.path.append(os.getcwd())
from vector import Vector
# run-time loopy
instr = 1
while instr > 0:
instr = int(input('(0)EXIT\n(1)INSERT\n(2)ADD\n(3)GET\n(4)REMOVE\n(5)POP\n(6)SIZE\n(7)CAPACITY\n'))
if instr == 1:
ind = int(input('Index?\n'))
val = input('Value?\n')
print (Vector.insert(ind, val))
elif instr == 2:
val = input ('Value?\n')
print (Vector.add(val))
elif instr == 3:
ind = int(input('Index?\n'))
print (Vector.get(ind))
elif instr == 4:
ind = int(input('Index?\n'))
print (Vector.remove(ind))
elif instr == 5:
print (Vector.pop())
elif instr == 6:
print (Vector.size())
elif instr == 7:
print (Vector.capacity())