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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:
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 pyglet
from pyglet import gl
import Box2D as box2d
from settings import fwSettings
from pygame_keycodes import *
import math
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 = box2d.b2ContactID()
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 grBlended (pyglet.graphics.Group):
"""
This pyglet rendering group enables blending.
"""
def set_state(self):
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
def unset_state(self):
gl.glDisable(gl.GL_BLEND)
class grPointSize (pyglet.graphics.Group):
"""
This pyglet rendering group sets a specific point size.
"""
def __init__(self, size=4.0):
super(grPointSize, self).__init__()
self.size = size
def set_state(self):
gl.glPointSize(self.size)
def unset_state(self):
gl.glPointSize(1.0)
class grText(pyglet.graphics.Group):
"""
This pyglet rendering group sets the proper projection for
displaying text when used.
"""
window = None
def __init__(self, window=None):
super(grText, self).__init__()
self.window = window
def set_state(self):
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPushMatrix()
gl.glLoadIdentity()
gl.gluOrtho2D(0, self.window.width, 0, self.window.height)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
gl.glLoadIdentity()
def unset_state(self):
gl.glPopMatrix()
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPopMatrix()
gl.glMatrixMode(gl.GL_MODELVIEW)
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.
"""
blended = grBlended()
circle_segments = 16
surface = None
circle_cache_tf = {} # triangle fan (inside)
circle_cache_ll = {} # line loop (border)
def __init__(self): super(fwDebugDraw, self).__init__()
def triangle_fan(self, vertices):
"""
in: vertices arranged for gl_triangle_fan ((x,y),(x,y)...)
out: vertices arranged for gl_triangles (x,y,x,y,x,y...)
"""
out = []
for i in range(1, len(vertices)-1):
# 0,1,2 0,2,3 0,3,4 ..
out.extend( vertices[0 ] )
out.extend( vertices[i ] )
out.extend( vertices[i+1] )
return len(out) / 2, out
def line_loop(self, vertices):
"""
in: vertices arranged for gl_line_loop ((x,y),(x,y)...)
out: vertices arranged for gl_lines (x,y,x,y,x,y...)
"""
out = []
for i in range(0, len(vertices)-1):
# 0,1 1,2 2,3 ... len-1,len len,0
out.extend( vertices[i ] )
out.extend( vertices[i+1] )
out.extend( vertices[len(vertices)-1] )
out.extend( vertices[0] )
return len(out)/2, out
def _getLLCircleVertices(self, radius, points):
"""
Get the line loop-style vertices for a given circle.
Drawn as lines.
"Line Loop" is used as that's how the C++ code draws the
vertices, with lines going around the circumference of the
circle (GL_LINE_LOOP).
This returns 'points' amount of lines approximating the
border of a circle.
(x1, y1, x2, y2, x3, y3, ...)
"""
ret = []
step = 2*math.pi/points
n = 0
for i in range(0, points):
ret.append( (math.cos(n) * radius, math.sin(n) * radius ) )
n += step
ret.append( (math.cos(n) * radius, math.sin(n) * radius ) )
return ret
def _getTFCircleVertices(self, radius, points):
"""
Get the triangle fan-style vertices for a given circle.
Drawn as triangles.
"Triangle Fan" is used as that's how the C++ code draws the
vertices, with triangles originating at the center of the
circle, extending around to approximate a filled circle
(GL_TRIANGLE_FAN).
This returns 'points' amount of lines approximating the
circle.
(a1, b1, c1, a2, b2, c2, ...)
"""
ret = []
step = 2*math.pi/points
n = 0
for i in range(0, points):
ret.append( (0.0, 0.0) )
ret.append( (math.cos(n) * radius, math.sin(n) * radius ) )
n += step
ret.append( (math.cos(n) * radius, math.sin(n) * radius ) )
return ret
def getCircleVertices(self, center, radius, points):
"""
Returns the triangles that approximate the circle and
the lines that border the circles edges, given
(center, radius, points).
