def main(): dynamicsWorld = DiscreteDynamicsWorld() groundShape = BoxShape(Vector3(50, 50, 50)) groundTransform = Transform() groundTransform.setIdentity() groundTransform.setOrigin(Vector3(0, -56, 0)) groundMotion = DefaultMotionState() groundMotion.setWorldTransform(groundTransform) ground = RigidBody(groundMotion, groundShape) dynamicsWorld.addRigidBody(ground) ballShape = BoxShape(Vector3(1, 1, 1)) ballTransform = Transform() ballTransform.setIdentity() ballTransform.setOrigin(Vector3(2, 10, 0)) ballMotion = DefaultMotionState() ballMotion.setWorldTransform(ballTransform) ball = RigidBody(ballMotion, ballShape, 1.0) dynamicsWorld.addRigidBody(ball) for i in range(100): dynamicsWorld.stepSimulation(1.0 / 60.0, 10) for obj in ballMotion, groundMotion: o = obj.getWorldTransform().getOrigin() print 'world pos = %0.6f,%0.6f,%0.6f' % (o.x, o.y, o.z)
def main(): pygame.init() pygame.display.set_mode((1024, 768), pygame.locals.OPENGL | pygame.locals.DOUBLEBUF) glEnable(GL_DEPTH_TEST) gluPerspective(60.0, 640.0 / 480.0, 0.5, 1000.0) glTranslate(0, -15, -60) objects = [] dynamicsWorld = DiscreteDynamicsWorld() objects.append(Ground()) objects.append(Ball(Vector3(1, 10, 0), (255, 0, 0))) objects.append(Ball(Vector3(0, 20, 1), (0, 255, 0))) objects.append(Ball(Vector3(0, 30, 1), (255, 255, 0))) objects.append(Ball(Vector3(0, 40, 1), (0, 255, 255, 0))) for o in objects: dynamicsWorld.addRigidBody(o.body) simulate(dynamicsWorld, objects)
def main(): pygame.init() pygame.display.set_mode( (1024, 768), pygame.locals.OPENGL | pygame.locals.DOUBLEBUF) glEnable(GL_DEPTH_TEST) gluPerspective(60.0, 640.0 / 480.0, 0.5, 1000.0) glTranslate(0, -15, -60) objects = [] dynamicsWorld = DiscreteDynamicsWorld() objects.append(Ground()) objects.append(Ball(Vector3(1, 10, 0), (255, 0, 0))) objects.append(Ball(Vector3(0, 20, 1), (0, 255, 0))) objects.append(Ball(Vector3(0, 30, 1), (255, 255, 0))) objects.append(Ball(Vector3(0, 40, 1), (0, 255, 255, 0))) for o in objects: dynamicsWorld.addRigidBody(o.body) simulate(dynamicsWorld, objects)
def main(): pygame.init() pygame.display.set_mode((1024, 768), pygame.locals.OPENGL | pygame.locals.DOUBLEBUF) glEnable(GL_DEPTH_TEST) gluPerspective(60.0, 640.0 / 480.0, 0.5, 1000.0) glTranslate(0, -15, -60) objects = [] dynamicsWorld = DiscreteDynamicsWorld() debug = DebugDraw() dynamicsWorld.setDebugDrawer(debug) b1 = Ball(Vector3(-30, 0, 0), (255, 0, 0)) b1.body.applyCentralImpulse(Vector3(30, 40, 0)) objects.append(b1) b2 = Ball(Vector3(+30, 0, 0), (0, 255, 0)) b2.body.applyCentralImpulse(Vector3(-30, 40, 0)) objects.append(b2) for o in objects: dynamicsWorld.addRigidBody(o.body) while True: step(dynamicsWorld) debug.reset() dynamicsWorld.debugDrawWorld() glBegin(GL_LINES) for line in debug.lines: glColor(*line[6:]) glVertex(*line[:3]) glVertex(*line[3:6]) if debug.contacts: print 'Contact!', debug.contacts glEnd() render(objects)
def main(): pygame.init() pygame.display.set_mode( (1024, 768), pygame.locals.OPENGL | pygame.locals.DOUBLEBUF) glEnable(GL_DEPTH_TEST) gluPerspective(60.0, 640.0 / 480.0, 0.5, 1000.0) glTranslate(0, -15, -60) objects = [] dynamicsWorld = DiscreteDynamicsWorld() debug = DebugDraw() dynamicsWorld.setDebugDrawer(debug) b1 = Ball(Vector3(-30, 0, 0), (255, 0, 0)) b1.body.applyCentralImpulse(Vector3(30, 40, 0)) objects.append(b1) b2 = Ball(Vector3(+30, 0, 0), (0, 255, 0)) b2.body.applyCentralImpulse(Vector3(-30, 40, 0)) objects.append(b2) for o in objects: dynamicsWorld.addRigidBody(o.body) while True: step(dynamicsWorld) debug.reset() dynamicsWorld.debugDrawWorld() glBegin(GL_LINES) for line in debug.lines: glColor(*line[6:]) glVertex(*line[:3]) glVertex(*line[3:6]) if debug.contacts: print 'Contact!', debug.contacts glEnd() render(objects)
