コード例 #1
0
    def pickle_load(self, fn, set_vars=True, additional_vars=[]):
        """
        Load the pickled world in file fn.
        additional_vars is a dictionary to be populated with the
        loaded variables.
        """
        import cPickle as pickle
        try:
            world, variables = pickle.load(open(fn, 'rb'))
            world = world._pickle_finalize()
            variables = box2d.pickle_fix(world, variables, 'load')
        except Exception as s:
            print 'Error while loading world: ', s
            return

        self.world = world

        if set_vars:
            # reset the additional saved variables:
            for var, value in variables.items():
                if hasattr(self, var):
                    setattr(self, var, value)
                else:
                    print 'Unknown property %s=%s' % (var, value)

        print 'Loaded from %s' % fn

        return variables
コード例 #2
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ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def pickle_load(self, fn, set_vars=True, additional_vars=[]):
        """
        Load the pickled world in file fn.
        additional_vars is a dictionary to be populated with the
        loaded variables.
        """
        import cPickle as pickle
        try:
            world, variables = pickle.load(open(fn, 'rb'))
            world = world._pickle_finalize()
            variables = box2d.pickle_fix(world, variables, 'load')
        except Exception as s:
            print 'Error while loading world: ', s
            return

        self.world = world

        if set_vars:
            # reset the additional saved variables:
            for var, value in variables.items():
                if hasattr(self, var):
                    setattr(self, var, value)
                else:
                    print 'Unknown property %s=%s' % (var, value)

        print 'Loaded from %s' % fn

        return variables
コード例 #3
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    def get_bodies_at_pos(self, search_point, include_static=False, area=0.01):
        """ Check if given point (screen coordinates) is inside any body.
            If yes, return all found bodies, if not found return False
        """
        sx, sy = self.to_world(search_point)
        sx /= self.ppm
        sy /= self.ppm

        f = area / self.camera.scale_factor

        AABB = box2d.b2AABB()
        AABB.lowerBound = (sx - f, sy - f)
        AABB.upperBound = (sx + f, sy + f)

        query_cb = Query_CB()

        self.world.QueryAABB(query_cb, AABB)

        bodylist = []
        for s in query_cb.fixtures:
            body = s.body
            if body is None:
                continue
            if not include_static:
                if body.type == box2d.b2_staticBody or body.mass == 0.0:
                    continue

            if s.TestPoint((sx, sy)):
                bodylist.append(body)

        return bodylist
コード例 #4
0
ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def get_bodies_at_pos(self, search_point, include_static=False, area=0.01):
        """ Check if given point (screen coordinates) is inside any body.
            If yes, return all found bodies, if not found return False
        """
        sx, sy = self.to_world(search_point)
        sx /= self.ppm
        sy /= self.ppm

        f = area / self.camera.scale_factor

        AABB = box2d.b2AABB()
        AABB.lowerBound = (sx - f, sy - f)
        AABB.upperBound = (sx + f, sy + f)

        query_cb = Query_CB()

        self.world.QueryAABB(query_cb, AABB)

        bodylist = []
        for s in query_cb.fixtures:
            body = s.body
            if body is None:
                continue
            if not include_static:
                if body.type == box2d.b2_staticBody or body.mass == 0.0:
                    continue

            if s.TestPoint((sx, sy)):
                bodylist.append(body)

        return bodylist
コード例 #5
0
ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def __init__(self,
                 screen_size,
                 gravity=(0.0, -9.0),
                 ppm=100.0,
                 renderer='pygame'):
        """ Init the world with boundaries and gravity, and init colors.

            Parameters:
              screen_size .. (w, h) -- screen size in pixels [int]
              gravity ...... (x, y) in m/s^2  [float] default: (0.0, -9.0)
              ppm .......... pixels per meter [float] default: 100.0
              renderer ..... which drawing method to use (str) default:
                             'pygame'

            Return: class Elements()
        """
        self.set_screenSize(screen_size)
        self.set_drawingMethod(renderer)

        # Create Subclasses
        self.add = add_objects.Add(self)
        self.callbacks = callbacks.CallbackHandler(self)
        self.camera = camera.Camera(self)

        # Gravity + Bodies will sleep on outside
        self.gravity = gravity
        self.doSleep = True
        self.PIN_MOTOR_RADIUS = 2

        # Create the World
        self.world = box2d.b2World(self.gravity, self.doSleep)
        bodyDef = box2d.b2BodyDef()
        self.world.groundBody = self.world.CreateBody(bodyDef)

        # Init Colors
        self.init_colors()

        # Set Pixels per Meter
        self.ppm = ppm
コード例 #6
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    def __init__(self, screen_size, gravity=(0.0, -9.0), ppm=100.0,
                 renderer='pygame'):
        """ Init the world with boundaries and gravity, and init colors.

