Я хотел бы реализовать код, который имеет несовместимые пары с сталкивающимися объектами. Мои пары - это 2 шара, которые соединены друг с другом. Я хочу, чтобы эти две пары мячей столкнулись. Однако я не хочу, чтобы эти 2 шара сталкивались с другими парами.
Как я могу реализовать маску с таким количеством категорий в ShapeFilter pymunk? Стоит ли использовать побитовые операторы? Как вы можете видеть в моем фильтре формы, я пытался игнорировать значения, которые не входят в их категорию, за исключением их попарной категории, НО это не работает для 4 + количество шаров?
Мой код не может обрабатывать эти состояния шаров друг с другом.
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk
import pymunk.pygame_util
from pymunk import Vec2d
import sys
#import tensorflow as tf
from time import sleep
import time
import numpy as np
from math import exp
from random import seed
from random import random
import datetime
import operator
class Game:
def __init__(self):
# initialize game window
pygame.init()
self.screen_x= 1500
self.screen_y= 200
# Pool Hyper Parameters
# BE CAREFULL CHANGING THESE VARIABLES
self.pool_size = 2
self.pool_time = 15
#########################################################################
# NN lists
#Pygame fonts
self.font = pygame.font.SysFont("Arial", 16)
self.screen = pygame.display.set_mode((self.screen_x,self.screen_y+200)) #screen display
self.clock = pygame.time.Clock() ## init clock
self.running = True
# pymunk init
self.space = pymunk.Space()
self.space.gravity = (0.0, -1200.0) #gravity setup
self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)#adds add physics to the screen
def new(self):
# start a new game
## Balls
self.balls = []
## creating walls
self.static_body = self.space.static_body
self.static_lines = [pymunk.Segment(self.static_body, (0.0,50.0), (1500.0, 50.0), 0.0) ## road
,pymunk.Segment(self.static_body, (1499.0, 150.0), (1499.0, 700.0), 0.0)
,pymunk.Segment(self.static_body, (1800, 50.0), (1800, 170.0), 0.0)
,pymunk.Segment(self.static_body, (0.0,50.0), (0.0, 700.0), 0.0) ## wall 1
]
## set walls
for line in self.static_lines:
line.elasticity = 0.95
line.friction = 01.5
#line.filter = pymunk.ShapeFilter(categories=np.uint8(0))
self.space.add(self.static_lines)
# Go to run
self.run()
def run(self):
# Game Loop
self.playing = True
self.no_ball = True
while self.running:
self.events()
if self.no_ball == True:
self.unit(self.pool_size)
self.update()
def update(self):
self.screen.fill(THECOLORS["white"])
### Draw stuff
self.balls_to_remove = []
for ball in self.balls:
if ball.body.position.y < 0: self.balls_to_remove.append(ball)
for ball in self.balls_to_remove:
self.space.remove(ball, ball.body)
self.balls.remove(ball)
self.space.debug_draw(self.draw_options)
### Update physics
self.dt = 1.0/60.0
for k in range(1):
self.space.step(self.dt)
### Flip screen
pygame.display.flip()
self.clock.tick(50)
pygame.display.set_caption("fps: " + str(self.clock.get_fps()))
def events(self):
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
if event.type == KEYDOWN:
if event.key == K_y: ## Creates a ball
self.running = False
pass
elif event.type == pygame.MOUSEMOTION:
(self.mouse_x, self.mouse_y) = pymunk.pygame_util.get_mouse_pos(self.screen)
def unit (self, number_balls=None):
#Mass And Radius units
self.mass = 20
self.radius = 10
#Mass and Radius for joint
self.mass_joint = 2
self.radius_joint = 2
#for n in number_balls
self.objs = list()
for i in range(number_balls):
self.objs.append(pymunk.Body())
self.objs.append(pymunk.Body())
self.objs.append(pymunk.Body())
#Inertia
self.inertia = pymunk.moment_for_circle(self.mass, 0, self.radius, (0,0))
self.inertia_joint = pymunk.moment_for_circle(self.mass_joint , 0, self.radius_joint, (0,0))
#Body
self.objs[i], self.objs[i+1] = pymunk.Body(self.mass, self.inertia), pymunk.Body(self.mass, self.inertia)
self.objs[i+2] = pymunk.Body(self.mass_joint, self.inertia_joint)
#Position
x = 100
self.objs[i].position = x , 90
self.objs[i+1].position = x+24, 90
self.objs[i+2].position = x+12, 90
#Links
self.link_1 = pymunk.PinJoint(self.objs[i], self.objs[i+2], (0, 0), (0, 0))
self.link_2 = pymunk.PinJoint(self.objs[i+1], self.objs[i+2], (0, 0), (0, 0))
# Adding Body links
self.space.add(self.link_1)
self.space.add(self.link_2)
#First ball shape
self.shape_first = pymunk.Circle(self.objs[i], self.radius, (0,0))
self.shape_first.elasticity = 0.4
self.shape_first.friction = 0.9
self.space.add(self.objs[i], self.shape_first)
#Fsecond ball shape
self.shape_second = pymunk.Circle(self.objs[i+1], self.radius, (0,0))
self.shape_second.elasticity = 0.4
self.shape_second.friction = 0.9
self.space.add(self.objs[i+1], self.shape_second)
#Joint shape
self.shape_joint = pymunk.Circle(self.objs[i+2], self.radius_joint, (0,0))
self.shape_joint.elasticity = 0.4
self.shape_joint.friction = 0.9
#self.shape_joint.sensor == True
self.space.add(self.objs[i+2], self.shape_joint)
body_first_category = (i*3)+1#"{0:b}".format(int(i+1))
body_second_category = (i*3)+2
body_joint_category = (i*3)+3
print (body_first_category )
print(body_second_category )
print(body_joint_category )
#"{0:b}".format(int(i+2))
self.shape_first.filter = pymunk.ShapeFilter(categories=body_first_category, mask=(body_joint_category and body_second_category) )
self.shape_second.filter = pymunk.ShapeFilter(categories=body_second_category, mask=(body_first_category and body_joint_category) )
self.shape_joint.filter = pymunk.ShapeFilter(categories=body_joint_category, mask=(body_first_category and body_second_category))
self.balls.append(self.shape_first)
self.balls.append(self.shape_second)
self.balls.append(self.shape_joint)
self.no_ball = False
g = Game()
while g.running:
g.new()
##pg.quit()
Пожалуйста помоги :)
P.S: Пример класса фильтра формы библиотеки:
http://www.pymunk.org/en/latest/pymunk.html#pymunk.ShapeFilter