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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
This is a simple example of building and running a simulation using Box2D. Here
we create a large ground box and a small dynamic box.
** NOTE **
There is no graphical output for this simple example, only text.
"""
from Box2D import (b2PolygonShape, b2World)
world = b2World() # default gravity is (0,-10) and doSleep is True
groundBody = world.CreateStaticBody(position=(0, -10),
shapes=b2PolygonShape(box=(50, 10)),
)
# Create a dynamic body at (0, 4)
body = world.CreateDynamicBody(position=(0, 4))
# And add a box fixture onto it (with a nonzero density, so it will move)
box = body.CreatePolygonFixture(box=(1, 1), density=1, friction=0.3)
# Prepare for simulation. Typically we use a time step of 1/60 of a second
# (60Hz) and 6 velocity/2 position iterations. This provides a high quality
# simulation in most game scenarios.
timeStep = 1.0 / 60
vel_iters, pos_iters = 6, 2
# This is our little game loop.
for i in range(60):
# Instruct the world to perform a single step of simulation. It is
# generally best to keep the time step and iterations fixed.
world.Step(timeStep, vel_iters, pos_iters)
# Clear applied body forces. We didn't apply any forces, but you should
# know about this function.
world.ClearForces()
# Now print the position and angle of the body.
print(body.position, body.angle)
# You can also work closer to the C++ Box2D library, not using the niceties
# supplied by pybox2d. Creating a world and a few bodies becomes much more
# verbose:
'''
from Box2D import (b2BodyDef, b2FixtureDef)
# Construct a world object, which will hold and simulate the rigid bodies.
world = b2World(gravity=(0, -10), doSleep=True)
# Define the ground body.
groundBodyDef = b2BodyDef()
groundBodyDef.position = (0, -10)
# Make a body fitting this definition in the world.
groundBody = world.CreateBody(groundBodyDef)
# Create a big static box to represent the ground
groundBox = b2PolygonShape(box=(50, 10))
# And create a fixture definition to hold the shape
groundBoxFixture = b2FixtureDef(shape=groundBox)
# Add the ground shape to the ground body.
groundBody.CreateFixture(groundBoxFixture)
'''
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