Caches the calculated LL/TF vertices, but recalculates
based on the center passed in.
TODO: As of this point, there's only one point amount,
so the circle cache ignores it when storing. Could cause
some confusion if you're using multiple point counts as
only the first stored point-count for that radius will
show up.
Returns: (tf_vertices, ll_vertices)
"""
if radius not in self.circle_cache_tf.keys():
self.circle_cache_tf[radius]=self._getTFCircleVertices(radius,points)
self.circle_cache_ll[radius]=self._getLLCircleVertices(radius,points)
ret_tf, ret_ll = [], []
for x, y in self.circle_cache_tf[radius]:
ret_tf.extend( (x+center.x, y+center.y) )
for x, y in self.circle_cache_ll[radius]:
ret_ll.extend( (x+center.x, y+center.y) )
return ret_tf, ret_ll
def DrawCircle(self, center, radius, color):
"""
Draw an unfilled circle given center, radius and color.
"""
unused, ll_vertices = self.getCircleVertices( center, radius, self.circle_segments)
ll_count = len(ll_vertices)/2
self.batch.add(ll_count, gl.GL_LINES, None,
('v2f', ll_vertices),
('c4f', [color.r, color.g, color.b, 1.0] * (ll_count)))
def DrawSolidCircle(self, center, radius, axis, color):
"""
Draw an filled circle given center, radius, axis (of orientation) and color.
"""
tf_vertices, ll_vertices = self.getCircleVertices( center, radius, self.circle_segments)
tf_count, ll_count = len(tf_vertices) / 2, len(ll_vertices) / 2
self.batch.add(tf_count, gl.GL_TRIANGLES, self.blended,
('v2f', tf_vertices),
('c4f', [0.5 * color.r, 0.5 * color.g, 0.5 * color.b, 0.5] * (tf_count)))
self.batch.add(ll_count, gl.GL_LINES, None,
('v2f', ll_vertices),
('c4f', [color.r, color.g, color.b, 1.0] * (ll_count)))
p = center + radius * axis
self.batch.add(2, gl.GL_LINES, None,
('v2f', (center.x, center.y, p.x, p.y)),
('c3f', [1.0, 0.0, 0.0] * 2))
def DrawPolygon(self, vertices, vertexCount, color):
"""
Draw a wireframe polygon given the world vertices (tuples) with the specified color.
"""
ll_count, ll_vertices = self.line_loop(vertices)
self.batch.add(ll_count, gl.GL_LINES, None,
('v2f', ll_vertices),
('c4f', [color.r, color.g, color.b, 1.0] * (ll_count)))
def DrawSolidPolygon(self, vertices, vertexCount, color):
"""
Draw a wireframe polygon given the world vertices (tuples) with the specified color.
"""
tf_count, tf_vertices = self.triangle_fan(vertices)
self.batch.add(tf_count, gl.GL_TRIANGLES, self.blended,
('v2f', tf_vertices),
('c4f', [0.5 * color.r, 0.5 * color.g, 0.5 * color.b, 0.5] * (tf_count)))
ll_count, ll_vertices = self.line_loop(vertices)
self.batch.add(ll_count, gl.GL_LINES, None,
('v2f', ll_vertices),
('c4f', [color.r, color.g, color.b, 1.0] * (ll_count)))
def DrawSegment(self, p1, p2, color):
"""
Draw the line segment from p1-p2 with the specified color.
"""
self.batch.add(2, gl.GL_LINES, None,
('v2f', (p1.x, p1.y, p2.x, p2.y)),
('c3f', [color.r, color.g, color.b]*2))
def DrawXForm(self, xf):
"""
Draw the transform xf on the screen
"""
p1 = xf.position
k_axisScale = 0.4
p2 = p1 + k_axisScale * xf.R.col1
p3 = p1 + k_axisScale * xf.R.col2
self.batch.add(3, gl.GL_LINES, None,
('v2f', (p1.x, p1.y, p2.x, p2.y, p1.x, p1.y, p3.x, p3.y)),
('c3f', [1.0, 0.0, 0.0] * 2 + [0.0, 1.0, 0.0] * 2))
def DrawPoint(self, p, size, color):
"""
Draw a single point at point p given a point size and color.
