diff options
author | C. Scott Ananian <cscott@laptop.org> | 2008-11-03 22:25:39 (GMT) |
---|---|---|
committer | C. Scott Ananian <cscott@laptop.org> | 2008-11-03 22:25:39 (GMT) |
commit | 1a00411ebeb5efe33af57cd064efa45197860088 (patch) | |
tree | 13677b65ca50b85f8bfafab97e04e69aeddccf81 /library | |
parent | aa6d1277c3f990d411821e5791dbdb3380117eb2 (diff) |
Fix dos line endings for pippy.physics and regenerate MANIFEST.
Diffstat (limited to 'library')
-rw-r--r-- | library/pippy/physics/add_objects.py | 1078 | ||||
-rwxr-xr-x | library/pippy/physics/tools_poly.py | 880 |
2 files changed, 979 insertions, 979 deletions
diff --git a/library/pippy/physics/add_objects.py b/library/pippy/physics/add_objects.py index 9e90e03..66f3b8f 100644 --- a/library/pippy/physics/add_objects.py +++ b/library/pippy/physics/add_objects.py @@ -1,500 +1,500 @@ -"""
-This file is part of the 'Elements' Project
-Elements is a 2D Physics API for Python (supporting Box2D2)
-
-Copyright (C) 2008, The Elements Team, <elements@linuxuser.at>
-
-Home: http://elements.linuxuser.at
-IRC: #elements on irc.freenode.org
-
-Code: http://www.assembla.com/wiki/show/elements
- svn co http://svn2.assembla.com/svn/elements
-
-License: GPLv3 | See LICENSE for the full text
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 3 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-"""
-from locals import *
-from elements import box2d
-
-# Imports
-from math import pi
-from math import sqrt
-from math import asin
-
-import tools_poly
-
-class Add:
- element_count = 0
-
- def __init__(self, parent):
- self.parent = parent
-
- def ground(self):
- """ Add a static ground to the scene
-
- Return: box2d.b2Body
- """
- return self._rect((-10.0, 0.0), 50.0, .1, dynamic=False)
-
- def triangle(self, pos, sidelength, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- """ Add a triangle | pos & a in the current input unit system (meters or pixels)
-
- Parameters:
- pos .... position (x,y)
- sidelength ...... sidelength
- other .. see [physics parameters]
-
- Return: box2d.b2Body
- """
+""" +This file is part of the 'Elements' Project +Elements is a 2D Physics API for Python (supporting Box2D2) + +Copyright (C) 2008, The Elements Team, <elements@linuxuser.at> + +Home: http://elements.linuxuser.at +IRC: #elements on irc.freenode.org + +Code: http://www.assembla.com/wiki/show/elements + svn co http://svn2.assembla.com/svn/elements + +License: GPLv3 | See LICENSE for the full text +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +""" +from locals import * +from elements import box2d + +# Imports +from math import pi +from math import sqrt +from math import asin + +import tools_poly + +class Add: + element_count = 0 + + def __init__(self, parent): + self.parent = parent + + def ground(self): + """ Add a static ground to the scene + + Return: box2d.b2Body + """ + return self._rect((-10.0, 0.0), 50.0, .1, dynamic=False) + + def triangle(self, pos, sidelength, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + """ Add a triangle | pos & a in the current input unit system (meters or pixels) + + Parameters: + pos .... position (x,y) + sidelength ...... sidelength + other .. see [physics parameters] + + Return: box2d.b2Body + """ vertices = [(-sidelength, 0.0), (sidelength, 0.0), (0.0, 2*sidelength)] - return self.poly(pos, vertices, dynamic, density, restitution, friction, screenCoord)
-
- def ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- """ Add a dynamic ball at pos after correcting the positions and legths to the internal
- meter system if neccessary (if INPUT_PIXELS), then call self._add_ball(...)
-
- Parameters:
- pos ..... position (x,y)
- radius .. circle radius
- other ... see [physics parameters]
-
- Return: box2d.b2Body
- """
- # Bring coordinates into the world coordinate system (flip, camera offset, ...)
- if screenCoord: x, y = self.parent.to_world(pos)
- else: x, y = pos
-
-
- if self.parent.input == INPUT_PIXELS:
- x /= self.parent.ppm
- y /= self.parent.ppm
- radius /= self.parent.ppm
-
- return self._ball((x,y), radius, dynamic, density, restitution, friction)
-
- def _ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
- # Add a ball without correcting any settings
- # meaning, pos and vertices are in meters
- # Define the body
- x, y = pos
- bodyDef = box2d.b2BodyDef()
- bodyDef.position.Set(x, y)
- bodyDef.sleepFlag = True
-# bodyDef.allowSleep(True)
-
- userData = { 'color' : self.parent.get_color() }
- bodyDef.userData = userData
-
- # Create the Body
- if not dynamic:
- density = 0
-
- body = self.parent.world.CreateBody(bodyDef)
-
- self.parent.element_count += 1
-
- # Add a shape to the Body
- circleDef = box2d.b2CircleDef()
- circleDef.density = density
- circleDef.radius = radius
- circleDef.restitution = restitution
- circleDef.friction = friction
-
- body.CreateShape(circleDef)
- body.SetMassFromShapes();
-
- return body
-
- def rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- """ Add a dynamic rectangle with input unit according to self.input (INPUT_PIXELS or INPUT_METERS)
- Correcting the positions to meters and calling self._add_rect()
-
- Parameters:
- pos ..... position (x,y)
- width ....... horizontal line
- height ....... vertical line
- angle ........ in degrees (0 .. 360)
- other ... see [physics parameters]
-
- Return: box2d.b2Body
- """
- # Bring coordinates into the world coordinate system (flip, camera offset, ...)
- if screenCoord: x, y = self.parent.to_world(pos)
- else: x, y = pos
-
- # If required, translate pixel -> meters
- if self.parent.input == INPUT_PIXELS:
- x /= self.parent.ppm
- y /= self.parent.ppm
- width /= self.parent.ppm
- height /= self.parent.ppm
-
- # grad -> radians
- angle = (angle * pi) / 180
-
- return self._rect((x,y), width, height, angle, dynamic, density, restitution, friction)
-
-
- def wall(self, pos1, pos2, width=5, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- """ Add a static rectangle between two arbitrary points with input unit according to self.input
- (INPUT_PIXELS or INPUT_METERS) Correcting the positions to meters and calling self._add_rect()
-
- Return: box2d.b2Body
- """
- if width < 5: width = 5
-
- if (pos1[0] < pos2[0]):
- x1, y1 = pos1
- x2, y2 = pos2
- else:
- x1, y1 = pos2
- x2, y2 = pos1
-
- # Bring coordinates into the world coordinate system (flip, camera offset, ...)
