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""" |
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Implements Verlet integration |
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""" |
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import pygame |
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import numpy as np |
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SIZE = (800, 800) |
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CENTER = np.array(SIZE) / 2 |
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WHITE = (255, 255, 255) |
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DAMPING = 0.99 |
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class Ball(object): |
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def __init__(self, x, y, radius=5, mass=1, fixed=False): |
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self.pos = np.array([x, y]) |
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self.last_pos = np.array([x, y]) |
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self.velocity = np.array([0., 0.]) |
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self.radius = radius |
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self.mass = mass |
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self.fixed = fixed |
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def render(self, screen): |
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x, y = self.pos + CENTER |
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pygame.draw.circle(screen, WHITE, [int(x), int(y)], self.radius, 4) |
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def update(self): |
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if self.fixed: |
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return |
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# Gravity |
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#self.pos[1] += .05 |
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# Bounce |
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if self.pos[1] > 400: |
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self.pos[1] = 400 |
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self.last_pos[1] = 400 |
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self.velocity[1] = -.5 * self.velocity[1] |
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self.pos += self.velocity |
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self.velocity = self.pos - self.last_pos |
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self.velocity *= DAMPING |
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self.last_pos = np.array(self.pos) |
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class Spring(object): |
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def __init__(self, a, b, length=None, k=0.3): |
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self.a = a |
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self.b = b |
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self.k = k |
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self.length = self.compute_length() if length is None else length |
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print(self.length) |
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def render(self, screen): |
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x1, y1 = self.a.pos + CENTER |
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x2, y2 = self.b.pos + CENTER |
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pygame.draw.line(screen, WHITE, [x1, y1], [x2, y2]) |
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def compute_length(self): |
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x1, y1 = self.a.pos + CENTER |
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x2, y2 = self.b.pos + CENTER |
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return np.sqrt((x2 - x1)**2 + (y2 - y1)**2) |
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def update(self): |
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current_length = self.compute_length() |
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delta = self.b.pos - self.a.pos |
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delta /= current_length |
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stretch = (current_length - self.length) / self.length |
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self.a.velocity += stretch * delta * self.k |
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self.b.velocity -= stretch * delta * self.k |
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