ignore linear impulse if bodies are separating
This commit is contained in:
119
main.py
119
main.py
@@ -1,48 +1,10 @@
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import pygame as pg
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from math import pi
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from rigidbody import *
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from collider.types import RectCollider
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from collider.types import RectCollider, CircleCollider
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from tools import debug
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class Ball:
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def __init__(self, transform: Transform, radius: float):
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self.transform = transform
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self.radius = radius
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self.surface = pg.Surface((2*self.radius, 2*self.radius), pg.SRCALPHA)
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self.surface.fill((255,255,255,0))
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pg.draw.circle(
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self.surface,
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color=(0,255,0,255),
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center=(self.radius,self.radius),
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radius=self.radius
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)
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def draw(self, screen: pg.Surface):
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surface = pg.transform.rotate(self.surface, self.transform.global_degrees)
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screen.blit(surface, self.transform.global_position - pg.Vector2(self.radius, self.radius))
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class Square:
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def __init__(self, transform: Transform, side: float, color=(255,0,0,255)):
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self.transform = transform
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self.side = side
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self.surface = pg.Surface((side, side), pg.SRCALPHA)
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self.surface.fill((255,255,255,0))
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pg.draw.rect(
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self.surface,
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color=color,
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rect=pg.Rect(0, 0, self.side, self.side)
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)
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def draw(self, screen: pg.Surface):
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surface = pg.transform.rotate(self.surface, -self.transform.global_degrees)
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screen.blit(surface, self.transform.global_position - pg.Vector2(self.side / 2.0, self.side / 2.0))
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def main():
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running=True
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pg.init()
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@@ -52,52 +14,17 @@ def main():
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debug._screen = screen
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physics = PhysicsSystem()
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linecollider = RectCollider((495, 1))
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ball_transform = Transform(position=pg.Vector2(250,440), rotation=pi/8.0)
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square_transform = Transform(position=pg.Vector2(250, 460))
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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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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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RigidBody(
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ball_transform,
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RectCollider((20,20)),
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velocity=pg.Vector2(0,-400),
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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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"""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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RigidBody(
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square_transform,
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RectCollider((20,20)),
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pg.Vector2(0,0),
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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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ball_collider = CircleCollider(10)
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rect = RectCollider(pg.Vector2(20,20))
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linecollider = RectCollider((495, 5))
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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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mass=0.0,
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restitution=1
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)
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)
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@@ -106,7 +33,8 @@ def main():
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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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mass=0.0,
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restitution=1
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)
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)
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@@ -115,7 +43,8 @@ def main():
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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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mass=0.0,
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restitution=1
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)
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)
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@@ -124,23 +53,41 @@ def main():
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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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mass=0.0,
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restitution=1
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)
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)
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while running:
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dt = clock.tick(144) / 1000
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screen.fill((0,0,0,0))
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screen.fill((0,0,0))
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physics.update(dt)
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ball.draw(screen)
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ball2.draw(screen)
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debug.debug()
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#ball3.draw(screen)
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pg.display.flip()
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for event in pg.event.get():
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if event.type == pg.MOUSEBUTTONDOWN:
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if event.button == 1:
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physics.add_body(
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RigidBody(
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transform=Transform(pg.Vector2(pg.mouse.get_pos())),
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collider=ball_collider,
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velocity=pg.Vector2(0,0),
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)
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)
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if event.button == 3:
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physics.add_body(
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RigidBody(
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Transform(pg.Vector2(pg.mouse.get_pos())),
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collider=rect,
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velocity=pg.Vector2(0,0),
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)
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)
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if event.type == pg.QUIT:
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running = False
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