Box2D/Box2D_bodyfixture.i (359 lines of code) (raw):
/*
* pybox2d -- http://pybox2d.googlecode.com
*
* Copyright (c) 2010 Ken Lauer / sirkne at gmail dot com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
/**** BodyDef ****/
%extend b2BodyDef {
public:
%pythoncode %{
_fixtures = None
_shapes = None
_shapeFixture = None
@property
def fixtures(self):
return self._fixtures
@fixtures.setter
def fixtures(self, fixtures):
if isinstance(fixtures, b2FixtureDef):
self._fixtures = [fixtures]
else:
self._fixtures = list(fixtures)
@property
def shapes(self):
return self._shapes
@shapes.setter
def shapes(self, shapes):
if isinstance(shapes, b2Shape):
self._shapes = [shapes]
else:
self._shapes = list(shapes)
@property
def shapeFixture(self):
return self._shapeFixture
@shapeFixture.setter
def shapeFixture(self, fixture):
self._shapeFixture = fixture
%}
}
/**** FixtureDef ****/
/* Special initializer to allow for filter arguments */
%extend b2FixtureDef {
public:
%pythoncode %{
def __SetCategoryBits(self, value):
self.filter.categoryBits=value
def __SetGroupIndex(self, value):
self.filter.groupIndex=value
def __SetMaskBits(self, value):
self.filter.maskBits=value
categoryBits=property(lambda self: self.filter.categoryBits, __SetCategoryBits)
groupIndex=property(lambda self: self.filter.groupIndex, __SetGroupIndex)
maskBits=property(lambda self: self.filter.maskBits, __SetMaskBits)
%}
}
/**** Fixture ****/
%extend b2Fixture {
public:
/* This destructor is ignored by SWIG, but it stops the erroneous
memory leak error. Will have to test with older versions of SWIG
to ensure this is ok (tested with 1.3.40)
*/
~b2Fixture() {
}
%pythoncode %{
__eq__ = b2FixtureCompare
__ne__ = lambda self,other: not b2FixtureCompare(self,other)
# Read-write properties
friction = property(__GetFriction, __SetFriction)
restitution = property(__GetRestitution, __SetRestitution)
filterData = property(__GetFilterData, __SetFilterData)
sensor = property(__IsSensor, __SetSensor)
density = property(__GetDensity, __SetDensity)
# Read-only
next = property(__GetNext, None)
type = property(__GetType, None)
shape = property(__GetShape, None)
body = property(__GetBody, None)
@property
def massData(self):
md=b2MassData()
self.__GetMassData(md)
return md
%}
}
%rename(__GetNext) b2Fixture::GetNext;
%rename(__GetFriction) b2Fixture::GetFriction;
%rename(__GetRestitution) b2Fixture::GetRestitution;
%rename(__GetFilterData) b2Fixture::GetFilterData;
%rename(__IsSensor) b2Fixture::IsSensor;
%rename(__GetType) b2Fixture::GetType;
%rename(__GetMassData) b2Fixture::GetMassData;
%rename(__GetShape) b2Fixture::GetShape;
%rename(__GetDensity) b2Fixture::GetDensity;
%rename(__GetBody) b2Fixture::GetBody;
%rename(__SetSensor) b2Fixture::SetSensor;
%rename(__SetDensity) b2Fixture::SetDensity;
%rename(__SetFilterData) b2Fixture::SetFilterData;
%rename(__SetFriction) b2Fixture::SetFriction;
%rename(__SetRestitution) b2Fixture::SetRestitution;
/**** Body ****/
%extend b2Body {
public:
%pythoncode %{
__eq__ = b2BodyCompare
__ne__ = lambda self,other: not b2BodyCompare(self,other)
def __GetMassData(self):
"""
Get a b2MassData object that represents this b2Body
NOTE: To just get the mass, use body.mass
"""
ret = b2MassData()
ret.center=self.localCenter
ret.I = self.inertia
ret.mass = self.mass
return ret
def __SetInertia(self, inertia):
"""
Set the body's inertia
"""
md = self.massData
md.I = inertia
self.massData=md
def __SetMass(self, mass):
"""
Set the body's mass
"""
md = self.massData
md.mass = mass
self.massData=md
def __SetLocalCenter(self, lcenter):
"""
Set the body's local center
"""
md = self.massData
md.center = lcenter
self.massData=md
def __iter__(self):
"""
Iterates over the fixtures in the body
"""
for fixture in self.fixtures:
yield fixture
def __CreateShapeFixture(self, type_, **kwargs):
"""
Internal function to handle creating circles, polygons, etc.
without first creating a fixture. type_ is b2Shape.
