#!/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 (b2EdgeShape, b2FixtureDef, b2PolygonShape) class Mobile (Framework): name = "Mobile" max_depth = 4 def __init__(self): Framework.__init__(self) ground = self.world.CreateStaticBody( position=(0, 20), shapes=[b2EdgeShape(vertices=[(-20, 0), (20, 0)])], ) a = 0.5 depth = 0 self.root = self.add_node(ground, (0, 0), depth, 3.0, a) self.world.CreateRevoluteJoint(bodyA=ground, bodyB=self.root, localAnchorA=(0, 0), localAnchorB=(0, a)) def add_node(self, parent, local_anchor, depth, offset, a): density = 20.0 h = (0, a) p = parent.position + local_anchor - h fixture = b2FixtureDef(shape=b2PolygonShape(box=(0.25 * a, a)), density=density) body = self.world.CreateDynamicBody(position=p, fixtures=fixture) if depth == self.max_depth: return body a1 = (offset, -a) a2 = (-offset, -a) body1 = self.add_node(body, a1, depth + 1, 0.5 * offset, a) body2 = self.add_node(body, a2, depth + 1, 0.5 * offset, a) self.world.CreateRevoluteJoint(bodyA=body, bodyB=body1, localAnchorA=a1, localAnchorB=h) self.world.CreateRevoluteJoint(bodyA=body, bodyB=body2, localAnchorA=a2, localAnchorB=h) return body if __name__ == "__main__": main(Mobile)