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rigid_body_damping.py
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import pygame, sys, math
pygame.init()
FPS = 60 # frames per second setting
fpsClock = pygame.time.Clock()
# set up the window
WIDTH = 900
HEIGHT = 500
screen = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)
pygame.display.set_caption('Verlet Simple Rigid Body System')
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
class Particle:
def __init__(self, x, y, m = 1.0):
self.m = m
self.x = x
self.y = y
self.oldx = x-10
self.oldy = y
self.newx = x
self.newy = y
self.ax = 0
self.ay = 9.8
self.selected = False
self.fixed = False
def update(self, delta_t):
if self.fixed == False:
# Collision Process
if self.x < 0 or self.x > WIDTH:
self.x, self.oldx = self.oldx, self.x
if self.y < 0 or self.y > HEIGHT:
self.y, self.oldy = self.oldy, self.y
# Verlet Integration
self.newx = 2.0 * self.x - self.oldx + self.ax * delta_t * delta_t
self.newy = 2.0 * self.y - self.oldy + self.ay * delta_t * delta_t
self.oldx = self.x
self.oldy = self.y
self.x = self.newx
self.y = self.newy
if self.selected:
pos = pygame.mouse.get_pos()
self.x = pos[0]
self.y = pos[1]
if mouse == False:
self.selected = False
def draw(self, surf, size):
if self.selected == True:
color = RED
else:
color = WHITE
pygame.draw.circle(surf, color, (int(self.x), int(self.y)), size)
class Constraint:
def __init__(self, index0, index1):
self.index0 = index0
self.index1 = index1
delta_x = particles[index0].x - particles[index1].x
delta_y = particles[index0].y - particles[index1].y
self.restLength = math.sqrt(delta_x * delta_x + delta_y * delta_y)
def update(self):
delta_x = particles[self.index1].x - particles[self.index0].x
delta_y = particles[self.index1].y - particles[self.index0].y
deltaLength = math.sqrt(delta_x * delta_x + delta_y * delta_y)
diff = (deltaLength - self.restLength)/(deltaLength + 0.001)
if particles[self.index0].fixed == False:
particles[self.index0].x += 0.5 * diff * delta_x
particles[self.index0].y += 0.5 * diff * delta_y
if particles[self.index1].fixed == False:
particles[self.index1].x -= 0.5 * diff * delta_x
particles[self.index1].y -= 0.5 * diff * delta_y
def draw(self, surf, size):
x0 = particles[self.index0].x
y0 = particles[self.index0].y
x1 = particles[self.index1].x
y1 = particles[self.index1].y
pygame.draw.line(surf, WHITE, (int(x0), int(y0)), (int(x1), int(y1)), size)
delta_t = 0.01
NUM_ITER = 100
mouse = False
# create particles
particles = []
for i in range(3):
x = 20.0 * math.cos(math.radians(120) * i)
y = 20.0 * math.sin(math.radians(120) * i)
p = Particle(WIDTH * 0.5 + x, HEIGHT * 0.5 + y)
if i == 0:
p.fixed = True
particles.append(p)
def find_particle(pos):
for i in range(len(particles)):
dx = particles[i].x - pos[0]
dy = particles[i].y - pos[1]
if (dx*dx + dy*dy) < 400:
particles[i].selected = True
break
constraints = []
for i in range(3):
index0 = i
index1 = (i + 1) % 3
c = Constraint(index0, index1)
constraints.append(c)
while True:
screen.fill(BLACK)
# particles update
for i in range(len(particles)):
particles[i].update(delta_t)
# constraints update
for n in range(NUM_ITER):
for i in range(len(constraints)):
constraints[i].update()
# particles draw
for i in range(len(particles)):
particles[i].draw(screen, 3)
# constraints draw
for i in range(len(constraints)):
constraints[i].draw(screen, 1)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse = True
if event.type == pygame.MOUSEBUTTONUP:
mouse = False
if mouse:
pos = pygame.mouse.get_pos()
find_particle(pos)
pygame.display.update()
fpsClock.tick(FPS)