On Wed, Dec 11, 2013 at 6:01 PM, Walter Bender <[email protected]>wrote:
> Could check one thing for me?
>
> Is elements installed in /usr/lib/python2.7/site-packages/elements ?
>
Yes, there are 30 items in that folder.
I've attached the elements.py file that was date 08/04/2013.
>
> If so, I suspect that there may be a conflict between that version and
> the one packaged with Physics.
>
> -walter
>
>
{...}
>
"""
This file is part of the 'Elements' Project
Elements is a 2D Physics API for Python (supporting pybox2d)
Copyright (C) 2008, The Elements Team, <[email protected]>
Home: http://elements.linuxuser.at
IRC: #elements on irc.freenode.org
Code: http://www.assembla.com/wiki/show/elements
svn co http://svn2.assembla.com/svn/elements
License: GPLv3 | See LICENSE for the full text
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
"""
__version__= '0.11'
__contact__ = '<[email protected]>'
# Load Box2D
try:
import Box2D as box2d
except:
print 'Could not load the pybox2d library (Box2D).'
print 'Please run "setup.py install" to install the dependencies.'
print
print 'Alternatively, recompile pybox2d for your system and python version.'
print "See http://code.google.com/p/pybox2d"
exit()
# Standard Imports
from random import shuffle
# Load Elements Definitions
from locals import *
# Load Elements Modules
import tools
import drawing
import add_objects
import callbacks
import camera
# Main Class
class Elements:
"""The class which handles all interaction with the box2d engine
"""
# Settings
run_physics =True # Can pause the simulation
element_count =0 # Element Count
renderer =None # Drawing class (from drawing.py)
input =INPUT_PIXELS # Default Input in Pixels! (can change to INPUT_METERS)
line_width =0 # Line Width in Pixels (0 for fill)
listener =None
screen_offset = (0, 0) # Offset screen from world coordinate system (x, y) [meter5]
screen_offset_pixel = (0, 0) # Offset screen from world coordinate system (x, y) [pixel]
# The internal coordination system is y+=up, x+=right
# But it's possible to change the input coords to something else,
# they will then be translated on input
inputAxis_x_left = False # positive to the right by default
inputAxis_y_down = True # positive to up by default
mouseJoint = None
def __init__(self, screen_size, gravity=(0.0,-9.0), ppm=100.0, renderer='pygame'):
""" Init the world with boundaries and gravity, and init colors.
Parameters:
screen_size .. (w, h) -- screen size in pixels [int]
gravity ...... (x, y) in m/s^2 [float] default: (0.0, -9.0)
ppm .......... pixels per meter [float] default: 100.0
renderer ..... which drawing method to use (str) default: 'pygame'
Return: class Elements()
"""
self.set_screenSize(screen_size)
self.set_drawingMethod(renderer)
# Create Subclasses
self.add = add_objects.Add(self)
self.callbacks = callbacks.CallbackHandler(self)
self.camera = camera.Camera(self)
# Set Boundaries
self.worldAABB=box2d.b2AABB()
self.worldAABB.lowerBound = (-100.0, -100.0)
self.worldAABB.upperBound = (100.0, 100.0)
# Gravity + Bodies will sleep on outside
self.gravity = gravity
self.doSleep = True
# Create the World
self.world = box2d.b2World(self.worldAABB, self.gravity, self.doSleep)
# Init Colors
self.init_colors()
# Set Pixels per Meter
self.ppm = ppm
def set_inputUnit(self, input):
""" Change the input unit to either meter or pixels
Parameters:
input ... INPUT_METERS or INPUT_PIXELS
Return: -
"""
self.input = input
def set_inputAxisOrigin(self, left=True, top=False):
""" Change the origin of the input coordinate system axis
Parameters:
left ... True or False -- x = 0 is at the left?
top .... True or False -- y = 0 is at the top?
