示例#1
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def create_hill(space, sprite_list, start_x, y, count):
    """ Create a hill """
    # Left edge
    sprite = PymunkSprite("./images/tiles/grassHill_right.png", start_x - constants.SPRITE_SIZE, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
    t = pymunk.Transform(tx=-60, ty=-96)
    sprite.shape = pymunk.Poly(sprite.body, [(80, 120), (80, 60), (20, 60)], transform=t)
    sprite.shape.friction = constants.DEFAULT_FRICTION / 4
    sprite_list.append(sprite)
    space.add(sprite.body, sprite.shape)
    # Add dirt under
    dirt_y = 0
    sprite = PymunkSprite("./images/tiles/grassCorner_right.png", start_x - constants.SPRITE_SIZE, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
    sprite_list.append(sprite)

    # Middle
    for x in range(start_x, start_x + count * constants.SPRITE_SIZE + 1, constants.SPRITE_SIZE):
        sprite = PymunkSprite("./images/tiles/grassMid.png", x, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
        sprite_list.append(sprite)
        space.add(sprite.body, sprite.shape)
        # Add dirt under
        dirt_y = 0
        sprite = PymunkSprite("./images/tiles/grassCenter.png", x, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
        sprite_list.append(sprite)

    # Right edge
    sprite = PymunkSprite("./images/tiles/grassHill_left.png", start_x + constants.SPRITE_SIZE * count + constants.SPRITE_SIZE, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
    sprite.shape.friction = constants.DEFAULT_FRICTION / 4
    t = pymunk.Transform(tx=-60, ty=-96)
    sprite.shape = pymunk.Poly(sprite.body, [(20, 120), (20, 60), (80, 60)], transform=t)
    sprite_list.append(sprite)
    space.add(sprite.body, sprite.shape)
    # Add dirt under
    dirt_y = 0
    sprite = PymunkSprite("./images/tiles/grassCorner_left.png", start_x + constants.SPRITE_SIZE * count + constants.SPRITE_SIZE, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
    sprite_list.append(sprite)
示例#2
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    def car(self, space):
        pos = Vec2d(100, 100)

        wheel_color = 0.2, 0.86, 0.47
        shovel_color = 0.86, 0.47, 0.2
        mass = 100
        radius = 25
        moment = pymunk.moment_for_circle(mass, 20, radius)
        wheel1_b = pymunk.Body(mass, moment)
        wheel1_s = pymunk.Circle(wheel1_b, radius)
        wheel1_s.friction = 1.5
        wheel1_s.color = wheel_color
        space.add(wheel1_b, wheel1_s)

        mass = 100
        radius = 25
        moment = pymunk.moment_for_circle(mass, 20, radius)
        wheel2_b = pymunk.Body(mass, moment)
        wheel2_s = pymunk.Circle(wheel2_b, radius)
        wheel2_s.friction = 1.5
        wheel2_s.color = wheel_color
        space.add(wheel2_b, wheel2_s)

        mass = 100
        size = (50, 30)
        moment = pymunk.moment_for_box(mass, size)
        chassi_b = pymunk.Body(mass, moment)
        chassi_s = pymunk.Poly.create_box(chassi_b, size)
        space.add(chassi_b, chassi_s)

        vs = [(0, 0), (0, -45), (25, -45)]
        shovel_s = pymunk.Poly(chassi_b, vs, transform=pymunk.Transform(tx=85))
        shovel_s.friction = 0.5
        shovel_s.color = shovel_color
        space.add(shovel_s)

        wheel1_b.position = pos - (55, 0)
        wheel2_b.position = pos + (55, 0)
        chassi_b.position = pos + (0, 25)

        space.add(
            pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, -15)),
            pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, 15)),
            pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, -15)),
            pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, 15)),
        )

        speed = -4
        space.add(
            pymunk.SimpleMotor(wheel1_b, chassi_b, speed),
            pymunk.SimpleMotor(wheel2_b, chassi_b, speed),
        )
        with self.canvas:
            Color(*wheel_color)
            wheel1_s.ky = self.ellipse_from_circle(wheel1_s)
            Color(*wheel_color)
            wheel2_s.ky = self.ellipse_from_circle(wheel2_s)
            Color(*shovel_color)
            chassi_s.ky = Quad(points=self.points_from_poly(chassi_s))
            shovel_s.ky = Triangle(points=self.points_from_poly(shovel_s))
示例#3
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    def __init__(self, app, pos, angle):
        self.app = app

        t = pymunk.Transform(a=self.size[0],
                             b=0,
                             c=0,
                             d=self.size[1],
                             tx=pos[0],
                             ty=pos[2])

        self.collider = pymunk.Poly(self.app.physics.space.static_body,
                                    vertices=[(i, j) for i in (-1, 1)
                                              for j in (-1, 1)],
                                    transform=t)

        self.collider.y = pos[1]
        self.collider.height = self.height
        self.collider.collision_type = physics.STATIC

        self.app.physics.space.add(self.collider)

        self.canvas = Canvas()
        with self.canvas:
            PushMatrix()

            self.pos = Translate(*pos)
            self.rot = Rotate(angle, 0, 1, 0)

            self.app.graphic_data.draw_mesh('models/staircase',
                                            self.canvas,
                                            texture=None)

