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#!/usr/bin/env python
# -*- coding: utf-8 -*-
import unittest
import itertools
import sys
class testJoints (unittest.TestCase):
world = None
dbody1 = None
dbody2 = None
sbody1 = None
sbody2 = None
def _fail(self, s):
# This little function would save us from an AssertionError on garbage collection.
# It forces the gc to take care of the world early.
self.world = None
self.dbody1 = None
self.dbody2 = None
self.sbody1 = None
self.sbody2 = None
self.b2 = None
self.fail(s)
def setUp(self):
self.b2 = __import__('Box2D')
try:
self.world = self.b2.b2World(self.b2.b2Vec2(0.0, -10.0), True)
except Exception as ex:
self.fail("Failed to create world (%s)" % ex)
try:
self.dbody1 = self.create_body((-3, 12))
self.dbody1.userData = "dbody1"
self.dbody2 = self.create_body((0, 12))
self.dbody2.userData = "dbody2"
except Exception as ex:
self._fail("Failed to create dynamic bodies (%s)" % ex)
try:
self.sbody1 = self.create_body((0, 0), False)
self.sbody1.userData = "sbody1"
self.sbody2 = self.create_body((1, 4), False)
self.sbody2.userData = "sbody2"
except Exception as ex:
self._fail("Failed to create static bodies (%s)" % ex)
def create_body(self, position, dynamic=True):
bodyDef = self.b2.b2BodyDef()
fixtureDef = self.b2.b2FixtureDef()
if dynamic:
bodyDef.type = self.b2.b2_dynamicBody
fixtureDef.density = 1
else:
bodyDef.type = self.b2.b2_staticBody
fixtureDef.density = 0
bodyDef.position = position
body = self.world.CreateBody(bodyDef)
dynamicBox = self.b2.b2PolygonShape()
dynamicBox.SetAsBox(1, 1)
fixtureDef.shape = dynamicBox
fixtureDef.friction = 0.3
body.CreateFixture(fixtureDef)
return body
def create_circle_body(self, position, dynamic=True):
bodyDef = self.b2.b2BodyDef()
fixtureDef = self.b2.b2FixtureDef()
if dynamic:
bodyDef.type = self.b2.b2_dynamicBody
fixtureDef.density = 1
else:
bodyDef.type = self.b2.b2_staticBody
fixtureDef.density = 0
bodyDef.position = position
body = self.world.CreateBody(bodyDef)
body.CreateFixture(shape=self.b2.b2CircleShape(radius=1.0), density=1.0, friction=0.3)
return body
def step_world(self, steps=10):
timeStep = 1.0 / 60
vel_iters, pos_iters = 6, 2
for i in range(steps):
self.world.Step(timeStep, vel_iters, pos_iters)
def check(self, dfn, joint, prop, joint_prop=""):
a = getattr(dfn, prop)
if joint_prop:
b = getattr(joint, joint_prop)
else:
b = getattr(joint, prop)
self.assertEquals(a, b, "Property not equal from definition to joint: %s (dfn %s != joint %s)" % (prop, a, b) )
# ---- revolute joint ----
def revolute_definition(self, body1, body2, anchor):
dfn=self.b2.b2RevoluteJointDef()
dfn.Initialize(body1, body2, anchor)
dfn.motorSpeed = 1.0 * self.b2.b2_pi
dfn.maxMotorTorque = 10000.0
dfn.enableMotor = False
dfn.lowerAngle = -0.25 * self.b2.b2_pi
dfn.upperAngle = 0.5 * self.b2.b2_pi
dfn.enableLimit = True
dfn.collideConnected = True
return dfn
def revolute_asserts(self, dfn, joint):
self.check(dfn, joint, "motorSpeed")
self.check(dfn, joint, "lowerAngle", "lowerLimit")
self.check(dfn, joint, "upperAngle", "upperLimit")
self.check(dfn, joint, "enableMotor", "motorEnabled")
self.check(dfn, joint, "enableLimit", "limitEnabled")
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
def revolute_checks(self, dfn, joint):
# check to make sure they are at least accessible
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
joint.GetMotorTorque(1.0)
i = joint.angle
i = joint.speed
i = joint.anchorA
i = joint.anchorB
joint.upperLimit = 2
joint.maxMotorTorque = 10.0
joint.foobar = 2
# ---- prismatic joint ----
def prismatic_definition(self, body1, body2, anchor, axis):
dfn=self.b2.b2PrismaticJointDef()
dfn.Initialize(body1, body2, anchor, axis)
dfn.motorSpeed = 10
dfn.maxMotorForce = 1000.0
dfn.enableMotor = True
dfn.lowerTranslation = 0
dfn.upperTranslation = 20
dfn.enableLimit = True
return dfn
def prismatic_asserts(self, dfn, joint):
self.check(dfn, joint, "motorSpeed")
self.check(dfn, joint, "lowerTranslation", "lowerLimit")
self.check(dfn, joint, "upperTranslation", "upperLimit")
