Created
March 21, 2012 06:27
-
-
Save ZhanruiLiang/2145218 to your computer and use it in GitHub Desktop.
Balls simulation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
from pymunk import Body, Circle, Vec2d, Segment, Poly, Space | |
import pymunk | |
import pygame | |
import random | |
from select import select | |
def vint(v): | |
return int(v[0]), int(v[1]) | |
def randarea(x0, y0, w, h): | |
return x0 + random.random() * w, y0 + random.random() * h | |
def randcolor(): | |
return ([random.randint(0, 155) for i in xrange(3)]) | |
class Balls: | |
def __init__(self, rs, w, h): | |
pygame.display.init() | |
self.screen = pygame.display.set_mode((800, 600)) | |
self.rs = rs | |
self.w = w | |
self.h = h | |
def render(self): | |
screen = self.screen | |
screen.fill(0xffffff) | |
# render walls | |
for wall, seg in self.walls: | |
pygame.draw.line(screen, 0x000000, vint(seg.a+wall.position), | |
vint(seg.b+wall.position), 1) | |
# print 'seg', seg.a + wall.position, seg.b + wall.position | |
# render balls | |
for ball, circle in self.balls: | |
pygame.draw.circle(screen, ball.color, vint(ball.position), | |
int(circle.radius)) | |
pygame.display.flip() | |
def solve(self): | |
k = 5 | |
w, h = self.w, self.h | |
w1 = w * k | |
h1 = h * k | |
w2 = w * (k-1) | |
h2 = h * (k-1) | |
#init a space | |
space = Space(5000) | |
# walldata = (pos, a, b) | |
wallV = 40 | |
wallM = 1000000 | |
x0, y0 = 400, 300 | |
wallsData = [((0, -h1/2), (0, wallV), (-w1/2, 0), (w1/2, 0)), | |
((w1/2, 0), (-wallV, 0), (0, -h1/2), (0, h1/2)), | |
((0, h1/2), (0, -wallV), (-w1/2, 0), (w1/2, 0)), | |
((-w1/2, 0), (wallV, 0), (0, -h1/2), (0, h1/2))] | |
walls = [] | |
# add walls | |
for pos, v, a, b in wallsData: | |
body = Body(wallM, pymunk.moment_for_segment(wallM, a, b)) | |
body.position = pos + Vec2d(x0, y0) | |
# body.velocity = v | |
# body.apply_force(Vec2d(v) * body.mass) | |
shape = Segment(body, a, b, 10) | |
shape.elasticity = 0.9 | |
shape.group = 1 | |
space.add(body, shape) | |
walls.append((body, shape)) | |
balls = [] | |
# add balls | |
V = 100 | |
for r in self.rs: | |
mass = 10 * r ** 2 | |
body = Body(mass, pymunk.moment_for_circle(mass, 0, r)) | |
shape = Circle(body, r) | |
shape.elasticity = 0.9 | |
body.position = Vec2d(randarea(-w2/2, -h2/2, w2, h2)) + (x0, y0) | |
body.velocity = Vec2d(randarea(-V, -V, V, V)) | |
body.color = randcolor() | |
space.add(body, shape) | |
balls.append((body, shape)) | |
self.walls = walls | |
self.balls = balls | |
self.render() | |
# raw_input() | |
SPS = 80 | |
FPS = 30 | |
iterDt = 1.0 / SPS | |
fpsDt = 1.0/FPS | |
timer = pygame.time.Clock() | |
frameTime = 0 | |
timer.tick() | |
# start solve | |
dwl, dhl = 10000000, 10000000 | |
cnt = 0 | |
while True: | |
cnt += 1 | |
space.step(iterDt) | |
dh = abs(walls[0][0].position.y - walls[2][0].position.y) | |
dw = abs(walls[1][0].position.x - walls[3][0].position.x) | |
if dh > dhl or dw > dwl: break | |
dwl, dhl = dw, dh | |
for wall,shape in walls: | |
wall.reset_forces() | |
wall.apply_force(((x0, y0) - wall.position) * 100000) | |
frameTime += iterDt | |
if frameTime >= fpsDt: | |
for e in pygame.event.get(): | |
if e.type == pygame.KEYDOWN and e.unicode == ' ': | |
pause = 1 | |
while pause: | |
for e in pygame.event.get(): | |
if e.type == pygame.KEYDOWN and e.unicode == ' ': | |
pause = 0 | |
pygame.time.delay(10) | |
self.render() | |
frameTime -= fpsDt | |
timer.tick(SPS) | |
self.render() | |
print 'finish in %d loop' % (cnt,) | |
if __name__ == '__main__': | |
rs = [10, 10, 10, 10, 10, | |
5, 5, 5, 5, | |
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] | |
rs = sum(([r]*(60/r) for r in [5, 10, 12, 15]), []) | |
solver = Balls(rs, 200, 200) | |
solver.solve() | |
raw_input() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Use space bar to pause.