            PopMatrix()
示例#4
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    def generateBodyAndShape(self, physObj, body=None, rel_pos=(0, 0)):
        if body is None:
            moment = pymunk.moment_for_poly(physObj.mass, self.verts)
            body = pymunk.Body(
                physObj.mass, moment, body_type=pymunk.Body.STATIC if physObj.static else pymunk.Body.DYNAMIC
            )
        shape = pymunk.Poly(
            body,
            self.verts,
            transform=pymunk.Transform(
                a=np.cos(physObj.rotation),
                b=np.sin(physObj.rotation),
                c=-np.sin(physObj.rotation),
                d=np.cos(physObj.rotation),
                tx=rel_pos[0],
                ty=rel_pos[1],
            ),
        )
        shape.friction = physObj.friction_coefficient
        shape.elasticity = physObj.restitution_coefficient
        shape.collision_type = 1
        shape.sensor = physObj.sensor
        from ev3sim.objects.base import STATIC_CATEGORY, DYNAMIC_CATEGORY

        shape.filter = pymunk.ShapeFilter(categories=STATIC_CATEGORY if physObj.static else DYNAMIC_CATEGORY)
        return body, shape
示例#5
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    def __init__(self,
                 x,
                 y,
                 segments=[[-1, 0], [0, 1], [1, 0]],
                 velocity=(0, 0),
                 frame_size=(0, 0),
                 transform=pymunk.Transform(1, 0, 0, 1, 0, 0)):
        print("Creating cylinder: ", x, y, len(segments), frame_size,
              (transform.tx, transform.ty))
        self.transform = transform
        self.frame_size = frame_size  # is the size of the matrix/image the cylindar (mat file)
        # was stored. Use to convert from opencv frame to pymunk
        # center of cilynder
        self.x = x
        self.y = y
        self.velocity = velocity
        # defined by vertices in relative pose (center)
        self.segments = segments
        # bodies an shapes for pymunk
        self.bodies_segments = []
        self.shapes_segments = []

        self.deb_maxp = [0, 0]
        self.deb_maxpm = [0, 0]

        self.segment_mass = 0.1
        self.segment_thickness = 20
        self.create_segments()
示例#6
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    def testCircleNoBody(self):
        s = p.Space()
        c = p.Circle(None,5)

        bb = c.update(p.Transform(1, 2, 3, 4, 5, 6))
        self.assertEqual(c.bb, bb)
        self.assertEqual(c.bb, p.BB(0, 1, 10, 11))
示例#7
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    def __init__(self, id, position, angle, space, window_height):
        self.height = 30 * 3
        self.window_height = window_height
        self.w_1 = 10
        self.w_2 = 10
        self.id = id
        self.size = (10, 60)
        self.mass = 20
        self.body = pymunk.Body(self.mass,
                                pymunk.inf,
                                body_type=pymunk.Body.KINEMATIC)
        self.shape = pymunk.Poly(
            self.body,
            ((0, 0), (self.w_1, 0), (self.w_1, self.height), (0, self.height)),
            transform=pymunk.Transform(tx=0, ty=-self.height / 2))
        self.shape.body.position = position
        self.shape.body.angle = angle
        self.shape.elasticity = 1.0
        self.shape.friction = 100.0
        self.shape.thing = self
        space.add(self.body, self.shape)

        self.velocity = [
            Vec2d(0, 0),
            Vec2d(1, 0),
            Vec2d(-1, 0),
            Vec2d(0, -1),
            Vec2d(0, 1)
        ]
示例#8
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    def set_scale(self, step):
        """Set the scale of the symbol to the scaling function at the given time step.

        @param step: The current time step of the environment
        """
        self.scale = self.scale_fn(step)
        self.shape.unsafe_set_vertices(self._base_vertices,
                                       transform=pm.Transform(self.scale, 0, 0, self.scale, 0, 0))
示例#9
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 def create_transform(self):
     sprite = self.sprite
     if not sprite:
         return None
     a = sprite.width / sprite.texture.width
     d = sprite.height / sprite.texture.height
     #t = pymunk.Transform(a=a, d=d, tx=-center.x, ty=-center.y)
     t = pymunk.Transform(a=a, d=d)
     return t
示例#10
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 def setup_pymunk_shape(self, px_mm_scale, body):
     width = self.width_mm * px_mm_scale
     height = self.height_mm * px_mm_scale
     vs = [(0, 0), (width, 0), (width, height), (0, height)]
     t = pymunk.Transform(tx=self.x_offset * px_mm_scale - width / 2,
                          ty=self.y_offset * px_mm_scale - height / 2)
     self.shape = pymunk.Poly(body, vs, transform=t)
     self.shape.friction = DEFAULT_FRICTION
     self.shape.mass = DEFAULT_MASS
示例#11
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    def testInit(self) -> None:

        t = p.Transform(1, 2, 3, 4, 5, 6)
        self.assertEqual(t.a, 1)
        self.assertEqual(t.b, 2)
        self.assertEqual(t.c, 3)
        self.assertEqual(t.d, 4)
        self.assertEqual(t.tx, 5)
        self.assertEqual(t.ty, 6)
        self.assertEqual(str(t), "Transform(a=1, b=2, c=3, d=4, tx=5, ty=6)")

        t = p.Transform(b=4, ty=2)
        self.assertEqual(t.a, 1)
        self.assertEqual(t.b, 4)
        self.assertEqual(t.c, 0)
        self.assertEqual(t.d, 1)
        self.assertEqual(t.tx, 0)
        self.assertEqual(t.ty, 2)
示例#12
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    def testVertices(self):
        vs = [(-10,10), (0,0),(20,0),(10,10)]
        c = p.Poly(None, vs, None, 0)

        self.assertEqual(c.get_vertices(), vs)
        