Return: -
"""
self.inputAxis_x_left = not left
self.inputAxis_y_down = top
def set_drawingMethod(self, m, *kw):
""" Set a drawing method (from drawing.py)
Parameters:
m .... 'pygame' or 'cairo'
*kw .. keywords to pass to the initializer of the drawing method
Return: True if ok, False if no method identifier m found
"""
try:
self.renderer = getattr(drawing, "draw_%s" % m) (*kw)
return True
except AttributeError:
return False
def set_screenSize(self, size):
""" Set the current screen size
Parameters:
size ... (int(width), int(height)) in pixels
Return: -
"""
self.display_width, self.display_height = size
def init_colors(self):
""" Init self.colors with a fix set of hex colors
Return: -
"""
self.fixed_color = None
self.cur_color = 0
self.colors = [
"#737934", "#729a55", "#040404", "#1d4e29", "#ae5004", "#615c57",
"#6795ce", "#203d61", "#8f932b"
]
shuffle(self.colors)
def set_color(self, clr):
""" Set a fixed color for all future Elements (until reset_color() is called)
Parameters:
clr ... Hex '#123123' or RGB ((r), (g), (b))
Return: -
"""
self.fixed_color = clr
def reset_color(self):
""" All Elements from now on will be drawn in random colors
Return: -
"""
self.fixed_color = None
def get_color(self):
""" Get a color - either the fixed one or the next from self.colors
Return: clr = ((R), (G), (B))
"""
if self.fixed_color != None:
return self.fixed_color
if self.cur_color == len(self.colors):
self.cur_color = 0
shuffle(self.colors)
clr = self.colors[self.cur_color]
if clr[0] == "#":
clr = tools.hex2rgb(clr)
self.cur_color += 1
return clr
def update(self, fps=50.0, vel_iterations=10, pos_iterations=8):
""" Update the physics, if not paused (self.run_physics)
Parameters:
fps ............. fps with which the physics engine shall work
vel_iterations .. velocity substeps per step for smoother simulation
pos_iterations .. position substeps per step for smoother simulation
Return: -
"""
if self.run_physics:
self.world.Step(1.0 / fps, vel_iterations, pos_iterations)
def translate_coord(self, point):
""" Flips the coordinates in another coordinate system orientation, if necessary
(screen <> world coordinate system)
"""
x, y = point
if self.inputAxis_x_left:
x = self.display_width - x
if self.inputAxis_y_down:
y = self.display_height - y
return (x, y)
def translate_coords(self, pointlist):
""" Flips the coordinates in another coordinate system orientation, if necessary
(screen <> world coordinate system)
"""
p_out = []
for p in pointlist:
p_out.append(self.translate_coord(p))
return p_out
def to_world(self, pos):
""" Transfers a coordinate from the screen to the world coordinate system (pixels)
- Change to the right axis orientation
- Include the offset: screen -- world coordinate system
- Include the scale factor (Screen coordinate system might have a scale factor)
"""
dx, dy = self.screen_offset_pixel
x = pos[0] / self.camera.scale_factor
y = pos[1] / self.camera.scale_factor
x, y = self.translate_coord((round(x), round(y)))
return (x+dx, y+dy)
def to_screen(self, pos):
""" Transfers a coordinate from the world to the screen coordinate system (pixels)
and by the screen offset
"""
dx, dy = self.screen_offset_pixel
x = pos[0] - dx
y = pos[1] - dy
sx, sy = self.translate_coord((x, y))
return (sx * self.camera.scale_factor, sy * self.camera.scale_factor)
def meter_to_screen(self, i):
return i * self.ppm * self.camera.scale_factor
def get_bodies_at_pos(self, search_point, include_static=False, area=0.01):
""" Check if given point (screen coordinates) is inside any body.
If yes, return all found bodies, if not found return False
"""
sx, sy = self.to_world(search_point)
sx /= self.ppm
sy /= self.ppm
f = area/self.camera.scale_factor
AABB=box2d.b2AABB()
AABB.lowerBound = (sx-f, sy-f)
AABB.upperBound = (sx+f, sy+f)
amount, shapes = self.world.Query(AABB, 2)
if amount == 0:
return False
else:
bodylist = []
for s in shapes:
body = s.GetBody()
if not include_static:
if body.IsStatic() or body.GetMass() == 0.0:
continue
if s.TestPoint(body.GetXForm(), (sx, sy)):
bodylist.append(body)
return bodylist
def draw(self):
""" If a drawing method is specified, this function passes the objects
to the module in pixels.
