#!/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, Keys, main) from Box2D import (b2Cross, b2EdgeShape, b2FixtureDef, b2PolygonShape, b2_pi) class Breakable (Framework): name = "Breakable bodies" description = "With enough of an impulse, the single body will split [press b to manually break it]" _break = False # Flag to break broke = False # Already broken? def __init__(self): super(Breakable, self).__init__() # The ground self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)])) # The breakable body self.shapes = (b2PolygonShape(box=(0.5, 0.5, (-0.5, 0), 0)), b2PolygonShape(box=(0.5, 0.5, (0.5, 0), 0)) ) self.body = self.world.CreateDynamicBody( position=(0, 40), angle=0.25 * b2_pi, shapes=self.shapes, shapeFixture=b2FixtureDef(density=1), ) self.fixtures = self.body.fixtures def PostSolve(self, contact, impulse): # Already broken? if self.broke: return # If the impulse is enough to split the objects, then flag it to break if max(impulse.normalImpulses) > 40: self._break = True def Break(self): # Create two bodies from one body = self.body center = body.worldCenter body.DestroyFixture(self.fixtures[1]) self.fixture2 = None body2 = self.world.CreateDynamicBody( position=body.position, angle=body.angle, shapes=self.shapes[1], shapeFixture=b2FixtureDef(density=1), ) # Compute consistent velocities for new bodies based on cached # velocity. velocity1 = (self.velocity + b2Cross(self.angularVelocity, body.worldCenter - center)) velocity2 = (self.velocity + b2Cross(self.angularVelocity, body2.worldCenter - center)) body.angularVelocity = self.angularVelocity body.linearVelocity = velocity1 body2.angularVelocity = self.angularVelocity body2.linearVelocity = velocity2 def Step(self, settings): super(Breakable, self).Step(settings) if self._break: self.Break() self.broke = True self._break = False if not self.broke: self.velocity = self.body.linearVelocity self.angularVelocity = self.body.angularVelocity def Keyboard(self, key): if key == Keys.K_b and not self.broke: self._break = True if __name__ == "__main__": main(Breakable)