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map_display.py
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map_display.py
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from typing import Optional
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import pygame
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class MapDisplay:
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PATH_WIDTH = 5
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def __init__(self, surf: pygame.Surface, min_lat: float, max_lat: float, min_lon: float, max_lon: float):
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self.surf: pygame.Surface = surf
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self.min_lat: float = min_lat
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self.max_lat: float = max_lat
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self.min_lon: float = min_lon
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self.max_lon: float = max_lon
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def real_to_screen(self, lat: float, lon: float) -> tuple[float, float]:
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x = (lon - self.min_lon) / (self.max_lon - self.min_lon)
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y = (lat - self.min_lat) / (self.max_lat - self.min_lat)
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w, h = self.surf.get_size()
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return x * w, y * h
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def draw_path(self, path: list[tuple[int, int]], colors: Optional[list[tuple[int, int, int]]]) -> None:
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for i, (lat, lon) in enumerate(path):
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x, y = self.real_to_screen(lat, lon)
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col = (255, 255, 255) if colors is None else colors[i]
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pygame.draw.circle(self.surf, col, (x, y), self.PATH_WIDTH)
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def draw_segment(self, path: list[tuple[int, int]], start_i: int, end_i: int) -> None:
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raise NotImplementedError
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30
path.py
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path.py
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from vec import Vec2
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class Path:
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def __init__(self, points: list[Vec2], extra_data: list):
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self.points: list[Vec2] = points
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self.extra_data = extra_data
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self.vecs: list[Vec2] = []
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self._init_vecs()
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def _init_vecs(self) -> None:
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for i in range(1, len(self.points) - 1):
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pt1 = self.points[i-1]
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pt2 = self.points[i]
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pt3 = self.points[i+1]
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d1 = pt1 - pt2
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d2 = pt3 - pt2
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l1 = d1.mag
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l2 = d2.mag
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d1 = d1.normalized()
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d2 = d1.normalized()
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d = d1 + d2
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d = d.normalized()
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if d2.cross(d) < 0:
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d = -d
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self.vecs.append(d)
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35
vec.py
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vec.py
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from math import sqrt
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class Vec2:
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def __init__(self, x: float = 0, y: float = 0):
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self.x: float = x
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self.y: float = y
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@property
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def mag(self) -> float:
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return sqrt(self.x ** 2 + self.y ** 2)
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def normalized(self) -> "Vec2":
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mag = self.mag
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if mag == 0:
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return Vec2()
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return self / mag
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def __add__(self, v: "Vec2") -> "Vec2":
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return Vec2(self.x + v.x, self.y + v.y)
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def __sub__(self, v: "Vec2") -> "Vec2":
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return Vec2(self.x - v.x, self.y - v.y)
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def __mul__(self, f: float) -> "Vec2":
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return Vec2(self.x * f, self.y * f)
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def __truediv__(self, f: float) -> "Vec2":
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return Vec2(self.x / f, self.y / f)
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def __neg__(self) -> "Vec2":
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return Vec2(-self.x, -self.y)
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def cross(self, v: "Vec2") -> float:
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return self.x * v.y - self.y * v.x
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