Reputation: 339
I have to create a visualization where I have to create a car (I considered to represent it as a rectangle) and develop trajectories for that car depending on its lateral & longitudinal acceleration. My problem is I am unable to create trajectories. I am doing this as a part of own project. Hence I have no idea if I am in the right direction or not. Guide me if I am wrong.
Problem1 : How do I show predicted path trajectories (beginner step to create only 8 trajectories and not many) ? Is a possible way to also create trajectories also like a curve using Pygame? If not, can I use a mix pf pygame and tkinter to create a mix of curved and straight line trajectories?
Problem2 : Make my rectangular car run along the chosen trajectory (curved line or straight line) or make it follow the path defined in trajectory.
Solutions Tried:
I have taken a rectangular sprite as a car with an idea that I can make it move around the desired trajectory. I am successful with sprite creation and moving it. But I am unable to show display any trajectory curve and make the car follow the path. I am not sure if I have to take trajectories also as Sprite or only car as Sprite is sufficient and trajectories as lines/curves?
Code of the above same explanation is as follows:
My Sprite Class :
class Vehicle(pygame.sprite.Sprite):
def __init__(self,x,y,slip_angle,length=4):
super().__init__()
width = 50
height = 50
self.image = pygame.Surface([width,height])
#Create a car
self.image.fill(RED)
self.image.set_colorkey(RED)
pygame.draw.rect(self.image, WHITE, [0, 0, width, height])
self.rect = self.image.get_rect()
#Parameters of car
self.position = position = Vector2(x, y)
self.velocity = Vector2(0.0, 0.0)
self.slip_angle = slip_angle
self.length = length
self.max_velocity = 20
self.brake_deceleration = 10
self.free_deceleration = 2
self.initial_velocity = 0
self.long_acceleration = 0.0
self.lat_acceleration = 0.0
self.acceleration = 0.0
self.steering = 0.0
def update(self,dt):
self.velocity += (self.acceleration * dt, 0)
self.velocity.x = max(-self.max_velocity, min(self.velocity.x, self.max_velocity))
if self.steering:
turning_radius = self.length / sin(radians(self.steering))
angular_velocity = self.velocity.x / turning_radius
else:
angular_velocity = 0
self.position += self.velocity.rotate(-self.angle) * dt
self.slip_angle += degrees(angular_velocity) * dt
Trajectory Class:
class trajectory(object):
def __init__(self,x,y):
self.x = x
self.y = y
def draw():
x_value = []
time = []
for acc in range(10):
for dt in range(0,10,0.05):
x = vehicle1.initial_velocity + (vehicle1.velocity*dt) + (0.5 * vehicle1.long_acceleration * dt* dt)
x_value.append(x)
time.append(dt)
coordinates = (x_value,time)
canvas_1 = Canvas(root,700,600,background='pink')
canvas_1.grid(row=0,column=1)
x1 = coordinates[acc]
y1 = coordinates[time]
canvas_1.create_line(x1,y1)
#pygame.draw.line(screen,GREEN,list(coordinates),(700, 600))
def update(self):
#self.angle = vehicle1.slip_angle*pi / 180
self.velocity_h = vehicle1.velocity*cos(angle)
self.velocity_v = vehicle1.velocity*sin(angle)
Pygame Main Logic :
#main Logic
proceed = True
#Capturing events till exit
while proceed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
proceed = False
vehicle1.update(dt)
sprites_list.update(dt)
screen.fill(WHITE)
#screen.pygame.Surface.fill(color, rect=None, special_flags=0)
pygame.draw.line(screen, BLACK, [0, 0], [700, 300], 5)
# self.screen.blit(rotated, [20,30])
sprites_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
I thank you for your advices and support. Happy to accept any guidance
Upvotes: 0
Views: 1234
Reputation: 14916
A simple re-working of your trajectory.draw()
should sort it out. I noticed the initial x
and y
passed to the constructor don't seem to be used. Is it intended that the trajectory is always from ( 0, 0 )
or suchlike?
def draw( screen, initial_vel, vel, accel ):
coordinates = []
for acc in range(10):
for dt in range( 0, 10, 0.05 ):
x = initial_vel + ( vel * dt ) + ( 0.5 * accel * dt * dt )
coordinates.append( ( x, dt ) )
if ( len( coordinates ) > 1 ):
PINK = ( 255, 192, 203 )
pygame.draw.lines( screen, PINK, False, coordinates )
Pass your Window and Vehicle Velocities as a parameters when calling trajectory.draw()
, rather than relying on global variables.
my_trajectory.draw( screen, vehicle1.initial_velocity, vehicle1.velocity, vehicle1.long_acceleration )
Upvotes: 2