- if screenCoord:
- x1, y1 = self.parent.to_world((x1, y1))
- x2, y2 = self.parent.to_world((x2, y2))
-
- # If required, translate pixel -> meters
- if self.parent.input == INPUT_PIXELS:
- x1 /= self.parent.ppm
- y1 /= self.parent.ppm
- x2 /= self.parent.ppm
- y2 /= self.parent.ppm
- width /= self.parent.ppm
-
- length = sqrt( (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) )*0.5
-
- if width > 0:
- halfX = x1 + (x2-x1)*0.5
- halfY = y1 + (y2-y1)*0.5
-
- angle = asin( (y2-halfY)/length )
- return self._rect((halfX, halfY), length, width, angle, False, density, restitution, friction)
-
- def _rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
- # Add a rect without correcting any settings
- # meaning, pos and vertices are in meters
- # angle is now in radians ((degrees * pi) / 180))
- x, y = pos
- bodyDef = box2d.b2BodyDef()
- bodyDef.position.Set(x, y)
-
- userData = { 'color' : self.parent.get_color() }
- bodyDef.userData = userData
-
- # Create the Body
- if not dynamic:
- density = 0
-
- bodyDef.sleepFlag = True
-
- body = self.parent.world.CreateBody(bodyDef)
-
- self.parent.element_count += 1
-
- # Add a shape to the Body
- boxDef = box2d.b2PolygonDef()
-
- boxDef.SetAsBox(width, height, box2d.b2Vec2(0,0), angle)
- boxDef.density = density
- boxDef.restitution = restitution
- boxDef.friction = friction
- body.CreateShape(boxDef)
-
- body.SetMassFromShapes()
-
- return body
-
- def poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- """ Add a dynamic polygon, which has the vertices arranged around the poly's center at pos
- Correcting the positions to meters if INPUT_PIXELS, and calling self._add_poly()
-
- Parameters:
- pos ....... position (x,y)
- vertices .. vertices arranged around the center
- other ... see [physics parameters]
-
- Return: box2d.b2Body
- """
- # Bring coordinates into the world coordinate system (flip, camera offset, ...)
- if screenCoord: x, y = self.parent.to_world(pos)
- else: x, y = pos
+ return self.poly(pos, vertices, dynamic, density, restitution, friction, screenCoord) + + def ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + """ Add a dynamic ball at pos after correcting the positions and legths to the internal + meter system if neccessary (if INPUT_PIXELS), then call self._add_ball(...) + + Parameters: + pos ..... position (x,y) + radius .. circle radius + other ... see [physics parameters] + + Return: box2d.b2Body + """ + # Bring coordinates into the world coordinate system (flip, camera offset, ...) + if screenCoord: x, y = self.parent.to_world(pos) + else: x, y = pos + + + if self.parent.input == INPUT_PIXELS: + x /= self.parent.ppm + y /= self.parent.ppm + radius /= self.parent.ppm + + return self._ball((x,y), radius, dynamic, density, restitution, friction) + + def _ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5): + # Add a ball without correcting any settings + # meaning, pos and vertices are in meters + # Define the body + x, y = pos + bodyDef = box2d.b2BodyDef() + bodyDef.position.Set(x, y) + bodyDef.sleepFlag = True +# bodyDef.allowSleep(True) + + userData = { 'color' : self.parent.get_color() } + bodyDef.userData = userData + + # Create the Body + if not dynamic: + density = 0 + + body = self.parent.world.CreateBody(bodyDef) + + self.parent.element_count += 1 + + # Add a shape to the Body + circleDef = box2d.b2CircleDef() + circleDef.density = density + circleDef.radius = radius + circleDef.restitution = restitution + circleDef.friction = friction + + body.CreateShape(circleDef) + body.SetMassFromShapes(); + + return body + + def rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + """ Add a dynamic rectangle with input unit according to self.input (INPUT_PIXELS or INPUT_METERS) + Correcting the positions to meters and calling self._add_rect() + + Parameters: + pos ..... position (x,y) + width ....... horizontal line + height ....... vertical line + angle ........ in degrees (0 .. 360) + other ... see [physics parameters] + + Return: box2d.b2Body + """ + # Bring coordinates into the world coordinate system (flip, camera offset, ...) + if screenCoord: x, y = self.parent.to_world(pos) + else: x, y = pos + + # If required, translate pixel -> meters + if self.parent.input == INPUT_PIXELS: + x /= self.parent.ppm + y /= self.parent.ppm + width /= self.parent.ppm + height /= self.parent.ppm + + # grad -> radians + angle = (angle * pi) / 180 + + return self._rect((x,y), width, height, angle, dynamic, density, restitution, friction) + + + def wall(self, pos1, pos2, width=5, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + """ Add a static rectangle between two arbitrary points with input unit according to self.input + (INPUT_PIXELS or INPUT_METERS) Correcting the positions to meters and calling self._add_rect() + + Return: box2d.b2Body + """ + if width < 5: width = 5 + + if (pos1[0] < pos2[0]): + x1, y1 = pos1 + x2, y2 = pos2 + else: + x1, y1 = pos2 + x2, y2 = pos1 + + # Bring coordinates into the world coordinate system (flip, camera offset, ...) + if screenCoord: + x1, y1 = self.parent.to_world((x1, y1)) + x2, y2 = self.parent.to_world((x2, y2)) + + # If required, translate pixel -> meters + if self.parent.input == INPUT_PIXELS: + x1 /= self.parent.ppm + y1 /= self.parent.ppm + x2 /= self.parent.ppm + y2 /= self.parent.ppm + width /= self.parent.ppm + + length = sqrt( (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) )*0.5 + + if width > 0: + halfX = x1 + (x2-x1)*0.5 + halfY = y1 + (y2-y1)*0.5 + + angle = asin( (y2-halfY)/length ) + return self._rect((halfX, halfY), length, width, angle, False, density, restitution, friction) + + def _rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5): + # Add a rect without correcting any settings + # meaning, pos and vertices are in meters + # angle is now in radians ((degrees * pi) / 180)) + x, y = pos + bodyDef = box2d.b2BodyDef() + bodyDef.position.Set(x, y) + + userData = { 'color' : self.parent.get_color() } + bodyDef.userData = userData + + # Create the Body + if not dynamic: + density = 0 + + bodyDef.sleepFlag = True + + body = self.parent.world.CreateBody(bodyDef) + + self.parent.element_count += 1 + + # Add a shape to the Body + boxDef = box2d.b2PolygonDef() + + boxDef.SetAsBox(width, height, box2d.b2Vec2(0,0), angle) + boxDef.density = density + boxDef.restitution = restitution + boxDef.friction = friction + body.CreateShape(boxDef) + + body.SetMassFromShapes() + + return body + + def poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + """ Add a dynamic polygon, which has the vertices arranged around the poly's center at pos + Correcting the positions to meters if INPUT_PIXELS, and calling self._add_poly() + + Parameters: + pos ....... position (x,y) + vertices .. vertices arranged around the center + other ... see [physics parameters] + + Return: box2d.b2Body + """ + # Bring coordinates into the world coordinate system (flip, camera offset, ...) + if screenCoord: x, y = self.parent.to_world(pos) + else: x, y = pos #pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0. #5, screenCoord=True print "self.world.add.poly((", x,",", y, "), ", vertices, ", dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True)" -#"x = " x "y = " y "vertices = "
- # If required, translate pixel -> meters
- if self.parent.input == INPUT_PIXELS:
- # translate pixel -> meters
- x /= self.parent.ppm
- y /= self.parent.ppm
-
- # Translate vertices from pixels to meters
- v_new = []
- for v in vertices:
- vx, vy = v
- v_new.append((vx/self.parent.ppm, vy/self.parent.ppm))
- vertices = v_new
-
- return self._poly((x,y), vertices, dynamic, density, restitution, friction)
-
- def _poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
- # add a centered poly at pos without correcting any settings
- # meaning, pos and vertices are in meters
- x, y = pos
- bodyDef = box2d.b2BodyDef()
- bodyDef.position.Set(x, y)
- bodyDef.sleepFlag = True
-
- userData = { 'color' : self.parent.get_color() }
- bodyDef.userData = userData
-
- # Create the Body
- if not dynamic:
- density = 0
-
- body = self.parent.world.CreateBody(bodyDef)
-
- self.parent.element_count += 1
-
- # Add a shape to the Body
- polyDef = box2d.b2PolygonDef()
- polyDef.vertexCount = len(vertices)
- for i in range(len(vertices)):
- vx, vy = vertices[i]
- polyDef.setVertex(i, box2d.b2Vec2(vx, vy))
-
- polyDef.density = density
- polyDef.restitution = restitution
- polyDef.friction = friction
-
- body.CreateShape(polyDef)
- body.SetMassFromShapes()
-
- return body
-
- def concavePoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True):
- # 1. Step: Reduce
- # Detect if the polygon is closed or open
- if vertices[0] != vertices[-1]:
- is_closed = False
- else:
- is_closed = True
-
- # Continue reducing the vertecs
- x, y = c = tools_poly.calc_center(vertices)
- vertices = tools_poly.poly_center_vertices(vertices)
-
- # Bring coordinates into the world coordinate system (flip, camera offset, ...)
