# -*- coding: utf-8 -*- # # C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org # Python version Copyright (c) 2015 John Stowers # # 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. """ Global Keys: Space - shoot projectile Z/X - zoom Escape - quit Other keys can be set by the individual test. Mouse: Left click - select/drag body (creates mouse joint) """ import string import time import cv2 import numpy as np import framework from framework import FrameworkBase, fwSettings from Box2D import b2DrawExtended, b2Vec2 from opencv_draw import cvcolor, cvcoord class OpencvDraw(framework.b2DrawExtended): """ This debug draw class accepts callbacks from Box2D (which specifies what to draw) and handles all of the rendering. If you are writing your own game, you likely will not want to use debug drawing. Debug drawing, as its name implies, is for debugging. """ surface = None axisScale = 10.0 def __init__(self, **kwargs): b2DrawExtended.__init__(self, **kwargs) self.flipX = False self.flipY = True self.convertVertices = True def StartDraw(self): self.zoom = self.test.viewZoom self.center = self.test.viewCenter self.offset = self.test.viewOffset self.screenSize = self.test.screenSize def EndDraw(self): pass def DrawPoint(self, p, size, color): """ Draw a single point at point p given a pixel size and color. """ self.DrawCircle(p, size / self.zoom, color, drawwidth=0) def DrawAABB(self, aabb, color): """ Draw a wireframe around the AABB with the given color. """ points = [(aabb.lowerBound.x, aabb.lowerBound.y), (aabb.upperBound.x, aabb.lowerBound.y), (aabb.upperBound.x, aabb.upperBound.y), (aabb.lowerBound.x, aabb.upperBound.y)] pts = np.array(points, np.int32) pts = pts.reshape((-1, 1, 2)) cv2.polylines(self.surface, [pts], True, cvcolor(color)) def DrawSegment(self, p1, p2, color): """ Draw the line segment from p1-p2 with the specified color. """ cv2.line(self.surface, cvcoord(p1), cvcoord(p2), cvcolor(color), 1) def DrawTransform(self, xf): """ Draw the transform xf on the screen """ p1 = xf.position p2 = self.to_screen(p1 + self.axisScale * xf.R.x_axis) p3 = self.to_screen(p1 + self.axisScale * xf.R.y_axis) p1 = self.to_screen(p1) cv2.line(self.surface, cvcoord(p1), cvcoord(p2), (0, 0, 255), 1) cv2.line(self.surface, cvcoord(p1), cvcoord(p3), (0, 255, 0), 1) def DrawCircle(self, center, radius, color, drawwidth=1): """ Draw a wireframe circle given the center, radius, axis of orientation and color. """ radius *= self.zoom if radius < 1: radius = 1 else: radius = int(radius) cv2.circle(self.surface, cvcoord(center), radius, cvcolor(color), drawwidth) def DrawSolidCircle(self, center, radius, axis, color): """ Draw a solid circle given the center, radius, axis of orientation and color. """ radius *= self.zoom if radius < 1: radius = 1 else: radius = int(radius) FILL = False cv2.circle(self.surface, cvcoord(center), radius, cvcolor(color), -1 if FILL else 1) cv2.line(self.surface, cvcoord(center), cvcoord((center[0] - radius * axis[0], center[1] + radius * axis[1])), (0, 0, 255), 1) def DrawPolygon(self, vertices, color): """ Draw a wireframe polygon given the screen vertices with the specified color. """ if not vertices: return if len(vertices) == 2: cv2.line(self.surface, cvcoord(vertices[0]), cvcoord( vertices[1]), cvcolor(color), 1) else: pts = np.array(vertices, np.int32) pts = pts.reshape((-1, 1, 2)) cv2.polylines(self.surface, [pts], True, cvcolor(color)) def DrawSolidPolygon(self, vertices, color): """ Draw a filled polygon given the screen vertices with the specified color. """ FILL = False if not FILL: self.DrawPolygon(vertices, color) return if not vertices: return if len(vertices) == 2: cv2.line(self.surface, cvcoord(vertices[0]), cvcoord( vertices[1]), cvcolor(color), 1) else: pts = np.array(vertices, np.int32) pts = pts.reshape((-1, 1, 2)) cv2.fillPoly(self.surface, [pts], cvcolor(color)) # Only support ascii keys # The following import is only needed to do the initial loading and # overwrite the Keys class. class OpencvKeysType(type): def __getattr__(cls, key): return getattr(cls, key, None) class OpencvKeys: __metaclass__ = OpencvKeysType for key in string.ascii_lowercase + string.digits: setattr(OpencvKeys, 'K_%c' % key, ord(key)) framework.Keys = OpencvKeys class OpencvFramework(FrameworkBase): def __init__(self, w=640, h=480, resizable=False): super(OpencvFramework, self).