Dateien nach "/" hochladen

This commit is contained in:
2026-10-29 20:14:18 +00:00
parent 01c53b2425
commit 1af94a84a2
3 changed files with 367 additions and 280 deletions
+105
View File
@@ -0,0 +1,105 @@
from scipy.integrate import solve_ivp
import math
import numpy as np
from scipy.constants import pi
from scipy.interpolate import interp1d
from functools import cache
import copy
from PIL import Image
class Ray():
interpolation = None
def __init__(self, x, y, D, Rs, fov, res, accuracy):
self.x = x
self.y = y
self.D = D
self.Rs = Rs
self.fovX = fov[0]
self.fovY = fov[1]
self.res = res
self.accuracy = accuracy
if Ray.interpolation is None:
self.interpolate()
self.interpolation = Ray.interpolation
def interpolate(self):
maxA = self.fovX
minA = self.apperentSize(0, 180)
linspace = np.linspace(0, 1, self.accuracy)
angles = minA + (maxA - minA) * linspace**6
array = []
for i in range(self.accuracy):
sol = self.solver(angles[i])
deviatedAngle = sol[1][len(sol[1]) - 1]
array.append([angles[i], np.degrees(deviatedAngle)])
#interpolierung der punkte
points = np.array(array)
Ray.interpolation = interp1d(points[:, 0], points[:, 1], kind='cubic')
def solver(self, alpha):
if alpha == 0: # skip divided by 0 error
return [0], [0] # r and phi=0
if alpha == 180:
return [self.D], [0] # if angle= pi then, tan(pi)=0 so 1/tan=1/0
# initial value for position and angular speed
y0 = [1/self.D, 1/(self.D*math.tan(math.radians(alpha)))]
sol = solve_ivp(fun=self._diff_eq, t_span=[0, 10*pi], y0=y0, method='DOP853', events=[self._eventRs]) #, self._eventR])#,t_eval=np.linspace(0, t_max, 10000)) #dense_output=False
if sol.t[-1] == 10*pi:
raise StopIteration("solver error, alpha reached computation limit (loop number)")
phi = np.array(sol.t)
r = np.abs(1/sol.y[0, :]) # must use this because solver can't be stop before infinity because negative
return r, phi
def _diff_eq(self, phi, u):
"""Represent the differential equation : d²u(ɸ)/dɸ²=3/2*Rs*u²(ɸ)-u(ɸ)
"""
v0 = u[1] #correspond to u'
v1 = 3/2*self.Rs*u[0]**2 - u[0] #correspond to u"
return v0, v1
def _eventRs(self, phi, u):
"""stop solver if radius < black hole radius"""
with np.errstate(all='ignore'):
return 1/u[0] - self.Rs
_eventRs.terminal = True
def apperentSize(self, a1, a2):
if a2-a1 <= .01: #!!!!!!!!!!!!MaxDeviation später einfügen maybe
return a2
points = np.linspace(a1, a2, 3)
point = self.solver(points[1])
test = point[0][len(point[0]) - 1 ]
if test > self.Rs:
return self.apperentSize(a1, points[1])
elif test <= self.Rs:
return self.apperentSize(points[1], a2)
else:
print("Fehler")
def angle(self):
x = self.x
y = self.y
n = None
m = None
angle = math.degrees(math.atan2(math.sqrt(n**2 + m**2)))
return self.interpolation(angle)
+259
View File
@@ -0,0 +1,259 @@
from scipy.integrate import solve_ivp
import math
import numpy as np
from scipy.constants import pi
from scipy.interpolate import interp1d
import copy
from PIL import Image
Rs = 8 # in au
D = 50 # -"-
accuracy = 100 # amount of iterations of solver
res = 500 #as pixel on X-Axis
fovX = 180 #in ° ####vorläufig über 180
fovY = 180 # -"-
maxDeviation = .01 # bei zu kleinem wert, knick in interpolation. ?photonensphäre? später lösen!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
bg = Image.open("old/images/background.jpg")
#test = []
def solver(alpha):
if alpha == 0: # skip divided by 0 error
return [0], [0] # r and phi=0