self.check(dfn, joint, "enableMotor", "motorEnabled")
self.check(dfn, joint, "enableLimit", "limitEnabled")
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
self.check(dfn, joint, "maxMotorForce")
def prismatic_checks(self, dfn, joint):
# check to make sure they are at least accessible
i = joint.GetMotorForce(1.0)
i = joint.anchorA
i = joint.anchorB
i = joint.speed
i = joint.translation
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- distance joint ----
def distance_definition(self, body1, body2, anchorA, anchorB):
dfn=self.b2.b2DistanceJointDef()
dfn.Initialize(body1, body2, anchorA, anchorB)
dfn.length = (self.b2.b2Vec2(*anchorA) - self.b2.b2Vec2(*anchorB)).length
dfn.frequencyHz = 4.0
dfn.dampingRatio = 0.5
return dfn
def distance_asserts(self, dfn, joint):
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
self.check(dfn, joint, "length")
self.check(dfn, joint, "frequencyHz", "frequency")
self.check(dfn, joint, "dampingRatio")
def distance_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- Rope joint ----
def rope_definition(self, body1, body2, anchorA, anchorB, maxLength):
dfn=self.b2.b2RopeJointDef(bodyA=body1, bodyB=body2, anchorA=anchorA, \
anchorB=anchorB, maxLength=maxLength)
return dfn
def rope_asserts(self, dfn, joint):
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
self.check(dfn, joint, "maxLength")
def rope_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
joint.limitState
# ---- pulley joint ----
def pulley_definition(self, body1, body2):
if body2.mass == 0 or body1.mass == 0:
body1 = self.dbody2
body2 = self.dbody1
dfn=self.b2.b2PulleyJointDef()
a, b = 2, 4
y, L = 16, 12
anchor1 =(body1.position.x, y + b)
anchor2 =(body1.position.x, y + b)
groundAnchor1=(body1.position.x, y + b + L)
groundAnchor2=(body1.position.x, y + b + L)
dfn.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 2.0)
return dfn
def pulley_asserts(self, dfn, joint):
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
self.check(dfn, joint, "groundAnchorA")
self.check(dfn, joint, "groundAnchorB")
self.check(dfn, joint, "ratio")
def pulley_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- mouse joint ----
def mouse_definition(self, body1, body2):
dfn=self.b2.b2MouseJointDef()
if body2.mass == 0:
body2 = self.dbody1
if body2 == body1:
body1 = self.sbody1
dfn.bodyA = body1
dfn.bodyB = body2
dfn.target = (2, 1)
dfn.maxForce = 10
return dfn
def mouse_asserts(self, dfn, joint):
self.check(dfn, joint, "target")
self.check(dfn, joint, "maxForce")
self.check(dfn, joint, "frequencyHz", "frequency")
self.check(dfn, joint, "dampingRatio")
def mouse_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- wheel joint ----
def wheel_definition(self, body1, body2, anchor, axis):
dfn=self.b2.b2WheelJointDef()
dfn.Initialize(body1, body2, anchor, axis)
dfn.motorSpeed = 0
dfn.maxMotorForce = 100.0
dfn.enableMotor = True
dfn.lowerTranslation = -4.0
dfn.upperTranslation = 4.0
dfn.enableLimit = True
return dfn
def wheel_asserts(self, dfn, joint):
self.check(dfn, joint, "motorSpeed")
self.check(dfn, joint, "maxMotorTorque")
self.check(dfn, joint, "enableMotor", "motorEnabled")
self.check(dfn, joint, "bodyA")
self.check(dfn, joint, "bodyB")
self.check(dfn, joint, "frequencyHz", "springFrequencyHz")
self.check(dfn, joint, "dampingRatio", "springDampingRatio")
def wheel_checks(self, dfn, joint):
# check to make sure they are at least accessible
i = joint.anchorA
i = joint.anchorB
i = joint.speed
i = joint.translation
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- weld joint ----
def weld_definition(self, body1, body2):
dfn=self.b2.b2WeldJointDef()
dfn.bodyA = body1
dfn.bodyB = body2
return dfn
def weld_asserts(self, dfn, joint):
pass
def weld_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
# ---- friction joint ----
def friction_definition(self, body1, body2):
dfn=self.b2.b2FrictionJointDef()
dfn.bodyA = body1
dfn.bodyB = body2
dfn.localAnchorA = dfn.localAnchorB = (0,0)
dfn.collideConnected = True
dfn.maxForce = 10.0
