#!/usr/bin/env python # -*- coding: utf-8 -*- # # C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org # Python version Copyright (c) 2010 kne / 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, Keys, main) from math import sqrt from Box2D import (b2FixtureDef, b2PolygonShape, b2Transform, b2Mul, b2_pi) class ApplyForce (Framework): name = "ApplyForce" description = "Use w, a, and d to control the ship." def __init__(self): super(ApplyForce, self).__init__() self.world.gravity = (0.0, 0.0) # The boundaries ground = self.world.CreateBody(position=(0, 20)) ground.CreateEdgeChain( [(-20, -20), (-20, 20), (20, 20), (20, -20), (-20, -20)] ) # TODO: make note of transform.R.set() -> transform.angle = xf1 = b2Transform() xf1.angle = 0.3524 * b2_pi xf1.position = xf1.R * (1.0, 0.0) xf2 = b2Transform() xf2.angle = -0.3524 * b2_pi xf2.position = xf2.R * (-1.0, 0.0) self.body = self.world.CreateDynamicBody( position=(0, 2), angle=b2_pi, angularDamping=5, linearDamping=0.1, shapes=[b2PolygonShape(vertices=[xf1 * (-1, 0), xf1 * (1, 0), xf1 * (0, .5)]), b2PolygonShape(vertices=[xf2 * (-1, 0), xf2 * (1, 0), xf2 * (0, .5)])], shapeFixture=b2FixtureDef(density=2.0), ) gravity = 10.0 fixtures = b2FixtureDef(shape=b2PolygonShape(box=(0.5, 0.5)), density=1, friction=0.3) for i in range(10): body = self.world.CreateDynamicBody( position=(0, 5 + 1.54 * i), fixtures=fixtures) # For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m) r = sqrt(2.0 * body.inertia / body.mass) self.world.CreateFrictionJoint( bodyA=ground, bodyB=body, localAnchorA=(0, 0), localAnchorB=(0, 0), collideConnected=True, maxForce=body.mass * gravity, maxTorque=body.mass * r * gravity ) def Keyboard(self, key): if not self.body: return if key == Keys.K_w: f = self.body.GetWorldVector(localVector=(0.0, -200.0)) p = self.body.GetWorldPoint(localPoint=(0.0, 2.0)) self.body.ApplyForce(f, p, True) elif key == Keys.K_a: self.body.ApplyTorque(50.0, True) elif key == Keys.K_d: self.body.ApplyTorque(-50.0, True) if __name__ == "__main__": main(ApplyForce)