Example #1
0
    def _ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
        # Add a ball without correcting any settings
        # meaning, pos and vertices are in meters
        # Define the body
        x, y = pos
        bodyDef = box2d.b2BodyDef()
        bodyDef.position.Set(x, y)
	bodyDef.sleepFlag = True
#	bodyDef.allowSleep(True)

        userData = { 'color' : self.parent.get_color() }
        bodyDef.userData = userData

        # Create the Body
        if not dynamic:
            density = 0

        body = self.parent.world.CreateBody(bodyDef)
                    
        self.parent.element_count += 1

        # Add a shape to the Body
        circleDef = box2d.b2CircleDef()
        circleDef.density = density
        circleDef.radius = radius
        circleDef.restitution = restitution
        circleDef.friction = friction

        body.CreateShape(circleDef)
        body.SetMassFromShapes();    
        
        return body    
Example #2
0
    def _ball(self,
              pos,
              radius,
              dynamic=True,
              density=1.0,
              restitution=0.16,
              friction=0.5):
        # Add a ball without correcting any settings
        # meaning, pos and vertices are in meters
        # Define the body
        x, y = pos
        bodyDef = box2d.b2BodyDef()
        bodyDef.position.Set(x, y)
        bodyDef.sleepFlag = True
        #	bodyDef.allowSleep(True)

        userData = {'color': self.parent.get_color()}
        bodyDef.userData = userData

        # Create the Body
        if not dynamic:
            density = 0

        body = self.parent.world.CreateBody(bodyDef)

        self.parent.element_count += 1

        # Add a shape to the Body
        circleDef = box2d.b2CircleDef()
        circleDef.density = density
        circleDef.radius = radius
        circleDef.restitution = restitution
        circleDef.friction = friction

        body.CreateShape(circleDef)
        body.SetMassFromShapes()

        return body
Example #3
0
    def concavePoly(self,
                    vertices,
                    dynamic=True,
                    density=1.0,
                    restitution=0.16,
                    friction=0.5,
                    screenCoord=True):
        # 1. Step: Reduce
        # Detect if the polygon is closed or open
        if vertices[0] != vertices[-1]:
            is_closed = False
        else:
            is_closed = True

        # Continue reducing the vertecs
        x, y = c = tools_poly.calc_center(vertices)
        vertices = tools_poly.poly_center_vertices(vertices)

        # Bring coordinates into the world coordinate system (flip, camera offset, ...)
        if screenCoord: x, y = self.parent.to_world(c)
        else: x, y = c

        # If required, translate pixel -> meters
        if self.parent.input == INPUT_PIXELS:
            # translate pixel -> meters
            x /= self.parent.ppm
            y /= self.parent.ppm

        # Let's add the body
        bodyDef = box2d.b2BodyDef()
        bodyDef.position = (x, y)

        userData = {'color': self.parent.get_color()}
        bodyDef.userData = userData

        # Create the Body
        if not dynamic:
            density = 0

        body = self.parent.world.CreateBody(bodyDef)

        self.parent.element_count += 1

        # Create the reusable Box2D polygon and circle definitions
        polyDef = box2d.b2PolygonDef()
        polyDef.vertexCount = 4  # rectangle
        polyDef.density = density
        polyDef.restitution = restitution
        polyDef.friction = friction

        circleDef = box2d.b2CircleDef()
        circleDef.density = density
        circleDef.radius = 0.086
        circleDef.restitution = restitution
        circleDef.friction = friction

        # Set the scale factor
        factor = 8.0

        v2 = box2d.b2Vec2(*vertices[0])
        for v in vertices[1:]:
            v1 = v2.copy()
            v2 = box2d.b2Vec2(*v)

            vdir = v2 - v1  # (v2x-v1x, v2y-v1y)
            vdir.Normalize()

            # we need a little size for the end part
            vn = box2d.b2Vec2(-vdir.y * factor, vdir.x * factor)

            v = [v1 + vn, v1 - vn, v2 - vn, v2 + vn]

            # Create a line (rect) for each part of the polygon,
            # and attach it to the body
            polyDef.setVertices([vi / self.parent.ppm for vi in v])

            try:
                polyDef.checkValues()
            except ValueError:
                print "concavePoly: Created an invalid polygon!"
                return None

            body.CreateShape(polyDef)

            # Now add a circle to the points between the rects
            # to avoid sharp edges and gaps
            if not is_closed and v2.tuple() == vertices[-1]:
                # Don't add a circle at the end
                break

            circleDef.localPosition = v2 / self.parent.ppm
            body.CreateShape(circleDef)

        # Now, all shapes have been attached
        body.SetMassFromShapes()

        # Return hard and soft reduced vertices
        return body
Example #4
0
    def concavePoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
        # 1. Step: Reduce        
        # Detect if the polygon is closed or open
        if vertices[0] != vertices[-1]:        
            is_closed = False
        else:
            is_closed = True
                            
        # Continue reducing the vertecs
        x, y = c = tools_poly.calc_center(vertices)
        vertices = tools_poly.poly_center_vertices(vertices)
        
        # Bring coordinates into the world coordinate system (flip, camera offset, ...)
        if screenCoord: x, y = self.parent.to_world(c)
        else: x, y = c

        # If required, translate pixel -> meters
        if self.parent.input == INPUT_PIXELS:
            # translate pixel -> meters
            x /= self.parent.ppm
            y /= self.parent.ppm
        
        # Let's add the body
        bodyDef = box2d.b2BodyDef()
        bodyDef.position.Set(x, y)
	bodyDef.sleepFlag = True

        userData = { 'color' : self.parent.get_color() }
        bodyDef.userData = userData

        # Create the Body
        if not dynamic:
            density = 0

        body = self.parent.world.CreateBody(bodyDef)
                    
        self.parent.element_count += 1

        # Create the reusable Box2D polygon and circle definitions
        polyDef = box2d.b2PolygonDef()
        polyDef.vertexCount = 4 # rectangle
        polyDef.density = density
        polyDef.restitution = restitution
        polyDef.friction = friction

        circleDef = box2d.b2CircleDef()
        circleDef.density = density
        circleDef.radius = 0.086
        circleDef.restitution = restitution
        circleDef.friction = friction

        # Set the scale factor 
        factor = 8.0

        v2 = box2d.b2Vec2().fromTuple(vertices[0])
        for v in vertices[1:]:
            v1    = v2.copy()
            v2    = box2d.b2Vec2().fromTuple(v)
             
            vdir = v2-v1 # (v2x-v1x, v2y-v1y)
            vdir.Normalize()
            
            # we need a little size for the end part
            vn = box2d.b2Vec2(-vdir.y*factor, vdir.x*factor)

            v = [ v1+vn, v1-vn, v2-vn, v2+vn ] 

            # Create a line (rect) for each part of the polygon, 
            # and attach it to the body                
            for i in range(len(v)):
                polyDef.setVertex(i, v[i] / self.parent.ppm)

            if not tools_poly.checkDef(polyDef):
                print "concavePoly: Created an invalid polygon!"
                return [], 0

            body.CreateShape(polyDef)

            # Now add a circle to the points between the rects
            # to avoid sharp edges and gaps
            if not is_closed and v2.tuple() == vertices[-1]:
                # Don't add a circle at the end
                break

            circleDef.localPosition = v2 / self.parent.ppm
            body.CreateShape(circleDef)            
                                 
        # Now, all shapes have been attached
        body.SetMassFromShapes()                
        
        # Return hard and soft reduced vertices
        return body