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#!/usr/bin/python
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
# Python version Copyright (c) 2008 kne / sirkne at gmail dot com
#
# Implemented using the pybox2d SWIG interface for Box2D (pybox2d.googlecode.com)
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
# 3. This notice may not be removed or altered from any source distribution.
"""
Keys:
F1 - toggle menu (can greatly improve fps)
F5 - save state
F7 - load state
Space - shoot projectile
Z/X - zoom
Escape - quit
Other keys can be set by the individual test
Mouse:
Left click - select/drag body (creates mouse joint)
Right click - pan
Shift+Left - drag to create a directional projectile
Scroll - zoom
You can easily add your own tests based on test_empty.
-kne
"""
import pygame
import Box2D as box2d
from pygame.locals import *
from settings import fwSettings
from pgu import gui
# Use psyco if available
try:
import psyco
psyco.full()
except ImportError:
pass
class fwDestructionListener(box2d.b2DestructionListener):
"""
The destruction listener callback:
"SayGoodbye" is called when a joint or shape is deleted.
"""
test = None
def __init__(self):
super(fwDestructionListener, self).__init__()
def SayGoodbye(self, object):
if isinstance(object, box2d.b2Joint):
if self.test.mouseJoint==object:
self.test.mouseJoint=None
else:
self.test.JointDestroyed(object)
elif isinstance(object, box2d.b2Shape):
self.test.ShapeDestroyed(object)
class fwBoundaryListener(box2d.b2BoundaryListener):
"""
The boundary listener callback:
Violation is called when the specified body leaves the world AABB.
"""
test = None
def __init__(self):
super(fwBoundaryListener, self).__init__()
def Violation(self, body):
# So long as it's not the user-created bomb, let the test know that
# the specific body has left the world AABB
if self.test.bomb != body:
self.test.BoundaryViolated(body)
class fwContactTypes:
"""
Acts as an enum, holding the types necessary for contacts:
Added, persisted, and removed
"""
contactUnknown = 0
contactAdded = 1
contactPersisted = 2
contactRemoved = 3
class fwContactPoint:
"""
Structure holding the necessary information for a contact point.
All of the information is copied from the contact listener callbacks.
"""
shape1 = None
shape2 = None
normal = None
position = None
velocity = None
id = None
state = 0
class fwContactListener(box2d.b2ContactListener):
"""
Handles all of the contact states passed in from Box2D.
"""
test = None
def __init__(self):
super(fwContactListener, self).__init__()
def handleCall(self, state, point):
if not self.test: return
cp = fwContactPoint()
cp.shape1 = point.shape1
cp.shape2 = point.shape2
cp.position = point.position.copy()
cp.normal = point.normal.copy()
cp.id = point.id
cp.state = state
self.test.points.append(cp)
def Add(self, point):
self.handleCall(fwContactTypes.contactAdded, point)
def Persist(self, point):
self.handleCall(fwContactTypes.contactPersisted, point)
def Remove(self, point):
self.handleCall(fwContactTypes.contactRemoved, point)
class fwDebugDraw(box2d.b2DebugDraw):
"""
This debug draw class accepts callbacks from Box2D (which specifies what to draw)
and handles all of the rendering.
If you are writing your own game, you likely will not want to use debug drawing.
Debug drawing, as its name implies, is for debugging.
"""
circle_segments = 16
surface = None
viewZoom = 1.0
viewCenter = None
viewOffset = None
width, height = 0, 0
def __init__(self): super(fwDebugDraw, self).__init__()
def _setValues(self, viewZoom, viewCenter, viewOffset, width, height):
"""
Sets the view zoom, center, offset, and width and height of the screen such that access
to the main window is unnecessary.
"""
self.viewZoom=viewZoom
self.viewCenter=viewCenter
self.viewOffset=viewOffset
self.width = width
self.height = height
def convertColor(self, color):
"""
Take a floating point color in range (0..1,0..1,0..1) and convert it to (255,255,255)
"""
if isinstance(color, box2d.b2Color):
return (int(255*color.r), int(255*color.g), int(255*color.b))
return (int(255*color[0]), int(255*color[1]), int(255*color[2]))
def DrawPoint(self, p, size, color):
"""
Draw a single point at point p given a pixel size and color.
"""
self.DrawCircle(p, size/self.viewZoom, color, drawwidth=0)
def DrawAABB(self, aabb, color):
"""
Draw a wireframe around the AABB with the given color.