        c = p.Poly(None, vs, p.Transform(1,2,3,4,5,6), 0)
        
        vs2 = [(5.0, 6.0), (25.0, 26.0), (45.0, 66.0), (25.0, 46.0)]
        self.assertEqual(c.get_vertices(), vs2)
示例#13
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def car(space):
    import pymunk
    from pymunk.vec2d import Vec2d
    space.gravity = 0, -9.8
    pos = Vec2d(300, 200)

    wheel_color = 52, 219, 119
    shovel_color = 219, 119, 52
    mass = 100
    radius = 25
    moment = pymunk.moment_for_circle(mass, 20, radius)
    wheel1_b = pymunk.Body(mass, moment)
    wheel1_s = pymunk.Circle(wheel1_b, radius)
    wheel1_s.friction = 1.5
    wheel1_s.color = wheel_color
    space.add(wheel1_b, wheel1_s)

    mass = 100
    radius = 25
    moment = pymunk.moment_for_circle(mass, 20, radius)
    wheel2_b = pymunk.Body(mass, moment)
    wheel2_s = pymunk.Circle(wheel2_b, radius)
    wheel2_s.friction = 1.5
    wheel2_s.color = wheel_color
    space.add(wheel2_b, wheel2_s)

    mass = 100
    size = (50, 30)
    moment = pymunk.moment_for_box(mass, size)
    chassi_b = pymunk.Body(mass, moment)
    chassi_s = pymunk.Poly.create_box(chassi_b, size)
    space.add(chassi_b, chassi_s)

    vs = [(0, 0), (25, -45), (0, -45)]
    shovel_s = pymunk.Poly(chassi_b, vs, transform=pymunk.Transform(tx=85))
    shovel_s.friction = 0.5
    shovel_s.color = shovel_color
    space.add(shovel_s)

    wheel1_b.position = pos - (55, 0)
    wheel2_b.position = pos + (55, 0)
    chassi_b.position = pos + (0, 25)

    space.add(pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, -15)),
              pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, 15)),
              pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, -15)),
              pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, 15)))

    speed = 4
    space.add(pymunk.SimpleMotor(wheel1_b, chassi_b, speed),
              pymunk.SimpleMotor(wheel2_b, chassi_b, speed))

    floor = pymunk.Segment(space.static_body, (-100, 100), (1000, 100), 5)
    floor.friction = 1.0
    space.add(floor)
示例#14
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    def add_to_space(self, position: Tuple[float, float], rotation: float):
        vehicle = pymunk.Body()  # 1
        vehicle.position = position  # 2
        vehicle.angle = rotation
        vehicle.velocity_func = self.drag_callback

        body = pymunk.Circle(vehicle, self.body_radius)  # 3
        body.mass = self.body_mass  # 4
        body.friction = 1  # Asumme no surface friction

        left_motor = pymunk.Poly(
            vehicle,
            [
                (self.side_motor_length / 2, self.side_motor_width / 2),
                (-self.side_motor_length / 2, self.side_motor_width / 2),
                (-self.side_motor_length / 2, -self.side_motor_width / 2),
                (self.side_motor_length / 2, -self.side_motor_width / 2),
            ],
            transform=pymunk.Transform(ty=self.body_radius +
                                       self.side_motor_length / 2),
            radius=0.001,
        )
        left_motor.mass = self.side_motor_mass
        left_motor.friction = 1
        right_motor = pymunk.Poly(
            vehicle,
            [
                (self.side_motor_length / 2, self.side_motor_width / 2),
                (-self.side_motor_length / 2, self.side_motor_width / 2),
                (-self.side_motor_length / 2, -self.side_motor_width / 2),
                (self.side_motor_length / 2, -self.side_motor_width / 2),
            ],
            transform=pymunk.Transform(ty=-self.body_radius -
                                       self.side_motor_length / 2),
            radius=0.001,
        )
        right_motor.mass = self.side_motor_mass
        right_motor.friction = 1

        self.space.add(vehicle, body, left_motor, right_motor)
        return vehicle
示例#15
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def rect(data):
    transform = pymunk.Transform(tx=-data["width"] / 2, ty=-data["height"] / 2)
    collider = pymunk.Poly(None,
                           vertices=[(data["x"], data["y"]),
                                     (data["x"] + data["width"], data["y"]),
                                     (data["x"] + data["width"],
                                      data["y"] + data["width"]),
                                     (data["x"], data["y"] + data["width"])],
                           transform=transform,
                           radius=data["radius"])
    collider.collision_type = data["collision_type"]
    return collider
示例#16
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 def setup_pymunk_shape(self, px_mm_scale, body):
     """
     Create the shape of a body part as a square.
     """
     width = self.width_mm * px_mm_scale
     height = self.height_mm * px_mm_scale
     vertices = [(0, 0), (width, 0), (width, height), (0, height)]
     transform = pymunk.Transform(tx=self.x_offset * px_mm_scale - width/2,
                                  ty=self.y_offset * px_mm_scale - height/2)
     self.shape = pymunk.Poly(body, vertices, transform=transform)
     self.shape.friction = DEFAULT_FRICTION
     self.shape.mass = DEFAULT_MASS
示例#17
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def car(space):
    pos = Vec2d(100, 200)

    wheel_color = 52, 219, 119, 255
    shovel_color = 219, 119, 52, 255
    mass = 100
    radius = 25
    moment = pymunk.moment_for_circle(mass, 20, radius)
    wheel1_b = pymunk.Body(mass, moment)
    wheel1_s = pymunk.Circle(wheel1_b, radius)
    wheel1_s.friction = 1.5
    wheel1_s.color = wheel_color
    space.add(wheel1_b, wheel1_s)