- if screenCoord: x, y = self.parent.to_world(c)
- else: x, y = c
-
- # If required, translate pixel -> meters
- if self.parent.input == INPUT_PIXELS:
- # translate pixel -> meters
- x /= self.parent.ppm
- y /= self.parent.ppm
-
- # Let's add the body
- bodyDef = box2d.b2BodyDef()
- bodyDef.position.Set(x, y)
- bodyDef.sleepFlag = True
-
- userData = { 'color' : self.parent.get_color() }
- bodyDef.userData = userData
-
- # Create the Body
- if not dynamic:
- density = 0
-
- body = self.parent.world.CreateBody(bodyDef)
-
- self.parent.element_count += 1
-
- # Create the reusable Box2D polygon and circle definitions
- polyDef = box2d.b2PolygonDef()
- polyDef.vertexCount = 4 # rectangle
- polyDef.density = density
- polyDef.restitution = restitution
- polyDef.friction = friction
-
- circleDef = box2d.b2CircleDef()
- circleDef.density = density
- circleDef.radius = 0.086
- circleDef.restitution = restitution
- circleDef.friction = friction
-
- # Set the scale factor
- factor = 8.0
-
- v2 = box2d.b2Vec2().fromTuple(vertices[0])
- for v in vertices[1:]:
- v1 = v2.copy()
- v2 = box2d.b2Vec2().fromTuple(v)
-
- vdir = v2-v1 # (v2x-v1x, v2y-v1y)
- vdir.Normalize()
-
- # we need a little size for the end part
- vn = box2d.b2Vec2(-vdir.y*factor, vdir.x*factor)
-
- v = [ v1+vn, v1-vn, v2-vn, v2+vn ]
-
- # Create a line (rect) for each part of the polygon,
- # and attach it to the body
- for i in range(len(v)):
- polyDef.setVertex(i, v[i] / self.parent.ppm)
-
- if not tools_poly.checkDef(polyDef):
- print "concavePoly: Created an invalid polygon!"
- return [], 0
-
- body.CreateShape(polyDef)
-
- # Now add a circle to the points between the rects
- # to avoid sharp edges and gaps
- if not is_closed and v2.tuple() == vertices[-1]:
- # Don't add a circle at the end
- break
-
- circleDef.localPosition = v2 / self.parent.ppm
- body.CreateShape(circleDef)
-
- # Now, all shapes have been attached
- body.SetMassFromShapes()
-
- # Return hard and soft reduced vertices
- return body
-
- def complexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
- # 1. Step: Reduce
- # 2. Step: See if start and end are close, if so then close the polygon
- # 3. Step: Detect if convex or concave
- # 4. Step: Start self.convexPoly or self.concavePoly
- vertices, is_convex = tools_poly.reduce_poly_by_angle(vertices)
- #print "->", is_convex
-
- # If start and endpoints are close to each other, close polygon
- x1, y1 = vertices[0]
- x2, y2 = vertices[-1]
- dx = x2 - x1
- dy = y2 - y1
- l = sqrt((dx*dx)+(dy*dy))
-
- if l < 50:
- vertices[-1] = vertices[0]
- else:
- # Never convex if open (we decide so :)
- is_convex = False
-
- if tools_poly.is_line(vertices):
- # Lines shall be drawn by self.concavePoly(...)
- print "is line"
- is_convex = False
-
- if is_convex:
- print "convex"
- return self.convexPoly(vertices, dynamic, density, restitution, friction), vertices
- else:
- print "concave"
- return self.concavePoly(vertices, dynamic, density, restitution, friction), vertices
-
-
- def convexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5):
- """ Add a complex polygon with vertices in absolute positions (meters or pixels, according
- to INPUT_PIXELS or INPUT_METERS). This function does the reduction and convec hulling
- of the poly, and calls add_poly(...)
-
- Parameters:
- vertices .. absolute vertices positions
- other ..... see [physics parameters]
-
- Return: box2d.b2Body
- """
- # NOTE: Box2D has a maximum poly vertex count, defined in Common/box2d.b2Settings.h (box2d.b2_maxPolygonVertices)
- # We need to make sure, that we reach that by reducing the poly with increased tolerance
- # Reduce Polygon
- tolerance = 10 #5
- v_new = vertices
- while len(v_new) > box2d.b2_maxPolygonVertices:
- tolerance += 1
- v_new = tools_poly.reduce_poly(vertices, tolerance)
-
- print "convexPoly: Polygon reduced from %i to %i vertices | tolerance: %i" % (len(vertices), len(v_new), tolerance)
- vertices = v_new
-
- # So poly should be alright now
- # Continue reducing the vertecs
- vertices_orig_reduced = vertices
- vertices = tools_poly.poly_center_vertices(vertices)
-
- vertices = tools_poly.convex_hull(vertices)
-
- if len(vertices) < 3:
- return
-
- # Define the body
- x, y = c = tools_poly.calc_center(vertices_orig_reduced)
+#"x = " x "y = " y "vertices = " + # If required, translate pixel -> meters + if self.parent.input == INPUT_PIXELS: + # translate pixel -> meters + x /= self.parent.ppm + y /= self.parent.ppm + + # Translate vertices from pixels to meters + v_new = [] + for v in vertices: + vx, vy = v + v_new.append((vx/self.parent.ppm, vy/self.parent.ppm)) + vertices = v_new + + return self._poly((x,y), vertices, dynamic, density, restitution, friction) + + def _poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): + # add a centered poly at pos without correcting any settings + # meaning, pos and vertices are in meters + x, y = pos + bodyDef = box2d.b2BodyDef() + bodyDef.position.Set(x, y) + bodyDef.sleepFlag = True + + userData = { 'color' : self.parent.get_color() } + bodyDef.userData = userData + + # Create the Body + if not dynamic: + density = 0 + + body = self.parent.world.CreateBody(bodyDef) + + self.parent.element_count += 1 + + # Add a shape to the Body + polyDef = box2d.b2PolygonDef() + polyDef.vertexCount = len(vertices) + for i in range(len(vertices)): + vx, vy = vertices[i] + polyDef.setVertex(i, box2d.b2Vec2(vx, vy)) + + polyDef.density = density + polyDef.restitution = restitution + polyDef.friction = friction + + body.CreateShape(polyDef) + body.SetMassFromShapes() + + return body + + def concavePoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): + # 1. Step: Reduce + # Detect if the polygon is closed or open + if vertices[0] != vertices[-1]: + is_closed = False + else: + is_closed = True + + # Continue reducing the vertecs + x, y = c = tools_poly.calc_center(vertices) + vertices = tools_poly.poly_center_vertices(vertices) + + # Bring coordinates into the world coordinate system (flip, camera offset, ...) + if screenCoord: x, y = self.parent.to_world(c) + else: x, y = c + + # If required, translate pixel -> meters + if self.parent.input == INPUT_PIXELS: + # translate pixel -> meters + x /= self.parent.ppm + y /= self.parent.ppm + + # Let's add the body + bodyDef = box2d.b2BodyDef() + bodyDef.position.Set(x, y) + bodyDef.sleepFlag = True + + userData = { 'color' : self.parent.get_color() } + bodyDef.userData = userData + + # Create the Body + if not dynamic: + density = 0 + + body = self.parent.world.CreateBody(bodyDef) + + self.parent.element_count += 1 + + # Create the reusable Box2D polygon and circle definitions + polyDef = box2d.b2PolygonDef() + polyDef.vertexCount = 4 # rectangle + polyDef.density = density + polyDef.restitution = restitution + polyDef.friction = friction + + circleDef = box2d.b2CircleDef() + circleDef.density = density + circleDef.radius = 0.086 + circleDef.restitution = restitution + circleDef.friction = friction + + # Set the scale factor + factor = 8.0 + + v2 = box2d.b2Vec2().fromTuple(vertices[0]) + for v in vertices[1:]: + v1 = v2.copy() + v2 = box2d.b2Vec2().fromTuple(v) + + vdir = v2-v1 # (v2x-v1x, v2y-v1y) + vdir.Normalize() + + # we need a little size for the end part + vn = box2d.b2Vec2(-vdir.y*factor, vdir.x*factor) + + v = [ v1+vn, v1-vn, v2-vn, v2+vn ] + + # Create a line (rect) for each part of the polygon, + # and attach it to the body + for i in range(len(v)): + polyDef.setVertex(i, v[i] / self.parent.ppm) + + if not tools_poly.checkDef(polyDef): + print "concavePoly: Created an invalid polygon!" + return [], 0 + + body.CreateShape(polyDef) + + # Now add a circle to the points between the rects + # to avoid sharp edges and gaps + if not is_closed and v2.tuple() == vertices[-1]: + # Don't add a circle at the end + break + + circleDef.localPosition = v2 / self.parent.ppm + body.CreateShape(circleDef) + + # Now, all shapes have been attached + body.SetMassFromShapes() + + # Return hard and soft reduced vertices + return body + + def complexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): + # 1. Step: Reduce + # 2. Step: See if start and end are close, if so then close the polygon + # 3. Step: Detect if convex or concave + # 4. Step: Start self.convexPoly or self.concavePoly + vertices, is_convex = tools_poly.reduce_poly_by_angle(vertices) + #print "->", is_convex + + # If start and endpoints are close to each other, close polygon + x1, y1 = vertices[0] + x2, y2 = vertices[-1] + dx = x2 - x1 + dy = y2 - y1 + l = sqrt((dx*dx)+(dy*dy)) + + if l < 50: + vertices[-1] = vertices[0] + else: + # Never convex if open (we decide so :) + is_convex = False + + if tools_poly.is_line(vertices): + # Lines shall be drawn by self.concavePoly(...) + print "is line" + is_convex = False + + if is_convex: + print "convex" + return self.convexPoly(vertices, dynamic, density, restitution, friction), vertices + else: + print "concave" + return self.concavePoly(vertices, dynamic, density, restitution, friction), vertices + + + def convexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): + """ Add a complex polygon with vertices in absolute positions (meters or pixels, according + to INPUT_PIXELS or INPUT_METERS). This function does the reduction and convec hulling + of the poly, and calls add_poly(...) + + Parameters: + vertices .. absolute vertices positions + other ..... see [physics parameters] + + Return: box2d.b2Body + """ + # NOTE: Box2D has a maximum poly vertex count, defined in Common/box2d.b2Settings.h (box2d.b2_maxPolygonVertices) + # We need to make sure, that we reach that by reducing the poly with increased tolerance + # Reduce Polygon + tolerance = 10 #5 + v_new = vertices + while len(v_new) > box2d.b2_maxPolygonVertices: + tolerance += 1 + v_new = tools_poly.reduce_poly(vertices, tolerance) + + print "convexPoly: Polygon reduced from %i to %i vertices | tolerance: %i" % (len(vertices), len(v_new), tolerance) + vertices = v_new + + # So poly should be alright now + # Continue reducing the vertecs + vertices_orig_reduced = vertices + vertices = tools_poly.poly_center_vertices(vertices) + + vertices = tools_poly.convex_hull(vertices) + + if len(vertices) < 3: + return + + # Define the body + x, y = c = tools_poly.calc_center(vertices_orig_reduced) return self.poly((x,y), vertices, dynamic, density, restitution, friction) def to_b2vec(self,pt): pt = self.parent.to_world(pt) ptx, pty = pt - ptx /= self.parent.ppm
+ ptx /= self.parent.ppm pty /= self.parent.ppm pt = box2d.b2Vec2(ptx, pty) return pt # Alex Levenson's added joint methods: - def distanceJoint(self,b1,b2,p1,p2):
- # Distance Joint
- p1 = self.to_b2vec(p1)
- p2 = self.to_b2vec(p2)
-
- jointDef = box2d.b2DistanceJointDef()
- jointDef.Initialize(b1, b2, p1, p2)
- jointDef.collideConnected = True
+ def distanceJoint(self,b1,b2,p1,p2): + # Distance Joint + p1 = self.to_b2vec(p1) + p2 = self.to_b2vec(p2) + + jointDef = box2d.b2DistanceJointDef() + jointDef.Initialize(b1, b2, p1, p2) + jointDef.collideConnected = True self.parent.world.CreateJoint(jointDef) def fixedJoint(self, *args): if len(args) == 2: - # Fixed Joint to the Background, don't assume the center of the body
- b1 = self.parent.world.GetGroundBody()
- b2 = args[0]
+ # Fixed Joint to the Background, don't assume the center of the body + b1 = self.parent.world.GetGroundBody() + b2 = args[0] p1 = self.to_b2vec(args[1]) -
- jointDef = box2d.b2RevoluteJointDef()
+ + jointDef = box2d.b2RevoluteJointDef() + jointDef.Initialize(b1, b2, p1) + self.parent.world.CreateJoint(jointDef) + elif len(args) == 1: + # Fixed Joint to the Background, assume the center of the body + b1 = self.parent.world.GetGroundBody() + b2 = args[0] + p1 = b2.GetWorldCenter() + + jointDef = box2d.b2RevoluteJointDef() jointDef.Initialize(b1, b2, p1) - self.parent.world.CreateJoint(jointDef)
- elif len(args) == 1:
- # Fixed Joint to the Background, assume the center of the body
- b1 = self.parent.world.GetGroundBody()