"""
points = [self.toScreen(p) for p in [
(aabb.lowerBound.x, aabb.lowerBound.y ),
(aabb.upperBound.x, aabb.lowerBound.y ),
(aabb.upperBound.x, aabb.upperBound.y ),
(aabb.lowerBound.x, aabb.upperBound.y ),
] ]
pygame.draw.aalines(self.surface, color, True, points)
def DrawSegment(self, p1, p2, color):
"""
Draw the line segment from p1-p2 with the specified color.
"""
color = self.convertColor(color)
pygame.draw.aaline(self.surface, color, self.toScreen_v(p1), self.toScreen_v(p2))
def DrawXForm(self, xf):
"""
Draw the transform xf on the screen
"""
p1 = xf.position
k_axisScale = 0.4
p2 = self.toScreen_v(p1 + k_axisScale * xf.R.col1)
p3 = self.toScreen_v(p1 + k_axisScale * xf.R.col2)
p1 = self.toScreen_v(p1)
color = (255,0,0)
pygame.draw.aaline(self.surface, color, p1, p2)
color = (0,255,0)
pygame.draw.aaline(self.surface, color, p1, p3)
def DrawCircle(self, center, radius, color, drawwidth=1):
"""
Draw a wireframe circle given the b2Vec2 center_v, radius, axis of orientation and color.
"""
color = self.convertColor(color)
radius *= self.viewZoom
if radius < 1: radius = 1
else: radius = int(radius)
center = self.toScreen_v(center)
pygame.draw.circle(self.surface, color, center, radius, drawwidth)
def DrawSolidCircle(self, center_v, radius, axis, color):
"""
Draw a solid circle given the b2Vec2 center_v, radius, axis of orientation and color.
"""
color = self.convertColor(color)
radius *= self.viewZoom
if radius < 1: radius = 1
else: radius = int(radius)
center = self.toScreen_v(center_v)
pygame.draw.circle(self.surface, (color[0]/2, color[1]/2, color[1]/2, 127), center, radius, 0)
pygame.draw.circle(self.surface, color, center, radius, 1)
p = radius * axis
pygame.draw.aaline(self.surface, (255,0,0), center, (center[0] - p.x, center[1] + p.y))
def DrawPolygon(self, in_vertices, vertexCount, color):
"""
Draw a wireframe polygon given the world vertices in_vertices (tuples) with the specified color.
"""
color = self.convertColor(color)
vertices = [self.toScreen(v) for v in in_vertices]
pygame.draw.polygon(self.surface, color, vertices, 1)
def DrawSolidPolygon(self, in_vertices, vertexCount, color):
"""
Draw a filled polygon given the world vertices in_vertices (tuples) with the specified color.
"""
color = self.convertColor(color)
vertices = [self.toScreen(v) for v in in_vertices]
pygame.draw.polygon(self.surface, (color[0]/2, color[1]/2, color[1]/2, 127), vertices, 0)
pygame.draw.polygon(self.surface, color, vertices, 1)
def toScreen_v(self, pt):
"""
Input: pt - a b2Vec2 in world coordinates
Output: (x, y) - a tuple in screen coordinates
"""
return (int((pt.x * self.viewZoom) - self.viewOffset.x), int(self.height - ((pt.y * self.viewZoom) - self.viewOffset.y)))
def toScreen(self, pt):
"""
Input: (x, y) - a tuple in world coordinates
Output: (x, y) - a tuple in screen coordinates
"""
return ((pt[0] * self.viewZoom) - self.viewOffset.x, self.height - ((pt[1] * self.viewZoom) - self.viewOffset.y))
def scaleValue(self, value):
"""
Input: value - unscaled value
Output: scaled value according to the view zoom ratio
"""
return value/self.viewZoom
class fwGUI(gui.Table):
"""
Deals with the initialization and changing the settings based on the GUI
controls. Callbacks are not used, but the checkboxes and sliders are polled
by the main loop.