dfn.maxTorque = 20.0
return dfn
def friction_asserts(self, dfn, joint):
self.check(dfn, joint, "maxForce")
self.check(dfn, joint, "maxTorque")
def friction_checks(self, dfn, joint):
joint.GetReactionForce(1.0)
joint.GetReactionTorque(1.0)
def do_joint(self, name, init_args):
'''test a joint by name'''
get_dfn = getattr(self, "%s_definition"%name)
asserts = getattr(self, "%s_asserts"%name)
checks = getattr(self, "%s_checks"%name)
create_name=getattr(self.world, "Create%sJoint" % (name.capitalize()))
for bodyA, bodyB in itertools.permutations( ( self.sbody1, self.sbody2, self.dbody1, self.dbody2), 2 ):
try:
dfn = get_dfn(body1=bodyA, body2=bodyB, **init_args)
except Exception as ex:
self._fail("%s: Failed on bodies %s and %s, joint definition (%s)" % (name, bodyA.userData, bodyB.userData, ex))
kw_args = {}
try:
kw_args = dfn.to_kwargs()
joint = create_name(**kw_args)
self.world.DestroyJoint(joint)
except Exception as ex:
self._fail("%s: Failed on bodies %s and %s, joint creation by kwargs (%s) kw=%s" % (name, bodyA.userData, bodyB.userData, ex, kw_args))
try:
joint = self.world.CreateJoint(dfn)
except Exception as ex:
self._fail("%s: Failed on bodies %s and %s, joint creation (%s)" % (name, bodyA.userData, bodyB.userData, ex))
try:
asserts(dfn, joint)
except Exception as ex:
self.world.DestroyJoint(joint)
raise
try:
checks(dfn, joint)
except Exception as ex:
self.world.DestroyJoint(joint)
self._fail("%s: Failed on bodies %s and %s, joint checks (%s)" % (name, bodyA.userData, bodyB.userData, ex))
try:
self.step_world(5)
except Exception as ex:
# self.world.DestroyJoint(joint) # -> locked
try:
# Ok, this will cause an assertion to go off during unwinding (in the b2StackAllocator deconstructor),
# so do it once, catch that, and then fail finally
self.fail()
except AssertionError as ex:
self._fail("%s: Failed on bodies %s and %s, joint simulation (%s)" % (name, bodyA.userData, bodyB.userData, ex))
try:
self.world.DestroyJoint(joint)
except Exception as ex:
s=sys.exc_info()[1]
self._fail("%s: Failed on bodies %s and %s joint deletion (%s)" % (name, bodyA.userData, bodyB.userData, s))
# --- the actual tests ---
def test_revolute(self):
self.do_joint("revolute", { 'anchor' : (0, 12) })
def test_prismatic(self):
self.do_joint("prismatic", { 'anchor' : (0, 0), 'axis' : (1,0) })
def test_distance(self):
self.do_joint("distance", { 'anchorA' : (-10, 0), 'anchorB' : (-0.5,-0.5) })
def test_rope(self):
self.do_joint("rope", { 'anchorA' : (-10, 0), 'anchorB' : (-0.5,-0.5), 'maxLength' : 5.0 })
def test_pulley(self):
self.do_joint("pulley", {} )
def test_mouse(self):
self.do_joint("mouse", {} )
def test_wheel(self):
self.do_joint("wheel", { 'anchor' : (0, 8.5), 'axis' : (2,1) })
def test_weld(self):
self.do_joint("weld", {} )
def test_friction(self):
self.do_joint("friction", {} )
def test_emptyjoint(self):
try:
self.world.CreateJoint( self.b2.b2RevoluteJointDef() )
except ValueError:
pass # good
else:
raise Exception('Empty joint should have raised an exception')
def test_gear(self):
# creates 2 revolute joints and then joins them, so it's done separately
ground=self.world.CreateBody( self.b2.b2BodyDef() )
shape=self.b2.b2EdgeShape(vertices=((50.0, 0.0), (-50.0, 0.0)))
ground.CreateFixturesFromShapes(shapes=shape)
body1=self.create_circle_body((-3, 12))
body2=self.create_circle_body(( 0, 12))
jd1=self.b2.b2RevoluteJointDef()
jd1.Initialize(ground, body1, body1.position)
joint1 = self.world.CreateJoint(jd1)
jd2=self.b2.b2RevoluteJointDef()
jd2.Initialize(ground, body2, body2.position)
joint2 = self.world.CreateJoint(jd2)
gjd=self.b2.b2GearJointDef()
gjd.bodyA = body1
gjd.bodyB = body2
gjd.joint1 = joint1
gjd.joint2 = joint2
gjd.ratio = 2.0
gj = self.world.CreateJoint(gjd)
self.step_world(10)
self.check(gjd, gj, "ratio")
gj.GetReactionForce(1.0)
gj.GetReactionTorque(1.0)
self.world.DestroyJoint(gj)
self.world.DestroyJoint(joint2)
self.world.DestroyJoint(joint1)
if __name__ == '__main__':
unittest.main()
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