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Python Vector.is_zero方法代码示例

本文整理汇总了Python中vector.Vector.is_zero方法的典型用法代码示例。如果您正苦于以下问题:Python Vector.is_zero方法的具体用法?Python Vector.is_zero怎么用?Python Vector.is_zero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vector.Vector的用法示例。


在下文中一共展示了Vector.is_zero方法的2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: make_matrix

# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import is_zero [as 别名]
def make_matrix(vector_list):
    '''
    Make a matrix out of a list of vectors 'vector_list'
    Just like make_vector in the vector module, this decides whether to instantiate the FullMatrix or SparseMatrix class
    by using the is_zero method of the Vector class
    '''
    count = 0
    for vector1 in vector_list:
        vector_obj = Vector(vector1, zero_test = lambda x : (x == 0))
        if(vector_obj.is_zero()==True):
            count = count+1 
    if((count/len(vector_list))>DENSITY_THRESHOLD and len(vector_list)>SIZE_THRESHOLD):
        i = 0
        matrix_elmts = []
        matrix_indices = []
        while(i<len(vector_list)):
            vector_obj1 = Vector(vector_list[i] , zero_test = lambda x : (x == 0))
            if(vector_obj1.is_zero()==True):
                matrix_elmts.append(vector_list[i])
                matrix_indices.append(i)
                i = i+1
    else:
        i = 0
        matrix_elmts = []
        while(i<len(vector_list)):
            matrix_elmts.append(vector_list[i])
            i = i+1
开发者ID:Amit-Tomar,项目名称:Parametrized-String-Matching-Implementation-for-Software-Plagiarism-Check,代码行数:29,代码来源:IMT2013031_matrix.py

示例2: __init__

# 需要导入模块: from vector import Vector [as 别名]
# 或者: from vector.Vector import is_zero [as 别名]

#.........这里部分代码省略.........

        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

        self._update_state()


    def draw(self, surface):
        self.image.blit(self.animations[self.state].get_frame(), self.position.x, self.position.y+self.position_z, surface, self.blit_flags)

    def _get_x_accel_vector( self, controls ):

        self.x_accel_vector.set_magnitude(0)

        if controls.up: 
            if controls.left: 
                self.x_accel_vector.x = self.accelerate_upper_left.x 
            elif controls.right:
                self.x_accel_vector.x = self.accelerate_upper_right.x

        elif controls.down: 
            if controls.left: 
                self.x_accel_vector.x = self.accelerate_lower_left.x 
            elif controls.right:
                self.x_accel_vector.x = self.accelerate_lower_right.x

        elif controls.left:
            self.x_accel_vector.x=self.accelerate_left.x 
        elif controls.right:
            self.x_accel_vector.x=self.accelerate_right.x

        elif self.velocity.x < 0:
            self.x_accel_vector.x=self.deceleration
        elif 0 < self.velocity.x:
            self.x_accel_vector.x=-self.deceleration

        return self.x_accel_vector

    def _get_y_accel_vector( self, controls ):

        self.y_accel_vector.set_magnitude(0)

        if controls.left: 
            if controls.up: 
                self.y_accel_vector.y = self.accelerate_upper_left.y 
            elif controls.down:
                self.y_accel_vector.y = self.accelerate_lower_left.y

        elif controls.right: 
            if controls.up: 
                self.y_accel_vector.y = self.accelerate_upper_right.y 
            elif controls.down:
                self.y_accel_vector.y = self.accelerate_lower_right.y

        elif controls.up:
            self.y_accel_vector.y=self.accelerate_up.y 
        elif controls.down:
            self.y_accel_vector.y=self.accelerate_down.y

        elif self.velocity.y < 0:
            self.y_accel_vector.y=self.deceleration
        elif 0 < self.velocity.y:
            self.y_accel_vector.y=-self.deceleration

        return self.y_accel_vector
            
    def _get_decel_vector( self ):
        if self.velocity.is_non_zero():
            self.decelerate.x=-self.velocity.x
            self.decelerate.y=-self.velocity.y
            self.decelerate.set_magnitude( self.deceleration )
            return self.decelerate
        else:
            return None
                
    def _update_state(self):
        if self.position_z < 0:
            if self.state != Player.JUMPING:
                self.state=Player.JUMPING
                self.animations[Player.JUMPING].activate()
        else:
            if self.state != Player.WALKING and self.velocity.is_non_zero():
                self.state=Player.WALKING
                self.animations[Player.WALKING].activate()
            elif self.state != Player.STANDING and self.velocity.is_zero():
                self.state=Player.STANDING
                self.animations[Player.STANDING].activate()
开发者ID:aukeman,项目名称:pygame_thing,代码行数:104,代码来源:player.py


注:本文中的vector.Vector.is_zero方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。