"""
shape=type_()
fixture=b2FixtureDef(shape=shape)
for key, value in kwargs.items():
# Note that these hasattrs use the types to get around
# the fact that some properties are write-only (like 'box' in
# polygon shapes), and as such do not show up with 'hasattr'.
if hasattr(type_, key):
to_set=shape
elif hasattr(b2FixtureDef, key):
to_set=fixture
else:
raise AttributeError('Property %s not found in either %s or b2FixtureDef' % (key, type_.__name__))
try:
setattr(to_set, key, value)
except Exception as ex:
raise ex.__class__('Failed on kwargs, class="%s" key="%s": %s' \
% (to_set.__class__.__name__, key, ex))
return self.CreateFixture(fixture)
def CreatePolygonFixture(self, **kwargs):
"""
Create a polygon shape without an explicit fixture definition.
Takes kwargs; you can pass in properties for either the polygon
or the fixture to this function. For example:
CreatePolygonFixture(box=(1, 1), friction=0.2, density=1.0)
where 'box' is a property from the polygon shape, and
'friction' and 'density' are from the fixture definition.
"""
return self.__CreateShapeFixture(b2PolygonShape, **kwargs)
def CreateCircleFixture(self, **kwargs):
"""
Create a circle shape without an explicit fixture definition.
Takes kwargs; you can pass in properties for either the circle
or the fixture to this function. For example:
CreateCircleFixture(radius=0.2, friction=0.2, density=1.0)
where 'radius' is a property from the circle shape, and
'friction' and 'density' are from the fixture definition.
"""
return self.__CreateShapeFixture(b2CircleShape, **kwargs)
def CreateEdgeFixture(self, **kwargs):
"""
Create a edge shape without an explicit fixture definition.
Takes kwargs; you can pass in properties for either the edge
or the fixture to this function. For example:
CreateEdgeFixture(vertices=[(0,0),(1,0)], friction=0.2, density=1.0)
where 'vertices' is a property from the edge shape, and
'friction' and 'density' are from the fixture definition.
"""
return self.__CreateShapeFixture(b2EdgeShape, **kwargs)
def CreateLoopFixture(self, **kwargs):
"""
Create a loop shape without an explicit fixture definition.
Takes kwargs; you can pass in properties for either the loop
or the fixture to this function. For example:
CreateLoopFixture(vertices=[...], friction=0.2, density=1.0)
where 'vertices' is a property from the loop shape, and
'friction' and 'density' are from the fixture definition.
"""
return self.__CreateShapeFixture(b2ChainShape, **kwargs)
CreateChainFixture = CreateLoopFixture
def CreateFixturesFromShapes(self, shapes=None, shapeFixture=None):
"""
Create fixture(s) on the body from one or more shapes, and optionally a single
fixture definition.
Takes kwargs; examples of valid combinations are as follows:
CreateFixturesFromShapes(shapes=b2CircleShape(radius=0.2))
CreateFixturesFromShapes(shapes=b2CircleShape(radius=0.2), shapeFixture=b2FixtureDef(friction=0.2))
CreateFixturesFromShapes(shapes=[b2CircleShape(radius=0.2), b2PolygonShape(box=[1,2])])
"""
if shapes==None:
raise TypeError('At least one shape required')
if shapeFixture==None:
shapeFixture=b2FixtureDef()
oldShape=None
else:
oldShape = shapeFixture.shape
ret=None
try:
if isinstance(shapes, (list, tuple)):
ret = []
for shape in shapes:
shapeFixture.shape = shape
ret.append(self.__CreateFixture(shapeFixture))
else:
shapeFixture.shape=shapes
ret = self.__CreateFixture(shapeFixture)
finally:
shapeFixture.shape=oldShape
return ret
def CreateFixture(self, defn=None, **kwargs):
"""
Create a fixtures on the body.
Takes kwargs; examples of valid combinations are as follows:
CreateFixture(b2FixtureDef(shape=s, restitution=0.2, ...))
CreateFixture(shape=s, restitution=0.2, ...)
"""
if defn is not None and isinstance(defn, b2FixtureDef):
return self.__CreateFixture(defn)
else:
if 'shape' not in kwargs:
raise ValueError('Must specify the shape for the fixture')
return self.__CreateFixture(b2FixtureDef(**kwargs))
def CreateEdgeChain(self, edge_list):
"""
Creates a body a set of connected edge chains.
Expects edge_list to be a list of vertices, length >= 2.
