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drop2.py
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drop2.py
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# 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)
glColor3i(255,0,0)
glutSolidCube(1)
glPopMatrix()
# create_box
# need a body to set the position of the geom
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
# drop_object
def create_silder():
"""Drop an object into the scene."""
global bodies, geom, counter, objcount
body, geom = create_box(world, space, 1000, 0.5, 0.5, 0.5)
body.setPosition((0, 1, 0))
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)
sliders.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(0.5)
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_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, -10, 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 = []
sliders = []
# 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)
create_silder()
# 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 == 1:
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 = 2
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()