diff --git a/gyro.py b/gyro.py index 5986992..95fabed 100644 --- a/gyro.py +++ b/gyro.py @@ -1,6 +1,7 @@ +from numpy import complex256 def ZeroCheck(cN): - if cN == complex(0,0): - return complex(1,0) + if cN == complex256(complex(0,0)): + return complex256(complex(1,0)) else: return cN @@ -30,12 +31,13 @@ def Poincare2Klein(cN): class GyroVector: def __init__(self, cPos, cRot): - self.cPos = complex(cPos) - self.cRot = complex(cRot) + self.cPos = complex256(cPos) + self.cRot = complex256(cRot) self.normalize() def __add__(gA, gB): - cAdd, cGyr = MobiusAddGyr(gA.cPos, gB.cPos * (1 / gA.cRot)) + #cAdd, cGyr = MobiusAddGyr(gA.cPos, gB.cPos / gA.cRot) + cAdd, cGyr = MobiusAddGyr(gA.cPos, gB.cPos) return GyroVector(cAdd, gA.cRot * gB.cRot * cGyr) def __neg__(self): diff --git a/main.py b/main.py index a5ebb5c..965f42b 100755 --- a/main.py +++ b/main.py @@ -1,8 +1,8 @@ #!/usr/bin/env python3 +from numpy import complex256 from time import time_ns, sleep -from cmath import exp -import math +from cmath import exp, pi import pygame import pygame.freetype from gyro import * @@ -10,16 +10,19 @@ from lines import * def deg2rad(rA): return rA/180*PI -I = complex(0,1) +I = complex256(complex(0,1)) WHITE = (255,255,255) BLACK = (0,0,0) OFFSET = 0.015625 -PI = math.pi +PI = pi ROT = cNorm(exp(deg2rad(2)*I)) IROT = 1/ROT F = 5 * 10**7 F_ = 10**9 +SKY = (127,127,255) +GROUND = (102, 51, 0) + class Segment: def __init__(self,bA,cA,cB,trColor): self.isFinite = bA @@ -33,10 +36,10 @@ class DrawnSegment: self.color = color level = [ - Segment(False,.5,I*.5,(255,0,0)), - Segment(False,.5,-I*.5,(0,255,0)), - Segment(False,-.5,-I*.5,(0,0,255)), - Segment(False,-.5,I*.5,(255,255,0)) + Segment(True,.6,I*.6,(255,0,0)), + Segment(True,.6,-I*.6,(0,255,0)), + Segment(True,-.6,-I*.6,(0,0,255)), + Segment(True,-.6,I*.6,(255,255,0)) ] def draw(level,gPlayer,fov,res): @@ -50,10 +53,12 @@ def draw(level,gPlayer,fov,res): tA = Poincare2Klein(MobiusAdd(j.pointA,-gPlayer.cPos)) tB = Poincare2Klein(MobiusAdd(j.pointB,-gPlayer.cPos)) try: # This function faults from time to time - cInt = cLineIntersection(tA,tB,complex(0),rot) + cInt = cLineIntersection(tA,tB,complex256(0),rot) except ZeroDivisionError: continue rDist = cDist(0,cInt) + if not (j.isFinite and cBetween(tA,tB,cInt)): + continue if cDot(cInt,rot) > 0: continue if (1 - m.height) > rDist: @@ -85,16 +90,18 @@ def mainLoop(): if keys[pygame.K_a]: gPlayer.rotate(IROT) if keys[pygame.K_w]: - gPlayer -= GyroVector(OFFSET, 1) + gPlayer -= GyroVector(OFFSET * gPlayer.cRot, 1) if keys[pygame.K_s]: - gPlayer += GyroVector(OFFSET, 1) + gPlayer += GyroVector(OFFSET * gPlayer.cRot, 1) display.fill(WHITE) #pygame.draw.rect(display,BLACK, c_tr(Poincare2Klein(gPlayer.cPos) * -100) + (100,100),0) - drawn = draw(level,gPlayer,PI/2,640) + drawn = draw(level,gPlayer,PI/2,160) + pygame.draw.rect(display,SKY, (0,0,1280,360)) + pygame.draw.rect(display,GROUND, (0,360,1280,360)) n = 0 for i in drawn: - pygame.draw.rect(display,i.color, (n,360 - (cap(i.height) * 500),10,cap(i.height) * 1000)) - n += 2 + pygame.draw.rect(display,i.color, (n,360 - (cap(i.height) * 360),10,cap(i.height) * 1000)) + n += 8 font.render_to(display, (8, 8), "cPos: " + str(gPlayer.cPos), (255, 255, 255), (0, 0, 0)) font.render_to(display, (8, 26), "cRot: " + str(gPlayer.cRot), (255, 255, 255), (0, 0, 0))