ignore linear impulse if bodies are separating

This commit is contained in:
=
2026-03-13 00:55:01 -04:00
parent c7fd7f0d25
commit 0ff308e110
5 changed files with 81 additions and 115 deletions

119
main.py
View File

@@ -1,48 +1,10 @@
import pygame as pg
from math import pi
from rigidbody import *
from collider.types import RectCollider
from collider.types import RectCollider, CircleCollider
from tools import debug
class Ball:
def __init__(self, transform: Transform, radius: float):
self.transform = transform
self.radius = radius
self.surface = pg.Surface((2*self.radius, 2*self.radius), pg.SRCALPHA)
self.surface.fill((255,255,255,0))
pg.draw.circle(
self.surface,
color=(0,255,0,255),
center=(self.radius,self.radius),
radius=self.radius
)
def draw(self, screen: pg.Surface):
surface = pg.transform.rotate(self.surface, self.transform.global_degrees)
screen.blit(surface, self.transform.global_position - pg.Vector2(self.radius, self.radius))
class Square:
def __init__(self, transform: Transform, side: float, color=(255,0,0,255)):
self.transform = transform
self.side = side
self.surface = pg.Surface((side, side), pg.SRCALPHA)
self.surface.fill((255,255,255,0))
pg.draw.rect(
self.surface,
color=color,
rect=pg.Rect(0, 0, self.side, self.side)
)
def draw(self, screen: pg.Surface):
surface = pg.transform.rotate(self.surface, -self.transform.global_degrees)
screen.blit(surface, self.transform.global_position - pg.Vector2(self.side / 2.0, self.side / 2.0))
def main():
running=True
pg.init()
@@ -52,52 +14,17 @@ def main():
debug._screen = screen
physics = PhysicsSystem()
linecollider = RectCollider((495, 1))
ball_transform = Transform(position=pg.Vector2(250,440), rotation=pi/8.0)
square_transform = Transform(position=pg.Vector2(250, 460))
#ball2_transform = Transform(position=pg.Vector2(250, 50))
ball = Square(ball_transform, 20)
ball2 = Square(square_transform, 20, color=(0,255,0,255))
#ball3 = Ball(ball2_transform, 10)
physics.add_body(
RigidBody(
ball_transform,
RectCollider((20,20)),
velocity=pg.Vector2(0,-400),
restitution=0.2,
coef_friction=0.4
)
)
"""physics.add_body(
RigidBody(
ball2_transform,
CircleCollider(20),
velocity=pg.Vector2(0,0)
)
)"""
physics.add_body(
RigidBody(
square_transform,
RectCollider((20,20)),
pg.Vector2(0,0),
restitution=0.2,
coef_friction=0.2
)
)
ball_collider = CircleCollider(10)
rect = RectCollider(pg.Vector2(20,20))
linecollider = RectCollider((495, 5))
physics.add_body(
RigidBody(
Transform(pg.Vector2(250,0)),
linecollider,
pg.Vector2(0,0),
mass=0.0
mass=0.0,
restitution=1
)
)
@@ -106,7 +33,8 @@ def main():
Transform(pg.Vector2(250,500)),
linecollider,
pg.Vector2(0,0),
mass=0.0
mass=0.0,
restitution=1
)
)
@@ -115,7 +43,8 @@ def main():
Transform(pg.Vector2(0,250),rotation=pi/2.0),
linecollider,
pg.Vector2(0,0),
mass=0.0
mass=0.0,
restitution=1
)
)
@@ -124,23 +53,41 @@ def main():
Transform(pg.Vector2(500,250),rotation=pi/2),
linecollider,
pg.Vector2(0,0),
mass=0.0
mass=0.0,
restitution=1
)
)
while running:
dt = clock.tick(144) / 1000
screen.fill((0,0,0,0))
screen.fill((0,0,0))
physics.update(dt)
ball.draw(screen)
ball2.draw(screen)
debug.debug()
#ball3.draw(screen)
pg.display.flip()
for event in pg.event.get():
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
physics.add_body(
RigidBody(
transform=Transform(pg.Vector2(pg.mouse.get_pos())),
collider=ball_collider,
velocity=pg.Vector2(0,0),
)
)
if event.button == 3:
physics.add_body(
RigidBody(
Transform(pg.Vector2(pg.mouse.get_pos())),
collider=rect,
velocity=pg.Vector2(0,0),
)
)
if event.type == pg.QUIT:
running = False