예제 #1
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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
예제 #2
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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)
예제 #3
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    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)
예제 #4
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    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)
예제 #5
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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)
예제 #6
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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)
예제 #7
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    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)
예제 #8
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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