def __init__(self, b2world_interface, init_pos, base, init_angle, hand_shape='rectangle', hand_size=(0.3, 1)):
        world = b2world_interface.world
        self.hand = world.CreateDynamicBody(position=init_pos, angle=init_angle)
        self.hand_shape = hand_shape
        self.hand_size = hand_size
        # forceunit for circle and rect
        if hand_shape == 'rectangle':
            rshape = b2PolygonShape(box=hand_size)
            self.forceunit = 30.0
        elif hand_shape == 'circle':
            rshape = b2CircleShape(radius=hand_size)
            self.forceunit = 100.0
        elif hand_shape == 'polygon':
            rshape = b2PolygonShape(vertices=hand_size)
        else:
            raise Exception("%s is not a correct shape" % hand_shape)

        self.hand.CreateFixture(
            shape=rshape,
            density=.1,
            friction=.1
        )
        self.hand.userData = "hand"

        friction_joint = world.CreateFrictionJoint(
            bodyA=base,
            bodyB=self.hand,
            maxForce=2,
            maxTorque=2,
        )
        b2world_interface.add_bodies(self.hand)
Example #2
0
def replace_body(old_body,
                 new_position,
                 scale,
                 shape='box',
                 category_bits=0x0001,
                 mask_bits=(0x0001 | 0x0002 | 0x0003)):
    if shape == 'box':
        new_shape = b2PolygonShape(
            box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO,
                 scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    elif shape == 'circle':
        new_shape = b2CircleShape(
            radius=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    else:
        new_shape = b2PolygonShape(
            box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO,
                 scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))

    new_body = defines.world.CreateDynamicBody(
        position=new_position,
        angle=old_body.angle,
        angularDamping=old_body.angularDamping,
        linearDamping=old_body.linearDamping,
        shapes=new_shape,
        bullet=old_body.bullet,
        shapeFixture=b2FixtureDef(density=2.0,
                                  categoryBits=category_bits,
                                  maskBits=mask_bits))

    return new_body
Example #3
0
    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))
                )
            )
Example #4
0
    def createWorld(self):
        self._isLiving = True
        self._auto = True
        self._pid_control = PIDControl(1, 0.05, 0.1)  # kp, ki, kd

        self.ground = self.world.CreateBody(
            shapes=b2EdgeShape(vertices=[(-25, 0), (25, 0)])
        )

        self.carBody = self.world.CreateDynamicBody(
            position=(0, 3),
            fixtures=b2FixtureDef(
                shape=b2PolygonShape(box=(5, 1)), density=1)

        )

        self.carLwheel = self.world.CreateDynamicBody(
            position=(-3, 1),
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=1), density=2, friction=1)

        )

        self.carRwheel = self.world.CreateDynamicBody(
            position=(3, 1),
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=1), density=2, friction=1)

        )

        self.pendulum = self.world.CreateDynamicBody(
            position=(0, 13),
            fixtures=b2FixtureDef(
                shape=b2PolygonShape(box=(0.5, 10)), density=1),

        )

        self.pendelumJoin = self.world.CreateRevoluteJoint(
            bodyA=self.carBody,
            bodyB=self.pendulum,
            anchor=(0, 3),
            maxMotorTorque=1,
            enableMotor=True
        )

        self.pendelumRJoin =self.world.CreateRevoluteJoint(
            bodyA=self.carBody,
            bodyB=self.carRwheel,
            anchor=(3, 1),
            maxMotorTorque=1,
            enableMotor=True,
        )

        self.pendelumLJoin = self.world.CreateRevoluteJoint(
            bodyA=self.carBody,
            bodyB=self.carLwheel,
            anchor=(-3, 1),
            maxMotorTorque=1,
            enableMotor=True,
        )
Example #5
0
    def __init__(self):
        Framework.__init__(self)

        self.using_contacts = True
        ground = self.world.CreateStaticBody(
            shapes=[b2EdgeShape(vertices=[(-20, 0), (20, 0)])],
        )

        # Platform
        self.platform = self.world.CreateStaticBody(
            position=(-5, 5),
            allowSleep=False,
            fixtures=b2FixtureDef(friction=0.8,
                                  shape=b2PolygonShape(box=(10.0, 5.0)),),
        )

        self.platform_fixture = self.platform.fixtures[0]

        # Boxes
        for i in range(5):
            self.platform = self.world.CreateDynamicBody(
                position=(-10.0 + 2.0 * i, 7.0),
                fixtures=b2FixtureDef(density=20.0,
                                      shape=b2PolygonShape(box=(0.5, 0.5)),),
            )
    def __init__(self):
        Framework.__init__(self)

        self.using_contacts = True
        ground = self.world.CreateStaticBody(
            shapes=[b2EdgeShape(vertices=[(-20, 0), (20, 0)])], )

        # Platform
        self.platform = self.world.CreateStaticBody(
            position=(-5, 5),
            allowSleep=False,
            fixtures=b2FixtureDef(
                friction=0.8,
                shape=b2PolygonShape(box=(10.0, 5.0)),
            ),
        )

        self.platform_fixture = self.platform.fixtures[0]

        # Boxes
        for i in range(5):
            self.platform = self.world.CreateDynamicBody(
                position=(-10.0 + 2.0 * i, 7.0),
                fixtures=b2FixtureDef(
                    density=20.0,
                    shape=b2PolygonShape(box=(0.5, 0.5)),
                ),
            )
Example #7
0
    def __init__(self):
        super(Raycast, self).__init__()

        self.world.gravity = (0, 0)
        # The ground
        ground = self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]))

        # The various shapes
        w = 1.0
        b = w / (2.0 + sqrt(2.0))
        s = sqrt(2.0) * b

        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=[
                    (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),
                ]
            ),
            b2PolygonShape(box=(0.5, 0.5)),
            b2CircleShape(radius=0.5),
        ]
        self.angle = 0

        self.callbacks = [RayCastClosestCallback, RayCastAnyCallback, RayCastMultipleCallback]
        self.callback_class = self.callbacks[0]
def create_body(base, b2world_interface, body_shape, body_size, body_friction, body_density, obj_loc):
    world = b2world_interface.world

    link = world.CreateDynamicBody(position=obj_loc)
    if body_shape == 'rectangle':
        linkshape = b2PolygonShape(box=body_size)
    elif body_shape == 'circle':
        linkshape = b2CircleShape(radius=body_size)
    elif body_shape == 'polygon':
        linkshape = b2PolygonShape(vertices=body_size)
    else:
        raise Exception("%s is not a correct shape" % body_shape)

    link.CreateFixture(
        shape=linkshape,
        density=body_density,
        friction=body_friction,
    )
    friction_joint = world.CreateFrictionJoint(
        bodyA=base,
        bodyB=link,
        maxForce=5,
        maxTorque=2,
    )

    b2world_interface.add_bodies([link])
    return link
Example #9
0
    def __init__(self, robot_config, b2_world, ground):

        self.robot_config = robot_config
        self._robot_state = DefaultRobotState(self.robot_config)

        # adding the rods

        rod_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(0.5 * robot_config.rod_diameter,
                                      0.5 * robot_config.rod_length)),
            density=robot_config.rod_density)
        rod_fixture.filter.groupIndex = -1

        self.rods = []

        y_pos = 0.5 * robot_config.rod_length
        for _ in range(2):
            b2_rod = b2_world.CreateDynamicBody(
                position=(robot_config.position, y_pos), fixtures=rod_fixture)
            self.rods.append(b2_rod)
            y_pos += robot_config.rod_length