    mass = 100
    radius = 25
    moment = pymunk.moment_for_circle(mass, 20, radius)
    wheel2_b = pymunk.Body(mass, moment)
    wheel2_s = pymunk.Circle(wheel2_b, radius)
    wheel2_s.friction = 1.5
    wheel2_s.color = wheel_color
    space.add(wheel2_b, wheel2_s)

    mass = 100
    size = (50, 30)
    moment = pymunk.moment_for_box(mass, size)
    chassi_b = pymunk.Body(mass, moment)
    chassi_s = pymunk.Poly.create_box(chassi_b, size)
    space.add(chassi_b, chassi_s)

    vs = [(0, 0), (25, 45), (0, 45)]
    shovel_s = pymunk.Poly(chassi_b, vs, transform=pymunk.Transform(tx=85))
    shovel_s.friction = 0.5
    shovel_s.color = shovel_color
    space.add(shovel_s)

    wheel1_b.position = pos - (55, 0)
    wheel2_b.position = pos + (55, 0)
    chassi_b.position = pos + (0, -25)

    space.add(
        pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, -15)),
        pymunk.PinJoint(wheel1_b, chassi_b, (0, 0), (-25, 15)),
        pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, -15)),
        pymunk.PinJoint(wheel2_b, chassi_b, (0, 0), (25, 15)),
    )

    speed = 4
    space.add(
        pymunk.SimpleMotor(wheel1_b, chassi_b, speed),
        pymunk.SimpleMotor(wheel2_b, chassi_b, speed),
    )
示例#18
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文件: main.py 项目: zman97211/pymunk
    def create_logo_lines(self, logo_img):
        logo_bb = pymunk.BB(0, 0, logo_img.width, logo_img.height)

        def sample_func(point):
            try:
                color = logo_img.read_pixel(point.x, point.y)
                return color[3] * 255
            except:
                return 0

        line_set = pymunk.autogeometry.PolylineSet()

        def segment_func(v0, v1):
            line_set.collect_segment(v0, v1)

        pymunk.autogeometry.march_soft(logo_bb, logo_img.width,
                                       logo_img.height, 99, segment_func,
                                       sample_func)

        r = 10

        letter_group = 0
        lines = []
        for line in line_set:
            line = pymunk.autogeometry.simplify_curves(line, .7)

            max_x = 0
            min_x = 1000
            max_y = 0
            min_y = 1000
            for l in line:
                max_x = max(max_x, l.x)
                min_x = min(min_x, l.x)
                max_y = max(max_y, l.y)
                min_y = min(min_y, l.y)
            w, h = max_x - min_x, max_y - min_y

            # we skip the line which has less than 35 height, since its the "hole" in
            # the p in pymunk, and we dont need it.
            if h < 35:
                continue

            center = Vec2d(min_x + w / 2., min_y + h / 2.)
            t = pymunk.Transform(a=1.0, d=1.0, tx=-center.x, ty=-center.y)

            r += 30
            if r > 255:
                r = 0
            line = [Vec2d(l.x, 300 - l.y) for l in line]
            lines.append(line)
        return lines
示例#19
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    def create_wheel(self, wheel_side):
        if wheel_side not in ['rear', 'front']:
            raise Exception('Wheel position must be front or rear')
        wheel_objects = []

        wheel_mass = getattr(self, wheel_side + '_wheel_mass')
        wheel_radius = getattr(self, wheel_side + '_wheel_radius')
        wheel_position = getattr(self, wheel_side + '_wheel_position')
        wheel_friction = getattr(self, wheel_side + '_wheel_friction')
        wheel_elasticity = getattr(self, wheel_side + '_wheel_elasticity')
        wheel_joint = getattr(self, wheel_side + '_wheel_joint')
        wheel_damp_position = getattr(self, wheel_side + '_wheel_damp_position')
        wheel_damp_length = getattr(self, wheel_side + '_wheel_damp_length')
        wheel_damp_stiffness = getattr(self, wheel_side + '_wheel_damp_stiffness')
        wheel_damp_damping = getattr(self, wheel_side + '_wheel_damp_damping')

        wheel_body = pymunk.Body(wheel_mass, pymunk.moment_for_circle(wheel_mass, 0, wheel_radius))
        wheel_body.position = (wheel_position[0] * self.x_modification, wheel_position[1])

        wheel_shape = pymunk.Circle(wheel_body, wheel_radius)
        wheel_shape.filter = pymunk.ShapeFilter(group=self.car_group)
        wheel_shape.color = 255, 34, 150
        wheel_shape.friction = wheel_friction
        wheel_shape.elasticity = wheel_elasticity
        wheel_objects.append(wheel_shape)

        wheel_joint = pymunk.PinJoint(wheel_body, self.car_body, anchor_b=(wheel_joint[0] * self.x_modification, wheel_joint[1]))
        wheel_objects.append(wheel_joint)

        wheel_damp = pymunk.DampedSpring(wheel_body, self.car_body, anchor_a=(0, 0),
                                         anchor_b=(wheel_damp_position[0] * self.x_modification, wheel_damp_position[1]),
                                         rest_length=wheel_damp_length,
                                         stiffness=wheel_damp_stiffness,
                                         damping=wheel_damp_damping)
        wheel_objects.append(wheel_damp)