"""
checkboxes =( ("Warm Starting", "enableWarmStarting"),
("Time of Impact", "enableTOI"),
("Draw", None),
("Shapes", "drawShapes"),
("Joints", "drawJoints"),
("Controllers", "drawControllers"),
("Core Shapes", "drawCoreShapes"),
("AABBs", "drawAABBs"),
("OBBs", "drawOBBs"),
("Pairs", "drawPairs"),
("Contact Points", "drawContactPoints"),
("Contact Normals", "drawContactNormals"),
("Center of Masses", "drawCOMs"),
("Statistics", "drawStats"),
("FPS", "drawFPS"),
("Control", None),
("Pause", "pause"),
("Single Step", "singleStep") )
form = None
def __init__(self,settings, **params):
# The framework GUI is just basically a HTML-like table.
# There are 2 columns, and basically everything is right-aligned.
gui.Table.__init__(self,**params)
self.form=gui.Form()
fg = (255,255,255)
# "Hertz"
self.tr()
self.td(gui.Label("F1: Toggle Menu",color=(255,0,0)),align=1,colspan=2)
self.tr()
self.td(gui.Label("Hertz",color=fg),align=1,colspan=2)
# Hertz slider
self.tr()
e = gui.HSlider(settings.hz,5,200,size=20,width=100,height=16,name='hz')
self.td(e,colspan=2,align=1)
# "Vel Iters"
self.tr()
self.td(gui.Label("Vel Iters",color=fg),align=1,colspan=2)
# Velocity Iterations slider (min 1, max 500)
self.tr()
e = gui.HSlider(settings.velocityIterations,1,500,size=20,width=100,height=16,name='velIters')
self.td(e,colspan=2,align=1)
# "Pos Iters"
self.tr()
self.td(gui.Label("Pos Iters",color=fg),align=1,colspan=2)
# Position Iterations slider (min 0, max 100)
self.tr()
e = gui.HSlider(settings.positionIterations,0,100,size=20,width=100,height=16,name='posIters')
self.td(e,colspan=2,align=1)
# Add each of the checkboxes.
for text, variable in self.checkboxes:
self.tr()
if variable == None:
# Checkboxes that have no variable (i.e., None) are just labels.
self.td(gui.Label(text, color=fg), align=1, colspan=2)
else:
# Add the label and then the switch/checkbox
self.td(gui.Label(text, color=fg), align=1)
self.td(gui.Switch(value=getattr(settings, variable),name=variable))
def updateGUI(self, settings):
"""
Change all of the GUI elements based on the current settings
"""
for text, variable in self.checkboxes:
if not variable: continue
if hasattr(settings, variable):
self.form[variable].value = getattr(settings, variable)
# Now do the sliders
self.form['hz'].value = settings.hz
self.form['posIters'].value = settings.positionIterations
self.form['velIters'].value = settings.velocityIterations
def updateSettings(self, settings):
"""
Change all of the settings based on the current state of the GUI.
"""
for text, variable in self.checkboxes:
if variable == None: continue
setattr(settings, variable, self.form[variable].value)
# Now do the sliders
settings.hz = int(self.form['hz'].value)
settings.positionIterations = int(self.form['posIters'].value)
settings.velocityIterations = int(self.form['velIters'].value)
# If we're in single-step mode, update the GUI to reflect that.
if settings.singleStep:
settings.pause=True
self.form['pause'].value = True
self.form['singleStep'].value = False
class Framework(object):
"""
The main testbed framework.
It handles basically everything:
* The initialization of pygame, Box2D
* Contains the main loop
* Handles all user input.
You should derive your class from this one to implement your own tests.
See test_Empty.py or any of the other tests for more information.
"""
name = "None"
# Box2D-related
worldAABB = None
points = []
world = None
bomb = None
mouseJoint = None
settings = fwSettings
bombSpawning = False
bombSpawnPoint = None
mouseWorld = None
destroyList = []
# Box2D-callbacks
destructionListener= None
boundaryListener = None
contactListener = None
debugDraw = None
# Screen/rendering-related
_viewZoom = 10.0
_viewCenter = None
_viewOffset = None
screenSize = None
rMouseDown = False
textLine = 30
font = None
fps = 0
# GUI-related (PGU)
gui_app = None
gui_table = None
def __init__(self):
# Box2D Initialization
self.worldAABB=box2d.b2AABB()
self.worldAABB.lowerBound = (-200.0, -100.0)
self.worldAABB.upperBound = ( 200.0, 200.0)
gravity = (0.0, -10.0)
doSleep = True
self.world = box2d.b2World(self.worldAABB, gravity, doSleep)
self.destructionListener = fwDestructionListener()
self.boundaryListener = fwBoundaryListener()
self.contactListener = fwContactListener()
self.debugDraw = fwDebugDraw()
self.destructionListener.test = self
self.boundaryListener.test = self
self.contactListener.test = self
self.world.SetDestructionListener(self.destructionListener)
self.world.SetBoundaryListener(self.boundaryListener)
self.world.SetContactListener(self.contactListener)
self.world.SetDebugDraw(self.debugDraw)
# Pygame Initialization
if fwSettings.onlyInit: # testing mode doesn't initialize pygame
return
pygame.init()
caption= "Python Box2D Testbed - " + self.name
pygame.display.set_caption(caption)
self.screen = pygame.display.set_mode( (640,480) )
self.debugDraw.surface = self.screen
self.screenSize = box2d.b2Vec2(*self.screen.get_size())
try:
self.font = pygame.font.Font(None, 15)
except IOError:
try:
self.font = pygame.font.Font("freesansbold.ttf", 15)
except IOError:
print "Unable to load default font or 'freesansbold.ttf'"
print "Disabling text drawing."