        # adding the rackets

        racket_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(0.5 * robot_config.racket_diameter,
                                      0.5 * robot_config.racket_thickness)),
            density=robot_config.racket_density,
            restitution=robot_config.racket_restitution)

        self.racket = b2_world.CreateDynamicBody(
            position=(robot_config.position, 2. * robot_config.rod_length +
                      0.5 * robot_config.racket_thickness),
            fixtures=racket_fixture)

        # adding joints

        self.joints = [None, None, None]

        # items : rods + racket
        dyn_items = self.rods + [self.racket]
        previous_dyn_item = ground
        previous_length = 0

        for index, (robot_item,
                    dyn_item) in enumerate(zip(robot_config.items, dyn_items)):

            self.joints[index] = b2_world.CreateRevoluteJoint(
                bodyA=previous_dyn_item,
                bodyB=dyn_item,
                anchor=(robot_config.position, previous_length),
                lowerAngle=-robot_item.joint_limit,
                upperAngle=+robot_item.joint_limit,
                enableLimit=True,
                enableMotor=True)

            previous_length = previous_length + robot_item.length
            previous_dyn_item = dyn_item
Example #10
0
 def addShape(self, world, shape):
     if self._body is not None:
         # shortcuts
         createShape = self._body.CreateFixturesFromShapes
         # add shapes
         for s in shape:
             if isinstance(s, Rect):
                 createShape(b2PolygonShape(vertices=[s.topleft, s.bottomleft, s.bottomright, s.topright]))
             else:
                 createShape(b2PolygonShape(vertices=s))
Example #11
0
    def __init__(self):
       Framework.__init__(self)


       ground = self.world.CreateStaticBody(
             position=(0,0),
              shapes=b2PolygonShape(box=(1000,1)),
       )

       a=14.5
       b=12.2
       vertices=[]
       for i in range(16):
           ell_x=a*math.cos(22.5*i*math.pi/180)
           ell_y=b*math.sin(22.5*i*math.pi/180)

           vertices.append((ell_x,ell_y))

       self.qross = self.world.CreateDynamicBody(
           position=(0, 20),
           allowSleep=True,
           fixtures=b2FixtureDef(density=2.0, friction=0.6,
                                 shape=b2PolygonShape(vertices=vertices),),
       )

       self.ball = self.world.CreateStaticBody(
           fixtures=b2FixtureDef(
               shape=b2CircleShape(radius=2.2),
               density=1.0),
           bullet=True,
           position=(0, 1000))


       leg = self.world.CreateDynamicBody(
           position=(0, 20),
           allowSleep=True,
           fixtures=b2FixtureDef(density=2.0, friction=0.0,
                                 shape=b2PolygonShape(vertices=[(20,1.3),
                                     (0,1.3),
                                     (0,0),
                                     (20,0)]),),
       )

       self.world.CreateRevoluteJoint(
           bodyA=leg,
           bodyB=self.qross,
           anchor=(0, 20),
       )


       self.joint = self.world.CreateMotorJoint(bodyA=leg, bodyB=self.qross,
                                 maxForce=0, maxTorque=500000)

       self.go = False
       self.time = 0.0
Example #12
0
    def __init__(self):
        super(BodyTypes, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2EdgeShape(vertices=[(-20, 0), (20, 0)])
        )

        # The attachment
        self.attachment = self.world.CreateDynamicBody(
            position=(0, 3),
            fixtures=b2FixtureDef(
                shape=b2PolygonShape(box=(0.5, 2)), density=2.0),
        )

        # The platform
        fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(4, 0.5)),
            density=2,
            friction=0.6,
        )

        self.platform = self.world.CreateDynamicBody(
            position=(0, 5),
            fixtures=fixture,
        )

        # The joints joining the attachment/platform and ground/platform
        self.world.CreateRevoluteJoint(
            bodyA=self.attachment,
            bodyB=self.platform,
            anchor=(0, 5),
            maxMotorTorque=50,
            enableMotor=True
        )

        self.world.CreatePrismaticJoint(
            bodyA=ground,
            bodyB=self.platform,
            anchor=(0, 5),
            axis=(1, 0),
            maxMotorForce=1000,
            enableMotor=True,
            lowerTranslation=-10,
            upperTranslation=10,
            enableLimit=True
        )

        # And the payload that initially sits upon the platform
        # Reusing the fixture we previously defined above
        fixture.shape.box = (0.75, 0.75)
        self.payload = self.world.CreateDynamicBody(
            position=(0, 8),
            fixtures=fixture,
        )
    def __init__(self):
        super(Tower, self).__init__()

        #Ground
        ground = self.world.CreateStaticBody(
            position=(0, 0),
            shapes=[b2EdgeShape(vertices=[(-30, 0), (30, 0)])]  #,
            ##            b2PolygonShape(box=(0.2, 5, (0.5, 5),0))]
        )

        ##        self.world.CreateStaticBody(
        ##            shapes=[b2PolygonShape(box=[1, 1, (5, 15), 0]),
        ##                    b2PolygonShape(box=[1, 1, (-2, 12), 0]),
        ##                    ]
        ##        )

        self._x = 0

        ##        self.body = self.world.CreateDynamicBody(
        ##            position=(0.5, 10),
        ##            fixtures=b2FixtureDef(
        ##                shape=b2PolygonShape(box=(4, 0.1)), density=1.0),
        ##        )

        # Small circle
        #circle = b2FixtureDef(
        #shape=b2CircleShape(radius=0.25),
        #density=100.0,
        #)

        # Generate bullet (circle)
        #self.bullet = self.world.CreateBody(
        #position=(self._x, 30),
        #bullet=True,
        #type=b2_dynamicBody,
        #fixtures=circle,
        #linearVelocity=(0, -50)
        #)

        self.stack1 = self.world.CreateDynamicBody(
            position=(self._x, 0),
            ##            bullet=True,
            type=b2_dynamicBody,
            fixtures=b2FixtureDef(shape=b2PolygonShape(box=(5, 7)),
                                  density=100.0),
            linearVelocity=(0, -50))

        self.stack2 = self.world.CreateDynamicBody(
            position=(self._x, 0),
            ##            bullet=True,
            type=b2_dynamicBody,
            fixtures=b2FixtureDef(shape=b2PolygonShape(box=(4, 4)),
                                  density=100.0),
            linearVelocity=(0, -50))
Example #14
0
    def __init__(self):
        super(ApplyForce, self).__init__()
        self.world.gravity = (0.0, 0.0)

        # The boundaries
        ground = self.world.CreateBody(position=(0, 20))
        ground.CreateEdgeChain(
            [(-20, -20),
             (-20, 20),
             (20, 20),
             (20, -20),
             (-20, -20)]
        )