"""
self.batch.add(1, gl.GL_POINTS, grPointSize(size),
('v2f', (p.x, p.y)),
('c3f', [color.r, color.g, color.b]))
def DrawAABB(self, aabb, color):
"""
Draw a wireframe around the AABB with the given color.
"""
self.debugDraw.batch.add(8, gl.GL_LINES, None,
('v2f', (aabb.lowerBound.x, aabb.lowerBound.y, abb.upperBound.x, aabb.lowerBound.y,
abb.upperBound.x, aabb.lowerBound.y, aabb.upperBound.x, aabb.upperBound.y,
aabb.upperBound.x, aabb.upperBound.y, aabb.lowerBound.x, aabb.upperBound.y,
aabb.lowerBound.x, aabb.upperBound.y, aabb.lowerBound.x, aabb.lowerBound.y)),
('c3f', [color.r, color.g, color.b] * 8))
class Framework(pyglet.window.Window):
"""
The main testbed framework.
It handles basically everything:
* The initialization of pyglet, Box2D, and the window itself
* Contains the main loop
* Handles all user input.
The window itself is derived from pyglet's Window, so you can use
all of its functionality.
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
bombSpawning = False
bombSpawnPoint = None
points = []
mouseJoint = None
settings = fwSettings
mouseWorld = None
destroyList = []
# Box2D-callbacks
destructionListener= None
boundaryListener = None
contactListener = None
debugDraw = None
# Window-related
fontname = "Arial"
fontsize = 10
font = None
textGroup = None
keys = pyglet.window.key.KeyStateHandler()
# Screen-related
_viewZoom = 1.0
_viewCenter = None
screenSize = None
textLine = 30
font = None
fps = 0
def __init__(self, **kw):
super(Framework, self).__init__(**kw)
# Initialize the text display group
self.textGroup = grText(self)
# Load the font and record the screen dimensions
self.font = pyglet.font.load(self.fontname, self.fontsize)
self.screenSize = box2d.b2Vec2(self.width, self.height)
# 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.debugDraw.surface = self.screen
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)
self._viewCenter = box2d.b2Vec2(0,10.0)
def on_close(self):
"""
Callback: user tried to close the window
"""
pyglet.clock.unschedule(self.SimulationLoop)
super(Framework, self).on_close()
def on_show(self):
"""
Callback: the window was shown.
"""
self.updateProjection()
def updateProjection(self):
"""
Recalculates the necessary projection.
"""
gl.glViewport(0, 0, self.width, self.height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
ratio = float(self.width) / self.height
extents = box2d.b2Vec2(ratio * 25.0, 25.0)
extents *= self._viewZoom
lower = self._viewCenter - extents
upper = self._viewCenter + extents
# L/R/B/T
gl.gluOrtho2D(lower.x, upper.x, lower.y, upper.y)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
def setCenter(self, value):
"""
Updates the view offset based on the center of the screen.
"""
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.updateProjection()
def setZoom(self, zoom):
self._viewZoom = zoom
self.updateProjection()
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')
def on_key_press(self, key, modifiers):
"""
Checks for the initial keydown of the basic testbed keys. Passes the unused
ones onto the test via the Keyboard() function.