"""
prev=None
if len(edge_list) < 2:
raise ValueError('Edge list length >= 2')
shape=b2EdgeShape(vertices=[list(i) for i in edge_list[0:2]])
self.CreateFixturesFromShapes(shape)
prev = edge_list[1]
for edge in edge_list[1:]:
if len(edge) != 2:
raise ValueError('Vertex length != 2, "%s"' % list(edge))
shape.vertices = [list(prev), list(edge)]
self.CreateFixturesFromShapes(shape)
prev=edge
# Read-write properties
sleepingAllowed = property(__IsSleepingAllowed, __SetSleepingAllowed)
angularVelocity = property(__GetAngularVelocity, __SetAngularVelocity)
linearVelocity = property(__GetLinearVelocity, __SetLinearVelocity)
awake = property(__IsAwake, __SetAwake)
angularDamping = property(__GetAngularDamping, __SetAngularDamping)
fixedRotation = property(__IsFixedRotation, __SetFixedRotation)
linearDamping = property(__GetLinearDamping, __SetLinearDamping)
bullet = property(__IsBullet, __SetBullet)
type = property(__GetType, __SetType)
active = property(__IsActive, __SetActive)
angle = property(__GetAngle, lambda self, angle: self.__SetTransform(self.position, angle))
transform = property(__GetTransform, lambda self, value: self.__SetTransform(*value))
massData = property(__GetMassData, __SetMassData)
mass = property(__GetMass, __SetMass)
localCenter = property(__GetLocalCenter, __SetLocalCenter)
inertia = property(__GetInertia, __SetInertia)
position = property(__GetPosition, lambda self, pos: self.__SetTransform(pos, self.angle))
gravityScale = property(__GetGravityScale, __SetGravityScale)
# Read-only
joints = property(lambda self: _list_from_linked_list(self.__GetJointList_internal()), None,
doc="""All joints connected to the body as a list.
NOTE: This re-creates the list on every call. See also joints_gen.""")
contacts = property(lambda self: _list_from_linked_list(self.__GetContactList_internal()), None,
doc="""All contacts related to the body as a list.
NOTE: This re-creates the list on every call. See also contacts_gen.""")
fixtures = property(lambda self: _list_from_linked_list(self.__GetFixtureList_internal()), None,
doc="""All fixtures contained in this body as a list.
NOTE: This re-creates the list on every call. See also fixtures_gen.""")
joints_gen = property(lambda self: _indexable_generator(_generator_from_linked_list(self.__GetJointList_internal())), None,
doc="""Indexable generator of the connected joints to this body.
NOTE: When not using the whole list, this may be preferable to using 'joints'.""")
contacts_gen = property(lambda self: _indexable_generator(_generator_from_linked_list(self.__GetContactList_internal())), None,
doc="""Indexable generator of the related contacts.
NOTE: When not using the whole list, this may be preferable to using 'contacts'.""")
fixtures_gen = property(lambda self: _indexable_generator(_generator_from_linked_list(self.__GetFixtureList_internal())), None,
doc="""Indexable generator of the contained fixtures.
NOTE: When not using the whole list, this may be preferable to using 'fixtures'.""")
next = property(__GetNext, None)
worldCenter = property(__GetWorldCenter, None)
world = property(__GetWorld, None)
%}
}
%rename(__GetAngle) b2Body::GetAngle;
%rename(__IsSleepingAllowed) b2Body::IsSleepingAllowed;
%rename(__GetAngularVelocity) b2Body::GetAngularVelocity;
%rename(__GetJointList_internal) b2Body::GetJointList;
%rename(__GetFixtureList_internal) b2Body::GetFixtureList;
%rename(__GetContactList_internal) b2Body::GetContactList;
%rename(__GetLinearVelocity) b2Body::GetLinearVelocity;
%rename(__GetNext) b2Body::GetNext;
%rename(__GetPosition) b2Body::GetPosition;
%rename(__GetMass) b2Body::GetMass;
%rename(__IsAwake) b2Body::IsAwake;
%rename(__GetTransform) b2Body::GetTransform;
%rename(__SetTransform) b2Body::SetTransform;
%rename(__GetGravityScale) b2Body::GetGravityScale;
%rename(__SetGravityScale) b2Body::SetGravityScale;
%rename(__GetWorldCenter) b2Body::GetWorldCenter;
%rename(__GetAngularDamping) b2Body::GetAngularDamping;
%rename(__IsFixedRotation) b2Body::IsFixedRotation;
%rename(__GetWorld) b2Body::GetWorld;
%rename(__GetLinearDamping) b2Body::GetLinearDamping;
%rename(__IsBullet) b2Body::IsBullet;
%rename(__GetLocalCenter) b2Body::GetLocalCenter;
%rename(__GetType) b2Body::GetType;
%rename(__GetInertia) b2Body::GetInertia;
%rename(__IsActive) b2Body::IsActive;
%rename(__SetLinearVelocity) b2Body::SetLinearVelocity;
%rename(__SetSleepingAllowed) b2Body::SetSleepingAllowed;
%rename(__SetAngularDamping) b2Body::SetAngularDamping;
%rename(__SetActive) b2Body::SetActive;
%rename(__SetAngularVelocity) b2Body::SetAngularVelocity;
%rename(__SetMassData) b2Body::SetMassData;
%rename(__SetBullet) b2Body::SetBullet;
%rename(__SetFixedRotation) b2Body::SetFixedRotation;
%rename(__SetAwake) b2Body::SetAwake;
%rename(__SetLinearDamping) b2Body::SetLinearDamping;
%rename(__SetType) b2Body::SetType;
//