__init__() if fwSettings.onlyInit: # testing mode doesn't initialize opencv return self._viewZoom = 10.0 self._viewCenter = None self._viewOffset = None self.screenSize = None self.fps = 0 self.screen = np.zeros((h, w, 3), np.uint8) if resizable: cv2.namedWindow(self.name, getattr(cv2, 'WINDOW_NORMAL', 0)) cv2.resizeWindow(self.name, w, h) else: cv2.namedWindow(self.name, getattr(cv2, 'WINDOW_AUTOSIZE', 1)) cv2.setMouseCallback(self.name, self._on_mouse) self._t0 = time.time() self.textLine = 30 self._font_name = cv2.FONT_HERSHEY_SIMPLEX self._font_scale = 0.5 self._font_thickness = 1 (_, self._font_h), _ = cv2.getTextSize("X", self._font_name, self._font_scale, self._font_thickness) self.screenSize = b2Vec2(w, h) self.renderer = OpencvDraw(surface=self.screen, test=self) self.world.renderer = self.renderer self.viewCenter = (0, 20.0) self.groundbody = self.world.CreateBody() # mouse callback function def _on_mouse(self, event, x, y, flags, param): p = self.ConvertScreenToWorld(x, y) if event == cv2.EVENT_LBUTTONDOWN: self.MouseDown(p) if event == cv2.EVENT_LBUTTONUP: self.MouseUp(p) elif event == cv2.EVENT_MOUSEMOVE: self.MouseMove(p) def setCenter(self, value): """ Updates the view offset based on the center of the screen. Tells the debug draw to update its values also. """ self._viewCenter = b2Vec2(*value) self._viewCenter *= self._viewZoom self._viewOffset = self._viewCenter - self.screenSize / 2 def setZoom(self, zoom): self._viewZoom = zoom viewZoom = property(lambda self: self._viewZoom, setZoom, doc='Zoom factor for the display') viewCenter = property(lambda self: self._viewCenter / self._viewZoom, setCenter, doc='Screen center in camera coordinates') viewOffset = property(lambda self: self._viewOffset, doc='The offset of the top-left corner of the screen') def run(self): """ Main loop. Continues to run while checkEvents indicates the user has requested to quit. Updates the screen and tells the GUI to paint itself. """ while True: self._t1 = time.time() dt = 1.0 / self.settings.hz key = 0xFF & cv2.waitKey(int(dt * 1000.0)) if key == 27: break elif key != 255: if key == 32: # Space self.LaunchRandomBomb() elif key == 81: # Left self.viewCenter -= (0.5, 0) elif key == 83: # Right self.viewCenter += (0.5, 0) elif key == 82: # Up self.viewCenter += (0, 0.5) elif key == 84: # Down self.viewCenter -= (0, 0.5) elif key == 80: # Home self.viewZoom = 1.0 self.viewCenter = (0.0, 20.0) elif key == ord('z'): # Zoom in self.viewZoom = min(1.1 * self.viewZoom, 50.0) elif key == ord('x'): # Zoom out self.viewZoom = max(0.9 * self.viewZoom, 0.02) else: self.Keyboard(key) self.screen.fill(0) self.SimulationLoop() cv2.imshow(self.name, self.screen) dt = self._t1 - self._t0 self._t0 = self._t1 self.fps = 1 / dt self.world.contactListener = None self.world.destructionListener = None self.world.renderer = None def ConvertScreenToWorld(self, x, y): x = (x + self.viewOffset.x) / self.viewZoom y = ((self.screenSize.y - y + self.viewOffset.y) / self.viewZoom) return b2Vec2(x, y) def DrawStringAt(self, x, y, str, color=(229, 153, 153, 255)): """ Draw some text, str, at screen coordinates (x, y). """ color = (color[2], color[1], color[0]) cv2.putText(self.screen, str, (x, y), self._font_name, self._font_scale, color, self._font_thickness) def Print(self, str, color=(229, 153, 153, 255)): """ Draw some text at the top status lines and advance to the next line. """ color = (color[2], color[1], color[0]) cv2.putText(self.screen, str, (5, self.textLine), self._font_name, self._font_scale, color, self._font_thickness) self.textLine += self._font_h + 2 def Keyboard(self, key): """ Callback indicating 'key' has been pressed down. The keys are mapped after pygame's style. from framework import Keys if key == Keys.K_z: ... """ pass def KeyboardUp(self, key): """ Callback indicating 'key' has been released. See Keyboard() for key information """ pass