small-projects/bounding-box-thing/main.py

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2025-04-05 23:26:40 +00:00
import pygame, sys, random, math
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Realistic Rotational Physics Derived from Collisions")
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 20)
# Physics constants
GRAVITY = 500.0 # pixels/s^2
RESTITUTION = 0.8 # bounciness coefficient
DAMPING = 0.99 # linear damping per frame
ANGULAR_DAMPING = 0.99 # angular damping per frame
# Friction coefficient for collisions
FRICTION_COEFF = 0.5
# Modes
MODE_EDIT = "edit"
MODE_SIMULATE = "simulate"
mode = MODE_EDIT
# Global lists and undo/redo stacks
shapes = []
undo_stack = []
redo_stack = []
# State for drawing a new shape
drawing_new_shape = False
current_drawing_points = [] # absolute coordinates
# State for dragging a shape
dragging_shape = None
drag_offset = (0,0)
drag_start_offset = None
# Collision mesh grid square size (for visual oriented boxes)
square_size = 10
# Debug flag and counters
debug_mode = False
collision_checks = 0 # number of SAT axis tests
impulse_resolutions_count = 0 # count of impulse resolutions performed
def rotate_point(x, y, angle):
"""Rotate a point (x,y) by angle (in radians)."""
cos_a = math.cos(angle)
sin_a = math.sin(angle)
return (x*cos_a - y*sin_a, x*sin_a + y*cos_a)
def compute_moment_of_inertia(local_poly, mass):
"""Approximate moment of inertia (using maximum distance from the local center)."""
cx = sum(p[0] for p in local_poly)/len(local_poly)
cy = sum(p[1] for p in local_poly)/len(local_poly)
max_dist_sq = max((p[0]-cx)**2 + (p[1]-cy)**2 for p in local_poly)
return mass * max_dist_sq / 2
def point_in_polygon(x, y, poly):
"""Raycasting algorithm to test if (x,y) is inside poly."""
num = len(poly)
j = num - 1
inside = False
for i in range(num):
xi, yi = poly[i]
xj, yj = poly[j]
if ((yi > y) != (yj > y)) and (x < (xj-xi)*(y-yi)/(yj-yi+1e-9)+xi):
inside = not inside
j = i
return inside
def greedy_mesh(grid, rows, cols, square_size):
"""Combine adjacent True cells into larger rectangles (in local coordinates)."""
used = [[False for _ in range(cols)] for _ in range(rows)]
rects = []
for row in range(rows):
for col in range(cols):
if grid[row][col] and not used[row][col]:
width = 0
while col+width < cols and grid[row][col+width] and not used[row][col+width]:
width += 1
height = 0
valid = True
while valid and row+height < rows:
for i in range(width):
if not grid[row+height][col+i] or used[row+height][col+i]:
valid = False
break
if valid:
height += 1
for r in range(row, row+height):
for c in range(col, col+width):
used[r][c] = True
rects.append(pygame.Rect(col*square_size, row*square_size, width*square_size, height*square_size))
return rects
def compute_local_collision_boxes(local_poly, square_size):
"""Compute grid cells inside local_poly and merge them using greedy meshing."""
xs = [p[0] for p in local_poly]
ys = [p[1] for p in local_poly]
max_x = int(max(xs))
max_y = int(max(ys))
cols = (max_x // square_size) + 1
rows = (max_y // square_size) + 1
grid = [[False for _ in range(cols)] for _ in range(rows)]
for row in range(rows):
for col in range(cols):
cx = col*square_size + square_size/2
cy = row*square_size + square_size/2
if point_in_polygon(cx, cy, local_poly):
grid[row][col] = True
rects = greedy_mesh(grid, rows, cols, square_size)
return rects
def sat_collision_polygon(polyA, polyB):
"""
Uses the Separating Axis Theorem (SAT) to check collision between two convex polygons.
Returns (colliding, mtv_normal, penetration_depth).
Increments the global collision_checks count for each axis test.