        #  TODO: make note of transform.R.set() -> transform.angle =
        xf1 = b2Transform()
        xf1.angle = 0.3524 * b2_pi
        xf1.position = xf1.R * (1.0, 0.0)

        xf2 = b2Transform()
        xf2.angle = -0.3524 * b2_pi
        xf2.position = xf2.R * (-1.0, 0.0)
        self.body = self.world.CreateDynamicBody(
            position=(0, 2),
            angle=b2_pi,
            angularDamping=5,
            linearDamping=0.1,
            shapes=[b2PolygonShape(vertices=[xf1 * (-1, 0), xf1 * (1, 0),
                                             xf1 * (0, .5)]),
                    b2PolygonShape(vertices=[xf2 * (-1, 0), xf2 * (1, 0),
                                             xf2 * (0, .5)])],
            shapeFixture=b2FixtureDef(density=2.0),
        )

        gravity = 10.0
        fixtures = b2FixtureDef(shape=b2PolygonShape(box=(0.5, 0.5)),
                                density=1, friction=0.3)
        for i in range(10):
            body = self.world.CreateDynamicBody(
                position=(0, 5 + 1.54 * i), fixtures=fixtures)

            # For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
            r = sqrt(2.0 * body.inertia / body.mass)

            self.world.CreateFrictionJoint(
                bodyA=ground,
                bodyB=body,
                localAnchorA=(0, 0),
                localAnchorB=(0, 0),
                collideConnected=True,
                maxForce=body.mass * gravity,
                maxTorque=body.mass * r * gravity
            )
Example #15
0
def create_jar(world, properties, scene_width, scene_height, shape, color,
               diameter, x, y, angle, isDynamic):
    # constants from PHYRE
    BASE_RATIO = Constant.JAR_BASE_RATIO
    WIDTH_RATIO = Constant.JAR_WIDTH_RATIO

    jar_height = scene_width * Constant._jar_diameter_to_default_scale(
        diameter)
    jar_width = jar_height * WIDTH_RATIO
    jar_base_width = jar_width * BASE_RATIO
    jar_thickness = Constant._jar_thickness_from_height(
        scene_width, jar_height)
    vertices_list, _ = Constant._build_jar_vertices(height=jar_height,
                                                    width=jar_width,
                                                    base_width=jar_base_width,
                                                    thickness=jar_thickness)

    jar_center = _get_jar_center(scene_width, scene_height, x, y, angle,
                                 jar_height, jar_thickness)

    literal1_shape = b2PolygonShape()
    literal2_shape = b2PolygonShape()
    bottom_shape = b2PolygonShape()

    _set_vertices(literal1_shape, vertices_list[0])
    _set_vertices(literal2_shape, vertices_list[1])
    _set_vertices(bottom_shape, vertices_list[2])

    literal1_fixture = b2FixtureDef(shape=literal1_shape,
                                    density=properties.densities["jar"],
                                    friction=properties.frictions["jar"],
                                    restitution=properties.restitutions["jar"])
    literal2_fixture = b2FixtureDef(shape=literal2_shape,
                                    density=properties.densities["jar"],
                                    friction=properties.frictions["jar"],
                                    restitution=properties.restitutions["jar"])
    bottom_fixture = b2FixtureDef(shape=bottom_shape,
                                  density=properties.densities["jar"],
                                  friction=properties.frictions["jar"],
                                  restitution=properties.restitutions["jar"])

    if isDynamic:
        body = world.CreateDynamicBody(
            position=jar_center,
            fixtures=[literal1_fixture, literal2_fixture, bottom_fixture],
            angle=2 * b2_pi * angle)
    else:
        body = world.CreateStaticBody(
            position=jar_center,
            fixtures=[literal1_fixture, literal2_fixture, bottom_fixture],
            angle=2 * b2_pi * angle)

    return body
Example #16
0
    def __init__(self):
        super(ApplyForce, self).__init__()
        self.world.gravity = (0.0, 0.0)

        # The boundaries
        ground = self.world.CreateBody(position=(0, 20))
        ground.CreateEdgeChain(
            [(-20, -20),
             (-20, 20),
             (20, 20),
             (20, -20),
             (-20, -20)]
        )

        #  TODO: make note of transform.R.set() -> transform.angle =
        xf1 = b2Transform()
        xf1.angle = 0.3524 * b2_pi
        xf1.position = xf1.R * (1.0, 0.0)

        xf2 = b2Transform()
        xf2.angle = -0.3524 * b2_pi
        xf2.position = xf2.R * (-1.0, 0.0)
        self.body = self.world.CreateDynamicBody(
            position=(0, 2),
            angle=b2_pi,
            angularDamping=5,
            linearDamping=0.1,
            shapes=[b2PolygonShape(vertices=[xf1 * (-1, 0), xf1 * (1, 0),
                                             xf1 * (0, .5)]),
                    b2PolygonShape(vertices=[xf2 * (-1, 0), xf2 * (1, 0),
                                             xf2 * (0, .5)])],
            shapeFixture=b2FixtureDef(density=2.0),
        )

        gravity = 10.0
        fixtures = b2FixtureDef(shape=b2PolygonShape(box=(0.5, 0.5)),
                                density=1, friction=0.3)
        for i in range(10):
            body = self.world.CreateDynamicBody(
                position=(0, 5 + 1.54 * i), fixtures=fixtures)

            # For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
            r = sqrt(2.0 * body.inertia / body.mass)

            self.world.CreateFrictionJoint(
                bodyA=ground,
                bodyB=body,
                localAnchorA=(0, 0),
                localAnchorB=(0, 0),
                collideConnected=True,
                maxForce=body.mass * gravity,
                maxTorque=body.mass * r * gravity
            )
Example #17
0
    def CreateBody(self, world, TILE_SIZE):
        pos = b2Vec2(self.pos.x * TILE_SIZE, -self.pos.y * TILE_SIZE)
        dim = b2Vec2(self.dim.w * TILE_SIZE, self.dim.h * TILE_SIZE)
        bodyDef = b2BodyDef()
        bodyDef.type = b2_staticBody
        bodyDef.userData = self
        bodyDef.position = pos
        body = world.CreateBody(bodyDef)
        fixture = None
        if (self.name == "building"):
            dim.x /= 2.0
            dim.y /= 2.0
            pos.x += self.dim.w * TILE_SIZE / 2.0
            pos.y -= self.dim.h * TILE_SIZE / 2.0
            body.position = pos
            polygonShape = b2PolygonShape()
            polygonShape.SetAsBox(dim.x, dim.y)
            fixture = body.CreateFixture(shape=polygonShape)
        elif (self.name == "pickup"):
            circleShape = b2CircleShape()
            circleShape.radius = dim.x
            fixtureDef = b2FixtureDef()
            fixtureDef.shape = circleShape
            fixtureDef.isSensor = True
            fixture = body.CreateFixture(fixtureDef)
            self.done = False

        fixture.userData = self
        body.userData = self
        self.m_body = body
        return body
Example #18
0
    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()
Example #19
0
    def __init__(self):
        super(Distance, self).__init__()
        # Transform A -- a simple translation/offset of (0,-0.2)
        self.transformA = b2Transform()
        self.transformA.SetIdentity()
        self.transformA.position = (0, -0.2)

        # Transform B -- a translation and a rotation
        self.transformB = b2Transform()
        self.positionB = b2Vec2(12.017401, 0.13678508)
        self.angleB = -0.0109265
        self.transformB.Set(self.positionB, self.angleB)