        wheel_stop = pymunk.Poly(self.car_body, [(0, 0), (0, 1), (wheel_radius * 2 * self.x_modification, 1), (wheel_radius * 2 * self.x_modification, 0)],
                                 transform=pymunk.Transform(tx=wheel_damp_position[0] * self.x_modification - wheel_radius * self.x_modification, ty=wheel_damp_position[1]))
        wheel_objects.append(wheel_stop)

        wheel_stop.color = 0, 255, 0

        wheel_motor = None
        if (wheel_side == 'rear' and self.drive in [self.AWD, self.FR]) or (wheel_side == 'front' and self.drive in [self.AWD, self.FF]):
            wheel_motor = pymunk.SimpleMotor(wheel_body, self.car_body, 0)
            # wheel_objects.append(motor)

        return wheel_body, wheel_motor, wheel_objects
示例#20
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    def can_place_entity(self, entity, expansion: float = 0.0) -> bool:
        """
        Checks if an entity could be placed without colliding with other entities.
        Currently designed to only work with polygonal entities belonging to CollisionCategory.dynamic.
        """
        assert entity.category == EntityCategory.dynamic, 'only dynamic entities are supported'

        space = self.space

        for body in entity.bodies:
            for shape in entity.shapes:
                assert isinstance(
                    shape,
                    pymunk.Poly), 'Only polygon based entities are supported.'

                # vertices = [body.local_to_world(vert) for vert in shape.get_vertices()]
                # print('check ', entity.position, [body.local_to_world(vert) for vert in shape.get_vertices()])
                # poly = pymunk.Poly(None, vertices, radius=shape.radius * 10)
                poly = pymunk.Poly(None,
                                   shape.get_vertices(),
                                   radius=shape.radius + expansion)

                c = math.cos(body.angle)
                s = math.sin(body.angle)
                poly.update(
                    pymunk.Transform(c, s, -s, c, body.position.x,
                                     body.position.y))

                # print('check ', poly.radius, shape.get_vertices(), poly.get_vertices())
                # poly = pymunk.Poly(None, shape.get_vertices(), radius=0.0)
                # shape.cache_bb()
                # sqis2 = space.shape_query(shape)
                sqis = space.shape_query(poly)

                # if len(sqis) < len(sqis2):
                #     print('what ', sqis, sqis2)

                for sqi in sqis:
                    other_entity = sqi.shape.body.entity
                    if other_entity == entity:
                        continue
                    entity_category = other_entity.category
                    if entity_category == EntityCategory.dynamic:  # or entity_category == EntityCategory.off_road:
                        # print('can\'t place: ', other_entity.type_, other_entity.category, other_entity.position,
                        # entity.position)
                        return False
                # print('pass')
        return True
示例#21
0
 def __init__(self, id, position, angle, space, window_height):
     self.height = 30 * 3
     self.window_height = window_height
     self.w_1 = 2
     self.w_2 = 10
     self.id = id
     self.size = (10, 60)
     self.mass = 200000000
     self.body = pymunk.Body(self.mass, pymunk.inf, body_type=pymunk.Body.DYNAMIC)
     self.shape = pymunk.Poly(self.body, ((0, 0), (self.w_1, 0), (self.w_1 + self.w_2, self.height / 3),
                                          (self.w_1 + self.w_2, (self.height * 2) / 3), (self.w_1, self.height),
                                          (0, self.height)),
                              transform=pymunk.Transform(tx=0, ty=-self.height / 2))
     self.shape.body.position = position
     self.shape.body.angle = angle
     self.shape.elasticity = 1.0
     self.shape.friction = 100.0
     self.shape.thing = self
     space.add(self.body, self.shape)
    def create_collision_shape(cls, img, body, threshold=240):
        poly_points = []
        px_arr = pygame.PixelArray(img)

        min_y = img.get_height()
        min_x = img.get_width()

        for x in range(px_arr.shape[1]):
            for y in range(px_arr.shape[0]):
                px = 0xFF & px_arr[y][x]
                if px < threshold and px != 0:
                    if x < min_x:
                        min_x = x
                    if y < min_y:
                        min_y = y

                    poly_points.append((y, x))

        hull = autogeometry.to_convex_hull(poly_points, 0.1)

        return pymunk.shapes.Poly(body, hull,
                                  transform=pymunk.Transform(d=-1)), (min_y,
                                                                      min_x)
示例#23
0
    def add_robot(self, model, q0, w, mu, dynamic=False):
        self.q = np.copy(q0)
        self.dq = np.zeros_like(q0)
        self.a_cmd = np.zeros_like(q0)
        self.v_cmd = np.zeros_like(q0)

        # ground
        # self.add_ground(-model.bh)

        # base
        base_type = pymunk.Body.DYNAMIC if dynamic else pymunk.Body.KINEMATIC
        base_body = pymunk.Body(body_type=base_type)
        bx, by = model.base_corners(q0)
        by += 0.5*model.bh
        base = pymunk.Poly(
                base_body,
                [(x, y) for x, y in zip(bx, by)],
                pymunk.Transform(tx=0, ty=-0.5*model.bh))
        base.friction = 0
        # add the mass manually but let pymunk figure out the moment
        base.mass = model.mb
        self.space.add(base.body, base)

        # arm link 1
        ax, ay = model.arm_points(q0)
        dx1 = 0.5*model.l1*np.cos(q0[1])
        dy1 = 0.5*model.l1*np.sin(q0[1])
        link1_body = pymunk.Body(mass=model.m1, moment=model.I1)
        link1_body.position = (ax[0] + dx1, ay[0] + dy1)
        link1_body.angle = q0[1]
        link1 = pymunk.Segment(link1_body, (-0.5*model.l1, 0),
                               (0.5*model.l1, 0), radius=0.05)
        link1.friction = 0.25
        # links don't collide with anything for now
        link1.filter = pymunk.ShapeFilter(categories=0)
        self.space.add(link1.body, link1)

