def __init__(self, gui): Framework.__init__(self, gui) ground = self.world.create_body() body = self.world.create_static_body( position=(0, -8), allow_sleep=False, shape_fixture=b2d.fixture_def(density=5.0), shapes=[ b2d.polygon_shape((0.5, 10), (10, 0), 0), b2d.polygon_shape((0.5, 10), (-10, 0), 0), b2d.polygon_shape((10, 0.5), (0, 10), 0), b2d.polygon_shape((10, 0.5), (0, -10), 0), ] ) pdef = b2d.particle_system_def(viscous_strength=100,spring_strength=0.0) self.psystem = self.world.create_particle_system(pdef) self.psystem.radius = 0.3 self.psystem.damping = 0.2 pgDef = b2d.particle_group_def(flags=b2d.ParticleFlag.waterParticle, group_flags=b2d.ParticleGroupFlag.solidParticleGroup, strength=0.0) self.group = self.psystem.create_particle_group(pgDef)
def __init__(self): Framework.__init__(self, 'cli') self._name = Constants.NAME self._prompt_template = '{color_main}{main}{color_module}[{module}]{color_reset} > ' self._base_prompt = self._prompt_template.format(color_main=Colors.C, main='', color_module=Colors.O, module=self._name, color_reset=Colors.N) # Establish dynamic paths for framework elements self.path_app = Framework.path_app = sys.path[0] self.path_core = Framework.path_core = os.path.join( self.path_app, 'core') self.path_libs = Framework.path_libs = os.path.join( self.path_app, 'libs') self.path_modules = Framework.path_modules = os.path.join( self.path_app, 'modules') # Init framework self.options = self._global_options self._init_global_options() self._init_global_vars() self._init_home() self.show_banner() self.do_reload(None) self._history_load()
def __init__(self, source): Framework.__init__(self) self.output_type = type(BaseMessage) self.input_type = type(BaseMessage) assert issubclass(source, Source) assert source.output_type == self.input_type self.next = source self.iterator_style = True info("using self.iterator_style = %s" % str(self.iterator_style))
def __init__(self, source): info("init") Framework.__init__(self) self.output_type = type(BaseMessage) self.input_type = type(BaseMessage) assert issubclass(type(source), Source) assert source.output_type == self.input_type self.next = source
def __init__(self): Framework.__init__(self) world = self.world ground = world.create_static_body(shapes=b2.Edge((-20, 0),( 20, 0))) controller = world.create_buoyancy_controller( offset=15, normal=(0, 1), density=2, linear_drag=2, angular_drag=1) # Create a few spheres to bob around for i in range(7): body = self.world.create_dynamic_body( position=(-10+4.0*i, 20), fixtures=b2.Fixture(shape=b2.Circle(radius=1.0), density=1.0) ) controller.add_body(body) # Create a bridge, and add it to the controller num_planks = 30 plank_bodies = create_bridge(self.world, ground, (1.0, 0.25), (-14.5, 5), num_planks, 0.2, 1) for body in plank_bodies: controller.add_body(body) # Create a circle underneath the bridge body = self.world.create_dynamic_body( position=(-10.0, 0), fixtures=b2.Fixture(shape=b2.Circle(radius=1.0), density=1.0) ) controller.add_body(body) # And finally, some triangles for i in range(5): body = self.world.create_dynamic_body( position=(-10+3.0*i, 20), fixtures=b2.Fixture( shape=b2.Polygon( vertices=[(-0.5,0),(0,-0.5),(0.5, 0.0)]), density=1.0) ) controller.add_body(body) # And (really) finally this time, just something so we can be sure # edges work, too. edge = world.create_dynamic_body( fixtures=b2.Fixture(shape=b2.Edge((5, 0),(5, 3)), density=1.0) ) controller.add_body(edge)
def __init__(self): Framework.__init__(self) world = self.world # Turn off normal gravity world.gravity = (0, 0) ground = world.create_static_body(shapes=b2.Edge((-20, 0),( 20, 0))) controller = world.create_gravity_controller(G=0.8, inv_sqr=True) # Create a few spheres to bob around for i in range(1,4): body = self.world.create_dynamic_body( position=(0.25 * i, 2.0 + 7.5 * i), fixtures=b2.Fixture(shape=b2.Circle(radius=0.25 * i), density=1.0), bullet=True, ) controller.add_body(body) # Create a bridge, and add it to the controller num_planks = 30 plank_bodies = create_bridge(self.world, ground, (1.0, 0.25), (-14.5, 5), num_planks, 0.2, 10) for body in plank_bodies: controller.add_body(body) # Create a circle underneath the bridge body = self.world.create_dynamic_body( position=(-10.0, 0), fixtures=b2.Fixture(shape=b2.Circle(radius=1.0), density=10.0) ) controller.add_body(body) # And finally, some triangles for i in range(5): body = self.world.create_dynamic_body( position=(-10+3.0*i, 20), fixtures=b2.Fixture(shape=b2.Polygon(vertices=[(-0.5,0),(0,-0.5),(0.5, 0.0)]), density=1.0) ) controller.add_body(body)