        # The two shapes, transformed by the respective transform[A,B]
        self.polygonA = b2PolygonShape(box=(10, 0.2))
        self.polygonB = b2PolygonShape(box=(2, 0.1))
Example #20
0
    def __init__(self):
        super(EdgeTest, self).__init__()

        v1 = (-10.0, 0.0)
        v2 = (-7.0, -1.0)
        v3 = (-4.0, 0.0)
        v4 = (0.0, 0.0)
        v5 = (4.0, 0.0)
        v6 = (7.0, 1.0)
        v7 = (10.0, 0.0)

        shapes = [b2EdgeShape(vertices=[None, v1, v2, v3]),
                  b2EdgeShape(vertices=[v1, v2, v3, v4]),
                  b2EdgeShape(vertices=[v2, v3, v4, v5]),
                  b2EdgeShape(vertices=[v3, v4, v5, v6]),
                  b2EdgeShape(vertices=[v4, v5, v6, v7]),
                  b2EdgeShape(vertices=[v5, v6, v7])
                  ]
        ground = self.world.CreateStaticBody(shapes=shapes)

        box = self.world.CreateDynamicBody(
            position=(0.5, 0.6),
            allowSleep=False,
            shapes=b2PolygonShape(box=(0.5, 0.5))
        )
Example #21
0
class TileMap(Entity):
    boxShape = b2PolygonShape()
    boxShape.SetAsBox(1, 1)
    boxFixtureDef = b2FixtureDef(shape=boxShape, density=1)

    def __init__(self, pos=(0, 0), size=(10, 10)):
        super().__init__()
        self.pos = pos
        #self.size = size
        raw = Image.open('q4_map.png')
        pixels = raw.load()
        self.size = raw.width, raw.height
        self.blocks = dict()
        for x in range(self.size[0]):
            for y in range(self.size[1]):
                if pixels[x, y][3] == 0:
                    self.blocks[x, y] = None
                else:
                    self.blocks[x, y] = SolidBlock(self, (x, y))
                    self.blocks[x, y].add()

        kitten = image.load('q4_map.png')
        self.texture = kitten.get_texture()

    def render(self):
        #glBindTexture(self.texture.target, self.texture.id)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        self.texture.blit(self.pos[0], self.pos[1])
    def __init__(self):
        super(Spring, self).__init__()

        ground = self.world.CreateStaticBody(
            position=(0, 0),
            shapes=[b2EdgeShape(vertices=[(-50, 0), (50, 0)])],
        )

        self.bodyA = self.world.CreateDynamicBody(
            position=(0, 10),
            fixtures=b2FixtureDef(
                shape=b2PolygonShape(box=(1, 1)), density=1.0)
        )

        self.bodyB = self.world.CreateDynamicBody(
            position=(0, 5),
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius = 0.5), density=1.0, restitution=0)
        )

        dfn = b2DistanceJointDef(
            frequencyHz=2.5,
            dampingRatio=0,
            bodyA=self.bodyA,
            bodyB=self.bodyB,
            anchorA=(0, 10),
            anchorB=(0, 5),
            collideConnected=True
        )

        self.world.CreateJoint(dfn)
Example #23
0
def create_bar(world, properties, scene_width, scene_height, shape, color,
               diameter, x, y, angle, isDynamic):
    # constant from PHYRE
    BAR_HEIGHT = scene_width * Constant.BAR_HEIGHT_RATIO

    center = (Transform.width_percent_to_x(scene_width, x),
              Transform.height_percent_to_y(scene_height, y))

    bar_shape = b2PolygonShape(
        box=(Transform.diameter_percent_to_length(scene_width, diameter) / 2,
             BAR_HEIGHT / 2))
    bar_fixture = b2FixtureDef(shape=bar_shape,
                               density=properties.densities["bar"],
                               friction=properties.frictions["bar"],
                               restitution=properties.restitutions["bar"])

    if isDynamic:
        body = world.CreateDynamicBody(position=center,
                                       fixtures=bar_fixture,
                                       angle=2 * b2_pi * angle)
    else:
        body = world.CreateStaticBody(position=center,
                                      fixtures=bar_fixture,
                                      angle=2 * b2_pi * angle)
    return body
    def add_node(self, parent, local_anchor, depth, offset, a):
        density = 20.0
        h = (0, a)

        p = parent.position + local_anchor - h

        fixture = b2FixtureDef(shape=b2PolygonShape(box=(0.25 * a, a)),
                               density=density)
        body = self.world.CreateDynamicBody(position=p, fixtures=fixture)

        if depth == self.max_depth:
            return body

        a1 = (offset, -a)
        a2 = (-offset, -a)
        body1 = self.add_node(body, a1, depth + 1, 0.5 * offset, a)
        body2 = self.add_node(body, a2, depth + 1, 0.5 * offset, a)

        self.world.CreateRevoluteJoint(bodyA=body,
                                       bodyB=body1,
                                       localAnchorA=a1,
                                       localAnchorB=h)
        self.world.CreateRevoluteJoint(bodyA=body,
                                       bodyB=body2,
                                       localAnchorA=a2,
                                       localAnchorB=h)

        return body
Example #25
0
    def __init__(self):
        super(OneSidedPlatform, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2EdgeShape(vertices=[(-20, 0), (20, 0)])
        )

        # The platform
        half_height = 0.5
        ypos = 10
        body = self.world.CreateBody(
            position=(0, ypos),
            shapes=b2PolygonShape(box=(3, half_height))
        )
        self.platform = body.fixtures[0]

        # The circular character
        self.character_radius = 0.5
        body = self.world.CreateDynamicBody(
            position=(0, 12),
            fixtures=b2FixtureDef(shape=b2CircleShape(
                radius=self.character_radius), density=1.0),
        )

        self.character = body.fixtures[0]
        body.linearVelocity = (0, -50)

        self.bottom = ypos - half_height  # The bottom of the platform
        self.top = ypos + half_height    # The top of the platform
        self.state = 'unknown'
Example #26
0
    def add_agent(self, y, x):
        self.agent_init_position = (x, y)

        agent_vertices = [(0.5 - self.agent_radius, 0.5 - self.agent_radius),
                          (0.5 - self.agent_radius, 0.5 + self.agent_radius),
                          (0.5 + self.agent_radius, 0.5 + self.agent_radius),
                          (0.5 + self.agent_radius, 0.5 - self.agent_radius)]
        agent_fixture = b2FixtureDef(
            shape=b2PolygonShape(vertices=agent_vertices),
            friction=0.4,
            restitution=0.3,
        )
        self.agent_body = self.world.CreateDynamicBody(
            position=(x, y),
            fixtures=agent_fixture,
            fixedRotation=True,
        )

        visual_radius = 1.5 * self.agent_radius
        agent_vertices_visual = [(0.5 - visual_radius, 0.5 - visual_radius),
                                 (0.5 - visual_radius, 0.5 + visual_radius),
                                 (0.5 + visual_radius, 0.5 + visual_radius),
                                 (0.5 + visual_radius, 0.5 - visual_radius)]
        drawing_util.add_polygon(self.display_objects,
                                 self.agent_body,
                                 agent_vertices_visual,
                                 'agent',
                                 drawing_layer=5,
                                 color=self.agent_color)

        self.position_indicator = drawing_util.DummyBody(b2Vec2(x, y), angle=0)
        self.target_indicator = drawing_util.DummyBody(b2Vec2(x, y), angle=0)
    def __init__(self):
        super(EdgeTest, self).__init__()

        v1 = (-10.0, 0.0)
        v2 = (-7.0, -1.0)
        v3 = (-4.0, 0.0)
        v4 = (0.0, 0.0)
        v5 = (4.0, 0.0)
        v6 = (7.0, 1.0)
        v7 = (10.0, 0.0)

