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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.
from test_main import *
class CollisionProcessing (Framework):
name="CollisionProcessing"
def __init__(self):
super(CollisionProcessing, self).__init__()
# Ground body
sd=box2d.b2PolygonDef()
sd.SetAsBox(50.0, 10.0)
sd.friction = 0.3
bd=box2d.b2BodyDef()
bd.position = (0.0, -10.0)
ground = self.world.CreateBody(bd)
ground.CreateShape(sd)
xLo = -5.0
xHi = 5.0
yLo = 2.0
yHi = 35.0
# Small triangle
triangleShapeDef=box2d.b2PolygonDef()
triangleShapeDef.vertexCount = 3
triangleShapeDef.setVertex(0,-1.0, 0.0)
triangleShapeDef.setVertex(1,1.0, 0.0)
triangleShapeDef.setVertex(2,0.0, 2.0)
triangleShapeDef.density = 1.0
triangleBodyDef=box2d.b2BodyDef()
triangleBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body1 = self.world.CreateBody(triangleBodyDef)
body1.CreateShape(triangleShapeDef)
body1.SetMassFromShapes()
# Large triangle (recycle definitions)
triangleShapeDef.setVertex(0, 2.0*triangleShapeDef.getVertex(0))
triangleShapeDef.setVertex(1, 2.0*triangleShapeDef.getVertex(1))
triangleShapeDef.setVertex(2, 2.0*triangleShapeDef.getVertex(2))
triangleBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body2 = self.world.CreateBody(triangleBodyDef)
body2.CreateShape(triangleShapeDef)
body2.SetMassFromShapes()
# Small box
boxShapeDef=box2d.b2PolygonDef()
boxShapeDef.SetAsBox(1.0, 0.5)
boxShapeDef.density = 1.0
boxBodyDef=box2d.b2BodyDef()
boxBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body3 = self.world.CreateBody(boxBodyDef)
body3.CreateShape(boxShapeDef)
body3.SetMassFromShapes()
# Large box (recycle definitions)
boxShapeDef.SetAsBox(2.0, 1.0)
boxBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body4 = self.world.CreateBody(boxBodyDef)
body4.CreateShape(boxShapeDef)
body4.SetMassFromShapes()
# Small circle
circleShapeDef=box2d.b2CircleDef()
circleShapeDef.radius = 1.0
circleShapeDef.density = 1.0
circleBodyDef=box2d.b2BodyDef()
circleBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body5 = self.world.CreateBody(circleBodyDef)
body5.CreateShape(circleShapeDef)
body5.SetMassFromShapes()
# Large circle
circleShapeDef.radius *= 2.0
circleBodyDef.position = (box2d.b2Random(xLo, xHi), box2d.b2Random(yLo, yHi))
body6 = self.world.CreateBody(circleBodyDef)
body6.CreateShape(circleShapeDef)
body6.SetMassFromShapes()
def Step(self, settings):
# We are going to destroy some bodies according to contact
# points. We must buffer the bodies that should be destroyed
# because they may belong to multiple contact points.
nuke = []
# Traverse the contact results. Destroy bodies that
# are touching heavier bodies.
body_pairs = [(p.shape1.GetBody(), p.shape2.GetBody()) for p in self.points]
for body1, body2 in body_pairs:
mass1, mass2 = body1.GetMass(), body2.GetMass()
if mass1 > 0.0 and mass2 > 0.0:
if mass2 > mass1:
nuke_body = body1
else:
nuke_body = body2
if nuke_body not in nuke:
nuke.append(nuke_body)
# Destroy the bodies, skipping duplicates.
for b in nuke:
print "Nuking:", b
self.world.DestroyBody(b)
nuke = None
super(CollisionProcessing, self).Step(settings)
if __name__=="__main__":
main(CollisionProcessing)
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