pocketpy/docs/modules/box2d.md
BLUELOVETH f9d4269caf ...
2023-08-04 19:19:18 +08:00

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---
icon: package
label: box2d
---
[Box2D](https://box2d.org/) by Erin Catto, the world's best 2D physics engine now becomes a built-in module in pkpy `v1.1.3` and later.
## Setup
`box2d` module will be enabled **by default** for CMake users.
All platforms are supported, including desktop, mobile and web.
You can set option `PK_USE_BOX2D` to `OFF` in CMakeLists.txt
if you don't want to use it.
## Overview
The `box2d` module in pkpy provides a high-level, also simplified, interface to Box2D engine, which is suitable for most use cases.
There are two classes in `box2d` module: `World` and `Body`.
`World` is the world of Box2D, it is the container of all `Body`s.
In most cases, you only need one `World` instance.
`World` class provides methods to create, destroy and query `Body`s
and also methods to step the simulation.
A `Body` instance is a physical entity in the world.
A `Body` can only have one shape at a time.
For example, a circle, a rectangle, a polygon, etc.
You are allowed to change the shape of a `Body` at runtime.
`Body`s can be static, dynamic or kinematic.
A static `Body` is not affected by forces or collisions.
A dynamic `Body` is fully simulated.
A kinematic `Body` moves according to its velocity.
`Body` class provides methods to set its properties, such as position, velocity, etc.
It also provides methods to apply forces and impulses to it.
!!!
A `box2d.Body` in pkpy is an unified wrapper of Box2D's `b2Body`,
`b2Shape` and `b2Fixture`.
It hides the details of Box2D's API and provides a high-level interface.
!!!
## API list
```python
from linalg import vec2, vec4
from typing import Iterable
class _NodeLike: # duck-type protocol
def on_contact_begin(self, other: 'Body'): ...
def on_contact_end(self, other: 'Body'): ...
class _DrawLike: # duck-type protocol
def draw_polygon(self, vertices: list[vec2], color: vec4): ...
def draw_solid_polygon(self, vertices: list[vec2], color: vec4): ...
def draw_circle(self, center: vec2, radius: float, color: vec4): ...
def draw_solid_circle(self, center: vec2, radius: float, axis: vec2, color: vec4): ...
def draw_segment(self, p1: vec2, p2: vec2, color: vec4): ...
def draw_transform(self, position: vec2, rotation: float): ...
def draw_point(self, p: vec2, size: float, color: vec4): ...
class World:
gravity: vec2 # gravity of the world, by default vec2(0, 0)
def get_bodies(self) -> Iterable['Body']:
"""return all bodies in the world."""
def ray_cast(self, start: vec2, end: vec2) -> list['Body']:
"""raycast from start to end"""
def box_cast(self, lower: vec2, upper: vec2) -> list['Body']:
"""query bodies in the AABB region."""
def step(self, dt: float, velocity_iterations: int, position_iterations: int) -> None:
"""step the simulation, e.g. world.step(1/60, 8, 3)"""
# enum
# {
# e_shapeBit = 0x0001, ///< draw shapes
# e_jointBit = 0x0002, ///< draw joint connections
# e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
# e_pairBit = 0x0008, ///< draw broad-phase pairs
# e_centerOfMassBit = 0x0010 ///< draw center of mass frame
# };
def debug_draw(self, flags: int):
"""draw debug shapes of all bodies in the world."""
def set_debug_draw(self, draw: _DrawLike):
"""set the debug draw object."""
class Body:
type: int # 0-static, 1-kinematic, 2-dynamic, by default 2
mass: float
inertia: float
gravity_scale: float
fixed_rotation: bool
enabled: bool
bullet: bool # whether to use continuous collision detection
position: vec2
rotation: float # in radians (counter-clockwise)
velocity: vec2 # linear velocity
angular_velocity: float
damping: float # linear damping
angular_damping: float
# fixture settings
density: float
friction: float
restitution: float
restitution_threshold: float
is_trigger: bool
def __new__(cls, world: World, node: _NodeLike = None):
"""create a body in the world."""
def set_box_shape(self, hx: float, hy: float): ...
def set_circle_shape(self, radius: float): ...
def set_polygon_shape(self, points: list[vec2]): ...
def set_chain_shape(self, points: list[vec2], loop: bool): ...
def apply_force(self, force: vec2, point: vec2): ...
def apply_force_to_center(self, force: vec2): ...
def apply_torque(self, torque: float): ...
def apply_linear_impulse(self, impulse: vec2, point: vec2): ...
def apply_linear_impulse_to_center(self, impulse: vec2): ...
def apply_angular_impulse(self, impulse: float): ...
def get_node(self) -> _NodeLike:
"""return the node that is attached to this body."""
def get_contacts(self) -> list['Body']:
"""return all bodies that are in contact with this body."""
def destroy(self):
"""destroy this body."""
```
## Example
```python
import box2d
world = box2d.World()
body = box2d.Body(world)
```