        shapes = [b2EdgeShape(vertices=[None, v1, v2, v3]),
                  b2EdgeShape(vertices=[v1, v2, v3, v4]),
                  b2EdgeShape(vertices=[v2, v3, v4, v5]),
                  b2EdgeShape(vertices=[v3, v4, v5, v6]),
                  b2EdgeShape(vertices=[v4, v5, v6, v7]),
                  b2EdgeShape(vertices=[v5, v6, v7])
                  ]
        ground = self.world.CreateStaticBody(shapes=shapes)

        box = self.world.CreateDynamicBody(
            position=(0.5, 0.6),
            allowSleep=False,
            shapes=b2PolygonShape(box=(0.5, 0.5))
        )
Example #28
0
    def __init__(self):
        super(Pyramid, self).__init__()
        # The ground
        ground = self.world.CreateStaticBody(shapes=b2EdgeShape(
            vertices=[(-40, 0), (40, 0)]))

        box_half_size = (0.5, 0.5)
        box_density = 5.0
        box_rows = 20

        x = b2Vec2(-7, 0.75)
        deltaX = (0.5625, 1.25)
        deltaY = (1.125, 0)

        for i in range(box_rows):
            y = x.copy()

            for j in range(i, box_rows):
                self.world.CreateDynamicBody(
                    position=y,
                    fixtures=b2FixtureDef(
                        shape=b2PolygonShape(box=box_half_size),
                        density=box_density))

                y += deltaY

            x += deltaX
Example #29
0
    def __init__(self):
        super(Pyramid, self).__init__()
        # The ground
        ground = self.world.CreateStaticBody(
            shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)])
        )

        box_half_size = (0.5, 0.5)
        box_density = 5.0
        box_rows = 20

        x = b2Vec2(-7, 0.75)
        deltaX = (0.5625, 1.25)
        deltaY = (1.125, 0)

        for i in range(box_rows):
            y = x.copy()

            for j in range(i, box_rows):
                self.world.CreateDynamicBody(
                    position=y,
                    fixtures=b2FixtureDef(
                        shape=b2PolygonShape(box=box_half_size),
                        density=box_density)
                )

                y += deltaY

            x += deltaX
Example #30
0
    def __init__(self, position, world, gravity):
        self.mWorld = world
        self.mGravity = gravity
        pos = b2Vec2(position[0] + self.BOX_WIDTH/2, position[1] + self.BOX_HEIGHT/2)

        #create box physicsbody
        body = world.CreateDynamicBody(position = pos)
        shape = b2PolygonShape()
        fd = b2FixtureDef()
        fd.shape = shape
        fd.isSensor = True

        #gravitysensor
        shape.SetAsBox(0.1,0.1)
        fd.userData = Sensor.GRAVITYZONESENSOR
        body.CreateFixture(fd)

        #collisionbody
        body.CreatePolygonFixture(box=(self.BOX_WIDTH/2, self.BOX_HEIGHT/2), density=6, friction=0)

        body.fixedRotation = True
        body.bullet = True
        body.allowSleep = False
        body.mass = 2
        body.userData = self

        super(Box, self).__init__(pos, b2Vec2(self.BOX_WIDTH, self.BOX_HEIGHT), body, b2Vec2(0,0), 0, b2Vec2(0,0))
Example #31
0
 def __init__(self, im, x, y):
     im_w2 = im.width // 2
     im_h2 = im.height // 2
     coll_shape = b2PolygonShape(box=(im_w2, im_h2))
     super(Actor1, self).__init__(sf.Sprite(im), shape=coll_shape)
     self.object.origin = (im_w2, im_h2)
     self.object.position = (x, y)
Example #32
0
def create_creature_bodies(world, creatures):
    ''' Creates a list of creature bodies and returns reference bodies '''
    reference_body = {}
    for creature in creatures:
        body = {}
        for edge in creature.edges:
            vertex = creature.vertices[edge[0]], creature.vertices[edge[1]]
            point = line_to_rectangle(*vertex, THICKNESS)

            fixture = b2FixtureDef(
                shape=b2PolygonShape(vertices=point),
                density=DENSITY,
                friction=FRICTION,
            )
            fixture.filter.groupIndex = -1
            body[tuple(edge)] = world.CreateDynamicBody(
                fixtures=fixture,
            )

        for edge in creature.edges:
            adjacent = find_adjacent_edges(edge, creature.edges)
            for a_edge in adjacent:
                anchor = int(creature.vertices[edge[0]][0]), int(creature.vertices[edge[0]][1])
                world.CreateRevoluteJoint(
                    bodyA=body[tuple(edge)],
                    bodyB=body[tuple(a_edge)],
                    anchor=anchor,
                    collideConnected=True,
                    motorSpeed=MOTOR_SPEED,
                    maxMotorTorque=MAX_MOTOR_TORQUE,
                    enableMotor=True,
                )
        reference_body[creature.identity] = body[tuple(edge)]
    return reference_body
    def __init__(self):
        super(VerticalStack, self).__init__()

        columns = 5
        rows = 16

        ground = self.world.CreateStaticBody(shapes=[
            b2EdgeShape(vertices=[(-40, 0), (40, 0)]),
            b2EdgeShape(vertices=[(20, 0), (20, 20)]),
        ])

        box = b2FixtureDef(shape=b2PolygonShape(box=(0.5, 0.5)),
                           density=1,
                           friction=0.3)
        circle = b2FixtureDef(shape=b2CircleShape(radius=0.5),
                              density=1,
                              friction=0.3)

        box_start = -10
        box_space = 2.5
        circle_start = 8
        circle_space = 2.5
        for j in range(columns):
            for i in range(rows):
                self.world.CreateDynamicBody(
                    fixtures=box,
                    position=(box_start + box_space * j, 0.752 + 1.54 * i))
                self.world.CreateDynamicBody(
                    fixtures=circle,
                    position=(circle_start + circle_space * j,
                              0.752 + 1.54 * i))
Example #34
0
    def __init__(self):
        super(Bridge, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)])
        )

        create_bridge(self.world, ground, (1.0, 0.25),
                      (-14.5, 5), self.numPlanks, 0.2, 20)

        fixture = b2FixtureDef(
            shape=b2PolygonShape(vertices=[(-0.5, 0.0),
                                           (0.5, 0.0),
                                           (0.0, 1.5),
                                           ]),
            density=1.0
        )
        for i in range(2):
            self.world.CreateDynamicBody(
                position=(-8 + 8 * i, 12),
                fixtures=fixture,
            )

        fixture = b2FixtureDef(shape=b2CircleShape(radius=0.5), density=1)
        for i in range(3):
            self.world.CreateDynamicBody(
                position=(-6 + 6 * i, 10),
                fixtures=fixture,
            )
Example #35
0
    def __init__(self):
        super(Bridge, self).__init__()

        # The ground
        ground = self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40,
                                                                     0), (40,
                                                                          0)]))

        create_bridge(self.world, ground, (1.0, 0.25), (-14.5, 5),
                      self.numPlanks, 0.2, 20)

        fixture = b2FixtureDef(shape=b2PolygonShape(vertices=[
            (-0.5, 0.0),
            (0.5, 0.0),
            (0.0, 1.5),
        ]),
                               density=1.0)
        for i in range(2):
            self.world.CreateDynamicBody(
                position=(-8 + 8 * i, 12),
                fixtures=fixture,
            )

        fixture = b2FixtureDef(shape=b2CircleShape(radius=0.5), density=1)
        for i in range(3):
            self.world.CreateDynamicBody(
                position=(-6 + 6 * i, 10),
                fixtures=fixture,
            )
    def _reset(self):
        self._destroy()
        membrane_base.reset_helper(self)