self.DrawString = lambda x,y,z: 0
# GUI Initialization
self.gui_app = gui.App()
self.gui_table=fwGUI(self.settings)
container = gui.Container(align=1,valign=-1)
container.add(self.gui_table,0,0)
self.gui_app.init(container)
self.viewCenter = (0,10.0*20.0)
def setCenter(self, value):
"""
Updates the view offset based on the center of the screen.
Tells the debug draw to update its values also.
"""
if isinstance(value, box2d.b2Vec2):
self._viewCenter = value.copy()
elif isinstance(value, (list, tuple)):
self._viewCenter = box2d.b2Vec2( *value )
else:
raise ValueError, 'Expected b2Vec2 or sequence'
self._viewOffset = self._viewCenter - self.screenSize/2
self.debugDraw._setValues(self.viewZoom, self.viewCenter, self.viewOffset, self.screenSize.x, self.screenSize.y)
def setZoom(self, zoom):
self._viewZoom = zoom
self.debugDraw.viewZoom = zoom
viewZoom = property(lambda self: self._viewZoom, setZoom,
doc='Zoom factor for the display')
viewCenter = property(lambda self: self._viewCenter, setCenter,
doc='Screen center in camera coordinates')
viewOffset = property(lambda self: self._viewOffset,
doc='The offset of the top-left corner of the screen')
def checkEvents(self):
"""
Check for pygame events (mainly keyboard/mouse events).
Passes the events onto the GUI also.
"""
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
return False
elif event.type == KEYDOWN:
self._Keyboard_Event(event.key)
elif event.type == MOUSEBUTTONDOWN:
p = self.ConvertScreenToWorld(*event.pos)
if event.button == 1: # left
mods = pygame.key.get_mods()
if mods & KMOD_LSHIFT:
self.ShiftMouseDown( p )
else:
self.MouseDown( p )
elif event.button == 2: #middle
pass
elif event.button == 3: #right
self.rMouseDown = True
elif event.button ==4:
self.viewZoom *= 1.1
elif event.button == 5:
self.viewZoom /= 1.1
elif event.type == MOUSEBUTTONUP:
p = self.ConvertScreenToWorld(*event.pos)
if event.button == 3: #right
self.rMouseDown = False
else:
self.MouseUp(p)
elif event.type == MOUSEMOTION:
p = self.ConvertScreenToWorld(*event.pos)
self.MouseMove(p)
if self.rMouseDown:
self.viewCenter -= (event.rel[0], -event.rel[1])
self.gui_app.event(event) #Pass the event to the GUI
return True
def run(self):
"""
Main loop.
Continues to run while checkEvents indicates the user has
requested to quit.
Updates the screen and tells the GUI to paint itself.
"""
running = True
clock = pygame.time.Clock()
while running:
running = self.checkEvents()
self.screen.fill( (0,0,0) )
# Check keys that should be checked every loop (not only on initial keydown)
self.CheckKeys()
# Run the simulation loop
self.SimulationLoop()
if self.settings.drawMenu:
self.gui_app.paint(self.screen)
pygame.display.flip()
clock.tick(self.settings.hz)
self.fps = clock.get_fps()
def Step(self, settings):
"""
The main physics step.
Takes care of physics drawing (callbacks are executed after the world.Step() )
and drawing additional information.