def __init__(self, framework, method=None): super(Params, self).__init__() Framework.__init__(self, framework) self.method = method self.protpred_param = [] self.protpred_eda_param = [] self.meamt_param = [] self.rw_param = [] self.mcm_param = [] self.ga_param = [] self.rboa_param = [] self.de_param = [] self.eda_param = [] self.ceda_param = [] self.fgm_param = [] self.__build_param_lists()
def __init__(self, gui): Framework.__init__(self, gui) ground = self.world.create_body() body = self.world.create_dynamic_body( position=(0, 10), allow_sleep=False, shape_fixture=fixture_def(density=5.0), shapes=[ polygon_shape((0.5, 10), (10, 0), 0), polygon_shape((0.5, 10), (-10, 0), 0), polygon_shape((10, 0.5), (0, 10), 0), polygon_shape((10, 0.5), (0, -10), 0), ] ) self.joint = self.world.create_revolute_joint(body_a=ground, body_b=body, local_anchor_a=(0, 10), local_anchor_b=(0, 0), reference_angle=0, motor_speed=0.7 * math.pi, enable_motor=True, max_motor_torque=1.0e8)
def __init__(self, gui): Framework.__init__(self, gui) ground = self.world.create_body() body = self.world.create_dynamic_body( position=(0, 10), allow_sleep=False, shape_fixture=b2d.fixture_def(density=5.0), shapes=[ b2d.polygon_shape((0.5, 10), (10, 0), 0), b2d.polygon_shape((0.5, 10), (-10, 0), 0), b2d.polygon_shape((10, 0.5), (0, 10), 0), b2d.polygon_shape((10, 0.5), (0, -10), 0), ] ) self.joint = self.world.create_revolute_joint(body_a=ground, body_b=body, local_anchor_a=(0, 10), local_anchor_b=(0, 0), reference_angle=0, motor_speed=0.3 * math.pi, enable_motor=True, max_motor_torque=5000) pdef = b2d.particle_system_def(viscous_strength=5.0,spring_strength=0.0) psystem = self.world.create_particle_system(pdef) psystem.radius = 0.1 psystem.damping = 0.2 shape = b2d.polygon_shape(box=(5.0,5.0),center=b2d.vec2(0,7.01),angle=0) pgDef = b2d.particle_group_def(flags=b2d.ParticleFlag.waterParticle, group_flags=b2d.ParticleGroupFlag.solidParticleGroup, shape=shape,strength=0.0 ) group = psystem.create_particle_group(pgDef)
def __init__(self, gui): Framework.__init__(self, gui) ground = self.world.create_body() body = self.world.create_static_body( position=(0, -10), allow_sleep=False, shape_fixture=b2d.fixture_def(density=5.0), shapes=[ b2d.polygon_shape((3, 200), (200, 0), 0), b2d.polygon_shape((3, 200), (-200, 0), 0), b2d.polygon_shape((200, 3), (0, 200), 0), b2d.polygon_shape((200, 3), (0, -200), 0), ] ) pdef = b2d.particle_system_def(viscous_strength=10,spring_strength=0.0, density=0.1) self.psystem = self.world.create_particle_system(pdef) self.psystem.radius = 0.2 self.psystem.damping = 0.2 empty_group = b2d.particle_group_def(flags=b2d.ParticleFlag.waterParticle, group_flags=b2d.ParticleGroupFlag.solidParticleGroup & b2d.ParticleGroupFlag.particleGroupCanBeEmpty, ) self.group = self.psystem.create_particle_group(empty_group) self.emitter_body = self.world.create_dynamic_body( position=(0, 0), allow_sleep=False, fixtures=b2d.fixture_def( density=1.0, shape=b2d.polygon_shape(box=(3, 0.5)) ), ) if True: edef = b2d.LinearEmitterDef() edef.body = self.emitter_body edef.transform = b2d.transform((0,0),0) edef.size = b2d.vec2(6,1) edef.velocity = b2d.vec2(0,1) edef.emite_rate = 2000 edef.lifetime = 1.0 self.emitter = b2d.LinearEmitter(self.psystem, self.group, edef) else: edef = b2d.RadialEmitterDef() edef.position = b2d.vec2(3,-3) edef.inner_radius = 3.0 edef.outer_radius = 5.0 edef.velocity_magnitude = 200.0 edef.emite_rate = 10 edef.lifetime = 8.0 edef.start_angle = 0 + math.pi edef.stop_angle = math.pi /4.0 + math.pi self.emitter = b2d.RadialEmitter(self.psystem, self.group, edef)
def __init__(self): Framework.__init__(self)
def __init__(self): Framework.__init__(self) self.output_type = type(BaseMessage) self.iterator_style = True info("using self.iterator_style = %s" % str(self.iterator_style))