def __init__(self): super(ApplyForce, self).__init__() self.world.SetGravity(box2d.b2Vec2(0.0, 0.0)) k_restitution = 0.4 bd=box2d.b2BodyDef() bd.position.Set(0.0, 20.0) ground = self.world.CreateBody(bd) sd=box2d.b2PolygonDef() sd.density = 0.0 sd.restitution = k_restitution sd.SetAsBox(0.2, 20.0, box2d.b2Vec2(-20.0, 0.0), 0.0) ground.CreateShape(sd) sd.SetAsBox(0.2, 20.0, box2d.b2Vec2(20.0, 0.0), 0.0) ground.CreateShape(sd) sd.SetAsBox(0.2, 20.0, box2d.b2Vec2(0.0, -20.0), 0.5 * box2d.b2_pi) ground.CreateShape(sd) sd.SetAsBox(0.2, 20.0, box2d.b2Vec2(0.0, 20.0), -0.5 * box2d.b2_pi) ground.CreateShape(sd) xf1 = box2d.b2XForm () xf1.R.Set(0.3524 * box2d.b2_pi) xf1.position = box2d.b2Mul(xf1.R, box2d.b2Vec2(1.0, 0.0)) sd1=box2d.b2PolygonDef() sd1.vertexCount = 3 sd1.setVertex(0, box2d.b2Mul(xf1, box2d.b2Vec2(-1.0, 0.0))) sd1.setVertex(1, box2d.b2Mul(xf1, box2d.b2Vec2(1.0, 0.0))) sd1.setVertex(2, box2d.b2Mul(xf1, box2d.b2Vec2(0.0, 0.5))) sd1.density = 2.0 xf2 = box2d.b2XForm () xf2.R.Set(-0.3524 * box2d.b2_pi) xf2.position = box2d.b2Mul(xf2.R, box2d.b2Vec2(-1.0, 0.0)) sd2=box2d.b2PolygonDef() sd2.vertexCount = 3 sd2.setVertex(0, box2d.b2Mul(xf2, box2d.b2Vec2(-1.0, 0.0))) sd2.setVertex(1, box2d.b2Mul(xf2, box2d.b2Vec2(1.0, 0.0))) sd2.setVertex(2, box2d.b2Mul(xf2, box2d.b2Vec2(0.0, 0.5))) sd2.density = 2.0 bd=box2d.b2BodyDef() bd.angularDamping = 2.0 bd.linearDamping = 0.1 bd.position.Set(0.0, 1.05) bd.angle = box2d.b2_pi self.m_body = self.world.CreateBody(bd) self.m_body.CreateShape(sd1) self.m_body.CreateShape(sd2) self.m_body.SetMassFromShapes()
def Step(self, settings) : sweep1=box2d.b2Sweep() sweep1.c0.Set(0.0, 20.0) sweep1.a0 = 0.0 sweep1.c = sweep1.c0 sweep1.a = sweep1.a0 sweep1.t0 = 0.0 sweep1.localCenter = self.m_body1.GetLocalCenter() sweep2=box2d.b2Sweep() sweep2.c0.Set(9.6363468, 28.050615) sweep2.a0 = 1.6408679 sweep2.c = sweep2.c0 + box2d.b2Vec2(-0.075121880, 0.27358246) sweep2.a = sweep2.a0 - 10.434675 sweep2.t0 = 0.0 sweep2.localCenter = self.m_body2.GetLocalCenter() toi = box2d.b2TimeOfImpact(self.m_shape1, sweep1, self.m_shape2, sweep2) self.DrawString(5, self.textLine, "toi = %g" % (toi)) self.textLine += 15 xf2=box2d.b2XForm () sweep2.GetXForm(xf2, toi) vertexCount = self.m_shape2.GetVertexCount() vertices = [] localVertices = self.m_shape2.getVertices_b2Vec2() for vertex in localVertices: vertices.append( box2d.b2Mul(xf2, vertex).tuple() ) self.debugDraw.DrawPolygon(vertices, vertexCount, box2d.b2Color(0.5, 0.7, 0.9)) localVertices = self.m_shape2.getCoreVertices_b2Vec2() for vertex in localVertices: vertices.append( box2d.b2Mul(xf2, vertex).tuple() ) self.debugDraw.DrawPolygon(vertices, vertexCount, box2d.b2Color(0.5, 0.7, 0.9)) settings.pause = True super(TimeOfImpact, self).Step(settings) settings.pause = False