if alpha == 180:
return [D], [0] # if angle= pi then, tan(pi)=0 so 1/tan=1/0
# initial value for position and angular speed
y0 = [1/D, 1/(D*math.tan(math.radians(alpha)))]
sol = solve_ivp(fun=_diff_eq, t_span=[0, 10*pi], y0=y0, method='DOP853', events=[_eventRs]) #, self._eventR])#,t_eval=np.linspace(0, t_max, 10000)) #dense_output=False
if sol.t[-1] == 10*pi:
raise StopIteration("solver error, alpha reached computation limit (loop number)")
phi = np.array(sol.t)
r = np.abs(1/sol.y[0, :]) # must use this because solver can't be stop before infinity because negative
#print("alpha:", alpha)
#print(phi, r)
print("I AM DOING SOMETHING!!", alpha)
return r, phi
def _diff_eq(phi, u):
"""Represent the differential equation : d²u(ɸ)/dɸ²=3/2*Rs*u²(ɸ)-u(ɸ)
"""
v0 = u[1] #correspond to u'
v1 = 3/2*Rs*u[0]**2 - u[0] #correspond to u"
return v0, v1
def _eventRs(phi, u):
"""stop solver if radius < black hole radius"""
with np.errstate(all='ignore'):
return 1/u[0] - Rs
_eventRs.terminal = True
def apperentSize(a1, a2):
if a2-a1 <= maxDeviation:
print(a2)
return a2
points = np.linspace(a1, a2, 3)
point = solver(points[1])
test = point[0][len(point[0]) - 1 ]
if test > Rs:
print("1")
return apperentSize(a1, points[1])
elif test <= Rs:
print("2")
return apperentSize(points[1], a2)
else:
print("Fehler")
def getAllAngles():
maxA = 0# 180 - math.degrees( math.acos(math.cos(math.radians(fovX)) * math.cos(math.radians(fovY)))) #math.sqrt(((fovX/2)**2) + ((fovY/2)**2))
print("MAX_____________________", maxA)
maxA = fovX
#maxA = 90
minA = apperentSize(0, 180)
print(minA)
# minA = 24.2086
linspace = np.linspace(0, 1, accuracy)
angles = minA + (maxA - minA) * linspace**6 #beser als **6 finden !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#angles = np.geomspace(minA, maxA, accuracy)
array = []
for i in range(accuracy):
sol = solver(angles[i])
deviatedAngle = sol[1][len(sol[1]) - 1]
array.append([angles[i], np.degrees(deviatedAngle)])
#print(array)
#interpolierung der punkte
points = np.array(array)
f = interp1d(points[:, 0], points[:, 1], kind='cubic')
#x_new = np.linspace(points[:, 0].min(), points[:, 0].max(), 5000)
#y_new = f(x_new)
#
#plt.figure()
#plt.scatter(points[:, 0], points[:, 1])
#plt.plot(x_new, y_new, '-', label='Kubische Interpolation', color= 'orange')
#plt.xlabel("Seen angle")
#plt.ylabel("deviated angle")
#plt.title("Punkte aus array")
#plt.grid(True)
#plt.show()
#berechnung der einzelnen Pixel
resX = res
resY = int(res * fovY / fovX)
deviationOfPixels = []
conversion = maxA / math.degrees( math.acos(math.cos(math.radians(resX) / 2) * math.cos(math.radians(resY) / 2))) #####################################################################
for x in range(int(resX / 2)):
deviationOfPixels.append([])
for y in range(int(resY / 2)):
deviationOfPixels[x].append([])
d = math.degrees( math.acos(math.cos(math.radians(x/int(resX / 2) * fovX / 2)) * math.cos(math.radians(y/int(resY / 2) * fovY / 2))))#% maxA #* conversion
if d >= minA:
beta = math.atan2(y, x)
deviation = f(d) % 360 #unnötige umdrehungen durch subtrahieren von auf 360 gerundeten Wert ignorieren
alpha = x/int(resX / 2) * fovX / 2
beta = y/int(resY / 2) * fovY / 2
phi = math.degrees(math.atan2(math.sin(math.radians(deviation)) * (math.cos(math.radians(beta)) * math.sin(math.radians(alpha))) / math.sqrt((math.cos(math.radians(beta)) * math.sin(math.radians(alpha)))**2 + math.sin(math.radians(beta))**2), math.cos(math.radians(deviation))))
