#!/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 (b2EdgeShape, b2FixtureDef, b2PolygonShape, b2RopeJointDef) # From the original C++ testbed example: # "This test shows how a rope joint can be used to stabilize a chain of bodies # with a heavy payload. Notice that the rope joint just prevents excessive # stretching and has no other effect. By disabling the rope joint you can see # that the Box2D solver has trouble supporting heavy bodies with light bodies. # Try playing around with the densities, time step, and iterations to see how # they affect stability. This test also shows how to use contact filtering. # Filtering is configured so that the payload does not collide with the # chain." class Rope (Framework): name = "Rope Joint Test" description = "Press j to toggle the rope joint." def __init__(self): super(Rope, self).__init__() # The ground ground = self.world.CreateBody( shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)])) shape = b2PolygonShape(box=(0.5, 0.125)) fd = b2FixtureDef( shape=shape, friction=0.2, density=20, categoryBits=0x0001, maskBits=(0xFFFF & ~0x0002), ) N = 10 y = 15.0 prevBody = ground for i in range(N): if i < N - 1: body = self.world.CreateDynamicBody( position=(0.5 + i, y), fixtures=fd, ) else: shape.box = (1.5, 1.5) fd.density = 100 fd.categoryBits = 0x0002 body = self.world.CreateDynamicBody( position=(i, y), fixtures=fd, angularDamping=0.4, ) self.world.CreateRevoluteJoint( bodyA=prevBody, bodyB=body, anchor=(i, y), collideConnected=False, ) prevBody = body extraLength = 0.01 self.rd = rd = b2RopeJointDef( bodyA=ground, bodyB=body, maxLength=N - 1.0 + extraLength, localAnchorA=(0, y), localAnchorB=(0, 0) ) self.rope = self.world.CreateJoint(rd) def Step(self, settings): super(Rope, self).Step(settings) if self.rope: self.Print('Rope ON') else: self.Print('Rope OFF') def Keyboard(self, key): if key == Keys.K_j: if self.rope: self.world.DestroyJoint(self.rope) self.rope = None else: self.rope = self.world.CreateJoint(self.rd) if __name__ == "__main__": main(Rope)