"""
# Don't do anything if the setting's Hz are <= 0
if settings.hz > 0.0:
timeStep = 1.0 / settings.hz
else:
timeStep = 0.0
# If paused, display so
if settings.pause:
if settings.singleStep:
settings.singleStep=False
else:
timeStep = 0.0
self.DrawStringCR("****PAUSED****", (200,0,0))
# Set the flags based on what the settings show (uses a bitwise or mask)
flag_info = [
(settings.drawShapes, box2d.b2DebugDraw.e_shapeBit),
(settings.drawJoints, box2d.b2DebugDraw.e_jointBit),
(settings.drawControllers,box2d.b2DebugDraw.e_controllerBit),
(settings.drawCoreShapes, box2d.b2DebugDraw.e_coreShapeBit),
(settings.drawAABBs, box2d.b2DebugDraw.e_aabbBit),
(settings.drawOBBs, box2d.b2DebugDraw.e_obbBit),
(settings.drawPairs, box2d.b2DebugDraw.e_pairBit),
(settings.drawCOMs, box2d.b2DebugDraw.e_centerOfMassBit),
]
flags = 0
for setting, flag in flag_info:
if setting:
flags |= flag
self.debugDraw.SetFlags(flags)
# Set the other settings that aren't contained in the flags
self.world.SetWarmStarting(settings.enableWarmStarting)
self.world.SetContinuousPhysics(settings.enableTOI)
# Reset the collision points
self.points = []
# Tell Box2D to step
self.world.Step(timeStep, settings.velocityIterations, settings.positionIterations)
self.world.Validate()
# Destroy bodies that have left the world AABB (can be removed if not using pickling)
for obj in self.destroyList:
self.world.DestroyBody(obj)
self.destroyList = []
# If the bomb is frozen, get rid of it.
if self.bomb and self.bomb.IsFrozen():
self.world.DestroyBody(self.bomb)
self.bomb = None
# Take care of additional drawing (stats, fps, mouse joint, slingshot bomb, contact points)
if settings.drawStats:
self.DrawStringCR("proxies(max) = %d(%d), pairs(max) = %d(%d)" % (
self.world.GetProxyCount(), box2d.b2_maxProxies, self.world.GetPairCount(), box2d.b2_maxPairs) )
self.DrawStringCR("bodies/contacts/joints = %d/%d/%d" %
(self.world.GetBodyCount(), self.world.GetContactCount(), self.world.GetJointCount()))
self.DrawStringCR("hz %d vel/pos iterations %d/%d" %
(settings.hz, settings.velocityIterations, settings.positionIterations))
self.DrawStringCR("heap bytes = %d" % box2d.cvar.b2_byteCount)
if settings.drawFPS:
self.DrawStringCR("FPS %d" % self.fps)
# If there's a mouse joint, draw the connection between the object and the current pointer position.
if self.mouseJoint:
body = self.mouseJoint.GetBody2()
p1 = body.GetWorldPoint(self.mouseJoint.localAnchor)
p2 = self.mouseJoint.target
self.debugDraw.DrawPoint(p1, settings.pointSize, (0,1.0,0))
self.debugDraw.DrawPoint(p2, settings.pointSize, (0,1.0,0))
self.debugDraw.DrawSegment(p1, p2, (0.8,0.8,0.8))
# Draw the slingshot bomb
if self.bombSpawning:
self.debugDraw.DrawPoint(self.bombSpawnPoint, settings.pointSize, (0,0,1.0))
self.debugDraw.DrawSegment(self.bombSpawnPoint, self.mouseWorld, (0.8,0.8,0.8))
# Draw each of the contact points in different colors.
if self.settings.drawContactPoints:
#k_impulseScale = 0.1
k_axisScale = 0.3
for point in self.points:
if point.state == fwContactTypes.contactAdded:
self.debugDraw.DrawPoint(point.position, settings.pointSize, (0.3, 0.95, 0.3))
elif point.state == fwContactTypes.contactPersisted:
self.debugDraw.DrawPoint(point.position, settings.pointSize, (0.3, 0.3, 0.95))
else: #elif point.state == fwContactTypes.contactRemoved:
self.debugDraw.DrawPoint(point.position, settings.pointSize, (0.95, 0.3, 0.3))
if settings.drawContactNormals:
p1 = point.position
p2 = p1 + k_axisScale * point.normal
self.debugDraw.DrawSegment(p1, p2, (0.4, 0.9, 0.4))
def pickle_load(self, fn, set_vars=True, additional_vars=[]):
"""
Load the pickled world in file fn.
additional_vars is a dictionary to be populated with the
loaded variables.