        # Creating the object to manipulate
        object_fixture = b2FixtureDef(shape=b2PolygonShape(box=(OBJ_SIZE / 2,
                                                                OBJ_SIZE / 2)),
                                      density=1,
                                      friction=0.6,
                                      restitution=0.0)

        object_position = (membrane_base.BOX_WIDTH / 2,
                           OBJ_SIZE / 2 + membrane_base.LINK_HEIGHT)
        self.object = self.world.CreateDynamicBody(
            position=object_position,
            fixtures=object_fixture,
            linearDamping=0.6  # Control this parameter for surface friction
        )
        self.object.color1 = (1, 1, 0)
        self.object.color2 = (0, 0, 0)

        self.drawlist = self.drawlist + [self.object]

        return self._step(np.array([0, 0, 0, 0,
                                    0]))[0]  # action: zero motor speed
Example #37
0
 def __init__(self, im, x, y):
     im_w2 = im.width//2
     im_h2 = im.height//2
     coll_shape = b2PolygonShape(box=(im_w2, im_h2))
     super(Actor1, self).__init__(sf.Sprite(im), shape=coll_shape)
     self.object.origin = (im_w2, im_h2)
     self.object.position = (x, y)
Example #38
0
    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()
    def __init__(self):
        super(OneSidedPlatform, self).__init__()

        # The ground
        ground = self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-20,
                                                                     0), (20,
                                                                          0)]))

        # The platform
        half_height = 0.5
        ypos = 10
        body = self.world.CreateBody(position=(0, ypos),
                                     shapes=b2PolygonShape(box=(3,
                                                                half_height)))
        self.platform = body.fixtures[0]

        # The circular character
        self.character_radius = 0.5
        body = self.world.CreateDynamicBody(
            position=(0, 12),
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=self.character_radius),
                density=1.0),
        )

        self.character = body.fixtures[0]
        body.linearVelocity = (0, -50)

        self.bottom = ypos - half_height  # The bottom of the platform
        self.top = ypos + half_height  # The top of the platform
        self.state = 'unknown'
    def __init__(self):
        super(Distance, self).__init__()
        # Transform A -- a simple translation/offset of (0,-0.2)
        self.transformA = b2Transform()
        self.transformA.SetIdentity()
        self.transformA.position = (0, -0.2)

        # Transform B -- a translation and a rotation
        self.transformB = b2Transform()
        self.positionB = b2Vec2(12.017401, 0.13678508)
        self.angleB = -0.0109265
        self.transformB.Set(self.positionB, self.angleB)

        # The two shapes, transformed by the respective transform[A,B]
        self.polygonA = b2PolygonShape(box=(10, 0.2))
        self.polygonB = b2PolygonShape(box=(2, 0.1))
Example #41
0
def create_car(world, offset, wheel_radius, wheel_separation, density=1.0,
               wheel_friction=0.9, scale=(1.0, 1.0), chassis_vertices=None,
               wheel_axis=(0.0, 1.0), wheel_torques=[20.0, 10.0],
               wheel_drives=[True, False], hz=4.0, zeta=0.7, **kwargs):
    """
    """
    x_offset, y_offset = offset
    scale_x, scale_y = scale
    if chassis_vertices is None:
        chassis_vertices = [
            (-1.5, -0.5),
            (1.5, -0.5),
            (1.5, 0.0),
            (0.0, 0.9),
            (-1.15, 0.9),
            (-1.5, 0.2),
        ]

    chassis_vertices = [(scale_x * x, scale_y * y)
                        for x, y in chassis_vertices]
    radius_scale = sqrt(scale_x ** 2 + scale_y ** 2)
    wheel_radius *= radius_scale

    chassis = world.CreateDynamicBody(
        position=(x_offset, y_offset),
        fixtures=b2FixtureDef(
            shape=b2PolygonShape(vertices=chassis_vertices),
            density=density,
        )
    )

    wheels, springs = [], []
    wheel_xs = [-wheel_separation * scale_x /
                2.0, wheel_separation * scale_x / 2.0]
    for x, torque, drive in zip(wheel_xs, wheel_torques, wheel_drives):
        wheel = world.CreateDynamicBody(
            position=(x_offset + x, y_offset - wheel_radius),
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=wheel_radius),
                density=density,
            )
        )

        spring = world.CreateWheelJoint(
            bodyA=chassis,
            bodyB=wheel,
            anchor=wheel.position,
            axis=wheel_axis,
            motorSpeed=0.0,
            maxMotorTorque=torque,
            enableMotor=drive,
            frequencyHz=hz,
            dampingRatio=zeta
        )

        wheels.append(wheel)
        springs.append(spring)

    return chassis, wheels, springs
Example #42
0
    def __init__(self):
        super(Breakable, self).__init__()

        # The ground
        self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]))

        # The breakable body
        self.shapes = (b2PolygonShape(box=(0.5, 0.5, (-0.5, 0), 0)),
                       b2PolygonShape(box=(0.5, 0.5, (0.5, 0), 0)))
        self.body = self.world.CreateDynamicBody(
            position=(0, 40),
            angle=0.25 * b2_pi,
            shapes=self.shapes,
            shapeFixture=b2FixtureDef(density=1),
        )

        self.fixtures = self.body.fixtures
Example #43
0
 def __init__(self,new_display):
     self.b2_game_world = b2World()  # default gravity is (0,-10) and doSleep is True
     self.groundBody = self.b2_game_world.CreateStaticBody(position=(0, -48),
                                 shapes=b2PolygonShape(box=(80, 10)),
                                 )
     # Create a dynamic body at (0, 4)
  
     self.game_display = new_display
Example #44
0
def make_edges(world):
    '''Create static bodies to represent the edges of the table.'''
    positions = [(TABLE_WIDTH / 2.0, EDGE_WIDTH), (EDGE_WIDTH,TABLE_HEIGHT / 2), (TABLE_WIDTH - EDGE_WIDTH,TABLE_HEIGHT / 2), (TABLE_WIDTH / 2.0, TABLE_HEIGHT - EDGE_WIDTH)]
    dimensions = [(TABLE_WIDTH / 2,EDGE_WIDTH), (EDGE_WIDTH, TABLE_HEIGHT / 2), (EDGE_WIDTH, TABLE_HEIGHT / 2), (TABLE_WIDTH / 2, EDGE_WIDTH)]
    edge_color = (150, 111, 51)
    edges = [world.CreateStaticBody(position=pos, shapes=b2PolygonShape(box=dim), restitution=RESTITUTION, userData=edge_color) for pos, dim in zip(positions, dimensions)]
    for edge in edges:
        edge.fixtures[0].friction = FRICTION
    return edges
Example #45
0
    def __init__(self):
        super(Breakable, self).__init__()