Return: True if the objects were successfully drawn
False if the renderer was not set or another error occurred
"""
self.callbacks.start(CALLBACK_DRAWING_START)
# No need to run through the loop if there's no way to draw
if not self.renderer:
return False
if self.camera.track_body:
# Get Body Center
p1 = self.camera.track_body.GetWorldCenter()
# Center the Camera There, False = Don't stop the tracking
self.camera.center(self.to_screen((p1.x*self.ppm, p1.y*self.ppm)), stopTrack=False)
# Walk through all known elements
self.renderer.start_drawing()
for body in self.world.bodyList:
xform = body.GetXForm()
shape = body.GetShapeList()
angle = body.GetAngle()
if shape:
userdata = body.GetUserData()
clr = userdata['color']
for shape in body.shapeList:
type = shape.GetType()
if type == box2d.e_circleShape:
position = box2d.b2Mul(xform, shape.GetLocalPosition())
pos = self.to_screen((position.x*self.ppm, position.y*self.ppm))
self.renderer.draw_circle(clr, pos, self.meter_to_screen(shape.radius), angle)
elif type == box2d.e_polygonShape:
points = []
for v in shape.vertices:
pt = box2d.b2Mul(xform, v)
x, y = self.to_screen((pt.x*self.ppm, pt.y*self.ppm))
points.append([x, y])
self.renderer.draw_polygon(clr, points)
else:
print " unknown shape type:%d" % shape.GetType()
for joint in self.world.jointList:
p2 = joint.GetAnchor1()
p2 = self.to_screen((p2.x*self.ppm, p2.y*self.ppm))
p1 = joint.GetAnchor2()
p1 = self.to_screen((p1.x*self.ppm, p1.y*self.ppm))
if p1 == p2:
self.renderer.draw_circle((255,255,255), p1, 2, 0)
else:
self.renderer.draw_lines((0,0,0), False, [p1, p2], 3)
self.callbacks.start(CALLBACK_DRAWING_END)
self.renderer.after_drawing()
return True
def mouse_move(self, pos):
pos = self.to_world(pos)
x, y = pos
x /= self.ppm
y /= self.ppm
if self.mouseJoint:
self.mouseJoint.SetTarget((x,y))
def pickle_save(self, fn, additional_vars={}):
import cPickle as pickle
self.add.remove_mouseJoint()
if not additional_vars and hasattr(self, '_pickle_vars'):
additional_vars=dict((var, getattr(self, var)) for var in self._pickle_vars)
save_values = [self.world, box2d.pickle_fix(self.world, additional_vars, 'save')]
try:
pickle.dump(save_values, open(fn, 'wb'))
except Exception, s:
print 'Pickling failed: ', s
return
print 'Saved to %s' % fn
def pickle_load(self, fn, set_vars=True, additional_vars=[]):
"""
Load the pickled world in file fn.
additional_vars is a dictionary to be populated with the
loaded variables.
"""
import cPickle as pickle
try:
world, variables = pickle.load(open(fn, 'rb'))
world = world._pickle_finalize()
variables = box2d.pickle_fix(world, variables, 'load')
except Exception, s:
print 'Error while loading world: ', s
return
self.world = world
if set_vars:
# reset the additional saved variables:
for var, value in variables.items():
if hasattr(self, var):
setattr(self, var, value)
else:
print 'Unknown property %s=%s' % (var, value)
print 'Loaded from %s' % fn
return variables
def json_save(self, path, additional_vars = {}):
import cjson
worldmodel = {}
save_id_index = 1
self.world.GetGroundBody().userData = {"saveid" : 0}
bodylist = []
for body in self.world.GetBodyList():
if not body == self.world.GetGroundBody():
body.userData["saveid"] = save_id_index #set temporary data
save_id_index+=1
shapelist = body.GetShapeList()
modelbody = {}
modelbody['position'] = body.position.tuple()
modelbody['dynamic'] = body.IsDynamic()
modelbody['userData'] = body.userData
modelbody['angle'] = body.angle
modelbody['angularVelocity'] = body.angularVelocity
modelbody['linearVelocity'] = body.linearVelocity.tuple()
if shapelist and len(shapelist) > 0:
shapes = []
for shape in shapelist:
modelshape = {}
modelshape['density'] = shape.density
modelshape['restitution'] = shape.restitution
modelshape['friction'] = shape.friction
shapename = shape.__class__.__name__
if shapename == "b2CircleShape":
modelshape['type'] = 'circle'
modelshape['radius'] = shape.radius
