use of spacegraph.space2d.phys.dynamics.joints.RevoluteJointDef in project narchy by automenta.
the class Snake method attach.
/**
* attach a body to center of one of the segments
*/
public void attach(Body2D b, int segment) {
Dynamics2D world = world();
world.invoke(() -> {
RevoluteJoint w = (RevoluteJoint) b.W.addJoint(new RevoluteJointDef(bodies.get(segment), b));
attachments.add(b);
joints.add(w);
});
}
use of spacegraph.space2d.phys.dynamics.joints.RevoluteJointDef in project narchy by automenta.
the class TheoJansenTest method createLeg.
void createLeg(float s, v2 wheelAnchor) {
v2 p1 = new v2(5.4f * s, -6.1f);
v2 p2 = new v2(7.2f * s, -1.2f);
v2 p3 = new v2(4.3f * s, -1.9f);
v2 p4 = new v2(3.1f * s, 0.8f);
v2 p5 = new v2(6.0f * s, 1.5f);
v2 p6 = new v2(2.5f * s, 3.7f);
FixtureDef fd1 = new FixtureDef();
FixtureDef fd2 = new FixtureDef();
fd1.filter.groupIndex = -1;
fd2.filter.groupIndex = -1;
fd1.density = 1.0f;
fd2.density = 1.0f;
PolygonShape poly1 = new PolygonShape();
PolygonShape poly2 = new PolygonShape();
if (s > 0.0f) {
v2[] vertices = new v2[3];
vertices[0] = p1;
vertices[1] = p2;
vertices[2] = p3;
poly1.set(vertices, 3);
vertices[0] = new v2();
vertices[1] = p5.sub(p4);
vertices[2] = p6.sub(p4);
poly2.set(vertices, 3);
} else {
v2[] vertices = new v2[3];
vertices[0] = p1;
vertices[1] = p3;
vertices[2] = p2;
poly1.set(vertices, 3);
vertices[0] = new v2();
vertices[1] = p6.sub(p4);
vertices[2] = p5.sub(p4);
poly2.set(vertices, 3);
}
fd1.shape = poly1;
fd2.shape = poly2;
BodyDef bd1 = new BodyDef(), bd2 = new BodyDef();
bd1.type = BodyType.DYNAMIC;
bd2.type = BodyType.DYNAMIC;
bd1.position = m_offset;
bd2.position = p4.add(m_offset);
bd1.angularDamping = 10.0f;
bd2.angularDamping = 10.0f;
Body2D body1 = w.addBody(bd1);
Body2D body2 = w.addBody(bd2);
body1.addFixture(fd1);
body2.addFixture(fd2);
DistanceJointDef djd = new DistanceJointDef();
// Using a soft distance constraint can reduce some jitter.
// It also makes the structure seem a bit more fluid by
// acting like a suspension system.
djd.dampingRatio = 0.5f;
djd.frequencyHz = 10.0f;
djd.initialize(body1, body2, p2.add(m_offset), p5.add(m_offset));
w.addJoint(djd);
djd.initialize(body1, body2, p3.add(m_offset), p4.add(m_offset));
w.addJoint(djd);
djd.initialize(body1, m_wheel, p3.add(m_offset), wheelAnchor.add(m_offset));
w.addJoint(djd);
djd.initialize(body2, m_wheel, p6.add(m_offset), wheelAnchor.add(m_offset));
w.addJoint(djd);
RevoluteJointDef rjd = new RevoluteJointDef();
rjd.initialize(body2, m_chassis, p4.add(m_offset));
w.addJoint(rjd);
}
use of spacegraph.space2d.phys.dynamics.joints.RevoluteJointDef 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.joints.RevoluteJointDef in project narchy by automenta.
the class TheoJansen method createLeg.
void createLeg(float s, v2 wheelAnchor) {
v2 p1 = new v2(5.4f * s, -6.1f * abs(s));
v2 p2 = new v2(7.2f * s, -1.2f * abs(s));
v2 p3 = new v2(4.3f * s, -1.9f * abs(s));
v2 p4 = new v2(3.1f * s, 0.8f * abs(s));
v2 p5 = new v2(6.0f * s, 1.5f * abs(s));
v2 p6 = new v2(2.5f * s, 3.7f * abs(s));
FixtureDef fd1 = new FixtureDef();
FixtureDef fd2 = new FixtureDef();
fd1.filter.groupIndex = -1;
fd2.filter.groupIndex = -1;
fd1.density = 1.0f;
fd2.density = 1.0f;
PolygonShape poly1 = new PolygonShape();
PolygonShape poly2 = new PolygonShape();
if (s > 0.0f) {
v2[] vertices = new v2[3];
vertices[0] = p1;
vertices[1] = p2;
vertices[2] = p3;
poly1.set(vertices, 3);
vertices[0] = new v2();
vertices[1] = p5.sub(p4);
vertices[2] = p6.sub(p4);
poly2.set(vertices, 3);
} else {
v2[] vertices = new v2[3];
vertices[0] = p1;
vertices[1] = p3;
vertices[2] = p2;
poly1.set(vertices, 3);
vertices[0] = new v2();
vertices[1] = p6.sub(p4);
vertices[2] = p5.sub(p4);
poly2.set(vertices, 3);
}
fd1.shape = poly1;
fd2.shape = poly2;
BodyDef bd1 = new BodyDef(), bd2 = new BodyDef();
bd1.type = BodyType.DYNAMIC;
bd2.type = BodyType.DYNAMIC;
bd1.position = center;
bd2.position = p4.add(center);
bd1.angularDamping = 10.0f;
bd2.angularDamping = 10.0f;
Body2D body1 = world.addBody(bd1);
Body2D body2 = world.addBody(bd2);
body1.addFixture(fd1);
body2.addFixture(fd2);
DistanceJointDef djd = new DistanceJointDef();
// Using a soft distance constraint can reduce some jitter.