"""
global collision_checks
min_overlap = float('inf')
mtv_axis = None
for polygon in (polyA, polyB):
for i in range(len(polygon)):
p1 = polygon[i]
p2 = polygon[(i+1)%len(polygon)]
edge = (p2[0]-p1[0], p2[1]-p1[1])
axis = (-edge[1], edge[0])
length = math.hypot(axis[0], axis[1])
if length == 0:
continue
axis = (axis[0]/length, axis[1]/length)
collision_checks += 1
minA, maxA = float('inf'), float('-inf')
for p in polyA:
proj = p[0]*axis[0] + p[1]*axis[1]
minA = min(minA, proj)
maxA = max(maxA, proj)
minB, maxB = float('inf'), float('-inf')
for p in polyB:
proj = p[0]*axis[0] + p[1]*axis[1]
minB = min(minB, proj)
maxB = max(maxB, proj)
overlap = min(maxA, maxB) - max(minA, minB)
if overlap < 0:
return (False, None, 0)
if overlap < min_overlap:
min_overlap = overlap
mtv_axis = axis
centerA = (sum(p[0] for p in polyA)/len(polyA), sum(p[1] for p in polyA)/len(polyA))
centerB = (sum(p[0] for p in polyB)/len(polyB), sum(p[1] for p in polyB)/len(polyB))
d = (centerB[0]-centerA[0], centerB[1]-centerA[1])
if d[0]*mtv_axis[0] + d[1]*mtv_axis[1] < 0:
mtv_axis = (-mtv_axis[0], -mtv_axis[1])
return (True, mtv_axis, min_overlap)
class Shape:
def __init__(self, local_poly, offset):
"""
local_poly: list of points (x,y) in local coordinates (with minimum at (0,0)).
offset: (x,y) position in the window.
"""
self.local_poly = local_poly
self.offset = list(offset)
self.collision_rects = compute_local_collision_boxes(self.local_poly, square_size)
self.velocity = [0.0, 0.0]
self.angular_velocity = 0.0 # starts at zero; rotation will be derived from collisions
self.angle = 0.0
self.color = (random.randint(50,255), random.randint(50,255), random.randint(50,255))
area = abs(0.5 * sum(local_poly[i][0]*local_poly[(i+1)%len(local_poly)][1] - local_poly[(i+1)%len(local_poly)][0]*local_poly[i][1]
for i in range(len(local_poly))))
self.mass = area if area > 0 else 1.0
self.inertia = compute_moment_of_inertia(local_poly, self.mass)
self.local_center = (sum(p[0] for p in local_poly)/len(local_poly),
sum(p[1] for p in local_poly)/len(local_poly))
self.colliding_boxes = set()
def get_absolute_polygon(self):
"""Return the rotated and translated polygon."""
abs_poly = []
for p in self.local_poly:
rel = (p[0]-self.local_center[0], p[1]-self.local_center[1])
rot = rotate_point(rel[0], rel[1], self.angle)
abs_poly.append((rot[0] + self.offset[0] + self.local_center[0],
rot[1] + self.offset[1] + self.local_center[1]))
return abs_poly
def get_absolute_collision_polys(self):
"""Return oriented collision boxes (for visualization)."""
polys = []
for rect in self.collision_rects:
corners = [(rect.x, rect.y),
(rect.x+rect.width, rect.y),
(rect.x+rect.width, rect.y+rect.height),
(rect.x, rect.y+rect.height)]
transformed = []
for pt in corners:
rel = (pt[0]-self.local_center[0], pt[1]-self.local_center[1])
rot = rotate_point(rel[0], rel[1], self.angle)
transformed.append((rot[0] + self.offset[0] + self.local_center[0],
rot[1] + self.offset[1] + self.local_center[1]))
polys.append(transformed)
return polys
def get_bounding_rect(self):
poly = self.get_absolute_polygon()
xs = [p[0] for p in poly]
ys = [p[1] for p in poly]
return pygame.Rect(min(xs), min(ys), max(xs)-min(xs), max(ys)-min(ys))
def get_center(self):
"""Return the global center (local center translated)."""
