Source code for concepts.simulator.pymunk.body_utils

#! /usr/bin/env python3
# -*- coding: utf-8 -*-
# File   : body_utils.py
# Author : Jiayuan Mao
# Email  : maojiayuan@gmail.com
# Date   : 06/21/2022
#
# This file is part of Project Concepts.
# Distributed under terms of the MIT license.

import random

import numpy as np
import pymunk
from typing import Optional, Iterable, Tuple, Sequence

from concepts.utils.typing_utils import Vec4i
from .world import PymunkWorld
from .constants import color_consts


__all__ = [
    'get_screen_size', 'get_body_bbox',
    'add_ball', 'add_box',
    'add_shape_I', 'add_shape_L', 'add_shape_T', 'add_shape_C',
    'random_body_pos',
    'select_body'
]


[docs] def get_screen_size() -> Tuple[int, int]: import pygame screen_width, screen_height = pygame.display.get_window_size() return screen_width, screen_height
[docs] def get_body_bbox(body: pymunk.Body) -> pymunk.BB: bb = pymunk.BB() for s in body.shapes: bb = bb.merge(s.cache_bb()) return bb
[docs] def convex_decomposition(vertices: Sequence[Tuple[float, float]]) -> Sequence[Sequence[Tuple[float, float]]]: from py2d.Math.Polygon import Polygon poly = Polygon.from_tuples(vertices) parts = Polygon.convex_decompose(poly) return [part.as_tuple_list() for part in parts]
[docs] def add_polygon( world: PymunkWorld, vertices: Sequence[Tuple[float, float]], mass: float = 1.0, pos: Optional[Tuple[float, float]] = None, movable: bool = True, color: Vec4i = color_consts.BLACK, use_convex_decomposition: bool = False, **kwargs ): if use_convex_decomposition: inertia = pymunk.moment_for_poly(mass, vertices) body = pymunk.Body(mass, inertia, body_type=pymunk.Body.DYNAMIC if movable else pymunk.Body.STATIC) shapes = list() for part in convex_decomposition(vertices): shape = pymunk.Poly(body, part) shape.color = color shape.friction = 1.0 shape.elasticity = 0.8 shapes.append(shape) body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, shapes=shapes, **kwargs) else: inertia = pymunk.moment_for_poly(mass, vertices) body = pymunk.Body(mass, inertia, body_type=pymunk.Body.DYNAMIC if movable else pymunk.Body.STATIC) shape = pymunk.Poly(body, vertices) shape.color = color shape.friction = 1.0 shape.elasticity = 0.8 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_ball(world: PymunkWorld, mass: float = 1.0, radius: float = 14.0, pos: Optional[Tuple[float, float]] = None, **kwargs): inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0)) body = pymunk.Body(mass, inertia, body_type=pymunk.Body.DYNAMIC) shape = pymunk.Circle(body, radius, (0, 0)) shape.color = color_consts.BLUE shape.friction = 1.0 shape.elasticity = 0.8 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_box(world: PymunkWorld, mass: float = 1.0, half_length: float = 14.0, pos: Optional[Tuple[float, float]] = None, **kwargs): inertia = pymunk.moment_for_box(mass, (half_length * 2, half_length * 2)) body = pymunk.Body(mass, inertia) shape = pymunk.Poly(body, [(-half_length, -half_length), (half_length, -half_length), (half_length, half_length), (-half_length, half_length)]) shape.color = color_consts.BLUE shape.friction = 1.0 shape.elasticity = 0.8 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_rectangle(world: PymunkWorld, mass: float = 1.0, width: float = 14.0, height: float = 14.0, radius: float = 2.0, pos: Optional[Tuple[float, float]] = None, orientation: float = 0.0, **kwargs): """Add a rectangle to the world. Args: world: the world to add the rectangle to. mass: the mass of the rectangle. width: the width of the rectangle (along the x-axis). height: the height of the rectangle (along the y-axis). radius: the radius of the rectangle's corners. pos: the position of the rectangle. orientation: the orientation of the rectangle, in degrees. **kwargs: additional arguments to pass to the world.add_body method. """ inertia = pymunk.moment_for_box(mass, (width, height)) body = pymunk.Body(mass, inertia) shape = pymunk.Poly.create_box(body, (width, height), radius=radius) shape.color = color_consts.BLUE shape.friction = 1.0 shape.elasticity = 0.8 body.position = pos if pos is not None else random_body_pos(world, body) body.angle = np.deg2rad(orientation) return world.add_body(body, **kwargs)
[docs] def add_shape_I(world: PymunkWorld, length: float = 200, thickness: float = 3, pos: Optional[Tuple[float, float]] = None, **kwargs): body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) shape = pymunk.Segment(body, (0, 0), (0, length), thickness) shape.color = color_consts.BLACK shape.friction = 1.0 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_shape_L(world: PymunkWorld, length1: float = 200, length2: float = 50, thickness: float = 3, pos: Optional[Tuple[float, float]] = None, **kwargs): body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) shape1 = pymunk.Segment(body, (0, 0), (0, length1), thickness) shape1.color = color_consts.BLACK shape1.friction = 1.0 shape2 = pymunk.Segment(body, (0, 0), (length2, 0), thickness) shape2.color = color_consts.BLACK shape2.friction = 1.0 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_shape_T(world: PymunkWorld, length1: float = 200, length2: float = 50, thickness: float = 3, pos: Optional[Tuple[float, float]] = None, dynamic=False, **kwargs): if dynamic: body = pymunk.Body(body_type=pymunk.Body.DYNAMIC, mass=1.0, moment=100) else: body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) shape1 = pymunk.Segment(body, (0, 0), (0, length1), thickness) shape1.color = color_consts.BLACK shape1.friction = 1.0 shape2 = pymunk.Segment(body, (-length2, 0), (+length2, 0), thickness) shape2.color = color_consts.BLACK shape2.friction = 1.0 body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def add_shape_C(world: PymunkWorld, length1: float = 200, length2: float = 50, length3: float = 25, thickness: float = 3, pos: Optional[Tuple[float, float]] = None, **kwargs): body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) shape1 = pymunk.Segment(body, (0, 0), (0, length1), thickness) shape1.color = color_consts.BLACK shape2 = pymunk.Segment(body, (-length2, 0), (+length2, 0), thickness) shape2.color = color_consts.BLACK shape3 = pymunk.Segment(body, (-length2, 0), (-length2, -length3), thickness) shape3.color = color_consts.BLACK shape4 = pymunk.Segment(body, (+length2, 0), (+length2, -length3), thickness) shape4.color = color_consts.BLACK body.position = pos if pos is not None else random_body_pos(world, body) return world.add_body(body, **kwargs)
[docs] def random_body_pos(world: PymunkWorld, body: pymunk.Body) -> Tuple[float, float]: bb = get_body_bbox(body) obj_width = int(bb.right - bb.left) // 2 + 1 obj_height = int(bb.top - bb.bottom) // 2 + 1 return (random.randint(obj_width, world.screen_width - obj_width), random.randint(obj_height, world.screen_height - obj_height))
[docs] def select_body(world: PymunkWorld, pos: Tuple[float, float], selectable_bodies: Optional[Iterable[pymunk.Body]] = None): if selectable_bodies is None: selectable_bodies = world.bodies for b in selectable_bodies: for s in b.shapes: info = s.point_query(pos) if info.distance < 0: return b return None