def make_world(forces, controlT, controlU): bodies = [] joints = [] # make chain of rectangles r = Rect([0, 120, 240], [60, 60], mass=1) r2 = Rect([0, 200, 240], [60, 60], mass=1) #r.set_p(r.p.new_tensor([1, 1, 1])) bodies.append(r) bodies.append(r2) #joints.append(Joint(r, None, [300, 30])) r.add_force(Gravity(g=10)) r2.add_force(Gravity(g=10)) controlForceL = lambda t: controlForce(t, controlT, controlU) cf = ExternalForce(controlForceL, multiplier=1) controlForceL2 = lambda t: controlForce2(t, controlT, controlU) cf2 = ExternalForce(controlForceL2, multiplier=1) r.add_force(cf) r2.add_force(cf2) floor = Rect([0, 300], [1000, 30], mass=100) floorStep = Rect([300, 240], [100, 89], mass=100) floorStep2 = Rect([0, 240], [100, 89], mass=100) joints.append(TotalConstraint(floor)) bodies.append(floor) joints.append(TotalConstraint(floorStep)) bodies.append(floorStep) joints.append(TotalConstraint(floorStep2)) bodies.append(floorStep2) #joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) #bodies[-1].add_no_contact(bodies[-2]) # make projectile #m = 3 #c_pos = torch.tensor([50, bodies[-1].pos[1]]) # same Y as last chain link #c = Circle(c_pos, 20, restitution=1.) #bodies.append(c) #for f in forces: # c.add_force(ExternalForce(f, multiplier=500 * m)) world = World(bodies, joints, dt=DT, post_stab=True, strict_no_penetration=True) return world, r
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(ExternalForce(gravity, multiplier=100)) r2 = Rect([160, 100], [60, 60], restitution=restitution, fric_coeff=fric_coeff) bodies.append(r2) joints += [FixedJoint(r, r2)] r2.add_no_collision(r) r2.add_force(ExternalForce(gravity, multiplier=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)
def testSlide(self): bodies = [] joints = [] restitution = 0.5 fric_coeff = 0.2 clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) p1 = Hull([500, 300], [[450, 5], [-450, 5], [-450, -5], [450, -5]], restitution=restitution, fric_coeff=fric_coeff) p1.rotate_verts(get_tensor(math.pi / 32)) bodies.append(p1) joints.append(TotalConstraint(p1)) # Rectangle # p2 = Hull([100, 100], [[30, 30], [-30, 30], [-30, -30], [30, -30]], # restitution=restitution, fric_coeff=fric_coeff) # Pentagon p2 = Hull([100, 100], [[50, 0], [30, 50], [-30, 30], [-50, -30], [0, -50]], restitution=restitution, fric_coeff=fric_coeff) # Hexagon p2 = Hull([100, 100], [[50, 0], [30, 50], [-30, 30], [-50, -30], [0, -50], [30, -30]], restitution=restitution, fric_coeff=fric_coeff) bodies.append(p2) p2.add_force(ExternalForce(down_force, multiplier=100)) # p2.add_force(ExternalForce(hor_impulse, multiplier=-100)) recorder = None # recorder = Recorder(DT, self.screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=TIME, screen=self.screen, recorder=recorder)
def testDemo(self): bodies = [] joints = [] # Ball hitting object constrained by 1 joint for i in range(1, 3): c = Circle([150, 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) joints.append(Joint(bodies[-1], None, [140, 220])) # Ball bouncing on body fixed in place for i in range(1, 3): c = Circle([300 + 1 * (i - 1), 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(down_force, multiplier=100)) bodies.append(c) joints.append(TotalConstraint(bodies[-1])) # 2 free ball collision angled for i in range(1, 3): c = Circle([225 - 10 * (i - 1), 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(down_force, multiplier=100)) bodies.append(c) # 2 free ball collision straight for i in range(1, 3): c = Circle([375, 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) r = Rect([300, 500], [40, 40]) r.add_force(ExternalForce(down_force, multiplier=-100)) r.v[0] = -1 bodies.append(r) r = Rect([300, 50], [40, 40]) r.add_force(ExternalForce(down_force, multiplier=100)) r.v[0] = -1 for b in bodies: b.add_no_collision(r) # bodies.append(r) world = World(bodies, joints, dt=DT) run_world(world, run_time=10, screen=self.screen)
def debug_demo(screen): bodies = [] joints = [] # Ball hitting object constrained by 1 joint for i in range(1, 3): c = Circle([150, 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) joints.append(Joint(bodies[-1], None, [140, 220])) # Ball bouncing on body fixed in place for i in range(1, 3): c = Circle([300 + 1 * (i - 1), 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(Gravity(g=100)) # else: # c.add_force(ExternalForce(neg_gravity, multiplier=100)) bodies.append(c) joints.append(TotalConstraint(bodies[-1])) # 2 free ball collision angled for i in range(1, 3): c = Circle([225 - 10 * (i - 1), 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(Gravity(g=100)) bodies.append(c) # 2 free ball collision straight for i in range(1, 3): c = Circle([375, 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) r = Rect([300, 500], [40, 40], vel=[-1, 0, 0]) r.add_force(Gravity(g=-100)) bodies.append(r) clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) world = World(bodies, joints, dt=DT, post_stab=True) run_world(world, run_time=10, screen=screen)
def slide_demo(screen): bodies = [] joints = [] restitution = Defaults.RESTITUTION fric_coeff = 0.15 inclination = math.pi / 32 r = Rect([inclination, 500, 300], [900, 10], restitution=restitution, fric_coeff=fric_coeff) bodies.append(r) joints.append(TotalConstraint(r)) r = Rect([100, 100], [60, 60], restitution=restitution, fric_coeff=fric_coeff) # r = Hull([100, 100], [[30, 30], [-30, 30], [-30, -30], [30, -30]]) bodies.append(r) r.add_force(Gravity(g=100)) recorder = None # recorder = Recorder(DT, screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=TIME, screen=screen, recorder=recorder)
def testSlide(self): bodies = [] joints = [] r = Rect([500, 300], [900, 10]) r.v[0] = math.pi / 32 r.move(1) r.v[0] = 0. bodies.append(r) joints.append(TotalConstraint(r)) r = Rect([100, 100], [60, 60]) r.v[0] = -math.pi / 8 * 0 r.move(1) r.v[0] = 0. bodies.append(r) r.add_force(ExternalForce(down_force, multiplier=100)) # r.add_force(ExternalForce(hor_impulse, multiplier=-100)) # c = Circle([100, 150], 30) # bodies.append(c) # c.add_force(ExternalForce(gravity, multiplier=100)) # c = Circle([50, 550], 30) # c.add_force(ExternalForce(rot_impulse, multiplier=1000)) # bodies.append(c) # XXX # c = Circle([875, 100], 30) # bodies.append(c) # c.add_force(ExternalForce(gravity, multiplier=100)) recorder = None # recorder = Recorder(DT, self.screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=TIME, screen=self.screen, recorder=recorder)
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