return (self.offset[0] + self.local_center[0],
self.offset[1] + self.local_center[1])
def update(self, dt):
# Apply gravity.
self.velocity[1] += GRAVITY * dt
# Update position.
self.offset[0] += self.velocity[0] * dt
self.offset[1] += self.velocity[1] * dt
# Update rotation.
self.angle += self.angular_velocity * dt
# Bounce off window edges.
br = self.get_bounding_rect()
if br.left < 0:
self.offset[0] -= br.left
self.velocity[0] = -RESTITUTION * self.velocity[0]
if br.right > screen.get_width():
self.offset[0] -= (br.right - screen.get_width())
self.velocity[0] = -RESTITUTION * self.velocity[0]
if br.top < 0:
self.offset[1] -= br.top
self.velocity[1] = -RESTITUTION * self.velocity[1]
if br.bottom > screen.get_height():
self.offset[1] -= (br.bottom - screen.get_height())
self.velocity[1] = -RESTITUTION * self.velocity[1]
self.velocity[0] *= DAMPING
self.velocity[1] *= DAMPING
self.angular_velocity *= ANGULAR_DAMPING
def draw(self, surface):
pygame.draw.polygon(surface, self.color, self.get_absolute_polygon(), 2)
polys = self.get_absolute_collision_polys()
for idx, poly in enumerate(polys):
col = (255,0,0) if idx in self.colliding_boxes else (0,0,255)
pygame.draw.polygon(surface, col, poly, 1)
def resolve_collision_realistic(shapeA, shapeB, normal, penetration):
"""
Applies positional correction and impulsebased collision resolution (with friction)
so that rotation is derived from collision impulses.
"""
global impulse_resolutions_count
percent = 0.2
slop = 0.01
inv_massA = 1/shapeA.mass
inv_massB = 1/shapeB.mass
correction = (max(penetration - slop, 0) / (inv_massA + inv_massB)) * percent
shapeA.offset[0] -= correction * inv_massA * normal[0]
shapeA.offset[1] -= correction * inv_massA * normal[1]
shapeB.offset[0] += correction * inv_massB * normal[0]
shapeB.offset[1] += correction * inv_massB * normal[1]
centerA = shapeA.get_center()
centerB = shapeB.get_center()
contact_point = ((centerA[0]+centerB[0])/2, (centerA[1]+centerB[1])/2)
rA = (contact_point[0]-centerA[0], contact_point[1]-centerA[1])
rB = (contact_point[0]-centerB[0], contact_point[1]-centerB[1])
velA_contact = (shapeA.velocity[0] + -shapeA.angular_velocity * rA[1],
shapeA.velocity[1] + shapeA.angular_velocity * rA[0])
velB_contact = (shapeB.velocity[0] + -shapeB.angular_velocity * rB[1],
shapeB.velocity[1] + shapeB.angular_velocity * rB[0])
rv = (velB_contact[0]-velA_contact[0], velB_contact[1]-velA_contact[1])
vel_along_normal = rv[0]*normal[0] + rv[1]*normal[1]
if vel_along_normal > 0:
return
e = RESTITUTION
rA_cross_n = rA[0]*normal[1] - rA[1]*normal[0]
rB_cross_n = rB[0]*normal[1] - rB[1]*normal[0]
inv_inertiaA = 1/shapeA.inertia if shapeA.inertia != 0 else 0
inv_inertiaB = 1/shapeB.inertia if shapeB.inertia != 0 else 0
denom = inv_massA + inv_massB + (rA_cross_n**2)*inv_inertiaA + (rB_cross_n**2)*inv_inertiaB
if denom == 0:
return
j = -(1+e)*vel_along_normal/denom
impulse = (j*normal[0], j*normal[1])
shapeA.velocity[0] -= impulse[0]*inv_massA
shapeA.velocity[1] -= impulse[1]*inv_massA
shapeB.velocity[0] += impulse[0]*inv_massB
shapeB.velocity[1] += impulse[1]*inv_massB
shapeA.angular_velocity -= rA_cross_n * j * inv_inertiaA
shapeB.angular_velocity += rB_cross_n * j * inv_inertiaB
tangent = (rv[0]-vel_along_normal*normal[0],
rv[1]-vel_along_normal*normal[1])
t_length = math.hypot(tangent[0], tangent[1])