"""
import cPickle as pickle
try:
world, variables = pickle.load(open(fn, 'rb'))
world = world._pickle_finalize()
variables = box2d.pickle_fix(world, variables, 'load')
except Exception, s:
print 'Error while loading world: ', s
return
self.world = world
self.bomb = None
self.bombSpawning = False
self.points = []
if set_vars:
# reset the additional saved variables:
for var, value in variables.items():
if hasattr(self, var):
setattr(self, var, value)
else:
print 'Unknown property %s=%s' % (var, value)
# have to reset a few things that can't be saved:
self.world.SetDestructionListener(self.destructionListener)
self.world.SetBoundaryListener(self.boundaryListener)
self.world.SetContactListener(self.contactListener)
self.world.SetDebugDraw(self.debugDraw)
print 'Loaded from %s' % fn
return variables
def pickle_save(self, fn, additional_vars={}):
import cPickle as pickle
if self.mouseJoint:
self.MouseUp(self.mouseWorld) # remove a mouse joint if it exists
if not additional_vars and hasattr(self, '_pickle_vars'):
additional_vars=dict((var, getattr(self, var)) for var in self._pickle_vars)
save_values = [self.world, box2d.pickle_fix(self.world, additional_vars, 'save')]
try:
pickle.dump(save_values, open(fn, 'wb'))
except Exception, s:
print 'Pickling failed: ', s
return
print 'Saved to %s' % fn
def _Keyboard_Event(self, key):
"""
Internal keyboard event, don't override this.
Checks for the initial keydown of the basic testbed keys. Passes the unused
ones onto the test via the Keyboard() function.
"""
if key==K_z: # Zoom in
self.viewZoom = min(1.1 * self.viewZoom, 20.0)
elif key==K_x: # Zoom out
self.viewZoom = max(0.9 * self.viewZoom, 0.02)
elif key==K_SPACE: # Launch a bomb
self.LaunchRandomBomb()
elif key==K_F1: # Toggle drawing the menu
self.settings.drawMenu = not self.settings.drawMenu
elif key==K_F5: # Save state
self.pickle_save('pickle_output_%s' % self.name)
elif key==K_F7: # Load state
self.pickle_load('pickle_output_%s' % self.name)
else: # Inform the test of the key press
self.Keyboard(key)
def ShiftMouseDown(self, p):
"""
Indicates that there was a left click at point p (world coordinates) with the
left shift key being held down.
"""
self.mouseWorld = p
if not self.mouseJoint:
self.SpawnBomb(p)
def MouseDown(self, p):
"""
Indicates that there was a left click at point p (world coordinates)
"""
if self.mouseJoint != None:
return
# Create a mouse joint on the selected body (assuming it's dynamic)
# Make a small box.
aabb = box2d.b2AABB()
aabb.lowerBound = p - (0.001, 0.001)
aabb.upperBound = p + (0.001, 0.001)
# Query the world for overlapping shapes.
body = None
k_maxCount = 10 # maximum amount of shapes to return
(count, shapes) = self.world.Query(aabb, k_maxCount)
for shape in shapes:
shapeBody = shape.GetBody()
if not shapeBody.IsStatic() and shapeBody.GetMass() > 0.0:
if shape.TestPoint(shapeBody.GetXForm(), p): # is it inside?
body = shapeBody
break
if body:
# A body was selected, create the mouse joint
md = box2d.b2MouseJointDef()
md.body1 = self.world.GetGroundBody()
md.body2 = body
md.target = p
md.maxForce= 1000.0 * body.GetMass()
self.mouseJoint = self.world.CreateJoint(md).getAsType()
body.WakeUp()
def MouseUp(self, p):
"""
Left mouse button up.
"""
if self.mouseJoint:
self.world.DestroyJoint(self.mouseJoint)
self.mouseJoint = None
if self.bombSpawning:
self.CompleteBombSpawn(p)
def MouseMove(self, p):
"""
Mouse moved to point p, in world coordinates.
"""
self.mouseWorld = p
if self.mouseJoint:
self.mouseJoint.SetTarget(p)
def SpawnBomb(self, worldPt):
"""
Begins the slingshot bomb by recording the initial position.
Once the user drags the mouse and releases it, then
CompleteBombSpawn will be called and the actual bomb will be
released.