def __init__(self): super(CompoundShapes, self).__init__() bd=box2d.b2BodyDef() bd.position.Set(0.0, -10.0) body = self.world.CreateBody(bd) sd=box2d.b2PolygonDef() sd.SetAsBox(50.0, 10.0) body.CreateShape(sd) sd1=box2d.b2CircleDef() sd1.radius = 0.5 sd1.localPosition.Set(-0.5, 0.5) sd1.density = 2.0 sd2=box2d.b2CircleDef() sd2.radius = 0.5 sd2.localPosition.Set(0.5, 0.5) sd2.density = 0.0 for i in range(10): x = box2d.b2Random(-0.1, 0.1) bd=box2d.b2BodyDef() bd.position.Set(x + 5.0, 1.05 + 2.5 * i) bd.angle = box2d.b2Random(-box2d.b2_pi, box2d.b2_pi) body = self.world.CreateBody(bd) body.CreateShape(sd1) body.CreateShape(sd2) body.SetMassFromShapes() sd1=box2d.b2PolygonDef() sd1.SetAsBox(0.25, 0.5) sd1.density = 2.0 sd2=box2d.b2PolygonDef() sd2.SetAsBox(0.25, 0.5, box2d.b2Vec2(0.0, -0.5), 0.5 * box2d.b2_pi) sd2.density = 2.0 for i in range(10): x = box2d.b2Random(-0.1, 0.1) bd=box2d.b2BodyDef() bd.position.Set(x - 5.0, 1.05 + 2.5 * i) bd.angle = box2d.b2Random(-box2d.b2_pi, box2d.b2_pi) body = self.world.CreateBody(bd) body.CreateShape(sd1) body.CreateShape(sd2) body.SetMassFromShapes() xf1 = box2d.b2XForm() xf1.R.Set(0.3524 * box2d.b2_pi) xf1.position = box2d.b2Mul(xf1.R, box2d.b2Vec2(1.0, 0.0)) sd1=box2d.b2PolygonDef() sd1.vertexCount = 3 sd1.setVertex(0, box2d.b2Mul(xf1, box2d.b2Vec2(-1.0, 0.0))) sd1.setVertex(1, box2d.b2Mul(xf1, box2d.b2Vec2(1.0, 0.0))) sd1.setVertex(2, box2d.b2Mul(xf1, box2d.b2Vec2(0.0, 0.5))) sd1.density = 2.0 xf2 = box2d.b2XForm() xf2.R.Set(-0.3524 * box2d.b2_pi) xf2.position = box2d.b2Mul(xf2.R, box2d.b2Vec2(-1.0, 0.0)) sd2=box2d.b2PolygonDef() sd2.vertexCount = 3 sd2.setVertex(0, box2d.b2Mul(xf2, box2d.b2Vec2(-1.0, 0.0))) sd2.setVertex(1, box2d.b2Mul(xf2, box2d.b2Vec2(1.0, 0.0))) sd2.setVertex(2, box2d.b2Mul(xf2, box2d.b2Vec2(0.0, 0.5))) sd2.density = 2.0 for i in range(10): x = box2d.b2Random(-0.1, 0.1) bd=box2d.b2BodyDef() bd.position.Set(x, 2.05 + 2.5 * i) bd.angle = 0.0 body = self.world.CreateBody(bd) body.CreateShape(sd1) body.CreateShape(sd2) body.SetMassFromShapes() sd_bottom=box2d.b2PolygonDef() sd_bottom.SetAsBox( 1.5, 0.15 ) sd_bottom.density = 4.0 sd_left=box2d.b2PolygonDef() sd_left.SetAsBox(0.15, 2.7, box2d.b2Vec2(-1.45, 2.35), 0.2) sd_left.density = 4.0 sd_right=box2d.b2PolygonDef() sd_right.SetAsBox(0.15, 2.7, box2d.b2Vec2(1.45, 2.35), -0.2) sd_right.density = 4.0 bd=box2d.b2BodyDef() bd.position.Set( 0.0, 2.0 ) body = self.world.CreateBody(bd) body.CreateShape(sd_bottom) body.CreateShape(sd_left) body.CreateShape(sd_right) body.SetMassFromShapes()