forked from pybox2d/pybox2d
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathedge_shapes.py
156 lines (125 loc) · 5.19 KB
/
edge_shapes.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
# Python version Copyright (c) 2010 kne / 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.
from .framework import (Framework, Keys, main)
from Box2D import (b2BodyDef, b2CircleShape, b2Color, b2EdgeShape,
b2FixtureDef, b2PolygonShape, b2RayCastCallback, b2Vec2,
b2_dynamicBody, b2_pi)
from math import cos, sin, pi, sqrt
from random import random
VERTEX_COUNT = 80
def get_sinusoid_vertices(x1, vertices):
y1 = 2.0 * cos(x1 / 10.0 * pi)
for i in range(vertices):
x2 = x1 + 0.5
y2 = 2.0 * cos(x2 / 10.0 * pi)
yield (x1, y1), (x2, y2)
x1, y1 = x2, y2
def get_octagon_vertices(w):
b = w / (2.0 + sqrt(2.0))
s = sqrt(2.0) * b
return [(0.5 * s, 0), (0.5 * w, b),
(0.5 * w, b + s), (0.5 * s, w),
(-0.5 * s, w), (-0.5 * w, b + s),
(-0.5 * w, b), (-0.5 * s, 0.0), ]
# for more information, see raycast.py
class RayCastCallback(b2RayCastCallback):
def __init__(self, **kwargs):
super(RayCastCallback, self).__init__()
self.fixture = None
def ReportFixture(self, fixture, point, normal, fraction):
self.fixture = fixture
self.point = b2Vec2(point)
self.normal = b2Vec2(normal)
return fraction
class EdgeShapes (Framework):
name = "Edge Shapes"
description = "Press 1-5 to drop stuff, and d to delete"
p1_color = b2Color(0.4, 0.9, 0.4)
s1_color = b2Color(0.8, 0.8, 0.8)
s2_color = b2Color(0.9, 0.9, 0.4)
def __init__(self):
super(EdgeShapes, self).__init__()
self.ground = self.world.CreateStaticBody(
shapes=[b2EdgeShape(vertices=v)
for v in get_sinusoid_vertices(-20.0, VERTEX_COUNT)])
self.shapes = [
b2PolygonShape(vertices=[(-0.5, 0), (0.5, 0), (0, 1.5)]),
b2PolygonShape(vertices=[(-0.1, 0), (0.1, 0), (0, 1.5)]),
b2PolygonShape(vertices=get_octagon_vertices(1.0)),
b2PolygonShape(box=(0.5, 0.5)),
b2CircleShape(radius=0.5),
]
self.angle = 0
self.callback = RayCastCallback()
@property
def bodies(self):
return [body for body in self.world.bodies
if body != self.ground]
def CreateShape(self, shapeindex):
try:
shape = self.shapes[shapeindex]
except IndexError:
return
pos = (10.0 * (2.0 * random() - 1.0), 10.0 * (2.0 * random() + 1.0))
defn = b2BodyDef(
type=b2_dynamicBody,
fixtures=b2FixtureDef(shape=shape, friction=0.3),
position=pos,
angle=(b2_pi * (2.0 * random() - 1.0)),
)
if isinstance(shape, b2CircleShape):
defn.angularDamping = 0.02
self.world.CreateBody(defn)
def DestroyBody(self):
if not self.world.locked:
for body in self.bodies:
self.world.DestroyBody(body)
break
def Keyboard(self, key):
if key in (Keys.K_1, Keys.K_2, Keys.K_3, Keys.K_4, Keys.K_5):
self.CreateShape(key - Keys.K_1)
elif key == Keys.K_d:
self.DestroyBody()
def Step(self, settings):
super(EdgeShapes, self).Step(settings)
# Set up the raycast line
length = 25.0
point1 = b2Vec2(0, 10)
d = (length * cos(self.angle), length * sin(self.angle))
point2 = point1 + d
callback = self.callback
callback.fixture = None
self.world.RayCast(callback, point1, point2)
# The callback has been called by this point, and if a fixture was hit it will have been
# set to callback.fixture.
point1 = self.renderer.to_screen(point1)
point2 = self.renderer.to_screen(point2)
if callback.fixture:
cb_point = self.renderer.to_screen(callback.point)
self.renderer.DrawPoint(cb_point, 5.0, self.p1_color)
self.renderer.DrawSegment(point1, cb_point, self.s1_color)
head = b2Vec2(cb_point) + 0.5 * callback.normal
self.renderer.DrawSegment(cb_point, head, self.s2_color)
else:
self.renderer.DrawSegment(point1, point2, self.s1_color)
if not settings.pause or settings.singleStep:
self.angle += 0.25 * b2_pi / 180
if __name__ == "__main__":
main(EdgeShapes)