added friction
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -0,0 +1,2 @@
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.venv/*
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__pycache__/*
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56
main.py
56
main.py
@@ -49,31 +49,82 @@ def main():
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physics = PhysicsSystem()
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physics = PhysicsSystem()
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linecollider = RectCollider((495, 1))
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ball_transform = Transform(position=pg.Vector2(250,250), rotation=pi/8.0)
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ball_transform = Transform(position=pg.Vector2(250,250), rotation=pi/8.0)
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square_transform = Transform(position=pg.Vector2(250, 100))
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square_transform = Transform(position=pg.Vector2(250, 100))
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#ball2_transform = Transform(position=pg.Vector2(250, 50))
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ball = Square(ball_transform, 20)
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ball = Square(ball_transform, 20)
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ball2 = Square(square_transform, 20, color=(0,255,0,255))
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ball2 = Square(square_transform, 20, color=(0,255,0,255))
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#ball3 = Ball(ball2_transform, 10)
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physics.add_body(
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physics.add_body(
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RigidBody(
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RigidBody(
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ball_transform,
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ball_transform,
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RectCollider((20,20)),
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RectCollider((20,20)),
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velocity=pg.Vector2(0,-400),
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velocity=pg.Vector2(0,-400),
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restitution=1.0,
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restitution=0.2,
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coef_friction=0.4
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)
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)
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)
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)
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"""physics.add_body(
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RigidBody(
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ball2_transform,
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CircleCollider(20),
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velocity=pg.Vector2(0,0)
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)
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)"""
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physics.add_body(
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physics.add_body(
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RigidBody(
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RigidBody(
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square_transform,
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square_transform,
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RectCollider((20,20)),
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RectCollider((20,20)),
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pg.Vector2(0,0),
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pg.Vector2(0,0),
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restitution=1.0
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restitution=0.2,
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coef_friction=0.2
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)
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)
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physics.add_body(
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RigidBody(
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Transform(pg.Vector2(250,0)),
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linecollider,
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pg.Vector2(0,0),
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mass=0.0
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)
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)
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)
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)
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physics.add_body(
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RigidBody(
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Transform(pg.Vector2(250,500)),
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linecollider,
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pg.Vector2(0,0),
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mass=0.0
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)
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)
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physics.add_body(
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RigidBody(
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Transform(pg.Vector2(0,250),rotation=pi/2.0),
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linecollider,
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pg.Vector2(0,0),
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mass=0.0
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)
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)
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physics.add_body(
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RigidBody(
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Transform(pg.Vector2(500,250),rotation=pi/2),
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linecollider,
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pg.Vector2(0,0),
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mass=0.0
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)
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)
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while running:
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while running:
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dt = clock.tick(144) / 1000
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dt = clock.tick(144) / 1000
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@@ -82,6 +133,7 @@ def main():
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physics.update(dt)
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physics.update(dt)
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ball.draw(screen)
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ball.draw(screen)
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ball2.draw(screen)
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ball2.draw(screen)
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#ball3.draw(screen)
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pg.display.flip()
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pg.display.flip()
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for event in pg.event.get():
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for event in pg.event.get():
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34
rigidbody.py
34
rigidbody.py
@@ -14,6 +14,12 @@ class RigidBody:
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angular_velocity: float = 0
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angular_velocity: float = 0
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mass: float = 1.0
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mass: float = 1.0
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restitution: float = 0.5
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restitution: float = 0.5
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coef_friction: float = 0.6
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def apply_impulse(self, j: pg.Vector2, point: pg.Vector2) -> None:
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moment_arm = point - self.transform.global_position
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self.velocity += j * self.inv_mass
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self.angular_velocity += moment_arm.cross(j) * self.inv_moment_of_inertia
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@property
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@property
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def inv_mass(self) -> float:
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def inv_mass(self) -> float:
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@@ -57,20 +63,30 @@ class PhysicsSystem:
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if b.mass != 0.0:
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if b.mass != 0.0:
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b.transform.position -= correction
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b.transform.position -= correction
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restitution = a.restitution * b.restitution
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friction = a.coef_friction * b.coef_friction
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tangent = collision.normal.rotate(90)
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v_rel_linear = pg.Vector2(a.velocity - b.velocity)
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a_w = a.angular_velocity
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b_w = b.angular_velocity
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for point in collision.points:
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for point in collision.points:
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r_a = point - a.transform.position
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r_a = point - a.transform.position
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r_b = point - b.transform.position
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r_b = point - b.transform.position
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w_cross_r_a = pg.Vector2(-r_a.y * a.angular_velocity, r_a.x * a.angular_velocity) #omega is not encoded as a vector, so we pretend it is
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w_cross_r_a = pg.Vector2(-r_a.y * a_w, r_a.x * a_w) #omega is not encoded as a vector, so we pretend it is
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w_cross_r_b = pg.Vector2(-r_b.y * b.angular_velocity, r_b.x * b.angular_velocity)
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w_cross_r_b = pg.Vector2(-r_b.y * b_w, r_b.x * b_w)
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v_rel = a.velocity + w_cross_r_a - b.velocity - w_cross_r_b
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v_rel = v_rel_linear + w_cross_r_a - w_cross_r_b
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restitution = a.restitution * b.restitution
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v_rel_tangent = v_rel.dot(tangent)
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impulse = -(1+restitution)*(v_rel.dot(collision.normal))\
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collision_impulse = -(1+restitution)*(v_rel.dot(collision.normal))\
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/ (a.inv_mass + b.inv_mass + (r_a.cross(collision.normal)**2 * a.inv_moment_of_inertia)\
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/ (a.inv_mass + b.inv_mass + (r_a.cross(collision.normal)**2 * a.inv_moment_of_inertia)\
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+ (r_b.cross(collision.normal)**2 * b.inv_moment_of_inertia)) / len(collision.points)
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+ (r_b.cross(collision.normal)**2 * b.inv_moment_of_inertia)) / len(collision.points)
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a.velocity += collision.normal*impulse*a.inv_mass
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friction_impulse = (-v_rel_tangent / (a.inv_mass + b.inv_mass +\
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b.velocity -= collision.normal*impulse*b.inv_mass
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(r_a.cross(tangent))**2 * a.inv_moment_of_inertia +\
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a.angular_velocity += (r_a.cross(impulse*collision.normal)) * a.inv_moment_of_inertia
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(r_b.cross(tangent)**2 * b.inv_moment_of_inertia))) / len(collision.points)
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b.angular_velocity -= (r_b.cross(impulse*collision.normal)) * b.inv_moment_of_inertia
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friction_impulse = pg.math.clamp(friction_impulse, -abs(collision_impulse)*friction, abs(collision_impulse)*friction)
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a.apply_impulse(collision.normal*collision_impulse + friction_impulse * tangent, point)
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b.apply_impulse(-1 * collision.normal*collision_impulse - friction_impulse * tangent, point)
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@@ -7,7 +7,7 @@ import pygame as pg
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class Transform:
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class Transform:
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position: pg.Vector2
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position: pg.Vector2
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rotation: pg.Vector2 = 0.0
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rotation: float = 0.0
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scale: float = 1.0
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scale: float = 1.0
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parent: 'Transform' = None
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parent: 'Transform' = None
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