"""
if key==pyglet.window.key.ESCAPE:
exit(0)
elif key==pyglet.window.key.Z:
# Zoom in
self.viewZoom = min(1.1 * self.viewZoom, 20.0)
elif key==pyglet.window.key.X:
# Zoom out
self.viewZoom = max(0.9 * self.viewZoom, 0.02)
elif key==pyglet.window.key.R:
# Reload (disabled)
#print "Reload not functional"
exit(10)
elif key==pyglet.window.key.SPACE:
# Launch a bomb
self.LaunchRandomBomb()
elif key==pyglet.window.key.F5: # Save state
self.pickle_save('pickle_output')
elif key==pyglet.window.key.F7: # Load state
self.pickle_load('pickle_output')
else:
# Inform the test of the key press
self.Keyboard(key)
def on_mouse_motion(self, x, y, dx, dy):
self.invalid=False
def on_mouse_press(self, x, y, button, modifiers):
"""
Mouse down
"""
p = self.ConvertScreenToWorld(x, y)
self.mouseWorld = p
if button == pyglet.window.mouse.LEFT:
if modifiers & pyglet.window.key.MOD_SHIFT:
self.ShiftMouseDown( p )
else:
self.MouseDown( p )
elif button == pyglet.window.mouse.MIDDLE:
pass
def on_mouse_release(self, x, y, button, modifiers):
"""
Mouse up
"""
p = self.ConvertScreenToWorld(x, y)
self.mouseWorld = p
if button == pyglet.window.mouse.LEFT:
self.MouseUp(p)
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
"""
Mouse scrollwheel used
"""
if scroll_y < 0:
self.viewZoom *= 1.1
elif scroll_y > 0:
self.viewZoom /= 1.1
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
"""
Mouse moved while clicking
"""
p = self.ConvertScreenToWorld(x, y)
self.mouseWorld = p
self.MouseMove(p)
if buttons & pyglet.window.mouse.RIGHT:
self.viewCenter -= (float(dx)/5, float(dy)/5)
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'))
except Exception, s:
print 'Error while loading world: ', s
return
self.world = world._pickle_finalize()
variables=box2d.pickle_fix(self.world, variables, 'load')
if set_vars:
for var, value in variables.items():
if hasattr(self, var):
setattr(self, var, value)
else:
print 'Unknown property %s=%s' % (var, value)
self.bomb = None
self.bombSpawning = False
# 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'
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'
def run(self):
"""
Main loop.
"""
if self.settings.hz > 0.0:
pyglet.clock.schedule_interval(self.SimulationLoop, 1.0 / self.settings.hz)
pyglet.app.run()
def SetTextLine(self, line):
"""
Kept for compatibility with C++ Box2D's testbeds.
"""
self.textLine=line
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****")
# Set the flags based on what the settings show (uses a bitwise or mask)
flags = 0
if settings.drawShapes: flags |= box2d.b2DebugDraw.e_shapeBit
if settings.drawJoints: flags |= box2d.b2DebugDraw.e_jointBit
if settings.drawControllers:flags |= box2d.b2DebugDraw.e_controllerBit
if settings.drawCoreShapes: flags |= box2d.b2DebugDraw.e_coreShapeBit
if settings.drawAABBs: flags |= box2d.b2DebugDraw.e_aabbBit
if settings.drawOBBs: flags |= box2d.b2DebugDraw.e_obbBit
if settings.drawPairs: flags |= box2d.b2DebugDraw.e_pairBit
if settings.drawCOMs: flags |= box2d.b2DebugDraw.e_centerOfMassBit
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
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: #python version only
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, box2d.b2Color(0,1.0,0))
self.debugDraw.DrawPoint(p2, settings.pointSize, box2d.b2Color(0,1.0,0))
self.debugDraw.DrawSegment(p1, p2, box2d.b2Color(0.8,0.8,0.8))
# Draw the slingshot bomb
if self.bombSpawning:
self.debugDraw.DrawPoint(self.bombSpawnPoint, settings.pointSize, box2d.b2Color(0,0,1.0))
self.debugDraw.DrawSegment(self.bombSpawnPoint, self.mouseWorld, box2d.b2Color(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, box2d.b2Color(0.3, 0.95, 0.3))
elif point.state == fwContactTypes.contactPersisted:
self.debugDraw.DrawPoint(point.position, settings.pointSize, box2d.b2Color(0.3, 0.3, 0.95))
else: #elif point.state == fwContactTypes.contactRemoved:
self.debugDraw.DrawPoint(point.position, settings.pointSize, box2d.b2Color(0.95, 0.3, 0.3))
if settings.drawContactNormals:
p1 = point.position
p2 = p1 + k_axisScale * point.normal
self.debugDraw.DrawSegment(p1, p2, box2d.b2Color(0.4, 0.9, 0.4))
def LaunchBomb(self, position, velocity):
"""
A bomb is a simple circle which has the specified position and velocity.
