use of spacegraph.space2d.phys.dynamics.BodyDef in project narchy by automenta.
the class TensorGlow method main.
public static void main(String[] args) {
PhyWall p = SpaceGraph.wall(1200, 1000);
p.W.setGravity(new v2(0, -2.8f));
staticBox(p.W, -5, -8, +5, 2f, false, true, true, true);
for (int j = 0; j < 3; j++) {
BodyDef bodyDef2 = new BodyDef();
bodyDef2.type = BodyType.DYNAMIC;
// otocenie
bodyDef2.angle = -0.6f;
// smer pohybu
bodyDef2.linearVelocity = new v2(0.0f, 0.0f);
// rotacia (rychlost rotacie)
bodyDef2.angularVelocity = 0.0f;
Body2D newBody = p.W.addBody(bodyDef2);
PolygonShape shape2 = new PolygonShape();
shape2.setAsBox(0.25f, 0.25f);
Fixture f = newBody.addFixture(shape2, 1.0f);
// trenie
f.friction = 0.5f;
// odrazivost
f.restitution = 0.0f;
f.material = new Uniform();
f.material.m_rigidity = 1.0f;
}
// //ceiling rack
// addBox(p.W, -1, +0.4f, 0, +0.65f, false, true, true, true);
// new Pacman(p.W);
{
p.W.setContactListener(new Explosives.ExplosionContacts());
TheoJansen t = new TheoJansen(p.W, 0.35f);
PhyWall.PhyWindow pw = p.put(new Gridding(0.5f, new Port((float[] v) -> {
// System.out.println(v);
t.motorJoint.setMotorSpeed(v[0] * 2 - v[1] * 2);
t.motorJoint.setMaxMotorTorque(v[2]);
t.motorJoint.enableLimit(true);
t.motorJoint.setLimits((float) (-v[3] * Math.PI), (float) (+v[4] * Math.PI));
if (v[5] > 0.5f) {
t.gun.fire();
}
t.turretJoint.setLimits((float) (+Math.PI / 2 + v[6] * Math.PI - 0.1f), (float) (+Math.PI / 2 + v[6] * Math.PI + 0.1f));
})), 0.8f, 0.4f);
p.W.addJoint(new RevoluteJoint(p.W, new RevoluteJointDef(pw.body, t.chassis)));
}
{
p.W.setParticleRadius(0.05f);
p.W.setParticleDamping(0.1f);
CircleShape shape = new CircleShape();
shape.center.set(0, 10);
shape.radius = 2f;
ParticleGroupDef pd = new ParticleGroupDef();
pd.flags = ParticleType.b2_waterParticle;
// b2_viscousParticle;
// b2_elasticParticle;
// b2_springParticle;
// b2_powderParticle;
pd.color = new ParticleColor(0.7f, 0.1f, 0.1f, 0.8f);
pd.shape = shape;
p.W.addParticles(pd);
}
HaiQae q = new HaiQae(8, 2);
float[] in = new float[q.ae.inputs()];
final Tensor randomVector = Tensor.randomVectorGauss(in.length, 0, 1, rng);
final FloatRange lerpRate = new FloatRange(0.01f, 0, 1f);
final TensorLERP lerpVector = new TensorLERP(randomVector, lerpRate);
PhyWall.PhyWindow w = p.put(new Gridding(0.25f, new AutoUpdateMatrixView(lerpVector.data), new LabeledPane("lerp", new XYSlider().on((x, y) -> {
lerpRate.set(x);
})), new LabeledPane("out", new Port((x) -> {
}) {
@Override
public void prePaint(int dtMS) {
super.prePaint(dtMS);
out(lerpVector.data);
}
})), 0.5f, 0.5f);
p.put(new TogglePort(), 0.25f, 0.25f);
PhyWall.PhyWindow qw = p.put(new Gridding(new Label("HaiQ"), new AutoSurface<>(q), new LabeledPane("input", new Port((float[] i) -> {
System.arraycopy(i, 0, in, 0, i.length);
})), new Gridding(VERTICAL, new AutoUpdateMatrixView(in), new AutoUpdateMatrixView(q.ae.x), new AutoUpdateMatrixView(q.ae.W), new AutoUpdateMatrixView(q.ae.y)), new Gridding(VERTICAL, new AutoUpdateMatrixView(q.q), new AutoUpdateMatrixView(q.et))), 1, 1);
Loop.of(() -> {
lerpVector.update();
q.act((((float) Math.random()) - 0.5f) * 2, in);
}).runFPS(25);
}
use of spacegraph.space2d.phys.dynamics.BodyDef in project narchy by automenta.
the class CarefulRover method newTorso.
