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box_cutter.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
# Python version by Ken Lauer / sirkne at gmail dot com
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
# 3. This notice may not be removed or altered from any source distribution.
# Original C++ version by Daid
# http://www.box2d.org/forum/viewtopic.php?f=3&t=1473
# - Written for pybox2d 2.1 by Ken
import sys
from .framework import (Framework, Keys, main)
from Box2D import (b2AssertException, b2Color, b2EdgeShape, b2FixtureDef,
b2PolygonShape, b2RayCastCallback, b2Vec2)
LASER_HALF_WIDTH = 2
LASER_SPLIT_SIZE = 0.1
LASER_SPLIT_TAG = 'can_cut'
def _polygon_split(fixture, p1, p2, split_size):
polygon = fixture.shape
body = fixture.body
# transform = body.transform
local_entry = body.GetLocalPoint(p1)
local_exit = body.GetLocalPoint(p2)
entry_vector = local_exit - local_entry
entry_normal = entry_vector.cross(1.0)
last_verts = None
new_vertices = [[], []]
cut_added = [-1, -1]
for vertex in polygon.vertices:
# Find out if this vertex is on the new or old shape
if entry_normal.dot(b2Vec2(vertex) - local_entry) > 0.0:
verts = new_vertices[0]
else:
verts = new_vertices[1]
if last_verts != verts:
# if we switch from one shape to the other, add the cut vertices
if last_verts == new_vertices[0]:
if cut_added[0] != -1:
return []
cut_added[0] = len(last_verts)
last_verts.append(b2Vec2(local_exit))
last_verts.append(b2Vec2(local_entry))
elif last_verts == new_vertices[1]:
if cut_added[1] != -1:
return []
cut_added[1] = len(last_verts)
last_verts.append(b2Vec2(local_entry))
last_verts.append(b2Vec2(local_exit))
verts.append(b2Vec2(vertex))
last_verts = verts
# Add the cut if not added yet
if cut_added[0] < 0:
cut_added[0] = len(new_vertices[0])
new_vertices[0].append(b2Vec2(local_exit))
new_vertices[0].append(b2Vec2(local_entry))
if cut_added[1] < 0:
cut_added[1] = len(new_vertices[1])
new_vertices[1].append(b2Vec2(local_entry))
new_vertices[1].append(b2Vec2(local_exit))
# Cut based on the split size
for added, verts in zip(cut_added, new_vertices):
if added > 0:
offset = verts[added - 1] - verts[added]
else:
offset = verts[-1] - verts[0]
offset.Normalize()
verts[added] += split_size * offset
if added < len(verts) - 2:
offset = verts[added + 2] - verts[added + 1]
else:
offset = verts[0] - verts[len(verts) - 1]
offset.Normalize()
verts[added + 1] += split_size * offset
# Ensure the new shapes aren't too small
for verts in new_vertices:
for i, v1 in enumerate(verts):
for j, v2 in enumerate(verts):
if i != j and (v1 - v2).length < 0.1:
# print('Failed to split: too small')
return []
try:
return [b2PolygonShape(vertices=verts) for verts in new_vertices]
except b2AssertException:
return []
except ValueError:
return []
def _laser_cut(world, laser_body, length=30.0, laser_half_width=2, **kwargs):
p1, p2 = get_laser_line(laser_body, length, laser_half_width)
callback = laser_callback()
world.RayCast(callback, p1, p2)
if not callback.hit:
return []
hits_forward = callback.hits
callback = laser_callback()
world.RayCast(callback, p2, p1)
if not callback.hit:
return []
hits_reverse = callback.hits
if len(hits_forward) != len(hits_reverse):
return []
ret = []
for (fixture1, point1), (fixture2, point2) in zip(hits_forward, hits_reverse):