        # The ground
        self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]))

        # The breakable body
        self.shapes = (b2PolygonShape(box=(0.5, 0.5, (-0.5, 0), 0)),
                       b2PolygonShape(box=(0.5, 0.5, (0.5, 0), 0))
                       )
        self.body = self.world.CreateDynamicBody(
            position=(0, 40),
            angle=0.25 * b2_pi,
            shapes=self.shapes,
            shapeFixture=b2FixtureDef(density=1),
        )

        self.fixtures = self.body.fixtures
Example #46
0
 def __init__(self, world):
     self.posx = 0
     self.posy = 0
     self.width = 50
     self.height = 50
     self.color = (255, 0, 0)
     self.shape = b2PolygonShape(box=(0.5, 0.125))
     self.shape.box = (1.5, 1.5)
     self.body = world.CreateDynamicBody(position=(self.posx, self.posy))
Example #47
0
    def __init__(self):
        super(Pinball, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2LoopShape(vertices=[(0, -2), (8, 6),
                                         (8, 20), (-8, 20),
                                         (-8, 6)]),
        )

        # Flippers
        p1, p2 = (-2, 0), (2, 0)

        fixture = b2FixtureDef(shape=b2PolygonShape(box=(1.75, 0.1)), density=1)
        flipper = {'fixtures': fixture}

        self.leftFlipper = self.world.CreateDynamicBody(
            position=p1,
            **flipper
        )
        self.rightFlipper = self.world.CreateDynamicBody(
            position=p2,
            **flipper
        )

        rjd = b2RevoluteJointDef(
            bodyA=ground,
            bodyB=self.leftFlipper,
            localAnchorA=p1,
            localAnchorB=(0, 0),
            enableMotor=True,
            enableLimit=True,
            maxMotorTorque=1000,
            motorSpeed=0,
            lowerAngle=-30.0 * b2_pi / 180.0,
            upperAngle=5.0 * b2_pi / 180.0,
        )

        self.leftJoint = self.world.CreateJoint(rjd)

        rjd.motorSpeed = 0
        rjd.localAnchorA = p2
        rjd.bodyB = self.rightFlipper
        rjd.lowerAngle = -5.0 * b2_pi / 180.0
        rjd.upperAngle = 30.0 * b2_pi / 180.0
        self.rightJoint = self.world.CreateJoint(rjd)

        # Ball
        self.ball = self.world.CreateDynamicBody(
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=0.2),
                density=1.0),
            bullet=True,
            position=(1, 15))

        self.pressed = False
Example #48
0
    def __init__(self):
        super(Rope, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]))

        shape = b2PolygonShape(box=(0.5, 0.125))
        fd = b2FixtureDef(
            shape=shape,
            friction=0.2,
            density=20,
            categoryBits=0x0001,
            maskBits=(0xFFFF & ~0x0002),
        )

        N = 10
        y = 15.0

        prevBody = ground
        for i in range(N):
            if i < N - 1:
                body = self.world.CreateDynamicBody(
                    position=(0.5 + i, y),
                    fixtures=fd,
                )
            else:
                shape.box = (1.5, 1.5)
                fd.density = 100
                fd.categoryBits = 0x0002
                body = self.world.CreateDynamicBody(
                    position=(i, y),
                    fixtures=fd,
                    angularDamping=0.4,
                )

            self.world.CreateRevoluteJoint(
                bodyA=prevBody,
                bodyB=body,
                anchor=(i, y),
                collideConnected=False,
            )

            prevBody = body

        extraLength = 0.01
        self.rd = rd = b2RopeJointDef(
            bodyA=ground,
            bodyB=body,
            maxLength=N - 1.0 + extraLength,
            localAnchorA=(0, y),
            localAnchorB=(0, 0)
        )
        self.rope = self.world.CreateJoint(rd)
Example #49
0
 def __init__(self, world):
     self.posx = 0
     self.posy = 0
     self.width = 50
     self.height = 50
     self.color = (255,0,0)
     self.shape = b2PolygonShape(box=(0.5, 0.125))
     self.shape.box = (1.5, 1.5)
     self.body = world.CreateDynamicBody(
         position = (self.posx, self.posy)
         )
Example #50
0
    def __init__(self):
        super(Tiles, self).__init__()

        a = 0.5

        def ground_positions():
            N = 200
            M = 10
            position = b2Vec2(0, 0)
            for i in range(M):
                position.x = -N * a
                for j in range(N):
                    yield position
                    position.x += 2.0 * a
                position.y -= 2.0 * a

        ground = self.world.CreateStaticBody(
            position=(0, -a),
            shapes=[b2PolygonShape(box=(a, a, position, 0))
                    for position in ground_positions()]
        )

        count = 20

        def dynamic_positions():
            x = b2Vec2(-7.0, 0.75)
            deltaX = (0.5625, 1.25)
            deltaY = (1.125, 0.0)
            for i in range(count):
                y = x.copy()
                for j in range(i, count):
                    yield y
                    y += deltaY
                x += deltaX

        for pos in dynamic_positions():
            self.world.CreateDynamicBody(
                position=pos,
                fixtures=b2FixtureDef(
                    shape=b2PolygonShape(box=(a, a)), density=5)
            )
Example #51
0
def make_pockets(world):
    positions = [(EDGE_WIDTH * 2, EDGE_WIDTH * 2), 
                 (TABLE_WIDTH - EDGE_WIDTH * 2, EDGE_WIDTH * 2), 
                 (TABLE_WIDTH - EDGE_WIDTH * 2, TABLE_HEIGHT - EDGE_WIDTH * 2), 
                 (EDGE_WIDTH * 2, TABLE_HEIGHT - EDGE_WIDTH * 2)]
    num_vertices = 12
    offsets = [0.0, 90.0, 180.0, 270.0]
    vertices = [make_semicircle(num_vertices, offset) for offset in offsets]
    shapes = [b2PolygonShape(vertices=verts) for verts in vertices]
    pocket_color = (5,5,5)
    pockets = [world.CreateStaticBody(position=pos, shapes=shape, restitution=RESTITUTION, userData=pocket_color) for pos, shape in zip(positions, shapes)]
    return pockets
Example #52
0
    def __init__(self):
        Framework.__init__(self)

        ground = self.world.CreateBody()

        body = self.world.CreateDynamicBody(
            position=(0, 10),
            allowSleep=False,
            shapeFixture=b2FixtureDef(density=5.0),
            shapes=[
                b2PolygonShape(box=(0.5, 10, (10, 0), 0)),
                b2PolygonShape(box=(0.5, 10, (-10, 0), 0)),
                b2PolygonShape(box=(10, 0.5, (0, 10), 0)),
                b2PolygonShape(box=(10, 0.5, (0, -10), 0)),
            ]
        )

        self.joint = self.world.CreateRevoluteJoint(bodyA=ground, bodyB=body,
                                                    localAnchorA=(0, 10), localAnchorB=(0, 0),
                                                    referenceAngle=0, motorSpeed=0.05 * b2_pi,
                                                    enableMotor=True, maxMotorTorque=1.0e8)
Example #53
0
    def __init__(self):
        super(Liquid, self).__init__()

        self.per_particle_mass = self.total_mass / self.num_particles

        ground = self.world.CreateStaticBody(
            shapes=[
                b2PolygonShape(box=[5.0, 0.5]),
                b2PolygonShape(box=[1.0, 0.2, (0, 4), -0.2]),
                b2PolygonShape(box=[1.5, 0.2, (-1.2, 5.2), -1.5]),
                b2PolygonShape(box=[0.5, 50.0, (5, 0), 0.0]),
                b2PolygonShape(box=[0.5, 3.0, (-8, 0), 0.0]),
                b2PolygonShape(box=[2.0, 0.1, (-6, -2.8), 0.1]),
                b2CircleShape(radius=0.5, pos=(-.5, -4)),
            ]
        )

