def createWorld(self, world): bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() shape.set(Vector2(-40, 0), Vector2(40, 0)) ground.createFixture(shape, 0.0) shape.dispose() shape = PolygonShape() shape.setAsBox(0.6, 0.125) fd = FixtureDef() fd.shape = shape fd.density = 20.0 fd.friction = 0.2 jd = RevoluteJointDef() jd.collideConnected = False y = 25.0 prevBody = ground for i in range(30): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(0.5 + i, y) body = world.createBody(bd) body.createFixture(fd) anchor = Vector2(i, y) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose()
def createWorld(self, world): bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() shape.set(Vector2(-40, 0), Vector2(40, 0)) ground.createFixture(shape, 0) shape.dispose() shape = PolygonShape() shape.setAsBox(0.5, 0.125) fd = FixtureDef() fd.shape = shape fd.density = 20.0 jd = WeldJointDef() prevBody = ground for i in range(self.e_count): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-14.5 + 1.0 * i, 5.0) body = world.createBody(bd) body.createFixture(fd) anchor = Vector2(-15.0 + 1 * i, 5.0) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose() shape = PolygonShape() shape.setAsBox(0.5, 0.125) fd = FixtureDef() fd.shape = shape fd.density = 20.0 jd = WeldJointDef() prevBody = ground for i in range(self.e_count): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-14.5 + 1.0 * i, 15.0) bd.gravityScale = 10.0 body = world.createBody(bd) body.createFixture(fd) anchor = Vector2(-15.0 + 1.0 * i, 15.0) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose() shape = PolygonShape() shape.setAsBox(0.5, 0.125) fd = FixtureDef() fd.shape = shape fd.density = 20.0 jd = WeldJointDef() prevBody = ground for i in range(self.e_count): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-4.5 + 1.0 * i, 5.0) body = world.createBody(bd) body.createFixture(fd) if i > 0: anchor = Vector2(-5.0 + 1.0 * i, 5.0) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose() shape = PolygonShape() shape.setAsBox(0.5, 0.125) fd = FixtureDef() fd.shape = shape fd.density = 20.0 jd = WeldJointDef() prevBody = ground for i in range(self.e_count): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(5.5 + 1.0 * i, 10.0) bd.gravityScale = 10.0 body = world.createBody(bd) body.createFixture(fd) if i > 0: anchor = Vector2(5.0 + 1.0 * i, 10.0) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose() for i in range(2): vertices = [] vertices.append(Vector2(-0.5, 0)) vertices.append(Vector2(0.5, 0)) vertices.append(Vector2(0, 1.5)) shape = PolygonShape() shape.set(vertices) fd = FixtureDef() fd.shape = shape fd.density = 1.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-8.0 + 8.0 * i, 12.0) body = world.createBody(bd) body.createFixture(fd) shape.dispose() for i in range(2): shape = CircleShape() shape.setRadius(0.5) fd = FixtureDef() fd.shape = shape fd.density = 1.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-6.0 + 6.0 * i, 10.0) body = world.createBody(bd) body.createFixture(fd) shape.dispose()
def createWorld(self, world): world.setGravity(Vector2(0, 0)) k_restitution = 0.4 bd = BodyDef() bd.position.set(0, 20) ground = world.createBody(bd) shape = EdgeShape() sd = FixtureDef() sd.shape = shape sd.density = 0 sd.restitution = k_restitution shape.set(Vector2(-20, -20), Vector2(-20, 20)) ground.createFixture(sd) shape.set(Vector2(20, -20), Vector2(20, 20)) ground.createFixture(sd) shape.set(Vector2(-20, 20), Vector2(20, 20)) ground.createFixture(sd) shape.set(Vector2(-20, -20), Vector2(20, -20)) ground.createFixture(sd) shape.dispose() xf1 = Transform(Vector2(), 0.3524 * Math.PI) xf1.setPosition(xf1.mul(Vector2(1, 0))) vertices = [None, None, None] vertices[0] = xf1.mul(Vector2(-1, 0)) vertices[1] = xf1.mul(Vector2(1, 0)) vertices[2] = xf1.mul(Vector2(0, 0.5)) poly1 = PolygonShape() poly1.set(vertices) sd1 = FixtureDef() sd1.shape = poly1 sd1.density = 4.0 xf2 = Transform(Vector2(), -0.3524 * Math.PI) xf2.setPosition(xf2.mul(Vector2(-1, 0))) vertices[0] = xf2.mul(Vector2(-1, 0)) vertices[1] = xf2.mul(Vector2(1, 0)) vertices[2] = xf2.mul(Vector2(0, 0.5)) poly2 = PolygonShape() poly2.set(vertices) sd2 = FixtureDef() sd2.shape = poly2 sd2.density = 2.