# renderer.DrawPoint(renderer.to_screen(point1), 2, b2Color(1,0,0))
# renderer.DrawPoint(renderer.to_screen(point2), 2, b2Color(0,1,0))
# renderer.DrawSegment(renderer.to_screen(point1), renderer.to_screen(point2), b2Color(0,1,1))
if fixture1 != fixture2:
continue
new_polygons = _polygon_split(
fixture1, point1, point2, LASER_SPLIT_SIZE)
if new_polygons:
ret.append((fixture1, new_polygons))
return ret
def laser_cut(world, laser_body, length=30.0, laser_half_width=2, **kwargs):
cut_fixtures = _laser_cut(
world, laser_body, laser_half_width=LASER_HALF_WIDTH)
remove_bodies = []
for fixture, new_shapes in cut_fixtures:
body = fixture.body
if body in remove_bodies:
continue
new_body = world.CreateDynamicBody(
userData=LASER_SPLIT_TAG,
position=body.position,
angle=body.angle,
linearVelocity=body.linearVelocity,
angularVelocity=body.angularVelocity,
)
try:
new_body.CreateFixture(
friction=fixture.friction,
restitution=fixture.restitution,
density=fixture.density,
shape=new_shapes[1],
)
except AssertionError:
print('New body fixture failed: %s' % sys.exc_info()[1])
remove_bodies.append(new_body)
try:
body.CreateFixture(
friction=fixture.friction,
restitution=fixture.restitution,
density=fixture.density,
shape=new_shapes[0],
)
body.DestroyFixture(fixture)
except AssertionError:
print('New fixture/destroy failed: %s' % sys.exc_info()[1])
remove_bodies.append(body)
for body in remove_bodies:
world.DestroyBody(body)
def get_laser_line(laser_body, length, laser_half_width):
laser_start = (laser_half_width - 0.1, 0.0)
laser_dir = (length, 0.0)
p1 = laser_body.GetWorldPoint(laser_start)
p2 = p1 + laser_body.GetWorldVector(laser_dir)
return (p1, p2)
def laser_display(renderer, laser_body, length=30.0, laser_color=(1, 0, 0), laser_half_width=2, **kwargs):
if not renderer:
return
p1, p2 = get_laser_line(laser_body, length, laser_half_width)
renderer.DrawSegment(renderer.to_screen(
p1), renderer.to_screen(p2), b2Color(*laser_color))
class laser_callback(b2RayCastCallback):
"""This raycast collects multiple hits."""
def __init__(self, **kwargs):
b2RayCastCallback.__init__(self, **kwargs)
self.hit = False
self.hits = []
def ReportFixture(self, fixture, point, normal, fraction):
self.hit = True
if fixture.body.userData == LASER_SPLIT_TAG:
self.hits.append((fixture, point))
self.last_fixture = fixture
self.last_point = point
return 1.0
class BoxCutter(Framework):
name = "Box Cutter"
description = 'Press (c) to cut'
move = 0
jump = 100
def __init__(self):
super(BoxCutter, self).__init__()
# The ground
self.ground = self.world.CreateStaticBody(
userData='ground',
shapes=[
b2EdgeShape(vertices=[(-50, 0), (50, 0)]),
b2EdgeShape(vertices=[(-50, 0), (-50, 10)]),
b2EdgeShape(vertices=[(50, 0), (50, 10)]),
]
)
self.laser_body = self.world.CreateDynamicBody(
userData='laser',
position=(0, 2),
fixtures=b2FixtureDef(
density=4.0,
shape=b2PolygonShape(box=(LASER_HALF_WIDTH, 1))
)
)
for i in range(2):
self.world.CreateDynamicBody(
userData=LASER_SPLIT_TAG,
position=(3.0 + i * 6, 8),
fixtures=b2FixtureDef(
density=5.0,
shape=b2PolygonShape(box=(3, 3))
)
)
def Keyboard(self, key):
if key == Keys.K_c:
laser_cut(self.world, self.laser_body,
laser_half_width=LASER_HALF_WIDTH)
def Step(self, settings):
Framework.Step(self, settings)
laser_display(self.renderer, self.laser_body,
laser_half_width=LASER_HALF_WIDTH)
if __name__ == "__main__":
main(BoxCutter)