            Parameters:
              screen_size .. (w, h) -- screen size in pixels [int]
              gravity ...... (x, y) in m/s^2  [float] default: (0.0, -9.0)
              ppm .......... pixels per meter [float] default: 100.0
              renderer ..... which drawing method to use (str) default:
                             'pygame'

            Return: class Elements()
        """
        self.set_screenSize(screen_size)
        self.set_drawingMethod(renderer)

        # Create Subclasses
        self.add = add_objects.Add(self)
        self.callbacks = callbacks.CallbackHandler(self)
        self.camera = camera.Camera(self)

        # Gravity + Bodies will sleep on outside
        self.gravity = gravity
        self.doSleep = True
        self.PIN_MOTOR_RADIUS = 2

        # Create the World
        self.world = box2d.b2World(self.gravity, self.doSleep)
        bodyDef = box2d.b2BodyDef()
        self.world.groundBody = self.world.CreateBody(bodyDef)

        # Init Colors
        self.init_colors()

        # Set Pixels per Meter
        self.ppm = ppm
コード例 #7
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    def pickle_save(self, fn, additional_vars={}):
        import cPickle as pickle
        self.add.remove_mouseJoint()

        if not additional_vars and hasattr(self, '_pickle_vars'):
            additional_vars = dict((var, getattr(self, var))
                                   for var in self._pickle_vars)

        save_values = [self.world, box2d.pickle_fix(self.world,
                                                    additional_vars, 'save')]

        try:
            pickle.dump(save_values, open(fn, 'wb'))
        except Exception as s:
            print 'Pickling failed: ', s
            return

        print 'Saved to %s' % fn
コード例 #8
0
ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def pickle_save(self, fn, additional_vars={}):
        import cPickle as pickle
        self.add.remove_mouseJoint()

        if not additional_vars and hasattr(self, '_pickle_vars'):
            additional_vars = dict(
                (var, getattr(self, var)) for var in self._pickle_vars)

        save_values = [
            self.world,
            box2d.pickle_fix(self.world, additional_vars, 'save')
        ]

        try:
            pickle.dump(save_values, open(fn, 'wb'))
        except Exception as s:
            print 'Pickling failed: ', s
            return

        print 'Saved to %s' % fn
コード例 #9
0
    def json_load(self, path, serialized=False):
        import json

        self.world.groundBody.userData = {"saveid": 0}

        f = open(path, 'r')
        worldmodel = json.loads(f.read())
        f.close()
        # clean world
        for joint in self.world.joints:
            self.world.DestroyJoint(joint)
        for body in self.world.bodies:
            if body != self.world.groundBody:
                self.world.DestroyBody(body)

        # load bodies
        for body in worldmodel['bodylist']:
            bodyDef = box2d.b2BodyDef()
            if body['dynamic']:
                bodyDef.type = box2d.b2_dynamicBody
            bodyDef.position = body['position']
            bodyDef.userData = body['userData']
            bodyDef.angle = body['angle']
            newBody = self.world.CreateBody(bodyDef)
            # _logger.debug(newBody)
            newBody.angularVelocity = body['angularVelocity']
            newBody.linearVelocity = body['linearVelocity']
            if 'shapes' in body:
                for shape in body['shapes']:
                    if shape['type'] == 'polygon':
                        polyDef = box2d.b2FixtureDef()
                        polyShape = box2d.b2PolygonShape()
                        polyShape.vertices = shape['vertices']
                        polyDef.shape = polyShape
                        polyDef.density = shape['density']
                        polyDef.restitution = shape['restitution']
                        polyDef.friction = shape['friction']
                        newBody.CreateFixture(polyDef)
                    if shape['type'] == 'circle':
                        circleDef = box2d.b2FixtureDef()
                        circleShape = box2d.b2CircleShape()
                        circleShape.radius = shape['radius']
                        circleShape.pos = shape['localPosition']
                        circleDef.shape = circleShape
                        circleDef.density = shape['density']
                        circleDef.restitution = shape['restitution']
                        circleDef.friction = shape['friction']
                        newBody.CreateFixture(circleDef)

        for joint in worldmodel['jointlist']:
            if joint['type'] == 'distance':
                jointDef = box2d.b2DistanceJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                anch1 = joint['anchor1']
                body2 = self.getBodyWithSaveId(joint['body2'])
                anch2 = joint['anchor2']
                jointDef.collideConnected = joint['collideConnected']
                jointDef.Initialize(body1, body2, anch1, anch2)
                jointDef.userData = joint['userData']
                self.world.CreateJoint(jointDef)
            if joint['type'] == 'revolute':
                jointDef = box2d.b2RevoluteJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                body2 = self.getBodyWithSaveId(joint['body2'])
                anchor = joint['anchor']
                jointDef.Initialize(body1, body2, anchor)
                jointDef.userData = joint['userData']
                jointDef.motorEnabled = joint['enableMotor']
                jointDef.motorSpeed = joint['motorSpeed']
                jointDef.maxMotorTorque = joint['maxMotorTorque']
                self.world.CreateJoint(jointDef)