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.angularDamping = 5.0 bd.linearDamping = 0.1 bd.position.set(0, 2) bd.angle = Math.PI bd.allowSleep = False self.m_body = world.createBody(bd) self.m_body.createFixture(sd1) self.m_body.createFixture(sd2) poly1.dispose() poly2.dispose() shape = PolygonShape() shape.setAsBox(0.5, 0.5) fd = FixtureDef() fd.shape = shape fd.density = 1.0 fd.friction = 0.3 for i in range(10): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(0, 5 + 1.54 * i) body = world.createBody(bd) body.createFixture(fd) gravity = 10.0 I = body.getInertia() mass = body.getMass() radius = Math.sqrt(2 * I / mass) jd = FrictionJointDef() jd.localAnchorA.set(0, 0) jd.localAnchorB.set(0, 0) jd.bodyA = ground jd.bodyB = body jd.collideConnected = True jd.maxForce = mass * gravity jd.maxTorque = mass * radius * gravity world.createJoint(jd) shape.dispose()
def createWorld(self, world): bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() shape.set(Vector2(-20, 0), Vector2(20, 0)) ground.createFixture(shape, 0) shape.dispose() bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() shape.setRadius(0) shape.set(Vector2(-8, 1), Vector2(-6, 1)) ground.createFixture(shape, 0) shape.set(Vector2(-6, 1), Vector2(-4, 1)) ground.createFixture(shape, 0) shape.set(Vector2(-4, 1), Vector2(-2, 1)) ground.createFixture(shape, 0) shape.dispose() bd = BodyDef() ground = world.createBody(bd) shape = PolygonShape() shape.setAsBox(1, 1, Vector2(4, 3), 0) ground.createFixture(shape, 0) shape.setAsBox(1, 1, Vector2(6, 3), 0) ground.createFixture(shape, 0) shape.setAsBox(1, 1, Vector2(8, 3), 0) ground.createFixture(shape, 0) shape.dispose() bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() d = 2 * 2 * 0.005 shape.setRadius(0) shape.set(Vector2(-1 + d, 3), Vector2(1 - d, 3)) ground.createFixture(shape, 0) shape.set(Vector2(1, 3 + d), Vector2(1, 5 - d)) ground.createFixture(shape, 0) shape.set(Vector2(1 - d, 5), Vector2(-1 + d, 5)) ground.createFixture(shape, 0) shape.set(Vector2(-1, 5 - d), Vector2(-1, 3 + d)) ground.createFixture(shape, 0) shape.dispose() bd = BodyDef() bd.position.set(-3, 5) bd.type = BodyType.DynamicBody bd.fixedRotation = True bd.allowSleep = False body = world.createBody(bd) shape = PolygonShape() shape.setAsBox(0.5, 0.5) fd = FixtureDef() fd.shape = shape fd.density = 20.0 body.createFixture(fd) shape.dispose() bd = BodyDef() bd.position.set(-5, 5) bd.type = BodyType.DynamicBody bd.fixedRotation = True bd.allowSleep = False body = world.createBody(bd) angle = 0.0 delta = Math.PI / 3 vertices = [] for i in range(6): vertices.append( Vector2(0.5 * Math.cos(angle), 0.5 * Math.sin(angle))) angle += delta shape = PolygonShape() shape.set(vertices) fd = FixtureDef() fd.shape = shape fd.density = 20.0 body.createFixture(fd) shape.dispose() bd = BodyDef() bd.position.set(3, 5) bd.type = BodyType.DynamicBody bd.fixedRotation = True bd.allowSleep = False body = world.createBody(bd) shape = CircleShape() shape.setRadius(0.5) fd = FixtureDef() fd.shape = shape fd.density = 20.0 body.createFixture(fd) shape.dispose()