def __init__(self, *args, **kwargs): super(PoolWindow, self).__init__(*args, **kwargs) self.set_size(1680, 1000) #self.set_fullscreen() self.keys = key.KeyStateHandler() self.push_handlers(self.keys) # Setup GL self.set_vsync(True) glClearColor(.15, .15, .15, 1) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glShadeModel(GL_SMOOTH) self.lpos1 = (0, 0.5 * SCALE_FACTOR, 1 * SCALE_FACTOR, 0) self.lpos2 = (0, -0.5 * SCALE_FACTOR, 1 * SCALE_FACTOR, 0) glLightfv(GL_LIGHT0, GL_POSITION, vec(*self.lpos1)) glLightfv(GL_LIGHT1, GL_POSITION, vec(*self.lpos2)) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_LIGHT1) # Scroll zoom self.wheel_step = PoolWindow.ZOOM_SCROLL_STEP # Setup view self.view = View(eye=(0, -3 * SCALE_FACTOR, .75 * SCALE_FACTOR), center=(0, 0, -SCALE_FACTOR)) self.view.set_distance(SCALE_FACTOR) # The scene self.table = Table('obj/table.obj', self.view) self.rails = Rails('obj/rails.obj', self.view) self.ball = {} self.ball['cue'] = CueBall('obj/ball.obj', self.view, .260) self.ball['red'] = CueBall('obj/red.obj', self.view, .260, eVector3(0, 0.5 * SCALE_FACTOR, 0)) self.ball['yellow'] = CueBall('obj/yellow.obj', self.view, .260, eVector3(0, -0.5 * SCALE_FACTOR, 0)) self.cue = CueStick('obj/cue.obj', self.view, self.ball['cue'].radius) self.table.body.setUserPointer("Table") self.rails.body.setUserPointer("Rails") self.cue.body.setUserPointer("Cue") self.ball['cue'].body.setUserPointer("Cue Ball") self.ball['red'].body.setUserPointer("Red") self.ball['yellow'].body.setUserPointer("Yellow") # Set view center pos = self.ball['cue'].motion.getWorldTransform().getOrigin() self.view.set_center(eVector3(pos.x, pos.y, pos.z)) # Setup cue (position and orient) self._reset_cue() # Initialize physics self.world = DiscreteDynamicsWorld() self.debug = DebugDraw() self.world.setDebugDrawer(self.debug) self.world.addRigidBody(self.table.body) self.world.addRigidBody(self.cue.body) self.world.addRigidBody(self.rails.body) for ball in self.ball.values(): self.world.addRigidBody(ball.body) self.world.setGravity(bVector3(0, 0, -9.81 * SCALE_FACTOR)) # Register call-backs # A 1/60 call-back to run physics (the same as render) pyglet.clock.schedule(self._step) # Physic clock callback (usually few times faster than render clock) self.world.setInternalTickCallback(self.internal_tick_callback, True) self._setup_pan() self.topview = False self.helper = True self.push_handlers(on_key_press=self._on_key_press)
class PoolWindow(pyglet.window.Window): ZOOM_SCROLL_STEP = 5 BALL_MAX_SPEED = 7500 def __init__(self, *args, **kwargs): super(PoolWindow, self).__init__(*args, **kwargs) self.set_size(1680, 1000) #self.set_fullscreen() self.keys = key.KeyStateHandler() self.push_handlers(self.keys) # Setup GL self.set_vsync(True) glClearColor(.15, .15, .15, 1) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glShadeModel(GL_SMOOTH) self.lpos1 = (0, 0.5 * SCALE_FACTOR, 1 * SCALE_FACTOR, 0) self.lpos2 = (0, -0.5 * SCALE_FACTOR, 1 * SCALE_FACTOR, 0) glLightfv(GL_LIGHT0, GL_POSITION, vec(*self.lpos1)) glLightfv(GL_LIGHT1, GL_POSITION, vec(*self.lpos2)) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_LIGHT1) # Scroll zoom self.wheel_step = PoolWindow.ZOOM_SCROLL_STEP # Setup view self.view = View(eye=(0, -3 * SCALE_FACTOR, .75 * SCALE_FACTOR), center=(0, 0, -SCALE_FACTOR)) self.view.set_distance(SCALE_FACTOR) # The scene self.table = Table('obj/table.obj', self.view) self.rails = Rails('obj/rails.obj', self.view) self.ball = {} self.ball['cue'] = CueBall('obj/ball.obj', self.view, .260) self.ball['red'] = CueBall('obj/red.obj', self.view, .260, eVector3(0, 0.5 * SCALE_FACTOR, 0)) self.ball['yellow'] = CueBall('obj/yellow.obj', self.view, .260, eVector3(0, -0.5 * SCALE_FACTOR, 0)) self.cue = CueStick('obj/cue.obj', self.view, self.ball['cue'].radius) self.table.body.setUserPointer("Table") self.rails.body.setUserPointer("Rails") self.cue.body.setUserPointer("Cue") self.ball['cue'].body.setUserPointer("Cue Ball") self.ball['red'].body.setUserPointer("Red") self.ball['yellow'].body.setUserPointer("Yellow") # Set view center pos = self.ball['cue'].motion.getWorldTransform().getOrigin() self.view.set_center(eVector3(pos.x, pos.y, pos.z)) # Setup cue (position and orient) self._reset_cue() # Initialize physics self.world = DiscreteDynamicsWorld() self.debug = DebugDraw() self.world.setDebugDrawer(self.debug) self.world.addRigidBody(self.table.body) self.world.addRigidBody(self.cue.body) self.world.addRigidBody(self.rails.body) for ball in self.ball.values(): self.world.addRigidBody(ball.body) self.world.setGravity(bVector3(0, 0, -9.81 * SCALE_FACTOR)) # Register call-backs # A 1/60 call-back to run physics (the same as render) pyglet.clock.schedule(self._step) # Physic clock callback (usually few times faster than render clock) self.world.setInternalTickCallback(self.internal_tick_callback, True) self._setup_pan() self.topview = False self.helper = True self.push_handlers(on_key_press=self._on_key_press) def _setup_pan(self): self.view.pan(0, - self.width / 5.0) def internal_tick_callback(self, timeStep): if self._cue_ball_rest(): disp = self.world.getDispatcher() n = disp.getNumManifolds() for i in xrange(n): cm = disp.getManifoldByIndexInternal(i) contacts = cm.getNumContacts() for c in xrange(contacts): obA = cm.getBody0().getUserPointer() obB = cm.getBody1().getUserPointer() if obA == 'Cue' and obB == 'Cue Ball' \ or obA == 'Cue Ball' and obB == 'Cue': p = cm.getContactPoint(c) if p.getDistance() < 0.0: # test for penetration # The cue's strike force is calculated from actual # linear velocity applied to the cues orientation vector b = self.cue.body.getLinearVelocity() v = eVector3(b.x, b.y, b.z) d = self.cue.direction if hasattr(self.cue, 'direction') \ else self.view.dir # get force impuls = v.magnitude() * SCALE_FACTOR * 25. force = bVector3(d.x * impuls, d.y * impuls, 0.0) # span offset to [0..1] offset = eVector3(self.cue.dx * 4., 0., self.cue.dy * 4.) # calculate offset from cue's position [convert from eye into object space] # TODO: (rewrite this in compact form of vector vs. matrix multiplication) moffset = self.view.orient.inverse() * Matrix4.new_translate(*offset) offset = eVector3(moffset.d, moffset.h, moffset.l) cue = self.ball['cue'] cue.body.clearForces() cue.body.applyGravity() cue.body.applyForce(force, bVector3(offset.x, offset.y, offset.z)) # Restore cue self._reset_cue() def ball_cant_fly(ball): # check for flying pos = ball.motion.getWorldTransform().getOrigin() if pos.z > ball.radius: ball.body.applyCentralForce(bVector3(0, 0, -15 * SCALE_FACTOR)) # check for ball speed v = ball.body.getLinearVelocity() vel = eVector3(v.x, v.y, v.z) if vel.magnitude_squared() > PoolWindow.BALL_MAX_SPEED: ball.body.setLinearVelocity(v * 0.9) for ball in self.ball.values(): ball_cant_fly(ball) def on_mouse_press(self, x, y, button, modifiers): if button & mouse.RIGHT: self.view.zoom_distance = y def on_mouse_motion(self, x, y, dx, dy): if self.keys[key.LCTRL] and self._cue_ball_rest(): self.cue.delta = dy * -0.01 * SCALE_FACTOR def on_mouse_drag(self, x, y, dx, dy, button, modifiers): if button & mouse.LEFT: if modifiers & key.MOD_WINDOWS: self.view.rotate(dx, dy) else: self.view.rotate(dx, dy) pos = self.ball['cue'].motion.getWorldTransform().getOrigin() self.view.set_center(eVector3(pos.x, pos.y, pos.z)) self.cue.set_position(eVector3(pos.x, pos.y, pos.z + self.cue.pivot.z)) self.cue.orient_from_direction() self._setup_pan() elif button & mouse.RIGHT: pos = self.ball['cue'].motion.getWorldTransform().getOrigin() self.view.set_center(eVector3(pos.x, pos.y, pos.z)) self.view.zoom(y) self._setup_pan() elif