use of spacegraph.space2d.phys.fracture.materials.Uniform 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);
}
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