- b2 = args[0]
- p1 = b2.GetWorldCenter()
-
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, b2, p1)
-
+ self.parent.world.CreateJoint(jointDef) def revoluteJoint(self,b1,b2,p1): - # revolute joint between to bodies
+ # revolute joint between to bodies p1 = self.to_b2vec(p1) -
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, b2, p1)
-
+ + jointDef = box2d.b2RevoluteJointDef() + jointDef.Initialize(b1, b2, p1) + self.parent.world.CreateJoint(jointDef) # prismatic joint + pully not fully functional at this point @@ -522,16 +522,16 @@ class Add: self.parent.world.CreateJoint(jointDef) def motor(self, body,pt,torque=900,speed=-10): - # Fixed Joint to the Background with a motor on it
- b1 = self.parent.world.GetGroundBody()
+ # Fixed Joint to the Background with a motor on it + b1 = self.parent.world.GetGroundBody() pt = self.to_b2vec(pt) -
- jointDef = box2d.b2RevoluteJointDef()
+ + jointDef = box2d.b2RevoluteJointDef() jointDef.Initialize(b1, body, pt) jointDef.maxMotorTorque = torque jointDef.motorSpeed = speed jointDef.enableMotor = True - self.parent.world.CreateJoint(jointDef)
+ self.parent.world.CreateJoint(jointDef) #def jointMotor(self,b1,b2,p1,speed): # p1 = self.tob2vec(p1) # jointDef = box2d.b2RevoluteJointDef() @@ -539,63 +539,63 @@ class Add: # jointDef. # def joint(self, *args): - print "* Add Joint:", args
-
- if len(args) == 4:
- # Distance Joint
- b1, b2, p1, p2 = args
-
- p1 = self.parent.to_world(p1)
- p2 = self.parent.to_world(p2)
-
- p1x, p1y = p1
- p2x, p2y = p2
-
- p1x /= self.parent.ppm
- p1y /= self.parent.ppm
- p2x /= self.parent.ppm
- p2y /= self.parent.ppm
-
- p1 = box2d.b2Vec2(p1x, p1y)
- p2 = box2d.b2Vec2(p2x, p2y)
-
- jointDef = box2d.b2DistanceJointDef()
- jointDef.Initialize(b1, b2, p1, p2)
- jointDef.collideConnected = True
-
- self.parent.world.CreateJoint(jointDef)
-
- elif len(args) == 3:
- # Revolute Joint
- pass
-
- elif len(args) == 1:
- # Fixed Joint to the Background, assume the center of the body
- b1 = self.parent.world.GetGroundBody()
- b2 = args[0]
- p1 = b2.GetWorldCenter()
-
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, b2, p1)
-
- self.parent.world.CreateJoint(jointDef)
-
- def mouseJoint(self, body, pos):
- pos = self.parent.to_world(pos)
- x, y = pos
- x /= self.parent.ppm
- y /= self.parent.ppm
-
- mj = box2d.b2MouseJointDef()
- mj.body1 = self.parent.world.GetGroundBody()
- mj.body2 = body
- mj.target = box2d.b2Vec2(x, y)
- mj.maxForce = 100.0 * body.GetMass() # give humans POWER!
- self.parent.mouseJoint = self.parent.world.CreateJoint(mj).getAsType()
- body.WakeUp()
-
- def remove_mouseJoint(self):
- if self.parent.mouseJoint:
- self.parent.world.DestroyJoint(self.parent.mouseJoint)
- self.parent.mouseJoint = None
-
+ print "* Add Joint:", args + + if len(args) == 4: + # Distance Joint + b1, b2, p1, p2 = args + + p1 = self.parent.to_world(p1) + p2 = self.parent.to_world(p2) + + p1x, p1y = p1 + p2x, p2y = p2 + + p1x /= self.parent.ppm + p1y /= self.parent.ppm + p2x /= self.parent.ppm + p2y /= self.parent.ppm + + p1 = box2d.b2Vec2(p1x, p1y) + p2 = box2d.b2Vec2(p2x, p2y) + + jointDef = box2d.b2DistanceJointDef() + jointDef.Initialize(b1, b2, p1, p2) + jointDef.collideConnected = True + + self.parent.world.CreateJoint(jointDef) + + elif len(args) == 3: + # Revolute Joint + pass + + elif len(args) == 1: + # Fixed Joint to the Background, assume the center of the body + b1 = self.parent.world.GetGroundBody() + b2 = args[0] + p1 = b2.GetWorldCenter() + + jointDef = box2d.b2RevoluteJointDef() + jointDef.Initialize(b1, b2, p1) + + self.parent.world.CreateJoint(jointDef) + + def mouseJoint(self, body, pos): + pos = self.parent.to_world(pos) + x, y = pos + x /= self.parent.ppm + y /= self.parent.ppm + + mj = box2d.b2MouseJointDef() + mj.body1 = self.parent.world.GetGroundBody() + mj.body2 = body + mj.target = box2d.b2Vec2(x, y) + mj.maxForce = 100.0 * body.GetMass() # give humans POWER! + self.parent.mouseJoint = self.parent.world.CreateJoint(mj).getAsType() + body.WakeUp() + + def remove_mouseJoint(self): + if self.parent.mouseJoint: + self.parent.world.DestroyJoint(self.parent.mouseJoint) + self.parent.mouseJoint = None + diff --git a/library/pippy/physics/tools_poly.py b/library/pippy/physics/tools_poly.py index cd6c4c6..97a0cea 100755 --- a/library/pippy/physics/tools_poly.py +++ b/library/pippy/physics/tools_poly.py @@ -1,440 +1,440 @@ -"""
-This file is part of the 'Elements' Project
-Elements is a 2D Physics API for Python (supporting Box2D2)
-
-Copyright (C) 2008, The Elements Team, <elements@linuxuser.at>
-
-Home: http://elements.linuxuser.at
-IRC: #elements on irc.freenode.org
-
-Code: http://www.assembla.com/wiki/show/elements
- svn co http://svn2.assembla.com/svn/elements
-
-License: GPLv3 | See LICENSE for the full text
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 3 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-"""
-from functools import partial
-
-from math import fabs
-from math import sqrt
-from math import atan
-from math import atan2
-from math import degrees
-from math import acos
-
-from locals import *
-from elements import box2d
-
-def ComputeCentroid(pd):
- count = pd.vertexCount
-
- if count < 3:
- return False
-
- c = box2d.b2Vec2(0, 0)
- area = 0.0
-
- # pRef is the reference point for forming triangles.
- # It's location doesn't change the result (except for rounding error).
- pRef = box2d.b2Vec2(0.0, 0.0)
-
- inv3 = 1.0 / 3.0
-
- for i in range(count):
- # Triangle vertices.
- p1 = pRef
- p2 = pd.getVertex(i)
- if i + 1 < count:
- p3 = pd.getVertex(i+1)
- else: p3 = pd.getVertex(0)
-
- e1 = p2 - p1
- e2 = p3 - p1
-
- D = box2d.b2Cross(e1, e2)
-
- triangleArea = 0.5 * D
- area += triangleArea
-
- # Area weighted centroid
- c += triangleArea * inv3 * (p1 + p2 + p3)
-
- # Centroid
- # if area < FLT_EPSILON:
- #raise ValueError, "ComputeCentroid: area < FLT_EPSILON"
-
- return c / area
-
-def checkDef(pd):
- """Check the polygon definition for invalid vertices, etc.
