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cantilever.py
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cantilever.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
# Python version by Ken Lauer / sirkne at gmail dot 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 .framework import (Framework, main)
from Box2D import (b2CircleShape, b2EdgeShape, b2FixtureDef, b2PolygonShape)
class Cantilever (Framework):
name = "Cantilever"
description = ""
numPlanks = 8
def __init__(self):
super(Cantilever, self).__init__()
# The ground
ground = self.world.CreateBody(
shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]))
plank = b2FixtureDef(
shape=b2PolygonShape(box=(0.5, 0.125)),
friction=0.2,
density=20
)
# Create one cantilever (Only the left end is fixed)
prevBody = ground
for i in range(self.numPlanks):
body = self.world.CreateDynamicBody(
position=(-14.5 + i, 5),
fixtures=plank,
)
self.world.CreateWeldJoint(
bodyA=prevBody,
bodyB=body,
anchor=(-15 + i, 5),
)
prevBody = body
# Create another higher up
prevBody = ground
for i in range(self.numPlanks):
body = self.world.CreateDynamicBody(
position=(-14.5 + i, 15),
fixtures=plank,
)
self.world.CreateWeldJoint(
bodyA=prevBody,
bodyB=body,
anchor=(-15 + i, 15),
)
prevBody = body
# And the left-most unconnected one (technically not a cantilever)
prevBody = ground
for i in range(self.numPlanks):
body = self.world.CreateDynamicBody(
position=(-4.5 + i, 5),
fixtures=plank,
)
if i > 0: # skip the joint on the first one
self.world.CreateWeldJoint(
bodyA=prevBody,
bodyB=body,
anchor=(-5 + i, 5),
)
prevBody = body
# And the right-most unconnected one, using joint damping
prevBody = ground
for i in range(self.numPlanks):
body = self.world.CreateDynamicBody(
position=(5.5 + i, 10),
fixtures=plank,
)
if i > 0: # skip the joint on the first one
self.world.CreateWeldJoint(
bodyA=prevBody,
bodyB=body,
anchor=(5 + i, 10),
frequencyHz=8.0,
dampingRatio=0.7,
)
prevBody = body
# And a few random shapes to play with
# First a set of triangles,
fixture = b2FixtureDef(shape=b2PolygonShape(vertices=[(-0.5, 0.0),
(0.5, 0.0),
(0.0, 1.5),
]),
density=1.0)
for i in range(2):
self.world.CreateDynamicBody(
position=(-8 + 8 * i, 12),
fixtures=fixture,
)
# And then a few circles
fixture = b2FixtureDef(shape=b2CircleShape(radius=0.5), density=1)
for i in range(3):
self.world.CreateDynamicBody(
position=(-6 + 6 * i, 10),
fixtures=fixture,
)
if __name__ == "__main__":
main(Cantilever)