Pygame [AI 汽车模型视觉] 中遮罩和发射光束之间的重叠

Overlap between mask and fired beams in Pygame [AI car model vision]

我尝试在 Pygame 中使用预定义的轨道掩码实现光束碰撞检测。我的最终目标是让 AI 汽车模型能够看到它所行驶的轨道:

这是我当前的代码,我在其中发射光束以遮蔽并尝试找到重叠:

import math
import sys

import pygame as pg

RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

pg.init()
beam_surface = pg.Surface((500, 500), pg.SRCALPHA)


def draw_beam(surface, angle, pos):
    # compute beam final point
    x_dest = 250 + 500 * math.cos(math.radians(angle))
    y_dest = 250 + 500 * math.sin(math.radians(angle))

    beam_surface.fill((0, 0, 0, 0))

    # draw a single beam to the beam surface based on computed final point
    pg.draw.line(beam_surface, BLUE, (250, 250), (x_dest, y_dest))
    beam_mask = pg.mask.from_surface(beam_surface)

    # find overlap between "global mask" and current beam mask
    hit = mask.overlap(beam_mask, (pos[0] - 250, pos[1] - 250))
    if hit is not None:
        pg.draw.line(surface, BLUE, mouse_pos, hit)
        pg.draw.circle(surface, GREEN, hit, 3)


surface = pg.display.set_mode((500, 500))
mask_surface = pg.image.load("../assets/mask.png")
mask = pg.mask.from_surface(mask_surface)
clock = pg.time.Clock()

while True:
    for e in pg.event.get():
        if e.type == pg.QUIT:
            pg.quit()
            sys.exit()

    mouse_pos = pg.mouse.get_pos()

    surface.fill((0, 0, 0))
    surface.blit(mask_surface, mask_surface.get_rect())

    for angle in range(0, 120, 30):
        draw_beam(surface, angle, mouse_pos)

    pg.display.update()
    clock.tick(30)

让我们描述一下代码片段中发生的事情。一个接一个,我将光束绘制到 beam_surface,从中制作蒙版,并找到与由一个矩形和一个圆(gif 中的黑色)定义的背景蒙版重叠的部分。如果有 "hit point"(两个蒙版之间的重叠点),我会用一条连接点击点和鼠标位置的线来绘制它。

工作正常 角度 <0,90>:

但是不工作范围内的角度<90,360>:

Pygame 的 overlap() 文档告诉我们:

Starting at the top left corner it checks bits 0 to W - 1 of the first row ((0, 0) to (W - 1, 0)) then continues to the next row ((0, 1) to (W - 1, 1)). Once this entire column block is checked, it continues to the next one (W to 2 * W - 1).

这意味着这种方法只有在光束大约从左上角击中掩模时才有效。您对如何使其适用于所有情况有什么建议吗?这通常是解决此问题的好方法吗?

如果光线轴的 x 和 y 分量指向正方向,您的方法就可以正常工作,但如果它指向负方向,则失败。正如您所指出的,这是由 pygame.mask.Mask.overlap 的工作方式引起的:

Starting at the top left corner it checks bits 0 to W - 1 of the first row ((0, 0) to (W - 1, 0)) then continues to the next row ((0, 1) to (W - 1, 1)). Once this entire column block is checked, it continues to the next one (W to 2 * W - 1).

要使算法起作用,您必须确保光线始终指向正方向。因此,如果光线指向负 x 方向,则翻转蒙版和垂直光线,如果光线指向负 y 方向,则水平翻转光线。

使用pygame.transform.flip()顶部创建4个面具。未翻转、水平翻转、垂直翻转以及垂直和水平翻转:

mask = pg.mask.from_surface(mask_surface)
mask_fx = pg.mask.from_surface(pg.transform.flip(mask_surface, True, False))
mask_fy = pg.mask.from_surface(pg.transform.flip(mask_surface, False, True))
mask_fx_fy = pg.mask.from_surface(pg.transform.flip(mask_surface, True, True))
flipped_masks = [[mask, mask_fy], [mask_fx, mask_fx_fy]]

判断光线方向:

c = math.cos(math.radians(angle))
s = math.sin(math.radians(angle))

根据光线方向获取翻转掩码:

flip_x = c < 0
flip_y = s < 0
filpped_mask = flipped_masks[flip_x][flip_y]

计算翻转的目标点:

x_dest = 250 + 500 * abs(c)
y_dest = 250 + 500 * abs(s)

计算翻转偏移量:

offset_x = 250 - pos[0] if flip_x else pos[0] - 250
offset_y = 250 - pos[1] if flip_y else pos[1] - 250

