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-"""
-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, 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
-
- # 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
- 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
- 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]
- p1 = self.to_b2vec(args[1])
-
- 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
- p1 = self.to_b2vec(p1)
-
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, b2, p1)
-
- self.parent.world.CreateJoint(jointDef)
-
- # prismatic joint + pully not fully functional at this point
- def prismaticJoint(self,b1,b2,Axis=(0.0,1.0),lower=-2,upper=2):
- jointDef = box2d.b2PrismaticJointDef()
- worldAxis = box2d.b2Vec2(Axis[0],Axis[1])
- jointDef.Initialize(b1, b2, b1.GetWorldCenter(), worldAxis)
- jointDef.lowerTranslation = lower
- jointDef.upperTranslation = upper
- jointDef.enableLimit = True
-
- self.parent.world.CreateJoint(jointDef)
-
- def pully(self,b1,b2,p1,p2,g1,g2,ratio=1.0,maxLength1=5,maxLength2=5):
- p1 = self.to_b2vec(p1)
- p2 = self.to_b2vec(p2)
- g1 = self.to_b2vec(g1)
- g2 = self.to_b2vec(g2)
-
- jointDef = box2d.b2PulleyJointDef()
- jointDef.Initialize(b1, b2, g1, g2, p1, p2, ratio)
- jointDef.maxLength1 = maxLength1
- jointDef.maxLength2 = maxLength2
-
- 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()
- pt = self.to_b2vec(pt)
-
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, body, pt)
- jointDef.maxMotorTorque = torque
- jointDef.motorSpeed = speed
- jointDef.enableMotor = True
- self.parent.world.CreateJoint(jointDef)
- #def jointMotor(self,b1,b2,p1,speed):
- # p1 = self.tob2vec(p1)
- # jointDef = box2d.b2RevoluteJointDef()
- # jointDef.Initialize(b1, b2, p1)
- # 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
-