"""
self.bombSpawnPoint = worldPt.copy()
self.bombSpawning = True
def CompleteBombSpawn(self, p):
"""
Create the slingshot bomb based on the two points
(from the worldPt passed to SpawnBomb to p passed in here)
"""
if not self.bombSpawning:
return
multiplier = 30.0
vel = self.bombSpawnPoint - p
vel *= multiplier
self.LaunchBomb(self.bombSpawnPoint, vel)
self.bombSpawning = False
def LaunchBomb(self, position, velocity):
"""
A bomb is a simple circle which has the specified position and velocity.
position and velocity must be b2Vec2's.
"""
if self.bomb:
self.world.DestroyBody(self.bomb)
self.bomb = None
bd = box2d.b2BodyDef()
bd.allowSleep = True
bd.position = position
bd.isBullet = True
self.bomb = self.world.CreateBody(bd)
self.bomb.SetLinearVelocity(velocity)
sd = box2d.b2CircleDef()
sd.radius = 0.3
sd.density = 20.0
sd.restitution = 0.1
minV = position - (0.3,0.3)
maxV = position + (0.3,0.3)
aabb = box2d.b2AABB()
aabb.lowerBound = minV
aabb.upperBound = maxV
if self.world.InRange(aabb):
self.bomb.CreateShape(sd)
self.bomb.SetMassFromShapes()
def LaunchRandomBomb(self):
"""
Create a new bomb and launch it at the testbed.
"""
p = box2d.b2Vec2( box2d.b2Random(-15.0, 15.0), 30.0 )
v = -5.0 * p
self.LaunchBomb(p, v)
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[K_UP]:
self.viewCenter += (0, 0.5)
elif keys[K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def SimulationLoop(self):
"""
The main simulation loop. Don't override this, override Step instead.
"""
# Reset the text line to start the text from the top
self.textLine = 15
# Draw the name of the test running
self.DrawStringCR(self.name, (127,127,255))
# Update the settings based on the GUI
self.gui_table.updateSettings(self.settings)
# Do the main physics step
self.Step(self.settings)
# In case during the step the settings changed, update the GUI reflecting
# those settings.
self.gui_table.updateGUI(self.settings)
def ConvertScreenToWorld(self, x, y):
"""
Return a b2Vec2 in world coordinates of the passed in screen coordinates x, y
"""
return box2d.b2Vec2((x + self.viewOffset.x) / self.viewZoom,
((self.screenSize.y - y + self.viewOffset.y) / self.viewZoom))
def DrawString(self, x, y, str, color=(229,153,153,255)):
"""
Draw some text, str, at screen coordinates (x, y).
"""
text = self.font.render(str, True, color)
self.screen.blit(text, (x,y))
def DrawStringCR(self, str, color=(229,153,153,255)):
"""
Draw some text at the top status lines
and advance to the next line.
"""
text = self.font.render(str, True, color)
self.screen.blit(text, (5,self.textLine))
self.textLine += 15
def __del__(self):
pass
# These can/should be implemented in the subclass: (Step() also if necessary)
# See test_Empty.py for a simple example.
def ShapeDestroyed(self, shape):
"""
Callback indicating 'shape' has been destroyed.
"""
pass
def JointDestroyed(self, joint):
"""
Callback indicating 'joint' has been destroyed.
"""
pass
def BoundaryViolated(self, body):
"""
Callback indicating 'body' has left the world AABB.
"""
# Be sure to check if any of these bodies are ones your game
# stores. Using a reference to a deleted object will cause a crash.
# e.g.,
# if body==self.player:
# self.player=None
#
# The following checks for generic usage by testing the pickle variables.
if hasattr(self, '_pickle_vars'):
for var in self._pickle_vars:
value=getattr(self, var)
if body==value:
setattr(self, var, None)
elif isinstance(value, list):
if body in value:
value.remove(body)
# Not destroying bodies outside the world AABB will cause
# pickling to fail, so destroy it after the next step:
self.destroyList.append(body)
def Keyboard(self, key):
"""
Callback indicating 'key' has been pressed down.
The key is from pygame.locals.K_*:
from pygame.locals import *
...
if key == K_z:
pass
"""
pass
def main(test_class):
"""
Loads the test class and executes it.
"""
print "Loading %s..." % test_class.name
test = test_class()
if fwSettings.onlyInit:
return
test.run()
if __name__=="__main__":
from test_empty import Empty
main(Empty)
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