moved physics into its own class in physics.py
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This commit is contained in:
Bnenne 2025-06-24 02:00:14 -05:00
parent 8f17498b88
commit 7289543f6a
2 changed files with 109 additions and 41 deletions

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@ -9,6 +9,7 @@ import pygame
from typing import Optional, List, Any, Union
from world.utils import get_distance_between_objects
from world.physics import Physics
from math import atan2, degrees
@ -263,6 +264,8 @@ class DefaultCell(BaseEntity):
self.tick_count = 0
self.physics = Physics(0.02, 0.05)
def set_brain(self, behavioral_model: CellBrain) -> None:
self.behavioral_model = behavioral_model
@ -328,44 +331,12 @@ class DefaultCell(BaseEntity):
output_data = self.behavioral_model.tick(input_data)
# everything below this point is physics simulation and needs to be extracted to a separate class
# clamp accelerations
output_data["linear_acceleration"] = max(-MAX_ACCELERATION, min(MAX_ACCELERATION, output_data["linear_acceleration"]))
output_data["angular_acceleration"] = max(-MAX_ANGULAR_ACCELERATION, min(MAX_ANGULAR_ACCELERATION, output_data["angular_acceleration"]))
# 2. Apply drag force
drag_coefficient = 0.02
drag_x = -self.velocity[0] * drag_coefficient
drag_y = -self.velocity[1] * drag_coefficient
# 3. Combine all forces
total_linear_accel = output_data["linear_acceleration"]
total_linear_accel = max(-0.1, min(0.1, total_linear_accel))
# 4. Convert to world coordinates
x_component = total_linear_accel * math.cos(math.radians(self.rotation.get_rotation()))
y_component = total_linear_accel * math.sin(math.radians(self.rotation.get_rotation()))
# 5. Add drag to total acceleration
total_accel_x = x_component + drag_x
total_accel_y = y_component + drag_y
self.acceleration = (total_accel_x, total_accel_y)
rotational_drag = 0.05
self.angular_acceleration = output_data["angular_acceleration"] - self.rotational_velocity * rotational_drag
# tick acceleration
velocity_x = self.velocity[0] + self.acceleration[0]
velocity_y = self.velocity[1] + self.acceleration[1]
self.velocity = (velocity_x, velocity_y)
# # clamp velocity
speed = math.sqrt(self.velocity[0] ** 2 + self.velocity[1] ** 2)
if speed > MAX_VELOCITY:
scale = MAX_VELOCITY / speed
self.velocity = (self.velocity[0] * scale, self.velocity[1] * scale)
# request physics data from Physics class
self.velocity, self.acceleration, self.rotational_velocity, self.angular_acceleration = self.physics.move(output_data["linear_acceleration"], output_data["angular_acceleration"], self.rotation.get_rotation())
# tick velocity
x, y = self.position.get_position()
@ -374,13 +345,6 @@ class DefaultCell(BaseEntity):
self.position.set_position(x, y)
# tick rotational acceleration
self.angular_acceleration = output_data["angular_acceleration"]
self.rotational_velocity += self.angular_acceleration
# clamp rotational velocity
self.rotational_velocity = max(-MAX_ROTATIONAL_VELOCITY, min(MAX_ROTATIONAL_VELOCITY, self.rotational_velocity))
# tick rotational velocity
self.rotation.set_rotation(self.rotation.get_rotation() + self.rotational_velocity)

104
world/physics.py Normal file
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@ -0,0 +1,104 @@
import math
from config.constants import MAX_VELOCITY, MAX_ROTATIONAL_VELOCITY
class Physics:
"""
Physics
"""
def __init__(self, drag_coefficient: float, rotational_drag: float):
self.drag_coefficient: float = drag_coefficient
self.rotational_drag: float = rotational_drag
self.velocity: tuple[int, int] = (0, 0)
self.acceleration: tuple[int, int] = (0, 0)
self.rotational_velocity: int = 0
self.angular_acceleration: int = 0
def move(self, linear_acceleration: float, angular_acceleration: int, rotational_position):
# Apply drag force
drag_coefficient = self.drag_coefficient
drag_x = -self.velocity[0] * drag_coefficient
drag_y = -self.velocity[1] * drag_coefficient
# Combine all forces
total_linear_accel = linear_acceleration
total_linear_accel = max(-0.1, min(0.1, total_linear_accel))
# Convert to world coordinates
x_component = total_linear_accel * math.cos(math.radians(rotational_position))
y_component = total_linear_accel * math.sin(math.radians(rotational_position))
# Add drag to total acceleration
total_accel_x = x_component + drag_x
total_accel_y = y_component + drag_y
self.acceleration = (total_accel_x, total_accel_y)
# Apply drag force to angular acceleration
rotational_drag = self.rotational_drag
self.angular_acceleration = angular_acceleration - self.rotational_velocity * rotational_drag
# tick acceleration
velocity_x = self.velocity[0] + self.acceleration[0]
velocity_y = self.velocity[1] + self.acceleration[1]
self.velocity = (velocity_x, velocity_y)
# # clamp velocity
speed = math.sqrt(self.velocity[0] ** 2 + self.velocity[1] ** 2)
if speed > MAX_VELOCITY:
scale = MAX_VELOCITY / speed
self.velocity = (self.velocity[0] * scale, self.velocity[1] * scale)
self.angular_acceleration = angular_acceleration
self.rotational_velocity += self.angular_acceleration
# clamp rotational velocity
self.rotational_velocity = max(-MAX_ROTATIONAL_VELOCITY, min(MAX_ROTATIONAL_VELOCITY, self.rotational_velocity))
return self.velocity, self.acceleration, self.rotational_velocity, self.angular_acceleration