theta = 2 * math.degrees(math.asin(math.sin(math.radians(deviation)) * math.sin(math.radians(beta)) / math.sqrt((math.cos(math.radians(beta)) * math.sin(math.radians(alpha)))**2 + math.sin(math.radians(beta))**2)))
deviationX = theta
deviationY = phi
deviationOfPixels[x][y] = ([deviationX, deviationY])
else:
deviationOfPixels[x][y] = None
print("ARRAY")
doc = open("del3.txt", "w")
for i in range(len(deviationOfPixels)):
doc.write(str(deviationOfPixels[i]))
doc.write('\n')
doc.close()
return deviationOfPixels
def fullArray(array):
arr = array
arr.reverse()
arr2 = copy.deepcopy(arr)
result =[]
result2 = []
for i in range(len(arr2)):
arr2[i].reverse()
for j in range(len(arr2[i])):
if arr2[i][j] != None:
zahl1, zahl2 = arr2[i][j]
arr2[i][j] = [-zahl1, zahl2]
result.append((arr2[i]) + arr[i])
res = copy.deepcopy(result)
for i in range(len(res)):
for j in range(len(res[i])):
if res[i][j] != None:
zahl1, zahl2 = res[i][j]
res[i][j] = [zahl1, -zahl2]
res.reverse()
result2.append(result + res)
#result2.append(result)
return result2[0]
def allPixel(deviations):
Img = []
bgY, bgX = bg.size
conversionX = bgX / 360
print("len", len(deviations))
print("con", conversionX)
conversionY = bgY / 360
print("len", len(deviations[0]))
print("con", conversionY)
test = .5
print(" max X:", )
for x in range(len(deviations)):
Img.append([])
for y in range(len(deviations[x])):
Img[x].append([])
if deviations[x][y] == None:
pixel = (0, 0, 0)
else:
px = int(deviations[x][y][0] % 360 * conversionX - (bgX / 2)) - 1
py = int(deviations[x][y][1] % 360 * conversionY) - 1
pixel = bg.getpixel((py ,px))
Img[x][y] = pixel
#print(Img)
return Img
def showImage(arrayx):
# Beispiel: array ist dein Pixel-Array
# Achtung: Pillow erwartet (height, width), also [y][x]
height = len(arrayx[0])
width = len(arrayx)
# In ein flaches Array umwandeln
pixels = []
for y in range(height):
for x in range(width):
pixels.append(arrayx[x][y])
# Bild erzeugen
img = Image.new("RGB", (width, height))
img.putdata(pixels)
img.show()
deviationOfPixels = getAllAngles()
array = fullArray(deviationOfPixels)
showImage(allPixel(array))
+3 -280
View File
@@ -1,282 +1,5 @@
import pygame
import random
import time
from kart import Kart, Item
from Ray import Ray
ray = Ray(199, 231, 50, 8, [90, 90], [200, 200], 20)
# -------------------------
# Einstellungen
# -------------------------
WIDTH = 1000
HEIGHT = 700
FPS = 60
BACKGROUND = (40, 40, 40)
# -------------------------
# Hilfsfunktion zum Zeichnen
# -------------------------
def draw_kart(screen, kart):
# Kart als Rechteck
width = 40
height = 25
surface = pygame.Surface((width, height), pygame.SRCALPHA)
pygame.draw.rect(surface, kart.color, (0, 0, width, height))
# Richtung des Karts
rotated = pygame.transform.rotate(surface, -kart.rotation)
rect = rotated.get_rect(
center=(int(kart.position[0]), int(kart.position[1]))
)
screen.blit(rotated, rect)
# -------------------------
# Pool zeichnen
# -------------------------
def draw_pool(screen, pool):
pygame.draw.ellipse(
screen,
pool.color,
(
int(pool.position[0] - pool.size),
int(pool.position[1] - pool.size / 2),
int(pool.size * 2),
int(pool.size)
)
)
# -------------------------
# Main
# -------------------------
def main():
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Kart Game")