def createWorld(self, world): shape = EdgeShape() shape.set(Vector2(-40.0, 0), Vector2(40, 0)) fd = FixtureDef() fd.shape = shape fd.friction = 0.3 bd = BodyDef() ground = world.createBody(bd) ground.createFixture(fd) shape.dispose() vertices = [] vertices.append(Vector2(-1, 0)) vertices.append(Vector2(1, 0)) vertices.append(Vector2(0, 2)) polygon = PolygonShape() polygon.set(vertices) triangleShapeDef = FixtureDef() triangleShapeDef.shape = polygon triangleShapeDef.density = 1.0 triangleShapeDef.filter.groupIndex = self.k_smallGroup triangleShapeDef.filter.categoryBits = self.k_triangleCategory triangleShapeDef.filter.maskBits = self.k_triangleMask triangleBodyDef = BodyDef() triangleBodyDef.type = BodyType.DynamicBody triangleBodyDef.position.set(-5, 2) body1 = world.createBody(triangleBodyDef) body1.createFixture(triangleShapeDef) vertices[0].scl(2) vertices[1].scl(2) vertices[2].scl(2) polygon.set(vertices) triangleShapeDef.filter.groupIndex = self.k_largeGroup triangleBodyDef.position.set(-5, 6) triangleBodyDef.fixedRotation = True body2 = world.createBody(triangleBodyDef) body2.createFixture(triangleShapeDef) bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-5, 10) body = world.createBody(bd) p = PolygonShape() p.setAsBox(0.5, 1.0) body.createFixture(p, 1) jd = PrismaticJointDef() jd.bodyA = body2 jd.bodyB = body jd.enableLimit = True jd.localAnchorA.set(0, 4) jd.localAnchorB.set(0, 0) jd.localAxisA.set(0, 1) jd.lowerTranslation = -1 jd.upperTranslation = 1 world.createJoint(jd) p.dispose() polygon.setAsBox(1, 0.5) boxShapeDef = FixtureDef() boxShapeDef.shape = polygon boxShapeDef.density = 1 boxShapeDef.restitution = 0.1 boxShapeDef.filter.groupIndex = self.k_smallGroup boxShapeDef.filter.categoryBits = self.k_boxCategory boxShapeDef.filter.maskBits = self.k_boxMask boxBodyDef = BodyDef() boxBodyDef.type = BodyType.DynamicBody boxBodyDef.position.set(0, 2) body3 = world.createBody(boxBodyDef) body3.createFixture(boxShapeDef) polygon.setAsBox(2, 1) boxShapeDef.filter.groupIndex = self.k_largeGroup boxBodyDef.position.set(0, 6) body4 = world.createBody(boxBodyDef) body4.createFixture(boxShapeDef) circle = CircleShape() circle.setRadius(1) circleShapeDef = FixtureDef() circleShapeDef.shape = circle circleShapeDef.density = 1.0 circleShapeDef.filter.groupIndex = self.k_smallGroup circleShapeDef.filter.categoryBits = self.k_circleCategory circleShapeDef.filter.maskBits = self.k_circleMask circleBodyDef = BodyDef() circleBodyDef.type = BodyType.DynamicBody circleBodyDef.position.set(5, 2) body5 = world.createBody(circleBodyDef) body5.createFixture(circleShapeDef) circle.setRadius(2) circleShapeDef.filter.groupIndex = self.k_largeGroup circleBodyDef.position.set(5, 6) body6 = world.createBody(circleBodyDef) body6.createFixture(circleShapeDef)
def createWorld(self, world): ground = None bd = BodyDef() ground = world.createBody(bd) shape = EdgeShape() shape.set(Vector2(-20, 0), Vector2(20, 0)) fd = FixtureDef() fd.shape = shape ground.createFixture(fd) shape.dispose() bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(0, 3.0) self.m_attachment = world.createBody(bd) shape = PolygonShape() shape.setAsBox(0.5, 2.0) self.m_attachment.createFixture(shape, 2.0) shape.dispose() bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-4.0, 5.0) self.m_platform = world.createBody(bd) shape = PolygonShape() shape.setAsBox(0.5, 4.0, Vector2(4.0, 0), 0.5 * Math.PI) fd = FixtureDef() fd.shape = shape fd.friction = 0.6 fd.density = 2.0 self.m_platform.createFixture(fd) shape.dispose() rjd = RevoluteJointDef() rjd.initialize(self.m_attachment, self.m_platform, Vector2(0, 5.0)) rjd.maxMotorTorque = 50.0 rjd.enableMotor = True world.createJoint(rjd) pjd = PrismaticJointDef() pjd.initialize(ground, self.m_platform, Vector2(0, 5.0), Vector2(1, 0)) pjd.maxMotorForce = 1000.0 pjd.enableMotor = True pjd.lowerTranslation = -10.0 pjd.upperTranslation = 10.0 pjd.enableLimit = True world.createJoint(pjd) self.m_speed = 3.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(0, 8.0) body = world.createBody(bd) shape = PolygonShape() shape.setAsBox(0.75, 0.75) fd = FixtureDef() fd.shape = shape fd.friction = 0.6 fd.density = 2.0 body.createFixture(fd) shape.dispose()