modelshape['localPosition'] = shape.localPosition.tuple()
if shapename == "b2PolygonShape":
modelshape['type'] = 'polygon'
modelshape['vertices'] = shape.vertices
shapes.append(modelshape)
modelbody['shapes'] = shapes
bodylist.append(modelbody)
worldmodel['bodylist'] = bodylist
jointlist = []
for joint in self.world.GetJointList():
modeljoint = {}
if joint.__class__.__name__ == "b2RevoluteJoint":
modeljoint['type'] = 'revolute'
modeljoint['anchor'] = joint.GetAnchor1().tuple()
modeljoint['enableMotor'] = joint.enableMotor
modeljoint['motorSpeed'] = joint.motorSpeed
modeljoint['maxMotorTorque'] = joint.maxMotorTorque
elif joint.__class__.__name__ == "b2DistanceJoint":
modeljoint['type'] = 'distance'
modeljoint['anchor1'] = joint.GetAnchor1().tuple()
modeljoint['anchor2'] = joint.GetAnchor2().tuple()
modeljoint['body1'] = joint.body1.userData['saveid']
modeljoint['body2'] = joint.body2.userData['saveid']
modeljoint['collideConnected'] = joint.collideConnected
modeljoint['userData'] = joint.userData
jointlist.append(modeljoint)
worldmodel['jointlist'] = jointlist
controllerlist = []
worldmodel['controllerlist'] = controllerlist
worldmodel['additional_vars'] = additional_vars
f = open(path,'w')
f.write(cjson.encode(worldmodel))
f.close()
for body in self.world.GetBodyList():
del body.userData['saveid'] #remove temporary data
def json_load(self, path, additional_vars = {}):
import cjson
self.world.GetGroundBody().userData = {"saveid" : 0}
f = open(path, 'r')
worldmodel = cjson.decode(f.read())
f.close()
#clean world
for joint in self.world.GetJointList():
self.world.DestroyJoint(joint)
for body in self.world.GetBodyList():
if body != self.world.GetGroundBody():
self.world.DestroyBody(body)
#load bodys
for body in worldmodel['bodylist']:
bodyDef = box2d.b2BodyDef()
bodyDef.position = body['position']
bodyDef.userData = body['userData']
bodyDef.angle = body['angle']
newBody = self.world.CreateBody(bodyDef)
#_logger.debug(newBody)
newBody.angularVelocity = body['angularVelocity']
newBody.linearVelocity = body['linearVelocity']
if body.has_key('shapes'):
for shape in body['shapes']:
if shape['type'] == 'polygon':
polyDef = box2d.b2PolygonDef()
polyDef.setVertices(shape['vertices'])
polyDef.density = shape['density']
polyDef.restitution = shape['restitution']
polyDef.friction = shape['friction']
newBody.CreateShape(polyDef)
if shape['type'] == 'circle':
circleDef = box2d.b2CircleDef()
circleDef.radius = shape['radius']
circleDef.density = shape['density']
circleDef.restitution = shape['restitution']
circleDef.friction = shape['friction']
circleDef.localPosition = shape['localPosition']
newBody.CreateShape(circleDef)
newBody.SetMassFromShapes()
for joint in worldmodel['jointlist']:
if joint['type'] == 'distance':
jointDef = box2d.b2DistanceJointDef()
body1 = self.getBodyWithSaveId(joint['body1'])
anch1 = joint['anchor1']
body2 = self.getBodyWithSaveId(joint['body2'])
anch2 = joint['anchor2']
jointDef.collideConnected = joint['collideConnected']
jointDef.Initialize(body1,body2,anch1,anch2)
jointDef.SetUserData(joint['userData'])
self.world.CreateJoint(jointDef)
if joint['type'] == 'revolute':
jointDef = box2d.b2RevoluteJointDef()
body1 = self.getBodyWithSaveId(joint['body1'])
body2 = self.getBodyWithSaveId(joint['body2'])
anchor = joint['anchor']
jointDef.Initialize(body1,body2,anchor)
jointDef.SetUserData(joint['userData'])
jointDef.enableMotor = joint['enableMotor']
jointDef.motorSpeed = joint['motorSpeed']
jointDef.maxMotorTorque = joint['maxMotorTorque']
self.world.CreateJoint(jointDef)
for (k,v) in worldmodel['additional_vars'].items():
additional_vars[k] = v
for body in self.world.GetBodyList():
del body.userData['saveid'] #remove temporary data
def getBodyWithSaveId(self,saveid):
for body in self.world.GetBodyList():
if body.userData['saveid'] == saveid:
return body
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