        # arm joint 1
        joint1 = pymunk.PinJoint(base.body, link1.body, (0, 0),
                                 (-0.5*model.l1, 0))
        joint1.collide_bodies = False
        self.space.add(joint1)

        # arm link 2
        dx2 = 0.5*model.l2*np.cos(q0[1]+q0[2])
        dy2 = 0.5*model.l2*np.sin(q0[1]+q0[2])
        link2_body = pymunk.Body(mass=model.m2, moment=model.I2)
        link2_body.position = (ax[1] + dx2, ay[1] + dy2)
        link2_body.angle = q0[1] + q0[2]
        link2 = pymunk.Segment(link2_body, (-0.5*model.l2, 0),
                               (0.5*model.l2, 0), radius=0.05)
        link2.friction = 0.25
        link2.filter = pymunk.ShapeFilter(categories=0)
        self.space.add(link2.body, link2)

        # arm joint 2
        joint2 = pymunk.PinJoint(link1.body, link2.body, (0.5*model.l1, 0),
                                 (-0.5*model.l2, 0))
        joint2.collide_bodies = False
        self.space.add(joint2)

        # end effector
        fr = 0.05
        ee_body = pymunk.Body()
        ee_body.position = (ax[2], ay[2])
        ee_body.angle = np.sum(q0[1:4])
        ee_palm = pymunk.Segment(ee_body, (-w, 0), (w, 0), radius=0)
        ee_palm.mass = 0.1
        ee_palm.filter = pymunk.ShapeFilter(categories=0)
        ee_finger1 = pymunk.Circle(ee_body, fr, (-w, 0))
        ee_finger2 = pymunk.Circle(ee_body, fr, (w, 0))

        # Set the finger friction to 1.0 regardless of the tray's friction,
        # because pymunk calculates the friction coefficient between two shapes
        # by multiplying each of their friction values together. We want the
        # friction to always be the tray's friction.
        ee_finger1.friction = 1.0
        ee_finger2.friction = 1.0
        ee_finger1.mass = 0.1
        ee_finger2.mass = 0.1
        ee_finger1.collision_type = 1
        ee_finger2.collision_type = 1
        self.space.add(ee_body, ee_palm, ee_finger1, ee_finger2)

        ee_marker = Marker(ee_body)

        # arm joint 3: link 2 to EE
        joint3 = pymunk.PinJoint(link2.body, ee_body, (0.5*model.l2, 0), (0, 0))
        joint3.collide_bodies = False
        self.space.add(joint3)

        self.model = model
        self.links = [base.body, link1.body, link2.body, ee_body]
        self.markers = [ee_marker]

        motor1 = pymunk.constraints.SimpleMotor(self.links[0], self.links[1], 0)
        motor2 = pymunk.constraints.SimpleMotor(self.links[1], self.links[2], 0)
        motor3 = pymunk.constraints.SimpleMotor(self.links[2], self.links[3], 0)
        self.space.add(motor1, motor2, motor3)
        self.motors = [motor1, motor2, motor3]
示例#24
0
def fill_space(space, custom_color=(255, 255, 0, 255)):
    captions = []

    ### Static
    captions.append(((50, 680), "Static Shapes"))

    #Static Segments
    segments = [
        pymunk.Segment(space.static_body, (10, 400), (10, 600), 0),
        pymunk.Segment(space.static_body, (20, 400), (20, 600), 1),
        pymunk.Segment(space.static_body, (30, 400), (30, 600), 3),
        pymunk.Segment(space.static_body, (50, 400), (50, 600), 5)
    ]
    space.add(segments)

    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (40, 630)
    b.angle = 3.14 / 7
    s = pymunk.Segment(b, (-30, 0), (30, 0), 2)
    space.add(s)

    # Static Circles
    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (120, 630)
    s = pymunk.Circle(b, 10)
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (120, 630)
    s = pymunk.Circle(b, 10, (-30, 0))
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (120, 560)
    b.angle = 3.14 / 4
    s = pymunk.Circle(b, 40)
    space.add(s)

    # Static Polys
    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (120, 460)
    b.angle = 3.14 / 4
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)])
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (120, 500)
    t = pymunk.Transform(ty=-100)
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)], t, radius=3)
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (50, 430)
    t = pymunk.Transform(ty=-100)
    s = pymunk.Poly(b, [(0, -50), (50, 0), (30, 50), (-30, 50), (-50, 0)], t)
    space.add(s)

    ### Kinematic
    captions.append(((220, 680), "Kinematic Shapes"))

    # Kinematic Segments
    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    segments = [
        pymunk.Segment(b, (180, 400), (180, 600), 0),
        pymunk.Segment(b, (190, 400), (190, 600), 1),
        pymunk.Segment(b, (200, 400), (200, 600), 3),
        pymunk.Segment(b, (220, 400), (220, 600), 5)
    ]
    space.add(segments)

    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (210, 630)
    b.angle = 3.14 / 7
    s = pymunk.Segment(b, (-30, 0), (30, 0), 2)
    space.add(s)

    # Kinematic Circles
    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (290, 630)
    s = pymunk.Circle(b, 10)
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (290, 630)
    s = pymunk.Circle(b, 10, (-30, 0))
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (290, 560)
    b.angle = 3.14 / 4
    s = pymunk.Circle(b, 40)
    space.add(s)

