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from dataclasses import dataclass | |
import numpy | |
import pygame | |
from pygame import Vector2 | |
WINDOW_WIDTH = 500 | |
WINDOW_HEIGHT = 400 | |
MAX_FPS = 60 | |
pygame.init() | |
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) | |
pygame.display.set_caption("Constraint-Based Physics Playground") | |
clock = pygame.Clock() | |
is_running = True | |
#font = pygame.Font("FiraCode-Regular.ttf", 14) | |
font = pygame.Font(None, 20) | |
@dataclass | |
class MassPoint: | |
position: Vector2 | |
velocity: Vector2 | |
mass: float | |
particle = MassPoint(Vector2(250, 250), Vector2(), 5.0) | |
target = MassPoint(Vector2(250, 250), Vector2(), 5.0) | |
baumgarte = 0.004 | |
iterations = 1 | |
dt = 1 / 60 | |
while is_running: | |
clock.tick(MAX_FPS) | |
fps = clock.get_fps() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
is_running = False | |
mouse = Vector2(*pygame.mouse.get_pos()) | |
keys = pygame.key.get_pressed() | |
if keys[pygame.K_UP]: baumgarte += 0.0001 | |
if keys[pygame.K_DOWN]: baumgarte -= 0.0001 | |
target.position = mouse.copy() | |
# Position constraint | |
# C(p) = p - a = 0 | |
c = particle.position - target.position | |
c = numpy.array([[c.x, c.y]]).transpose() | |
# Baumgarte stabilization | |
# We feed some of position error into velocity constraint | |
bias = (-baumgarte / dt) * c | |
# Velocity matrix | |
# (Transpose to make it a column matrix) | |
v = numpy.array([[particle.velocity.x, particle.velocity.y]]).transpose() | |
# Jacobian matrix | |
j = numpy.array([[1, 0], [0, 1]]) | |
jt = j.transpose() | |
# Mass matrix | |
m = numpy.array([[particle.mass, 0], [0, particle.mass]]) | |
mi = numpy.linalg.inv(m) | |
# Now we can write the velocity constraint terms in the general form Ax=b | |
# https://dyn4j.org/2010/07/equality-constraints/ | |
# | |
# A -> J M^-1 Jt (This is also called effective mass?) | |
# x -> λ (Lambda is impulse magnitude, also called lagrange multiplier) | |
# b -> -JV | |
A = j @ mi @ jt | |
b = -j @ v + bias | |
# Initial guess for lambda | |
x = numpy.zeros_like(b) | |
# Gauss-Seidel iterative solver | |
# Algorithm from https://stackoverflow.com/a/66764437 | |
for _ in range(iterations): | |
x0 = x.copy() | |
for i in range(A.shape[0]): | |
x[i] = (b[i] - numpy.dot(A[i, :i], x[:i]) - numpy.dot(A[i, (i + 1):], x0[(i + 1):])) / A[i, i] | |
# With the newly solved lambda apply impulse and update the velocity | |
impulse = mi @ jt @ x | |
v += impulse | |
particle.velocity.x = v[0, 0] | |
particle.velocity.y = v[1, 0] | |
error = numpy.linalg.norm(x0 - x) | |
# Okay I'm not sure about this part, if I don't update b | |
# everything goes chaos | |
b = -j @ v + bias | |
# Apply damping | |
particle.velocity *= 0.98 | |
# Integrate velocities | |
particle.position += particle.velocity | |
window.fill((255, 255, 255)) | |
pygame.draw.circle(window, (255, 80, 0), particle.position, 12, 2) | |
pygame.draw.circle(window, (70, 255, 150), target.position, 5) | |
lines = ( | |
f"FPS: {round(fps, 2)}", | |
"", | |
"C(p) = p - a = 0", | |
f"Iterations: {iterations}", | |
f"Baumgarte: {round(baumgarte, 5)}", | |
f"Δt: {round(dt, 3)}", | |
f"Error: {round(error, 6)}" | |
) | |
y_gap = 17 | |
for i, line in enumerate(lines): | |
if not line: continue | |
window.blit(font.render(line, True, (0, 0, 0)), (5, 5 + i * y_gap)) | |
pygame.display.flip() | |
pygame.quit() |
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