if t_length != 0:
tangent = (tangent[0]/t_length, tangent[1]/t_length)
jt = - (rv[0]*tangent[0] + rv[1]*tangent[1]) / denom
jt = max(-j*FRICTION_COEFF, min(jt, j*FRICTION_COEFF))
friction_impulse = (jt*tangent[0], jt*tangent[1])
shapeA.velocity[0] -= friction_impulse[0]*inv_massA
shapeA.velocity[1] -= friction_impulse[1]*inv_massA
shapeB.velocity[0] += friction_impulse[0]*inv_massB
shapeB.velocity[1] += friction_impulse[1]*inv_massB
shapeA.angular_velocity -= (rA[0]*tangent[1] - rA[1]*tangent[0]) * jt * inv_inertiaA
shapeB.angular_velocity += (rB[0]*tangent[1] - rB[1]*tangent[0]) * jt * inv_inertiaB
global impulse_resolutions_count
impulse_resolutions_count += 1
class Button:
def __init__(self, rect, text):
self.rect = pygame.Rect(rect)
self.text = text
def draw(self, surface):
pygame.draw.rect(surface, (100,100,100), self.rect)
txt = font.render(self.text, True, (255,255,255))
txt_rect = txt.get_rect(center=self.rect.center)
surface.blit(txt, txt_rect)
def is_clicked(self, pos):
return self.rect.collidepoint(pos)
new_shape_btn = Button((10,10,100,30), "New Shape")
play_btn = Button((120,10,100,30), "Play")
undo_btn = Button((230,10,100,30), "Undo")
redo_btn = Button((340,10,100,30), "Redo")
edit_btn = Button((450,10,100,30), "Edit")
running = True
while running:
dt = clock.tick(60)/1000.0
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
debug_mode = not debug_mode
if mode == MODE_EDIT:
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
if new_shape_btn.is_clicked(pos):
drawing_new_shape = True
current_drawing_points = []
dragging_shape = None
elif play_btn.is_clicked(pos):
mode = MODE_SIMULATE
# Launch shapes with random linear velocities but zero angular velocity.
for shape in shapes:
shape.velocity = [random.choice([-200, -150, 150, 200]),
random.choice([-200, -150, 150, 200])]
shape.angular_velocity = 0.0
elif undo_btn.is_clicked(pos):
if undo_stack:
action = undo_stack.pop()
if action[0] == "add":
shape = action[1]
if shape in shapes:
shapes.remove(shape)
redo_stack.append(("add", shape))
elif action[0] == "move":
shape, old_offset, new_offset = action[1], action[2], action[3]
shape.offset = list(old_offset)
redo_stack.append(("move", shape, new_offset, old_offset))
elif redo_btn.is_clicked(pos):
if redo_stack:
action = redo_stack.pop()
if action[0] == "add":
shape = action[1]
shapes.append(shape)
undo_stack.append(("add", shape))
elif action[0] == "move":
shape, old_offset, new_offset = action[1], action[2], action[3]
shape.offset = list(new_offset)
undo_stack.append(("move", shape, old_offset, new_offset))
elif edit_btn.is_clicked(pos):
pass
else:
if drawing_new_shape:
current_drawing_points.append(pos)
else:
for shape in reversed(shapes):
if point_in_polygon(pos[0], pos[1], shape.get_absolute_polygon()):
dragging_shape = shape
drag_offset = (pos[0]-shape.offset[0], pos[1]-shape.offset[1])
drag_start_offset = shape.offset.copy()
break
elif event.type == pygame.MOUSEBUTTONUP:
if dragging_shape:
if drag_start_offset != dragging_shape.offset:
undo_stack.append(("move", dragging_shape, drag_start_offset, dragging_shape.offset.copy()))
redo_stack.clear()
dragging_shape = None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN and drawing_new_shape and len(current_drawing_points) >= 3:
xs = [p[0] for p in current_drawing_points]