    # Kinematic Polys
    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (290, 460)
    b.angle = 3.14 / 4
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)])
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (290, 500)
    t = pymunk.Transform(ty=-100)
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)], t, radius=3)
    space.add(s)

    b = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
    b.position = (230, 430)
    t = pymunk.Transform(ty=-100)
    s = pymunk.Poly(b, [(0, -50), (50, 0), (30, 50), (-30, 50), (-50, 0)], t)
    space.add(s)

    ### Dynamic
    captions.append(((390, 680), "Dynamic Shapes"))

    #Dynamic Segments
    b = pymunk.Body(1, 1)
    segments = [
        pymunk.Segment(b, (350, 400), (350, 600), 0),
        pymunk.Segment(b, (360, 400), (360, 600), 1),
        pymunk.Segment(b, (370, 400), (370, 600), 3),
        pymunk.Segment(b, (390, 400), (390, 600), 5),
    ]
    space.add(segments)

    b = pymunk.Body(1, 1)
    b.position = (380, 630)
    b.angle = 3.14 / 7
    s = pymunk.Segment(b, (-30, 0), (30, 0), 2)
    space.add(s)

    # Dynamic Circles
    b = pymunk.Body(1, 1)
    b.position = (460, 630)
    s = pymunk.Circle(b, 10)
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (460, 630)
    s = pymunk.Circle(b, 10, (-30, 0))
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (460, 560)
    b.angle = 3.14 / 4
    s = pymunk.Circle(b, 40)
    space.add(s)

    # Dynamic Polys

    b = pymunk.Body(1, 1)
    b.position = (460, 460)
    b.angle = 3.14 / 4
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)])
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (460, 500)
    s = pymunk.Poly(b, [(0, -25), (30, 25), (-30, 25)],
                    pymunk.Transform(ty=-100),
                    radius=3)
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (400, 430)
    s = pymunk.Poly(b, [(0, -50), (50, 0), (30, 50), (-30, 50), (-50, 0)],
                    pymunk.Transform(ty=-100))
    space.add(s)

    ###Constraints

    # PinJoints
    captions.append(((560, 660), "Pin Joints"))
    a = pymunk.Body(1, 1)
    a.position = (550, 600)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (650, 620)
    sb = pymunk.Circle(b, 20)
    j = pymunk.PinJoint(a, b)
    space.add(sa, sb, a, b, j)

    a = pymunk.Body(1, 1)
    a.position = (550, 550)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (650, 570)
    sb = pymunk.Circle(b, 20)
    j = pymunk.PinJoint(a, b, anchor_a=(0, 20), anchor_b=(0, -20))
    space.add(sa, sb, a, b, j)

    # SlideJoints
    captions.append(((560, 490), "Slide Joint"))
    a = pymunk.Body(1, 1)
    a.position = (550, 430)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (650, 450)
    sb = pymunk.Circle(b, 20)
    j = pymunk.SlideJoint(a,
                          b,
                          anchor_a=(0, 20),
                          anchor_b=(0, -20),
                          min=10,
                          max=30)
    space.add(sa, sb, a, b, j)

    # PivotJoints
    captions.append(((560, 390), "Pivot Joint"))
    a = pymunk.Body(1, 1)
    a.position = (550, 330)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (650, 350)
    sb = pymunk.Circle(b, 20)
    j = pymunk.PivotJoint(a, b, (600, 320))
    space.add(sa, sb, a, b, j)

    # GrooveJoints
    captions.append(((760, 660), "Groove Joint"))
    a = pymunk.Body(1, 1)
    a.position = (750, 600)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (850, 620)
    sb = pymunk.Circle(b, 20)
    j = pymunk.GrooveJoint(a, b, (790, 610), (790, 620), (840, 620))
    space.add(sa, sb, a, b, j)

    # DampedSpring
    captions.append(((760, 550), "Damped Spring"))
    a = pymunk.Body(1, 1)
    a.position = (750, 480)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (850, 500)
    sb = pymunk.Circle(b, 20)
    j = pymunk.DampedSpring(a, b, (0, 0), (0, 10), 100, 1, 1)
    space.add(sa, sb, a, b, j)

    # DampedRotarySpring
    captions.append(((740, 430), "Damped Rotary Spring"))
    a = pymunk.Body(1, 1)
    a.position = (750, 350)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (850, 380)
    sb = pymunk.Circle(b, 20)
    j = pymunk.DampedRotarySpring(a, b, 10, 1, 1)
    space.add(sa, sb, a, b, j)

    # RotaryLimitJoint
    captions.append(((740, 300), "Rotary Limit Joint"))
    a = pymunk.Body(1, 1)
    a.position = (750, 220)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (850, 250)
    sb = pymunk.Circle(b, 20)
    j = pymunk.RotaryLimitJoint(a, b, 1, 2)
    b.angle = 3
    space.add(sa, sb, a, b, j)

    # RatchetJoint
    captions.append(((740, 170), "Ratchet Joint"))
    a = pymunk.Body(1, 1)
    a.position = (750, 100)
    sa = pymunk.Circle(a, 20)
    b = pymunk.Body(1, 1)
    b.position = (850, 120)
    sb = pymunk.Circle(b, 20)
    j = pymunk.RatchetJoint(a, b, 1, 0.1)
    b.angle = 3
    space.add(sa, sb, a, b, j)