// It also makes the structure seem a bit more fluid by
// acting like a suspension system.
djd.dampingRatio = 0.5f;
djd.frequencyHz = 10.0f;
djd.initialize(body1, body2, p2.add(center), p5.add(center));
world.addJoint(djd);
djd.initialize(body1, body2, p3.add(center), p4.add(center));
world.addJoint(djd);
djd.initialize(body1, wheel, p3.add(center), wheelAnchor.add(center));
world.addJoint(djd);
djd.initialize(body2, wheel, p6.add(center), wheelAnchor.add(center));
world.addJoint(djd);
RevoluteJointDef rjd = new RevoluteJointDef();
rjd.initialize(body2, chassis, p4.add(center));
world.addJoint(rjd);
}
use of spacegraph.space2d.phys.dynamics.joints.RevoluteJointDef in project narchy by automenta.
the class TheoJansenTest method init.
// @Override
// public Long getTag(Body2D argBody) {
// if (argBody2D == m_chassis) {
// return CHASSIS_TAG;
// } else if (argBody2D == m_wheel) {
// return WHEEL_TAG;
// }
// return null;
// }
//
// @Override
// public Long getTag(Joint argJoint) {
// if (argJoint == m_motorJoint) {
// return MOTOR_TAG;
// }
// return null;
// }
// @Override
// public void processBody(Body2D argBody, Long argTag) {
// if (argTag == CHASSIS_TAG) {
// m_chassis = argBody;
// } else if (argTag == WHEEL_TAG) {
// m_wheel = argBody;
// }
// }
//
// @Override
// public void processJoint(Joint argJoint, Long argTag) {
// if (argTag == MOTOR_TAG) {
// m_motorJoint = (RevoluteJoint) argJoint;
// m_motorOn = m_motorJoint.isMotorEnabled();
// }
// }
@Override
public void init(Dynamics2D w) {
this.w = w;
m_offset.set(0.0f, 8.0f);
m_motorSpeed = 2.0f;
m_motorOn = true;
v2 pivot = new v2(0.0f, 0.8f);
// Ground
{
BodyDef bd = new BodyDef();
Body2D ground = w.addBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new v2(-50.0f, 0.0f), new v2(50.0f, 0.0f));
ground.addFixture(shape, 0.0f);
shape.set(new v2(-50.0f, 0.0f), new v2(-50.0f, 10.0f));
ground.addFixture(shape, 0.0f);
shape.set(new v2(50.0f, 0.0f), new v2(50.0f, 10.0f));
ground.addFixture(shape, 0.0f);
}
// Balls
for (int i = 0; i < 40; ++i) {
CircleShape shape = new CircleShape();
shape.radius = 0.25f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(-40.0f + 2.0f * i, 0.5f);
Body2D body = w.addBody(bd);
body.addFixture(shape, 1.0f);
}
// Chassis
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(2.5f, 1.0f);
FixtureDef sd = new FixtureDef();
sd.density = 1.0f;
sd.shape = shape;
sd.filter.groupIndex = -1;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(pivot).added(m_offset);
m_chassis = w.addBody(bd);
m_chassis.addFixture(sd);
}
{
CircleShape shape = new CircleShape();
shape.radius = 1.6f;
FixtureDef sd = new FixtureDef();
sd.density = 1.0f;
sd.shape = shape;
sd.filter.groupIndex = -1;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(pivot).added(m_offset);
m_wheel = w.addBody(bd);
m_wheel.addFixture(sd);
}
{
RevoluteJointDef jd = new RevoluteJointDef();
jd.initialize(m_wheel, m_chassis, pivot.add(m_offset));
jd.collideConnected = false;
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 400.0f;
jd.enableMotor = m_motorOn;
m_motorJoint = (RevoluteJoint) w.addJoint(jd);
}
v2 wheelAnchor;
wheelAnchor = pivot.add(new v2(0.0f, -0.8f));
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
m_wheel.setTransform(m_wheel.getPosition(), 120.0f * MathUtils.PI / 180.0f);
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
m_wheel.setTransform(m_wheel.getPosition(), -120.0f * MathUtils.PI / 180.0f);
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
}
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