clock = pygame.time.Clock()
# -------------------------
# Karts erzeugen
# -------------------------
kart1 = Kart(
"Player 1",
(255, 50, 50),
acceleration=0.2,
vMax=5,
handling=4
)
kart2 = Kart(
"Player 2",
(50, 100, 255),
acceleration=0.2,
vMax=5,
handling=4
)
# Startpositionen
kart1.position = [250, 350]
kart1.rotation = 0
kart2.position = [750, 350]
kart2.rotation = 180
# -------------------------
# Pool
# -------------------------
pool = None
# Zeitpunkt, wann der nächste Pool erscheint
nextPoolTime = time.time() + random.uniform(3, 8)
running = True
while running:
# -------------------------
# Events
# -------------------------
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# -------------------------
# Pool erzeugen / entfernen
# -------------------------
currentTime = time.time()
# Wenn momentan kein Pool existiert
# und die Wartezeit vorbei ist
if pool is None and currentTime >= nextPoolTime:
pool = Item("pool")
pool.typ()
# Zufällige Position
pool.position = [
random.randint(80, WIDTH - 80),
random.randint(80, HEIGHT - 80)
]
# Zufällige Größe
pool.size = random.randint(40, 80)
# Pool bleibt unterschiedlich lange sichtbar
poolEndTime = currentTime + random.uniform(3, 7)
# Pool verschwinden lassen
if pool is not None and currentTime >= poolEndTime:
pool = None
# Unregelmäßige Zeit bis zum nächsten Pool
nextPoolTime = currentTime + random.uniform(3, 10)
keys = pygame.key.get_pressed()
# -------------------------
# Kart 1
# WASD + E
# -------------------------
# W = Gas
if keys[pygame.K_w]:
kart1.acc(False)
# S = Rückwärts / Bremsen
elif keys[pygame.K_s]:
kart1.acc(True)
# Wenn kein Gas/Bremse -> langsam abbremsen
else:
kart1.speed *= 0.98
# A = links
if keys[pygame.K_a]:
kart1.turn(-1)
# D = rechts
if keys[pygame.K_d]:
kart1.turn(1)
# E = Rammen
if keys[pygame.K_e]:
kart1.ram(kart2)
# -------------------------
# Kart 2
# IJKL + O
# -------------------------
# I = Gas
if keys[pygame.K_i]:
kart2.acc(False)
# K = Rückwärts / Bremsen
elif keys[pygame.K_k]:
kart2.acc(True)
else:
kart2.speed *= 0.98
# J = links
if keys[pygame.K_j]:
kart2.turn(-1)
# L = rechts
if keys[pygame.K_l]:
kart2.turn(1)
# O = Rammen
if keys[pygame.K_o]:
kart2.ram(kart1)
# -------------------------
# Position aktualisieren
# -------------------------
kart1.pos()
kart2.pos()
# -------------------------
# Bildschirm verlassen?
# -> auf andere Seite wechseln
# -------------------------
# Abstand zum Bildschirmrand
border = 20
for kart in [kart1, kart2]:
# Linker Rand
if kart.position[0] < border:
kart.position[0] = border
# Rechter Rand
if kart.position[0] > WIDTH - border:
kart.position[0] = WIDTH - border
# Oberer Rand
if kart.position[1] < border:
kart.position[1] = border
# Unterer Rand
if kart.position[1] > HEIGHT - border:
kart.position[1] = HEIGHT - border
# -------------------------
# Zeichnen
# -------------------------
screen.fill(BACKGROUND)
# Pool zeichnen
if pool is not None:
draw_pool(screen, pool)
draw_kart(screen, kart1)
draw_kart(screen, kart2)
# Namen anzeigen
font = pygame.font.Font(None, 28)
text1 = font.render(
f"{kart1.name}: {kart1.speed:.1f}",
True,
kart1.color
)
text2 = font.render(
f"{kart2.name}: {kart2.speed:.1f}",
True,
kart2.color
)
screen.blit(text1, (20, 20))
screen.blit(text2, (20, 50))
pygame.display.flip()
# FPS
clock.tick(FPS)
pygame.quit()
if __name__ == "__main__":
main()
print(ray.angle(90))