-
- Return: True if valid, False if invalid
- """
-
-# if pd.vertexCount < 3 or pd.vertexCount > box2d.b2_maxPolygonVertices:
- #raise ValueError, "Invalid vertexCount"
-
- threshold = FLT_EPSILON * FLT_EPSILON
- verts = pd.getVertices_b2Vec2()
- normals = []
- v0 = verts[0]
- for i in range(pd.vertexCount):
- if i == pd.vertexCount-1:
- v1 = verts[0]
- else: v1 = verts[i+1]
- edge=v1 - v0
-# if edge.LengthSquared() < threshold:
-# raise ValueError, "edge.LengthSquared < FLT_EPSILON**2"
- normals.append( box2d.b2Cross(edge, 1.0) )
- normals[-1].Normalize()
- v0=v1
-
- centroid = ComputeCentroid(pd)
-
- d=box2d.b2Vec2()
- for i in range(pd.vertexCount):
- i1 = i - 1
- if i1 < 0: i1 = pd.vertexCount - 1
- i2 = i
- n1 = normals[i1]
- n2 = normals[i2]
- v = verts[i] - centroid
-
- d.x = box2d.b2Dot(n1, v) - box2d.b2_toiSlop
- d.y = box2d.b2Dot(n2, v) - box2d.b2_toiSlop
-
- # Shifting the edge inward by b2_toiSlop should
- # not cause the plane to pass the centroid.
-
- # Your shape has a radius/extent less than b2_toiSlop.
-# if d.x < 0.0 or d.y <= 0.0:
-# raise ValueError, "Your shape has a radius/extent less than b2_toiSlop."
-
- A = box2d.b2Mat22()
- A.col1.x = n1.x; A.col2.x = n1.y
- A.col1.y = n2.x; A.col2.y = n2.y
- #coreVertices[i] = A.Solve(d) + m_centroid
-
- return True
-
-def calc_center(points):
- """ Calculate the center of a polygon
-
- Return: The center (x,y)
- """
- tot_x, tot_y = 0,0
- for p in points:
- tot_x += p[0]
- tot_y += p[1]
- n = len(points)
- return (tot_x/n, tot_y/n)
-
-def poly_center_vertices(pointlist):
- """ Rearranges vectors around the center
-
- Return: pointlist ([(x, y), ...])
- """
- poly_points_center = []
- center = cx, cy = calc_center(pointlist)
-
- for p in pointlist:
- x = p[0] - cx
- y = cy - p[1]
- poly_points_center.append((x, y))
-
- return poly_points_center
-
-def is_line(vertices, tolerance=25.0):
- """ Check if passed vertices are a line. Done by comparing
- the angles of all vectors and check tolerance.
-
- Parameters:
- vertices ... a list of vertices (x, y)
- tolerance .. how many degrees should be allowed max to be a line
-
- Returns: True if line, False if no line
- """
- if len(vertices) <= 2:
- return True
-
- # Step 1: Points -> Vectors
- p_old = vertices[0]
- alphas = []
-
-
- for p in vertices[1:]:
- x1, y1 = p_old
- x2, y2 = p
- p_old = p
-
- # Create Vector
- vx, vy = (x2-x1, y2-y1)
-
- # Check Length
- l = sqrt((vx*vx) + (vy*vy))
- if l == 0.0: continue
-
- # Normalize vector
- vx /= l
- vy /= l
-
- # Append angle
- if fabs(vx) < 0.2: alpha = 90.0
- else: alpha = degrees(atan(vy / vx))
-
- alphas.append(fabs(alpha))
-
- # Sort angles
- alphas.sort()
-
- # Get maximum difference
- alpha_diff = fabs(alphas[-1] - alphas[0])
- print "alpha difference:", alpha_diff
-
- if alpha_diff < tolerance:
- return True
- else:
- return False
-
-def reduce_poly_by_angle(vertices, tolerance=10.0, minlen=20):
- """ This function reduces a poly by the angles of the vectors (detect lines)
- If the angle difference from one vector to the last > tolerance: use last point
- If the angle is quite the same, it's on the line
-
- Parameters:
- vertices ... a list of vertices (x, y)
- tolerance .. how many degrees should be allowed max
-
- Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly())
- """
- v_last = vertices[-1]
- vertices = vxx = reduce_poly(vertices, minlen)
-
- p_new = []
- p_new.append(vertices[0])
-
- dir = None
- is_convex = True
-
- for i in xrange(len(vertices)-1):
- if i == 0:
- p_old = vertices[i]
- continue
-
- x1, y1 = p_old
- x2, y2 = vertices[i]
- x3, y3 = vertices[i+1]
- p_old = vertices[i]
-
- # Create Vectors
- v1x = (x2 - x1) * 1.0
- v1y = (y2 - y1) * 1.0
-
- v2x = (x3 - x2) * 1.0
- v2y = (y3 - y2) * 1.0
-
- # Calculate angle
- a = ((v1x * v2x) + (v1y * v2y))
- b = sqrt((v1x*v1x) + (v1y*v1y))
- c = sqrt((v2x*v2x) + (v2y*v2y))
-
- # No Division by 0 :)
- if (b*c) == 0.0: continue
-
- # Get the current degrees
- # We have a bug here sometimes...
- try:
- angle = degrees(acos(a / (b*c)))
- except:
- # cos=1.0
- print "cos=", a/(b*c)
- continue
-
- # Check if inside tolerance
- if fabs(angle) > tolerance:
- p_new.append(vertices[i])
- # print "x", 180-angle, is_left(vertices[i-1], vertices[i], vertices[i+1])
-
- # Check if convex:
- if dir == None:
- dir = is_left(vertices[i-1], vertices[i], vertices[i+1])
- else:
- if dir != is_left(vertices[i-1], vertices[i], vertices[i+1]):
- is_convex = False
-
- # We also want to append the last point :)
- p_new.append(v_last)
-
- # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly())
- return p_new, is_convex
-
- """ OLD FUNCTION: """
- # Wipe all points too close to each other
- vxx = vertices = reduce_poly(vertices, minlen)
-
- # Create Output List
- p_new = []
- p_new.append(vertices[0])
-
- # Set the starting vertice
- p_old = vertices[0]
- alpha_old = None
-
- # For each vector, compare the angle difference to the last one
- for i in range(1, len(vertices)):
- x1, y1 = p_old
- x2, y2 = vertices[i]
- p_old = (x2, y2)
-
- # Make Vector
- vx, vy = (x2-x1, y2-y1)
-
- # Vector length
- l = sqrt((vx*vx) + (vy*vy))
-
- # normalize
- vx /= l
- vy /= l
-
- # Get Angle
- if fabs(vx) < 0.2:
- alpha = 90
- else:
- alpha = degrees(atan(vy * 1.0) / (vx*1.0))
-
- if alpha_old == None:
- alpha_old = alpha
- continue
-
- # Get difference to previous angle
- alpha_diff = fabs(alpha - alpha_old)
- alpha_old = alpha
-
- # If the new vector differs from the old one, we add the old point
- # to the output list, as the line changed it's way :)
- if alpha_diff > tolerance:
- #print ">",alpha_diff, "\t", vx, vy, l
- p_new.append(vertices[i-1])
-
- # We also want to append the last point :)
- p_new.append(vertices[-1])
-
- # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly())
- return p_new, vxx
-
-
-# The following functions is_left, reduce_poly and convex_hull are
-# from the pymunk project (http://code.google.com/p/pymunk/)
-def is_left(p0, p1, p2):
- """Test if p2 is left, on or right of the (infinite) line (p0,p1).