        cx = 0
        cy = 25
        box_width = 2.0
        box_height = 20.0
        self.liquid = []
        for i in range(self.num_particles):
            self.createDroplet((b2Random(cx - box_width * 0.5,
                                         cx + box_width * 0.5),
                                b2Random(cy - box_height * 0.5,
                                         cy + box_height * 0.5)))

        self.createBoxSurfer()

        if hasattr(self, 'settings'):
            self.settings.enableSubStepping = False
Example #54
0
    def Step(self, settings):
        Framework.Step(self, settings)

        self.count -= 1
        if self.count == 0:
            return

        self.world.CreateDynamicBody(
            position=(0, 10),
            allowSleep=False,
            fixtures=b2FixtureDef(
                density=1.0, shape=b2PolygonShape(box=(0.125, 0.125))),
        )
def replace_body(old_body, new_position, scale, shape='box',
                  category_bits=0x0001, mask_bits=(0x0001 | 0x0002 | 0x0003)):
    if shape == 'box':
        new_shape = b2PolygonShape(box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO, scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    elif shape == 'circle':
        new_shape= b2CircleShape(radius=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    else:
        new_shape= b2PolygonShape(box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO, scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    
    new_body = defines.world.CreateDynamicBody(
            position=new_position,
            angle=old_body.angle,
            angularDamping=old_body.angularDamping,
            linearDamping=old_body.linearDamping,  
            shapes=new_shape,
            bullet=old_body.bullet,
            shapeFixture=b2FixtureDef(density=2.0,
                            categoryBits=category_bits,
                            maskBits=mask_bits  )
        )

    return new_body
Example #56
0
    def __init__(self):
        super(Bullet, self).__init__()

        ground = self.world.CreateStaticBody(
            position=(0, 0),
            shapes=[b2EdgeShape(vertices=[(-10, 0), (10, 0)]),
                    b2PolygonShape(box=(0.2, 1, (0.5, 1), 0))]
        )

        self._x = 0.20352793
        self.body = self.world.CreateDynamicBody(
            position=(0, 4),
            fixtures=b2FixtureDef(
                shape=b2PolygonShape(box=(2, 0.1)), density=1.0),
        )

        self.bullet = self.world.CreateDynamicBody(
            position=(self._x, 10),
            bullet=True,
            fixtures=b2FixtureDef(shape=b2PolygonShape(
                box=(0.25, 0.25)), density=100.0),
            linearVelocity=(0, -50)
        )
Example #57
0
    def __init__(self):
        super(BodyTypes, self).__init__()

        # The ground
        ground = self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-20, 0), (20, 0)]))

        # The attachment
        self.attachment = self.world.CreateDynamicBody(
            position=(0, 3), fixtures=b2FixtureDef(shape=b2PolygonShape(box=(0.5, 2)), density=2.0)
        )

        # The platform
        fixture = b2FixtureDef(shape=b2PolygonShape(box=(4, 0.5)), density=2, friction=0.6)

        self.platform = self.world.CreateDynamicBody(position=(0, 5), fixtures=fixture)

        # The joints joining the attachment/platform and ground/platform
        self.world.CreateRevoluteJoint(
            bodyA=self.attachment, bodyB=self.platform, anchor=(0, 5), maxMotorTorque=50, enableMotor=True
        )

        self.world.CreatePrismaticJoint(
            bodyA=ground,
            bodyB=self.platform,
            anchor=(0, 5),
            axis=(1, 0),
            maxMotorForce=1000,
            enableMotor=True,
            lowerTranslation=-10,
            upperTranslation=10,
            enableLimit=True,
        )

        # And the payload that initially sits upon the platform
        # Reusing the fixture we previously defined above
        fixture.shape.box = (0.75, 0.75)
        self.payload = self.world.CreateDynamicBody(position=(0, 8), fixtures=fixture)
def new_physic_object(shape='box', scale=1, 
                        is_a_bullet=False, pos=(0, 0), 
                        angular_dampning=0, linear_dampning=0,
                        category_bits=0x0001, mask_bits=(0x0001 | 0x0002 | 0x0003),
                        den=2.0):

    debug_graphic = loader.loadModel("models/physic_square")
    debug_graphic.reparentTo(camera)
    if shape == 'circle':
        tex = loader.loadTexture("textures/round.png")
    else:
        tex = loader.loadTexture("textures/physic_texture.png")
    debug_graphic.setTexture(tex, 1)
    debug_graphic.setBin("unsorted", 0)
    debug_graphic.setDepthTest(False)
    if shape == 'box':
        new_shape = b2PolygonShape(box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO, scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    elif shape == 'circle':
        new_shape= b2CircleShape(radius=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
    else:
        new_shape = b2PolygonShape(box=(scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO, scale * defines.GRAPHIC_TO_PHYSIC_SCALE_RATIO))
        
    
    body = defines.world.CreateDynamicBody(
            position=pos,
            angle=0,
            angularDamping=angular_dampning,
            linearDamping=linear_dampning,  
            shapes=new_shape,
            bullet=is_a_bullet,
            shapeFixture=b2FixtureDef(density=den,
                                    categoryBits=category_bits,
                                maskBits=mask_bits)
        )

    return debug_graphic, body
Example #59
0
    def __init__(self, physworld, gravity, size, lifetime, pos):
        self.mWorld = physworld
        self.mGravity = gravity
        self.mSize = size
        self.mLifetime = lifetime
        self.mIsAlive = True

        #create body
        self.mBody = self.mWorld.CreateDynamicBody(position = pos)
        shape = b2PolygonShape()
        shape.SetAsBox(self.mSize.x/2.0,self.mSize.y/2.0)
        fd = b2FixtureDef()
        fd.shape = shape
        fd.categoryBits = Filter.CATEGORY_FX
        fd.maskBits = Filter.MASK_FX
        self.mBody.CreateFixture(fd)
        self.mBody.userData = self
Example #60
0
    def __init__(self,
                 boxes,
                 boxes_density,
                 boxes_restitution,
                 boxes_friction,
                 boxes_pos,
                 boxes_angle,
                 grip_strength,
                 gravity = (0, -9.81),
                 timestep = 1.0/10,
                 vel_iters = 10,
                 pos_iters = 8):

        # init box2d world
        self.world = b2World(gravity = gravity, doSleep = True)

        # gripper max force
        self.grip_strength = grip_strength

        # set simulation parameters
        self.timestep = timestep
        self.vel_iters = vel_iters
        self.pos_iters = pos_iters

        # initialize all the boxes
        self.box_bodies = []
        self.box_fixtures = []
        for b, d, r, f, p, a in zip(boxes,
                               boxes_density,
                               boxes_restitution,
                               boxes_friction,
                               boxes_pos,
                               boxes_angle):
            self.box_bodies.append(self.world.CreateDynamicBody(position = p,
                                                                angle = a))
            fixture = self.box_bodies[-1].CreatePolygonFixture(box=b,
                                                             density = d,
                                                             friction = f,
                                                             restitution = r)
            self.box_fixtures.append(fixture)

        # initialize the floor
        self.floor_body = self.world.CreateStaticBody(
                                    position = (0,0),
                                    shape = b2PolygonShape(box = (50,2))
                                    )