button & mouse.MIDDLE: if modifiers & key.MOD_SHIFT: self.cue.move(dx, dy) else: self.view.pan(dx, dy) def _update_scroll(self, dt): distance = self.view.distance * self.zmul self.view.set_distance(distance) pos = self.ball['cue'].motion.getWorldTransform().getOrigin() self.view.set_center(eVector3(pos.x, pos.y, pos.z)) self._setup_pan() self.wheel_step -= 1 if self.wheel_step == 0: pyglet.clock.unschedule(self._update_scroll) def on_mouse_scroll(self, x, y, scroll_x, scroll_y): # Regulate zooming direction depending on scroll wheel direction # Schedule scroll update self.zmul = .98 if scroll_y > 0 else 1.02 self.wheel_step += 2 if self.wheel_step > 0 else PoolWindow.ZOOM_SCROLL_STEP pyglet.clock.schedule(self._update_scroll) def _on_key_press(self, symbol, modifiers): if symbol == key.TAB: self.topview = not self.topview if symbol == key.H: self.helper = not self.helper def on_resize(self, width, height): glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(40., width / float(height), .01, 1000.) self.view.load_matrix() glMatrixMode(GL_MODELVIEW) return pyglet.event.EVENT_HANDLED def on_draw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glViewport(0, 0, self.width, self.height) def redraw_scene(self, debug=False): # table self.table.render() # rails self.rails.render() # balls for ball in self.ball.values(): p = ball.motion.getWorldTransform().getOrigin() q = ball.motion.getWorldTransform().getRotation() a = q.getAxis() ball.set_position((p.x, p.y, p.z)) ball.orient_from_axis_angle(q.getAngle(), eVector3(a.x, a.y, a.z)) ball.render() # cue stick (only if cue ball is resting) if self._cue_ball_rest(): self.cue.render() # debug draw if debug: self.debug.reset() self.world.debugDrawWorld() glDisable(GL_LIGHTING) glBegin(GL_LINES) for line in self.debug.lines: glColor3f(*line[6:]) glVertex3f(*line[:3]) glVertex3f(*line[3:6]) glEnd() glEnable(GL_LIGHTING) def render_top_cue(self): # Redraw helper top-right (top view) glViewport(self.width - self.width / 3, self.height - self.height / 3, self.width / 3, self.height / 3) glLoadIdentity() # top-view pos = self.ball['cue'].position gluLookAt(pos.x, pos.y, pos.z + SCALE_FACTOR / 2, pos.x, pos.y, pos.z, 1., 0., 0.) redraw_scene(self) def render_front_cue(self): # Redraw helper top-right (front view) glViewport(self.width - self.width / 3, self.height - self.height / 3, self.width / 3, self.height / 3) glLoadIdentity() eye = eVector3(self.cue.mtransform.d, self.cue.mtransform.h, self.cue.mtransform.l) eye += self.cue.direction * 6. # render front pos = self.ball['cue'].position gluLookAt(eye.x, eye.y, eye.z, pos.x, pos.y, pos.z, 0., 0., 1.) redraw_scene(self, True) def render_top_table(self): # render top glLoadIdentity() gluLookAt(0, 0, 3 * SCALE_FACTOR, 0, 0, 0, 1, 0., 0.) redraw_scene(self) # render table if not self.topview: self.view.load_matrix() redraw_scene(self) else: render_top_table(self) # render helper windows (for aim and shoot) if self._cue_ball_rest() and self.helper: if self.keys[key.LSHIFT]: render_front_cue(self) elif not self.topview: render_top_cue(self) def _step(self, dt): timeStep = fixedTimeStep = 1.0 / 300.0 self.world.stepSimulation(dt, 5, fixedTimeStep) now = time.time() delay = now % timeStep time.sleep(delay) # Cancel cue stick motion self.cue.delta = 0.0 def _cue_ball_rest(self): vel = self.ball['cue'].body.getLinearVelocity() mag = eVector3(vel.x, vel.y, vel.z).magnitude() return mag < 0.001 def _reset_cue(self): # Position and orient the cue pos = self.ball['cue'].motion.getWorldTransform().getOrigin() p = self.cue.org_pivot self.cue.set_pivot(eVector3(p.x, p.y, p.z + SCALE_FACTOR * 0.1)) self.cue.set_position(eVector3(pos.x, pos.y, pos.z + self.cue.pivot.z)) self.cue.orient_from_direction()