-
- :return: > 0 for p2 left of the line through p0 and p1
- = 0 for p2 on the line
- < 0 for p2 right of the line
- """
- sorting = (p1[0] - p0[0])*(p2[1]-p0[1]) - (p2[0]-p0[0])*(p1[1]-p0[1])
- if sorting > 0: return 1
- elif sorting < 0: return -1
- else: return 0
-
-def is_convex(points):
- """Test if a polygon (list of (x,y)) is strictly convex or not.
-
- :return: True if the polygon is convex, False otherwise
- """
- #assert len(points) > 2, "not enough points to form a polygon"
-
- p0 = points[0]
- p1 = points[1]
- p2 = points[2]
-
- xc, yc = 0, 0
- is_same_winding = is_left(p0, p1, p2)
- for p2 in points[2:] + [p0] + [p1]:
- if is_same_winding != is_left(p0, p1, p2):
- return False
- a = p1[0] - p0[0], p1[1] - p0[1] # p1-p0
- b = p2[0] - p1[0], p2[1] - p1[1] # p2-p1
- if sign(a[0]) != sign(b[0]): xc +=1
- if sign(a[1]) != sign(b[1]): yc +=1
- p0, p1 = p1, p2
-
- return xc <= 2 and yc <= 2
-
-def sign(x):
- if x < 0: return -1
- else: return 1
-
-
-def reduce_poly(points, tolerance=50):
- """Remove close points to simplify a polyline
- tolerance is the min distance between two points squared.
-
- :return: The reduced polygon as a list of (x,y)
- """
- curr_p = points[0]
- reduced_ps = [points[0]]
-
- for p in points[1:]:
- x1, y1 = curr_p
- x2, y2 = p
- dx = fabs(x2 - x1)
- dy = fabs(y2 - y1)
- l = sqrt((dx*dx) + (dy*dy))
- if l > tolerance:
- curr_p = p
- reduced_ps.append(p)
-
- return reduced_ps
-
-def convex_hull(points):
- """Create a convex hull from a list of points.
- This function uses the Graham Scan Algorithm.
-
- :return: Convex hull as a list of (x,y)
- """
- ### Find lowest rightmost point
- p0 = points[0]
- for p in points[1:]:
- if p[1] < p0[1]:
- p0 = p
- elif p[1] == p0[1] and p[0] > p0[0]:
- p0 = p
- points.remove(p0)
-
- ### Sort the points angularly about p0 as center
- f = partial(is_left, p0)
- points.sort(cmp = f)
- points.reverse()
- points.insert(0, p0)
-
- ### Find the hull points
- hull = [p0, points[1]]
-
- for p in points[2:]:
-
- pt1 = hull[-1]
- pt2 = hull[-2]
- l = is_left(pt2, pt1, p)
- if l > 0:
- hull.append(p)
- else:
- while l <= 0 and len(hull) > 2:
- hull.pop()
- pt1 = hull[-1]
- pt2 = hull[-2]
- l = is_left(pt2, pt1, p)
- hull.append(p)
- return hull
-
+""" +This file is part of the 'Elements' Project +Elements is a 2D Physics API for Python (supporting Box2D2) + +Copyright (C) 2008, The Elements Team, <elements@linuxuser.at> + +Home: http://elements.linuxuser.at +IRC: #elements on irc.freenode.org + +Code: http://www.assembla.com/wiki/show/elements + svn co http://svn2.assembla.com/svn/elements + +License: GPLv3 | See LICENSE for the full text +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. +""" +from functools import partial + +from math import fabs +from math import sqrt +from math import atan +from math import atan2 +from math import degrees +from math import acos + +from locals import * +from elements import box2d + +def ComputeCentroid(pd): + count = pd.vertexCount + + if count < 3: + return False + + c = box2d.b2Vec2(0, 0) + area = 0.0 + + # pRef is the reference point for forming triangles. + # It's location doesn't change the result (except for rounding error). + pRef = box2d.b2Vec2(0.0, 0.0) + + inv3 = 1.0 / 3.0 + + for i in range(count): + # Triangle vertices. + p1 = pRef + p2 = pd.getVertex(i) + if i + 1 < count: + p3 = pd.getVertex(i+1) + else: p3 = pd.getVertex(0) + + e1 = p2 - p1 + e2 = p3 - p1 + + D = box2d.b2Cross(e1, e2) + + triangleArea = 0.5 * D + area += triangleArea + + # Area weighted centroid + c += triangleArea * inv3 * (p1 + p2 + p3) + + # Centroid + # if area < FLT_EPSILON: + #raise ValueError, "ComputeCentroid: area < FLT_EPSILON" + + return c / area + +def checkDef(pd): + """Check the polygon definition for invalid vertices, etc. + + Return: True if valid, False if invalid + """ + +# if pd.vertexCount < 3 or pd.vertexCount > box2d.b2_maxPolygonVertices: + #raise ValueError, "Invalid vertexCount" + + threshold = FLT_EPSILON * FLT_EPSILON + verts = pd.getVertices_b2Vec2() + normals = [] + v0 = verts[0] + for i in range(pd.vertexCount): + if i == pd.vertexCount-1: + v1 = verts[0] + else: v1 = verts[i+1] + edge=v1 - v0 +# if edge.LengthSquared() < threshold: +# raise ValueError, "edge.LengthSquared < FLT_EPSILON**2" + normals.append( box2d.b2Cross(edge, 1.0) ) + normals[-1].Normalize() + v0=v1 + + centroid = ComputeCentroid(pd) + + d=box2d.b2Vec2() + for i in range(pd.vertexCount): + i1 = i - 1 + if i1 < 0: i1 = pd.vertexCount - 1 + i2 = i + n1 = normals[i1] + n2 = normals[i2] + v = verts[i] - centroid + + d.x = box2d.b2Dot(n1, v) - box2d.b2_toiSlop + d.y = box2d.b2Dot(n2, v) - box2d.b2_toiSlop + + # Shifting the edge inward by b2_toiSlop should + # not cause the plane to pass the centroid. + + # Your shape has a radius/extent less than b2_toiSlop. +# if d.x < 0.0 or d.y <= 0.0: +# raise ValueError, "Your shape has a radius/extent less than b2_toiSlop." + + A = box2d.b2Mat22() + A.col1.x = n1.x; A.col2.x = n1.y + A.col1.y = n2.x; A.col2.y = n2.y + #coreVertices[i] = A.Solve(d) + m_centroid + + return True + +def calc_center(points): + """ Calculate the center of a polygon + + Return: The center (x,y) + """ + tot_x, tot_y = 0,0 + for p in points: + tot_x += p[0] + tot_y += p[1] + n = len(points) + return (tot_x/n, tot_y/n) + +def poly_center_vertices(pointlist): + """ Rearranges vectors around the center + + Return: pointlist ([(x, y), ...]) + """ + poly_points_center = [] + center = cx, cy = calc_center(pointlist) + + for p in pointlist: + x = p[0] - cx + y = cy - p[1] + poly_points_center.append((x, y)) + + return poly_points_center + +def is_line(vertices, tolerance=25.0): + """ Check if passed vertices are a line. Done by comparing + the angles of all vectors and check tolerance. + + Parameters: + vertices ... a list of vertices (x, y) + tolerance .. how many degrees should be allowed max to be a line + + Returns: True if line, False if no line + """ + if len(vertices) <= 2: + return True + + # Step 1: Points -> Vectors + p_old = vertices[0] + alphas = [] + + + for p in vertices[1:]: + x1, y1 = p_old + x2, y2 = p + p_old = p + + # Create Vector + vx, vy = (x2-x1, y2-y1) + + # Check Length + l = sqrt((vx*vx) + (vy*vy)) + if l == 0.0: continue + + # Normalize vector + vx /= l + vy /= l + + # Append angle + if fabs(vx) < 0.2: alpha = 90.0 + else: alpha = degrees(atan(vy / vx)) + + alphas.append(fabs(alpha)) + + # Sort angles + alphas.sort() + + # Get maximum difference + alpha_diff = fabs(alphas[-1] - alphas[0]) + print "alpha difference:", alpha_diff + + if alpha_diff < tolerance: + return True + else: + return False + +def reduce_poly_by_angle(vertices, tolerance=10.0, minlen=20): + """ This function reduces a poly by the angles of the vectors (detect lines) + If the angle difference from one vector to the last > tolerance: use last point + If the angle is quite the same, it's on the line + + Parameters: + vertices ... a list of vertices (x, y) + tolerance .. how many degrees should be allowed max + + Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) + """ + v_last = vertices[-1] + vertices = vxx = reduce_poly(vertices, minlen) + + p_new = [] + p_new.append(vertices[0]) + + dir = None + is_convex = True + + for i in xrange(len(vertices)-1): + if i == 0: + p_old = vertices[i] + continue + + x1, y1 = p_old + x2, y2 = vertices[i] + x3, y3 = vertices[i+1] + p_old = vertices[i] + + # Create Vectors + v1x = (x2 - x1) * 1.0 + v1y = (y2 - y1) * 1.0 + + v2x = (x3 - x2) * 1.0 + v2y = (y3 - y2) * 1.0 + + # Calculate angle + a = ((v1x * v2x) + (v1y * v2y)) + b = sqrt((v1x*v1x) + (v1y*v1y)) + c = sqrt((v2x*v2x) + (v2y*v2y)) + + # No Division by 0 :) + if (b*c) == 0.0: continue + + # Get the current degrees + # We have a bug here sometimes... + try: + angle = degrees(acos(a / (b*c))) + except: + # cos=1.0 + print "cos=", a/(b*c) + continue + + # Check if inside tolerance + if fabs(angle) > tolerance: + p_new.append(vertices[i]) + # print "x", 180-angle, is_left(vertices[i-1], vertices[i], vertices[i+1]) + + # Check if convex: + if dir == None: + dir = is_left(vertices[i-1], vertices[i], vertices[i+1]) + else: + if dir != is_left(vertices[i-1], vertices[i], vertices[i+1]): + is_convex = False + + # We also want to append the last point :) + p_new.append(v_last) + + # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) + return p_new, is_convex + + """ OLD FUNCTION: """ + # Wipe all points too close to each other + vxx = vertices = reduce_poly(vertices, minlen) + + # Create Output List + p_new = [] + p_new.append(vertices[0]) + + # Set the starting vertice + p_old = vertices[0] + alpha_old = None + + # For each vector, compare the angle difference to the last one + for i in range(1, len(vertices)): + x1, y1 = p_old + x2, y2 = vertices[i] + p_old = (x2, y2) + + # Make Vector + vx, vy = (x2-x1, y2-y1) + + # Vector length + l = sqrt((vx*vx) + (vy*vy)) + + # normalize + vx /= l + vy /= l + + # Get Angle + if fabs(vx) < 0.2: + alpha = 90 + else: + alpha = degrees(atan(vy * 1.0) / (vx*1.0)) + + if alpha_old == None: + alpha_old = alpha + continue + + # Get difference to previous angle + alpha_diff = fabs(alpha - alpha_old) + alpha_old = alpha + + # If the new vector differs from the old one, we add the old point + # to the output list, as the line changed it's way :) + if alpha_diff > tolerance: + #print ">",alpha_diff, "\t", vx, vy, l + p_new.append(vertices[i-1]) + + # We also want to append the last point :) + p_new.append(vertices[-1]) + + # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) + return p_new, vxx + + +# The following functions is_left, reduce_poly and convex_hull are +# from the pymunk project (http://code.google.com/p/pymunk/) +def is_left(p0, p1, p2): + """Test if p2 is left, on or right of the (infinite) line (p0,p1). + + :return: > 0 for p2 left of the line through p0 and p1 + = 0 for p2 on the line + < 0 for p2 right of the line + """ + sorting = (p1[0] - p0[0])*(p2[1]-p0[1]) - (p2[0]-p0[0])*(p1[1]-p0[1]) + if sorting > 0: return 1 + elif sorting < 0: return -1 + else: return 0 + +def is_convex(points): + """Test if a polygon (list of (x,y)) is strictly convex or not. + + :return: True if the polygon is convex, False otherwise + """ + #assert len(points) > 2, "not enough points to form a polygon" + + p0 = points[0] + p1 = points[1] + p2 = points[2] + + xc, yc = 0, 0 + is_same_winding = is_left(p0, p1, p2) + for p2 in points[2:] + [p0] + [p1]: + if is_same_winding != is_left(p0, p1, p2): + return False + a = p1[0] - p0[0], p1[1] - p0[1] # p1-p0 + b = p2[0] - p1[0], p2[1] - p1[1] # p2-p1 + if sign(a[0]) != sign(b[0]): xc +=1 + if sign(a[1]) != sign(b[1]): yc +=1 + p0, p1 = p1, p2 + + return xc <= 2 and yc <= 2 + +def sign(x): + if x < 0: return -1 + else: return 1 + + +def reduce_poly(points, tolerance=50): + """Remove close points to simplify a polyline + tolerance is the min distance between two points squared. + + :return: The reduced polygon as a list of (x,y) + """ + curr_p = points[0] + reduced_ps = [points[0]] + + for p in points[1:]: + x1, y1 = curr_p + x2, y2 = p + dx = fabs(x2 - x1) + dy = fabs(y2 - y1) + l = sqrt((dx*dx) + (dy*dy)) + if l > tolerance: + curr_p = p + reduced_ps.append(p) + + return reduced_ps + +def convex_hull(points): + """Create a convex hull from a list of points. + This function uses the Graham Scan Algorithm. + + :return: Convex hull as a list of (x,y) + """ + ### Find lowest rightmost point + p0 = points[0] + for p in points[1:]: + if p[1] < p0[1]: + p0 = p + elif p[1] == p0[1] and p[0] > p0[0]: + p0 = p + points.remove(p0) + + ### Sort the points angularly about p0 as center + f = partial(is_left, p0) + points.sort(cmp = f) + points.reverse() + points.insert(0, p0) + + ### Find the hull points + hull = [p0, points[1]] + + for p in points[2:]: + + pt1 = hull[-1] + pt2 = hull[-2] + l = is_left(pt2, pt1, p) + if l > 0: + hull.append(p) + else: + while l <= 0 and len(hull) > 2: + hull.pop() + pt1 = hull[-1] + pt2 = hull[-2] + l = is_left(pt2, pt1, p) + hull.append(p) + return hull + |