ys = [p[1] for p in current_drawing_points]
min_x, min_y = min(xs), min(ys)
local_poly = [(p[0]-min_x, p[1]-min_y) for p in current_drawing_points]
new_shape = Shape(local_poly, (min_x, min_y))
shapes.append(new_shape)
undo_stack.append(("add", new_shape))
redo_stack.clear()
drawing_new_shape = False
elif event.key == pygame.K_z:
if undo_stack:
action = undo_stack.pop()
if action[0] == "add":
shape = action[1]
if shape in shapes:
shapes.remove(shape)
redo_stack.append(("add", shape))
elif action[0] == "move":
shape, old_offset, new_offset = action[1], action[2], action[3]
shape.offset = list(old_offset)
redo_stack.append(("move", shape, new_offset, old_offset))
elif event.key == pygame.K_y:
if redo_stack:
action = redo_stack.pop()
if action[0] == "add":
shape = action[1]
shapes.append(shape)
undo_stack.append(("add", shape))
elif action[0] == "move":
shape, old_offset, new_offset = action[1], action[2], action[3]
shape.offset = list(new_offset)
undo_stack.append(("move", shape, old_offset, new_offset))
elif mode == MODE_SIMULATE:
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
if edit_btn.is_clicked(pos):
mode = MODE_EDIT
for shape in shapes:
shape.velocity = [0.0, 0.0]
shape.angular_velocity = 0.0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if mode == MODE_EDIT and dragging_shape:
mpos = pygame.mouse.get_pos()
dragging_shape.offset[0] = mpos[0]-drag_offset[0]
dragging_shape.offset[1] = mpos[1]-drag_offset[1]
if mode == MODE_SIMULATE:
for shape in shapes:
shape.update(dt)
shape.colliding_boxes = set()
collision_checks = 0
impulse_resolutions_count = 0
for i in range(len(shapes)):
for j in range(i+1, len(shapes)):
shapeA = shapes[i]
shapeB = shapes[j]
polyA = shapeA.get_absolute_polygon()
polyB = shapeB.get_absolute_polygon()
colliding, normal, penetration = sat_collision_polygon(polyA, polyB)
if colliding:
resolve_collision_realistic(shapeA, shapeB, normal, penetration)
screen.fill((30,30,30))
new_shape_btn.draw(screen)
play_btn.draw(screen)
undo_btn.draw(screen)
redo_btn.draw(screen)
edit_btn.draw(screen)
if drawing_new_shape:
if len(current_drawing_points) > 1:
pygame.draw.lines(screen, (255,255,255), False, current_drawing_points, 2)
for p in current_drawing_points:
pygame.draw.circle(screen, (255,0,0), p, 4)
for shape in shapes:
shape.draw(screen)
if mode == MODE_SIMULATE:
sim_text = font.render("Simulation Mode - Click Edit to return", True, (255,255,255))
screen.blit(sim_text, (10,50))
else:
edit_text = font.render("Edit Mode - Draw/Drag shapes. Enter to finish shape.", True, (255,255,255))
screen.blit(edit_text, (10,50))
if debug_mode:
debug_lines = []
debug_lines.append(f"Mode: {mode}")
debug_lines.append(f"Shapes: {len(shapes)}")
total_boxes = sum(len(s.get_absolute_collision_polys()) for s in shapes)
debug_lines.append(f"Oriented Collision Boxes: {total_boxes}")
debug_lines.append(f"SAT Axis Tests: {collision_checks}")
debug_lines.append(f"Impulse Resolutions: {impulse_resolutions_count}")
debug_lines.append(f"FPS: {int(clock.get_fps())}")
for i, shape in enumerate(shapes):
debug_lines.append(f"Shape {i}: angle={math.degrees(shape.angle):.1f}°, ang_vel={shape.angular_velocity:.2f}")
for idx, line in enumerate(debug_lines):
txt = font.render(line, True, (255,255,0))
screen.blit(txt, (10, 90+idx*18))
pygame.display.flip()
pygame.quit()
sys.exit()