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author | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
commit | c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch) | |
tree | 277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/bindings/python/demos/tutorial3.py | |
parent | 1cf9cc3408af7008451f9133fb95af66a9697d15 (diff) |
add ode
Diffstat (limited to 'libs/ode-0.16.1/bindings/python/demos/tutorial3.py')
-rw-r--r-- | libs/ode-0.16.1/bindings/python/demos/tutorial3.py | 284 |
1 files changed, 284 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/bindings/python/demos/tutorial3.py b/libs/ode-0.16.1/bindings/python/demos/tutorial3.py new file mode 100644 index 0000000..2644d62 --- /dev/null +++ b/libs/ode-0.16.1/bindings/python/demos/tutorial3.py @@ -0,0 +1,284 @@ +#!/usr/bin/env python + +# http://pyode.sourceforge.net/tutorials/tutorial3.html + +# pyODE example 3: Collision detection + +# Originally by Matthias Baas. +# Updated by Pierre Gay to work without pygame or cgkit. + +import sys, os, random, time +from math import * +from OpenGL.GL import * +from OpenGL.GLU import * +from OpenGL.GLUT import * + +import ode + +# geometric utility functions +def scalp (vec, scal): + vec[0] *= scal + vec[1] *= scal + vec[2] *= scal + +def length (vec): + return sqrt (vec[0]**2 + vec[1]**2 + vec[2]**2) + +# prepare_GL +def prepare_GL(): + """Prepare drawing. + """ + + # Viewport + glViewport(0,0,640,480) + + # Initialize + glClearColor(0.8,0.8,0.9,0) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST) + glDisable(GL_LIGHTING) + glEnable(GL_LIGHTING) + glEnable(GL_NORMALIZE) + glShadeModel(GL_FLAT) + + # Projection + glMatrixMode(GL_PROJECTION) + glLoadIdentity() + gluPerspective (45,1.3333,0.2,20) + + # Initialize ModelView matrix + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + + # Light source + glLightfv(GL_LIGHT0,GL_POSITION,[0,0,1,0]) + glLightfv(GL_LIGHT0,GL_DIFFUSE,[1,1,1,1]) + glLightfv(GL_LIGHT0,GL_SPECULAR,[1,1,1,1]) + glEnable(GL_LIGHT0) + + # View transformation + gluLookAt (2.4, 3.6, 4.8, 0.5, 0.5, 0, 0, 1, 0) + +# draw_body +def draw_body(body): + """Draw an ODE body. + """ + + x,y,z = body.getPosition() + R = body.getRotation() + rot = [R[0], R[3], R[6], 0., + R[1], R[4], R[7], 0., + R[2], R[5], R[8], 0., + x, y, z, 1.0] + glPushMatrix() + glMultMatrixd(rot) + if body.shape=="box": + sx,sy,sz = body.boxsize + glScalef(sx, sy, sz) + glutSolidCube(1) + glPopMatrix() + + +# create_box +def create_box(world, space, density, lx, ly, lz): + """Create a box body and its corresponding geom.""" + + # Create body + body = ode.Body(world) + M = ode.Mass() + M.setBox(density, lx, ly, lz) + body.setMass(M) + + # Set parameters for drawing the body + body.shape = "box" + body.boxsize = (lx, ly, lz) + + # Create a box geom for collision detection + geom = ode.GeomBox(space, lengths=body.boxsize) + geom.setBody(body) + + return body, geom + +# drop_object +def drop_object(): + """Drop an object into the scene.""" + + global bodies, geom, counter, objcount + + body, geom = create_box(world, space, 1000, 1.0,0.2,0.2) + body.setPosition( (random.gauss(0,0.1),3.0,random.gauss(0,0.1)) ) + theta = random.uniform(0,2*pi) + ct = cos (theta) + st = sin (theta) + body.setRotation([ct, 0., -st, 0., 1., 0., st, 0., ct]) + bodies.append(body) + geoms.append(geom) + counter=0 + objcount+=1 + +# explosion +def explosion(): + """Simulate an explosion. + + Every object is pushed away from the origin. + The force is dependent on the objects distance from the origin. + """ + global bodies + + for b in bodies: + l=b.getPosition () + d = length (l) + a = max(0, 40000*(1.0-0.2*d*d)) + l = [l[0] / 4, l[1], l[2] /4] + scalp (l, a / length (l)) + b.addForce(l) + +# pull +def pull(): + """Pull the objects back to the origin. + + Every object will be pulled back to the origin. + Every couple of frames there'll be a thrust upwards so that + the objects won't stick to the ground all the time. + """ + global bodies, counter + + for b in bodies: + l=list (b.getPosition ()) + scalp (l, -1000 / length (l)) + b.addForce(l) + if counter%60==0: + b.addForce((0,10000,0)) + +# Collision callback +def near_callback(args, geom1, geom2): + """Callback function for the collide() method. + + This function checks if the given geoms do collide and + creates contact joints if they do. + """ + + # Check if the objects do collide + contacts = ode.collide(geom1, geom2) + + # Create contact joints + world,contactgroup = args + for c in contacts: + c.setBounce(0.2) + c.setMu(5000) + j = ode.ContactJoint(world, contactgroup, c) + j.attach(geom1.getBody(), geom2.getBody()) + + + +###################################################################### + +# Initialize Glut +glutInit ([]) + +# Open a window +glutInitDisplayMode (GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE) + +x = 0 +y = 0 +width = 640 +height = 480 +glutInitWindowPosition (x, y); +glutInitWindowSize (width, height); +glutCreateWindow ("testode") + +# Create a world object +world = ode.World() +world.setGravity( (0,-9.81,0) ) +world.setERP(0.8) +world.setCFM(1E-5) + +# Create a space object +space = ode.Space() + +# Create a plane geom which prevent the objects from falling forever +floor = ode.GeomPlane(space, (0,1,0), 0) + +# A list with ODE bodies +bodies = [] + +# The geoms for each of the bodies +geoms = [] + +# A joint group for the contact joints that are generated whenever +# two bodies collide +contactgroup = ode.JointGroup() + +# Some variables used inside the simulation loop +fps = 50 +dt = 1.0/fps +running = True +state = 0 +counter = 0 +objcount = 0 +lasttime = time.time() + + +# keyboard callback +def _keyfunc (c, x, y): + sys.exit (0) + +glutKeyboardFunc (_keyfunc) + +# draw callback +def _drawfunc (): + # Draw the scene + prepare_GL() + for b in bodies: + draw_body(b) + + glutSwapBuffers () + +glutDisplayFunc (_drawfunc) + +# idle callback +def _idlefunc (): + global counter, state, lasttime + + t = dt - (time.time() - lasttime) + if (t > 0): + time.sleep(t) + + counter += 1 + + if state==0: + if counter==20: + drop_object() + if objcount==30: + state=1 + counter=0 + # State 1: Explosion and pulling back the objects + elif state==1: + if counter==100: + explosion() + if counter>300: + pull() + if counter==500: + counter=20 + + glutPostRedisplay () + + # Simulate + n = 4 + + for i in range(n): + # Detect collisions and create contact joints + space.collide((world,contactgroup), near_callback) + + # Simulation step + world.step(dt/n) + + # Remove all contact joints + contactgroup.empty() + + lasttime = time.time() + +glutIdleFunc (_idlefunc) + +glutMainLoop () + |