    # GearJoint and SimpleMotor omitted since they are similar to the already
    # added joints

    # TODO: more stuff here :)

    ### Other

    # Objects in custom color
    captions.append(((150, 150), "Custom Color (static & dynamic)"))
    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (200, 200)
    s = pymunk.Circle(b, 40)
    s.color = custom_color
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (300, 200)
    s = pymunk.Circle(b, 40)
    s.color = custom_color
    space.add(s)

    # Collision
    captions.append(((450, 150), "Collisions"))
    b = pymunk.Body(body_type=pymunk.Body.STATIC)
    b.position = (470, 200)
    s = pymunk.Circle(b, 40)
    space.add(s)

    b = pymunk.Body(1, 1)
    b.position = (500, 250)
    s = pymunk.Circle(b, 40)
    space.add(s)

    # Sleeping
    captions.append(((50, 150), "Sleeping"))
    b = pymunk.Body(1, 1)
    b.position = (75, 200)
    space.sleep_time_threshold = 0.01
    s = pymunk.Circle(b, 40)
    space.add(s, b)
    b.sleep()
    space.step(0.000001)

    return captions
示例#25
0
draw_bounding_hull = False

if __name__ == "__main__":

    wp_radius = 100
    wp_center = (
        window_sx / 2.0, window_sy / 2.0
    )  # only for simulator frame (transform when input and output ing the data)

    # transform all the plotted shapes
    #
    # a c tx
    # b d ty
    main_transform = pymunk.Transform(a=1,
                                      b=0,
                                      c=0,
                                      d=1,
                                      tx=wp_center[0],
                                      ty=wp_center[1])
    # Iteration over all arguments:
    print("Parameters: ", len(sys.argv))
    if len(sys.argv) <= 1:
        '''
        cyl1 = Cylinder(280, 300,
                        [ [0, 200], [-10, 180], [10, 100], [-50, 0], [10, -100], [-10, -180], [0, -200] ],
                        (5, 0), (0, 0))
        cyl2 = Cylinder(520, 300,
                        [ [0, 200], [10, 180], [-10, 100], [0, 0], [-10, -100], [10, -180], [0, -200] ],
                        (-5, 0), (0, 0))
        '''
        print("input error: provide a mat file with profiles")
        quit()
示例#26
0
 def create_shapes(self):
     if self.mounted:
         transform = pymunk.Transform(ty=self.height/2 + SLOP)
         return self.geom.create_shapes(self, transform)
     else:
         return self.geom.create_shapes(self)
示例#27
0
    max_y = 0
    min_y = 1000
    for l in line:
        max_x = max(max_x, l.x)
        min_x = min(min_x, l.x)
        max_y = max(max_y, l.y)
        min_y = min(min_y, l.y)
    w, h = max_x - min_x, max_y - min_y

    # we skip the line which has less than 35 height, since its the "hole" in
    # the p in pymunk, and we dont need it.
    if h < 35:
        continue

    center = Vec2d(min_x + w / 2.0, min_y + h / 2.0)
    t = pymunk.Transform(a=1.0, d=1.0, tx=-center.x, ty=-center.y)

    r += 30
    if r > 255:
        r = 0

    if True:
        for i in range(len(line) - 1):
            shape = pymunk.Segment(space.static_body, line[i], line[i + 1], 1)
            shape.friction = 0.5
            shape.color = (255, 255, 255, 255)
            space.add(shape)

floor = pymunk.Segment(space.static_body, (-100, 300), (1000, 220), 5)
floor.friction = 1.0
space.add(floor)
示例#28
0
    def __init__(self, app, data, pos=(0, 0, 0), angle=0):
        self.app = app

        rads = angle / 57.3
        cos = math.cos(rads)
        sin = math.sin(rads)

        transform = pymunk.Transform(a=cos, b=-sin,
                                     c=sin, d=cos,
                                     tx=pos[0], ty=pos[2])

        f = pymunk.ShapeFilter(categories=physics.STATIC_FILTER)

        self.colliders = []
        for c in data['colliders']:
            vertices = zip(c[0][::2], c[0][1::2])
            collider = pymunk.Poly(self.app.physics.space.static_body,
                                   vertices=vertices,
                                   transform=transform)
            collider.y = pos[1] + c[1]
            collider.height = c[2]
            collider.collision_type = physics.STATIC
            collider.filter = f
            self.app.physics.space.add(collider)
            self.colliders.append(collider)

        for x, y, z in data['stairs']:
            stairs_x = pos[0] + (cos * x + sin * z)
            stairs_y = pos[1] + y
            stairs_z = pos[2] + (-sin * x + cos * z)
            d = stairs.Staircase(self.app,
                                 pos=(stairs_x, stairs_y, stairs_z),
                                 angle=angle)
            self.app.game_manager.game_objects.add(d)
            self.app.renderer.scene.add(d.canvas)

        self.doors = []
        for x, y, z in data['doors']:
            door_x = pos[0] + (cos * x + sin * z)
            door_y = pos[1] + y
            door_z = pos[2] + (-sin * x + cos * z)
            d = door.Door(self.app,
                          pos=(door_x, door_y, door_z),
                          angle=angle)
            self.doors.append(d)
            self.app.game_manager.game_objects.add(d)
            self.app.renderer.scene.add(d.canvas)

        self.canvas = Canvas()
        with self.canvas:
            PushMatrix()

            Color(1, 1, 1)
            self.pos = Translate(*pos)
            Rotate(angle, 0, 1, 0)

            self.app.graphic_data.draw_mesh(data['mesh_name'],
                                            self.canvas,
                                            texture=data['texture'])

            PopMatrix()