        self.additional_vars = {}
        addvars = {}
        for (k, v) in worldmodel['additional_vars'].items():
            addvars[k] = v

        if serialized and 'trackinfo' in addvars:
            trackinfo = addvars['trackinfo']
            for key, info in trackinfo.iteritems():
                if not info[3]:
                    addvars['trackinfo'][key][0] = \
                        self.getBodyWithSaveId(info[0])
                    addvars['trackinfo'][key][1] = \
                        self.getBodyWithSaveId(info[1])
                else:
                    addvars['trackinfo'][key][0] = None
                    addvars['trackinfo'][key][1] = None

        self.additional_vars = addvars

        for body in self.world.bodies:
            del body.userData['saveid']  # remove temporary data
コード例 #10
0
    def draw(self):
        """ If a drawing method is specified, this function passes the objects
            to the module in pixels.

            Return: True if the objects were successfully drawn
              False if the renderer was not set or another error occurred
        """
        self.callbacks.start(CALLBACK_DRAWING_START)

        # No need to run through the loop if there's no way to draw
        if not self.renderer:
            return False

        if self.camera.track_body:
            # Get Body Center
            p1 = self.camera.track_body.GetWorldCenter()

            # Center the Camera There, False = Don't stop the tracking
            self.camera.center(self.to_screen((p1.x * self.ppm,
                                               p1.y * self.ppm)),
                               stopTrack=False)

        # Walk through all known elements
        self.renderer.start_drawing()

        for body in self.world.bodies:
            xform = body.transform
            shape = body.fixtures
            angle = body.angle

            if shape:
                userdata = body.userData
                if 'color' in userdata:
                    clr = userdata['color']
                else:
                    clr = self.colors[0]

            for shape in body.fixtures:
                type_ = shape.type

                if type_ == box2d.b2Shape.e_circle:
                    position = box2d.b2Mul(xform, shape.shape.pos)

                    pos = self.to_screen((position.x * self.ppm,
                                          position.y * self.ppm))

                    self.renderer.draw_circle(
                        clr, pos, self.meter_to_screen(shape.shape.radius),
                        angle)

                elif type_ == box2d.b2Shape.e_polygon:
                    points = []
                    for v in shape.shape.vertices:
                        pt = box2d.b2Mul(xform, v)
                        x, y = self.to_screen((pt.x * self.ppm,
                                               pt.y * self.ppm))
                        points.append([x, y])

                    self.renderer.draw_polygon(clr, points)

                else:
                    print "unknown shape type:%d" % shape.type

        for joint in self.world.joints:
            p2 = joint.anchorA
            p2 = self.to_screen((p2.x * self.ppm, p2.y * self.ppm))

            p1 = joint.anchorB
            p1 = self.to_screen((p1.x * self.ppm, p1.y * self.ppm))

            if isinstance(joint, box2d.b2RevoluteJoint):
                self.renderer.draw_circle((255, 255, 255), p1,
                                          self.PIN_MOTOR_RADIUS, 0)
            else:
                self.renderer.draw_lines((0, 0, 0), False, [p1, p2], 3)

        self.callbacks.start(CALLBACK_DRAWING_END)
        self.renderer.after_drawing()

        return True
コード例 #11
0
ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def json_load(self, path, serialized=False):
        import json

        self.world.groundBody.userData = {"saveid": 0}

        f = open(path, 'r')
        worldmodel = json.loads(f.read())
        f.close()
        # clean world
        for joint in self.world.joints:
            self.world.DestroyJoint(joint)
        for body in self.world.bodies:
            if body != self.world.groundBody:
                self.world.DestroyBody(body)

        # load bodies
        for body in worldmodel['bodylist']:
            bodyDef = box2d.b2BodyDef()
            if body['dynamic']:
                bodyDef.type = box2d.b2_dynamicBody
            bodyDef.position = body['position']
            bodyDef.userData = body['userData']
            bodyDef.angle = body['angle']
            newBody = self.world.CreateBody(bodyDef)
            # _logger.debug(newBody)
            newBody.angularVelocity = body['angularVelocity']
            newBody.linearVelocity = body['linearVelocity']
            if 'shapes' in body:
                for shape in body['shapes']:
                    if shape['type'] == 'polygon':
                        polyDef = box2d.b2FixtureDef()
                        polyShape = box2d.b2PolygonShape()
                        polyShape.vertices = shape['vertices']
                        polyDef.shape = polyShape
                        polyDef.density = shape['density']
                        polyDef.restitution = shape['restitution']
                        polyDef.friction = shape['friction']
                        newBody.CreateFixture(polyDef)
                    if shape['type'] == 'circle':
                        circleDef = box2d.b2FixtureDef()
                        circleShape = box2d.b2CircleShape()
                        circleShape.radius = shape['radius']
                        circleShape.pos = shape['localPosition']
                        circleDef.shape = circleShape
                        circleDef.density = shape['density']
                        circleDef.restitution = shape['restitution']
                        circleDef.friction = shape['friction']
                        newBody.CreateFixture(circleDef)

