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vision_line.py
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from pyglet import shapes
import mymap
from utils import getCollisionPoint
import math
from utils import calculate_end_point
class vision_line:
def __init__(self, origin, origin_angle,length, batch, show_vision_line):
self.rotation = 0
self.origin_angle = -origin_angle
self.line = shapes.Line(origin[0], origin[1], origin[0]+length, origin[1], color=(255, 22, 20), batch=batch)
self.collision_point = []
self.collision_dist = 200
self.length = length
self.collision_point_sprite = shapes.Circle(0, 0, 5, color=(255, 255, 255), batch=batch)
x2, y2 = calculate_end_point(self, self.origin_angle, origin)
self.line.x2 = x2
self.line.y2 = y2
self.show_vision_line = show_vision_line
self.line.visible = show_vision_line
self.batch = batch
def update(self, new_angle, new_position):
old_angle = self.rotation
self.rotation = new_angle
x2, y2 = calculate_end_point(self, old_angle, new_position)
self.line.x = new_position[0]
self.line.y = new_position[1]
self.line.x2 = x2
self.line.y2 = y2
self.check_collisions()
def check_collisions(self):
collided_with_obstacles = self.check_colisions_obstacles()
if(not collided_with_obstacles):
self.check_collisions_window()
def check_colisions_obstacles(self):
#calculer la dist la plus courte pour afficher le point le plus proche slm
is_collision = False
smallest_dist = 1000
end = (self.line.x2, self.line.y2)
origin = (self.line.x, self.line.y)
collision_point = None
for obstacle in mymap.obstacles:
for line in obstacle.obstacle_lines:
collision_point = getCollisionPoint(origin[0], origin[1], end[0], end[1], line[0][0], line[0][1], line[1][0],line[1][1])
if(collision_point != None):
dist = math.dist(origin, collision_point)
#print("origin\n", origin)
#print("end\n", end)
is_collision = True
if(dist < smallest_dist):
smallest_dist = dist
self.collision_point_sprite.visible = self.show_vision_line
self.collision_point_sprite.position = collision_point
self.collision_point = collision_point
elif not is_collision:
self.collision_point_sprite.visible = False
self.collision_point = [-1, -1]
#print(self.collision_point)
return is_collision
def check_collisions_window(self):
origin = (self.line.x, self.line.y)
is_collision = False
for line in mymap.window_lines:
collision_point = getCollisionPoint(origin[0], origin[1], self.line.x2, self.line.y2, line[0][0], line[0][1], line[1][0],line[1][1])
if(collision_point != None):
self.collision_point_sprite.position = collision_point
self.collision_point = collision_point
is_collision = True
if not is_collision:
self.collision_point_sprite.visible = False
self.collision_point = [-1, -1]