simulateur-robot-arduino/simulateur.py
2022-11-23 22:00:21 +01:00

89 lines
3.0 KiB
Python

from robot import Robot
from parser import aip_parser
from laby import Laby
from subprocess import Popen, PIPE
import fcntl
import os
from time import sleep
# Pygame
from math import degrees, cos, sin
import sys, pygame
from pygame.locals import *
pygame.init()
size = width, height = 500, 300
black = 0, 0, 0
screen = pygame.display.set_mode(size)
# on lance le programme arduino
ard_process = Popen(["build/app"], stdin=PIPE, stdout=PIPE);
# stdout du programme arduino en non bloquant pour pouvoir arreter la lecture si il y as plus rien à lire
fd = ard_process.stdout.fileno()
fl = fcntl.fcntl(fd, fcntl.F_GETFL)
fcntl.fcntl(fd, fcntl.F_SETFL, fl | os.O_NONBLOCK)
laby = Laby((1.5,0))
# le robot
r = Robot(laby)
r.light_pos = (laby.pos[0]+laby.L8+laby.L3/2,laby.L17+laby.L4/2)
r.pos = (0.1, laby.L17+laby.L4/2)
# le parser wrapper arduino->simulateur
parser = aip_parser(ard_process.stdin, ard_process.stdout, r);
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == K_q:
sys.exit()
# On envoie le états des pins
parser.send_pin_state()
# On demarre un tour de simulation
ard_process.stdin.write(b'@')
ard_process.stdin.flush()
# tant qu'il y as qqu chose sur le bus on le parse
while(parser.poll()):
pass
# on met à jour la simulation
r.update()
# On dessine le bordel
screen.fill(black)
laby.draw(screen)
robotShape = pygame.Rect(20,15, 10,20);
rsurf = pygame.Surface((50,50)).convert_alpha();
rsurf.fill((255,255,255,0))
# robot
pygame.draw.rect(rsurf, (255,255,255), robotShape);
# heading
pygame.draw.line(rsurf, (255,255,255), (25,25), (25,50))
# dir2light
pygame.draw.line(rsurf, (255,255,255), (25,25), (25+25*sin(r.angle2spot),25+25*cos(r.angle2spot)))
# light
pygame.draw.polygon(screen, (255,255,0), ([100*a for a in r.light_pos],[100*(a+b) for a,b in zip(r.light_pos,(-0.1,0.1))],[100*(a+b) for a,b in zip(r.light_pos,(-0.1,-0.1))]))
# ultrasonic sensors
for usrs in r.ultr_sense_rays:
endl = (r.pos[0]+r.ultr_sense_max*sin(r.rot+usrs+r.ultr_sense_scatter), r.pos[1]+r.ultr_sense_max*cos(r.rot+usrs+r.ultr_sense_scatter))
endr = (r.pos[0]+r.ultr_sense_max*sin(r.rot+usrs-r.ultr_sense_scatter), r.pos[1]+r.ultr_sense_max*cos(r.rot+usrs-r.ultr_sense_scatter))
pygame.draw.line(screen, (255,0,0), [p*100 for p in r.pos], [p*100 for p in endl])
pygame.draw.line(screen, (255,0,0), [p*100 for p in r.pos], [p*100 for p in endr])
pygame.draw.line(screen, (255,0,0), [p*100 for p in endl], [p*100 for p in endr])
for c in r.ci:
if c:
pygame.draw.circle(screen, (255,0,0), [p*100 for p in c], 3)
rsurf_r = pygame.transform.rotate(rsurf, degrees(r.rot));
center = rsurf_r.get_rect().center
screen.blit(rsurf_r, (r.pos[0]*100-center[0],r.pos[1]*100-center[1]))
pygame.display.flip()