        for joint in worldmodel['jointlist']:
            if joint['type'] == 'distance':
                jointDef = box2d.b2DistanceJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                anch1 = joint['anchor1']
                body2 = self.getBodyWithSaveId(joint['body2'])
                anch2 = joint['anchor2']
                jointDef.collideConnected = joint['collideConnected']
                jointDef.Initialize(body1, body2, anch1, anch2)
                jointDef.userData = joint['userData']
                self.world.CreateJoint(jointDef)
            if joint['type'] == 'revolute':
                jointDef = box2d.b2RevoluteJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                body2 = self.getBodyWithSaveId(joint['body2'])
                anchor = joint['anchor']
                jointDef.Initialize(body1, body2, anchor)
                jointDef.userData = joint['userData']
                jointDef.motorEnabled = joint['enableMotor']
                jointDef.motorSpeed = joint['motorSpeed']
                jointDef.maxMotorTorque = joint['maxMotorTorque']
                self.world.CreateJoint(jointDef)

        self.additional_vars = {}
        addvars = {}
        for (k, v) in worldmodel['additional_vars'].items():
            addvars[k] = v

        if serialized and 'trackinfo' in addvars:
            trackinfo = addvars['trackinfo']
            for key, info in trackinfo.iteritems():
                if not info[3]:
                    addvars['trackinfo'][key][0] = \
                        self.getBodyWithSaveId(info[0])
                    addvars['trackinfo'][key][1] = \
                        self.getBodyWithSaveId(info[1])
                else:
                    addvars['trackinfo'][key][0] = None
                    addvars['trackinfo'][key][1] = None

        self.additional_vars = addvars

        for body in self.world.bodies:
            del body.userData['saveid']  # remove temporary data
コード例 #12
0
ファイル: elements.py プロジェクト: vipulgupta2048/physics
    def draw(self):
        """ If a drawing method is specified, this function passes the objects
            to the module in pixels.

            Return: True if the objects were successfully drawn
              False if the renderer was not set or another error occurred
        """
        self.callbacks.start(CALLBACK_DRAWING_START)

        # No need to run through the loop if there's no way to draw
        if not self.renderer:
            return False

        if self.camera.track_body:
            # Get Body Center
            p1 = self.camera.track_body.GetWorldCenter()

            # Center the Camera There, False = Don't stop the tracking
            self.camera.center(self.to_screen(
                (p1.x * self.ppm, p1.y * self.ppm)),
                               stopTrack=False)

        # Walk through all known elements
        self.renderer.start_drawing()

        for body in self.world.bodies:
            xform = body.transform
            shape = body.fixtures
            angle = body.angle

            if shape:
                userdata = body.userData
                if 'color' in userdata:
                    clr = userdata['color']
                else:
                    clr = self.colors[0]

            for shape in body.fixtures:
                type_ = shape.type

                if type_ == box2d.b2Shape.e_circle:
                    position = box2d.b2Mul(xform, shape.shape.pos)

                    pos = self.to_screen(
                        (position.x * self.ppm, position.y * self.ppm))

                    self.renderer.draw_circle(
                        clr, pos, self.meter_to_screen(shape.shape.radius),
                        angle)

                elif type_ == box2d.b2Shape.e_polygon:
                    points = []
                    for v in shape.shape.vertices:
                        pt = box2d.b2Mul(xform, v)
                        x, y = self.to_screen(
                            (pt.x * self.ppm, pt.y * self.ppm))
                        points.append([x, y])

                    self.renderer.draw_polygon(clr, points)

                else:
                    print "unknown shape type:%d" % shape.type

        for joint in self.world.joints:
            p2 = joint.anchorA
            p2 = self.to_screen((p2.x * self.ppm, p2.y * self.ppm))

            p1 = joint.anchorB
            p1 = self.to_screen((p1.x * self.ppm, p1.y * self.ppm))

            if isinstance(joint, box2d.b2RevoluteJoint):
                self.renderer.draw_circle((255, 255, 255), p1,
                                          self.PIN_MOTOR_RADIUS, 0)
            else:
                self.renderer.draw_lines((0, 0, 0), False, [p1, p2], 3)

        self.callbacks.start(CALLBACK_DRAWING_END)
        self.renderer.after_drawing()

        return True