获取flipped光线与mask最近的交点和unflip交点:

hit = filpped_mask.overlap(beam_mask, (offset_x, offset_y))
if hit is not None and (hit[0] != pos[0] or hit[1] != pos[1]):
    hx = 500 - hit[0] if flip_x else hit[0]
    hy = 500 - hit[1] if flip_y else hit[1]
    hit_pos = (hx, hy)

    pg.draw.line(surface, BLUE, mouse_pos, hit_pos)
    pg.draw.circle(surface, GREEN, hit_pos, 3)

看例子: repl.it/@Rabbid76/PyGame-PyGame-SurfaceLineMaskIntersect-2

import math
import sys
import pygame as pg

RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

pg.init()
beam_surface = pg.Surface((500, 500), pg.SRCALPHA)


def draw_beam(surface, angle, pos):
    c = math.cos(math.radians(angle))
    s = math.sin(math.radians(angle))

    flip_x = c < 0
    flip_y = s < 0
    filpped_mask = flipped_masks[flip_x][flip_y]
    
    # compute beam final point
    x_dest = 250 + 500 * abs(c)
    y_dest = 250 + 500 * abs(s)

    beam_surface.fill((0, 0, 0, 0))

    # draw a single beam to the beam surface based on computed final point
    pg.draw.line(beam_surface, BLUE, (250, 250), (x_dest, y_dest))
    beam_mask = pg.mask.from_surface(beam_surface)

    # find overlap between "global mask" and current beam mask
    offset_x = 250 - pos[0] if flip_x else pos[0] - 250
    offset_y = 250 - pos[1] if flip_y else pos[1] - 250
    hit = filpped_mask.overlap(beam_mask, (offset_x, offset_y))
    if hit is not None and (hit[0] != pos[0] or hit[1] != pos[1]):
        hx = 499 - hit[0] if flip_x else hit[0]
        hy = 499 - hit[1] if flip_y else hit[1]
        hit_pos = (hx, hy)

        pg.draw.line(surface, BLUE, pos, hit_pos)
        pg.draw.circle(surface, GREEN, hit_pos, 3)
        #pg.draw.circle(surface, (255, 255, 0), mouse_pos, 3)


surface = pg.display.set_mode((500, 500))
#mask_surface = pg.image.load("../assets/mask.png")
mask_surface = pg.Surface((500, 500), pg.SRCALPHA)
mask_surface.fill((255, 0, 0))
pg.draw.circle(mask_surface, (0, 0, 0, 0), (250, 250), 100)
pg.draw.rect(mask_surface, (0, 0, 0, 0), (170, 170, 160, 160))

mask = pg.mask.from_surface(mask_surface)
mask_fx = pg.mask.from_surface(pg.transform.flip(mask_surface, True, False))
mask_fy = pg.mask.from_surface(pg.transform.flip(mask_surface, False, True))
mask_fx_fy = pg.mask.from_surface(pg.transform.flip(mask_surface, True, True))
flipped_masks = [[mask, mask_fy], [mask_fx, mask_fx_fy]]

clock = pg.time.Clock()

while True:
    for e in pg.event.get():
        if e.type == pg.QUIT:
            pg.quit()
            sys.exit()

    mouse_pos = pg.mouse.get_pos()

    surface.fill((0, 0, 0))
    surface.blit(mask_surface, mask_surface.get_rect())

    for angle in range(0, 359, 30):
        draw_beam(surface, angle, mouse_pos)

    pg.display.update()
    clock.tick(30)

不是,算法可以进一步改进。射线始终绘制在 beam_surface 的右下象限。因此不再需要其他 3 个象限,beam_surface 的大小可以减少到 250x250。光线的起点是 (0, 0) 而不是 (250, 250) 并且必须稍微调整偏移量的计算:

beam_surface = pg.Surface((250, 250), pg.SRCALPHA)

def draw_beam(surface, angle, pos):
    c = math.cos(math.radians(angle))
    s = math.sin(math.radians(angle))

    flip_x = c < 0
    flip_y = s < 0
    filpped_mask = flipped_masks[flip_x][flip_y]
    
    # compute beam final point
    x_dest = 500 * abs(c)
    y_dest = 500 * abs(s)

    beam_surface.fill((0, 0, 0, 0))

    # draw a single beam to the beam surface based on computed final point
    pg.draw.line(beam_surface, BLUE, (0, 0), (x_dest, y_dest))
    beam_mask = pg.mask.from_surface(beam_surface)

    # find overlap between "global mask" and current beam mask
    offset_x = 499-pos[0] if flip_x else pos[0]
    offset_y = 499-pos[1] if flip_y else pos[1]
    hit = filpped_mask.overlap(beam_mask, (offset_x, offset_y))
    if hit is not None and (hit[0] != pos[0] or hit[1] != pos[1]):
        hx = 499 - hit[0] if flip_x else hit[0]
        hy = 499 - hit[1] if flip_y else hit[1]
        hit_pos = (hx, hy)

        pg.draw.line(surface, BLUE, pos, hit_pos)
        pg.draw.circle(surface, GREEN, hit_pos, 3)