@Override
protected Body newTorso() {
PolygonShape shape = new PolygonShape();
Vec2[] vertices = { new Vec2(3.0f, 0.0f), new Vec2(-1.0f, +2.0f), new Vec2(-1.5f, 0), new Vec2(-1.0f, -2.0f) };
shape.set(vertices, vertices.length);
// shape.m_centroid.set(bodyDef.position);
BodyDef bd = new BodyDef();
bd.linearDamping = (linearDamping);
bd.angularDamping = (angularDamping);
bd.type = BodyType.DYNAMIC;
bd.position.set(0, 0);
Body torso = getWorld().createBody(bd);
Fixture f = torso.createFixture(shape, mass);
f.setRestitution(restitution);
f.setFriction(friction);
initSensors(torso);
initMotors(torso);
return torso;
}
use of spacegraph.space2d.phys.dynamics.BodyDef in project narchy by automenta.
the class ParticleEmitter method getParticleBodyDef.
/**
* @return Body def for particle, based on current settings
*/
private BodyDef getParticleBodyDef() {
BodyDef def = new BodyDef();
def.active = true;
def.allowSleep = false;
def.awake = true;
def.type = BodyType.DYNAMIC;
def.linearVelocity.set(settings.particleForce.x, settings.particleForce.y);
def.position.set(settings.offset.x + settings.attached.getLocation().x, settings.offset.y + settings.attached.getLocation().y);
return def;
}
use of spacegraph.space2d.phys.dynamics.BodyDef in project narchy by automenta.
the class ReactorWorld method fireDebris.
/**
* fuel rod components mixed with plutonium ash mutated into a supernatural buckyball atomic compound
*/
protected void fireDebris(float w, float h) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(0.0f, 4.0f);
PolygonShape box = new PolygonShape();
box.setAsBox(w, h);
Body m_body = p.getWorld().createBody(bd);
m_body.createFixture(box, 1.0f);
box.setAsBox(0.25f, 0.25f);
// m_x = RandomFloat(-1.0f, 1.0f);
float m_x = -0.06530577f;
bd.position.set(m_x, 10.0f);
bd.bullet = true;
Body m_bullet = p.getWorld().createBody(bd);
m_bullet.createFixture(box, 100.0f);
m_bullet.setLinearVelocity(new Vec2(0.0f, -50.0f));
m_body.setTransform(new Vec2(0.0f, 4.0f), 0.0f);
m_body.setLinearVelocity(new Vec2());
m_body.setAngularVelocity(0.0f);
m_x = MathUtils.randomFloat(-1.0f, 1.0f);
m_bullet.setTransform(new Vec2(m_x, 10.0f), 0.0f);
m_bullet.setLinearVelocity(new Vec2(0.0f, -50.0f));
m_bullet.setAngularVelocity(0.0f);
}
use of spacegraph.space2d.phys.dynamics.BodyDef in project narchy by automenta.
the class ParticlesTest method init.
@Override
public void init(Dynamics2D m_world) {
// first one
Body2D ground = m_world.bodies().iterator().next();
{
PolygonShape shape = new PolygonShape();
v2[] vertices = new v2[] { new v2(-40, -10), new v2(40, -10), new v2(40, 0), new v2(-40, 0) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
{
PolygonShape shape = new PolygonShape();
v2[] vertices = { new v2(-40, -1), new v2(-20, -1), new v2(-20, 20), new v2(-40, 30) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
{
PolygonShape shape = new PolygonShape();
v2[] vertices = { new v2(20, -1), new v2(40, -1), new v2(40, 30), new v2(20, 20) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
m_world.setParticleRadius(0.35f);
m_world.setParticleDamping(0.2f);
{
CircleShape shape = new CircleShape();
shape.center.set(0, 30);
shape.radius = 20;
ParticleGroupDef pd = new ParticleGroupDef();
pd.flags = ParticleType.b2_waterParticle;
pd.shape = shape;
m_world.addParticles(pd);
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
Body2D body = m_world.addBody(bd);
CircleShape shape = new CircleShape();
shape.center.set(0, 80);
shape.radius = 5;
body.addFixture(shape, 0.5f);
}
}
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