"""
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 - box2d.b2Vec2(0.3,0.3)
maxV = position + box2d.b2Vec2(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
"""
if self.keys[pyglet.window.key.LEFT]:
self.viewCenter.x -= 0.5
elif self.keys[pyglet.window.key.RIGHT]:
self.viewCenter.x += 0.5
if self.keys[pyglet.window.key.UP]:
self.viewCenter.y += 0.5
elif self.keys[pyglet.window.key.DOWN]:
self.viewCenter.y -= 0.5
if self.keys[pyglet.window.key.HOME]:
self._viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def SimulationLoop(self, dt):
"""
The main simulation loop. Don't override this, override Step instead.
And be sure to call super(classname, self).Step(settings) at the end
of your Step function.
"""
# Check the input
self.CheckKeys()
# Clear the screen
self.clear()
# Update the keyboard status
self.push_handlers(self.keys)
# Create a new batch for drawing
self.debugDraw.batch = pyglet.graphics.Batch()
# Reset the text position
self.SetTextLine(15)
# Draw the title of the test at the top
self.DrawStringCR(self.name)
# Step the physics
self.Step(self.settings)
self.debugDraw.batch.draw()
self.invalid = True
self.fps = pyglet.clock.get_fps()
def ConvertScreenToWorld(self, x, y):
"""
Takes screen (x, y) and returns
world coordinate b2Vec2(x,y).
"""
u = float(x) / self.width
v = float(y) / self.height
ratio = float(self.width) / self.height
extents = box2d.b2Vec2(ratio * 25.0, 25.0)
extents *= self._viewZoom
lower = self._viewCenter - extents
upper = self._viewCenter + extents
p = box2d.b2Vec2(
(1.0 - u) * lower.x + u * upper.x,
(1.0 - v) * lower.y + v * upper.y )
return p
def DrawString(self, x, y, str, color=(229,153,153,255)):
"""
Draw some text, str, at screen coordinates (x, y).
"""
text = pyglet.text.Label(str, font_name=self.fontname, font_size=self.fontsize,
x=x, y=self.height-y, color=color, batch=self.debugDraw.batch, group=self.textGroup)
def DrawStringCR(self, str, color=(229,153,153,255)):
"""
Draw some text, str, at screen coordinates (x, y).
"""
text = pyglet.text.Label(str, font_name=self.fontname, font_size=self.fontsize,
x=5, y=self.height-self.textLine, color=color, batch=self.debugDraw.batch, group=self.textGroup)
self.textLine += 15
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 self.mouseJoint != None:
return
self.SpawnBomb(p)
def MouseDown(self, p):
"""
Indicates that there was a left click at point p (world coordinates)
"""
if self.mouseJoint != None:
return
# Make a small box.
aabb = box2d.b2AABB()
d = box2d.b2Vec2(0.001, 0.001)
aabb.lowerBound = p - d
aabb.upperBound = p + d
# Query the world for overlapping shapes.
body = None
k_maxCount = 10
(count, shapes) = self.world.Query(aabb, k_maxCount)
for shape in shapes:
shapeBody = shape.GetBody()
if shapeBody.IsStatic() == False and shapeBody.GetMass() > 0.0:
if shape.TestPoint(shapeBody.GetXForm(), p): # is it inside?
body = shapeBody
break
if body:
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.
"""
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
# These should be implemented in the subclass: (Step() also if necessary)
def ShapeDestroyed(self, joint):
pass
def JointDestroyed(self, joint):
pass
def BoundaryViolated(self, body):
# 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):
pass
def main(test_class):
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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