def fixed_joint_demo(screen):
    bodies = []
    joints = []
    restitution = 0.5
    fric_coeff = 0.15

    r = Rect([120, 100], [60, 60],
             restitution=restitution,
             fric_coeff=fric_coeff)
    bodies.append(r)
    r.add_force(Gravity(g=100))
    r2 = Rect([160, 100], [60, 60],
              restitution=restitution,
              fric_coeff=fric_coeff)
    bodies.append(r2)
    joints += [FixedJoint(r, r2)]
    r2.add_no_contact(r)
    r2.add_force(Gravity(g=100))

    inclination = math.pi / 32
    r = Rect([inclination, 500, 500], [900, 10],
             restitution=restitution,
             fric_coeff=fric_coeff)
    bodies.append(r)
    joints.append(TotalConstraint(r))

    recorder = None
    # recorder = Recorder(DT, screen)
    world = World(bodies, joints, dt=DT)
    run_world(world, run_time=TIME, screen=screen, recorder=recorder)
Exemple #2
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    def testRect(self):
        r1 = Rect([0, 0], [1, 1], vel=[0, 0])
        r2 = Rect([0, 0, 0], [1, 1])
        r3 = Rect(torch.tensor([0, 0], dtype=DTYPE), [1, 1], vel=torch.tensor([0, 0], dtype=DTYPE))
        r4 = Rect(torch.tensor([0, 0, 0], dtype=DTYPE), [1, 1], vel=torch.tensor([1, 1, 1], dtype=DTYPE))
        r5 = Rect([0, 0, 0], [1, 1], [0, 0, 0], mass=torch.tensor(1, dtype=DTYPE))

        r1.add_no_contact(r2)
        r2.add_force(Gravity())
        r2.apply_forces(1)
        r3.set_p(r3.p.new_tensor([1, 1, 1]))
        r4.move(0.1)
Exemple #3
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def make_world(paddle_params, blocks_params, ball_params, ball_vel):
    bodies = []
    constraints = []

    # Add ball if it exists
    ball_pos, ball_rad = ball_params
    ball_body = Circle(ball_pos,
                       ball_rad,
                       vel=ball_vel,
                       mass=BALL_MASS,
                       restitution=STD_RESTITUTION,
                       fric_coeff=FRIC_COEFF,
                       col=BALL_COLOR,
                       thickness=0)
    bodies.append(ball_body)

    # Add paddle
    paddle_pos, paddle_dims = paddle_params
    paddle_body = Rect(paddle_pos,
                       paddle_dims,
                       restitution=STD_RESTITUTION,
                       fric_coeff=FRIC_COEFF,
                       col=PADDLE_COLOR,
                       thickness=0)
    bodies.append(paddle_body)
    constraints += [
        # YConstraint(paddle_body),
        # RotConstraint(paddle_body)
    ]
    paddle_idx = len(bodies) - 1

    # Add walls
    left_wall = Rect([WALL_WIDTH / 2.0, STOPPER_LINE / 2.0],
                     [WALL_WIDTH, STOPPER_LINE],
                     restitution=STD_RESTITUTION,
                     fric_coeff=FRIC_COEFF,
                     col=WALL_COLOR,
                     thickness=0)
    constraints.append(TotalConstraint(left_wall))
    left_wall.add_no_contact(paddle_body)
    bodies.append(left_wall)
    right_wall = Rect([
        SCREEN_WIDTH - WALL_WIDTH / 2.0, (STOPPER_LINE + STOPPER_HEIGHT) / 2.0
    ], [WALL_WIDTH, STOPPER_LINE + STOPPER_HEIGHT],
                      restitution=STD_RESTITUTION,
                      fric_coeff=FRIC_COEFF,
                      col=WALL_COLOR,
                      thickness=0)
    constraints.append(TotalConstraint(right_wall))
    paddle_body.add_no_contact(right_wall)
    bodies.append(right_wall)
    roof = Rect([SCREEN_WIDTH / 2.0, ROOF_LINE / 2.0],
                [SCREEN_WIDTH - 2 * WALL_WIDTH, ROOF_LINE],
                restitution=STD_RESTITUTION,
                fric_coeff=FRIC_COEFF,
                col=WALL_COLOR,
                thickness=0)
    roof.add_no_contact(paddle_body)
    roof.add_no_contact(left_wall)
    roof.add_no_contact(right_wall)
    constraints.append(TotalConstraint(roof))
    bodies.append(roof)

    # Add stoppers
    left_stopper = Rect(
        [STOPPER_WIDTH / 2.0, STOPPER_LINE + STOPPER_HEIGHT / 2.0],
        [STOPPER_WIDTH, STOPPER_HEIGHT],
        restitution=STOPPER_RESTITUTION,
        fric_coeff=FRIC_COEFF,
        col=LEFT_STOPPER_COLOR,
        thickness=0)
    constraints.append(TotalConstraint(left_stopper))
    bodies.append(left_stopper)
    left_stopper.add_no_contact(left_wall)
    left_stopper.add_no_contact(ball_body)

    right_stopper = Rect([
        SCREEN_WIDTH + STOPPER_WIDTH / 2.0, STOPPER_LINE + STOPPER_HEIGHT / 2.0
    ], [STOPPER_WIDTH, STOPPER_HEIGHT],
                         restitution=STOPPER_RESTITUTION,
                         fric_coeff=FRIC_COEFF,
                         col=WALL_COLOR,
                         thickness=0)
    constraints.append(TotalConstraint(right_stopper))
    bodies.append(right_stopper)
    right_stopper.add_no_contact(right_wall)
    right_stopper.add_no_contact(ball_body)

    # Add blocks
    blocks_bodies = []
    for block_params in blocks_params:
        block_pos, block_dims = block_params
        import math  # XXX
        level = int((block_pos[1] - block_dims[1] / 2 - BLOCKS_TOP_LEFT[0]) /
                    BLOCK_HEIGHT)
        # TODO Define restitution by level? (different levels have different bounces)
        block_restitution = 1
        block_body = Rect(block_pos,
                          block_dims,
                          restitution=block_restitution,
                          fric_coeff=FRIC_COEFF,
                          col=BLOCK_COLORS[level],
                          thickness=0)
        bodies.append(block_body)
        blocks_bodies.append(block_body)
        constraints.append(TotalConstraint(block_body))
        block_body.add_no_contact(left_wall)
        block_body.add_no_contact(right_wall)
        for other_block in blocks_bodies[:-1]:
            block_body.add_no_contact(other_block)

    return World(bodies, constraints,
                 dt=DT), ball_body, paddle_body, blocks_bodies, paddle_idx