# -*- indent-tabs-mode: t -*- # Forward declarations cdef class _Body(_soya._World) # World cdef class _World(_soya._World): """Dynamics world. The simulation object is a container for rigid bodies and joints. Constructor:: _World() """ cdef public double steptime # Should be the same as the idler's round_duration #cdef _bodies cdef dWorldID _wid def __new__(self, *args, **kw): self.steptime = 0.030 # Same as idler default self._wid = dWorldCreate() #self._bodies = [] #def __init__(self, *args, **kw): # _soya._World.__init__(self, *args, **kw) def __dealloc__(self): print "__dealloc__ ode._World" if self._wid is not NULL: dWorldDestroy(self._wid) #cdef _add_body(self, _Body body): # self._bodies.append(body) #def remove(self, _soya.CoordSyst child not None): # if isinstance(child, _Body): # self._bodies.remove(child) # # _soya._World.remove(self, child) property gravity: """setGravity(gravity) Set the world's global gravity vector. @param gravity: Gravity vector @type gravity: 3-sequence of floats """ def __set__(self, gravity): dWorldSetGravity(self._wid, gravity[0], gravity[1], gravity[2]) def __get__(self): cdef dVector3 g dWorldGetGravity(self._wid, g) return (g[0],g[1],g[2]) property erp: """setERP(erp) Set the global ERP value, that controls how much error correction is performed in each time step. Typical values are in the range 0.1-0.8. The default is 0.2. @param erp: Global ERP value @type erp: float """ def __set__(self, erp): dWorldSetERP(self._wid, erp) def __get__(self): return dWorldGetERP(self._wid) property cfm: """setCFM(cfm) Set the global CFM (constraint force mixing) value. Typical values are in the range 10E-9 - 1. The default is 10E-5 if single precision is being used, or 10E-10 if double precision is being used. @param cfm: Constraint force mixing value @type cfm: float """ def __set__(self, cfm): dWorldSetCFM(self._wid, cfm) def __get__(self): return dWorldGetCFM(self._wid) # We don't bother with regular steps right now ## step #def step(self): # """step(stepsize) # # Step the world. This uses a "big matrix" method that takes # time on the order of O(m3) and memory on the order of O(m2), where m # is the total number of constraint rows. # # For large systems this will use a lot of memory and can be # very slow, but this is currently the most accurate method. # # @param stepsize: Time step # @type stepsize: float # """ # # dWorldStep(self._wid, self.steptime) def begin_round(self): """quickStep(stepsize) Step the world. This uses an iterative method that takes time on the order of O(m*N) and memory on the order of O(m), where m is the total number of constraint rows and N is the number of iterations. For large systems this is a lot faster than dWorldStep, but it is less accurate. @param stepsize: Time step @type stepsize: float """ #cdef _Body body # We call _soya._World's begin_round before stepping the simulation _soya._World.begin_round(self) # Step the simulation dWorldQuickStep(self._wid, self.steptime) #for body in self._bodies: # body._update_matrix() property quickstep_num_iterations: """setQuickStepNumIterations(num) Set the number of iterations that the QuickStep method performs per step. More iterations will give a more accurate solution, but will take longer to compute. The default is 20 iterations. @param num: Number of iterations @type num: int """ def __set__(self, num): dWorldSetQuickStepNumIterations(self._wid, num) def __get__(self): return dWorldGetQuickStepNumIterations(self._wid) property contact_max_correcting_velocity: """setContactMaxCorrectingVel(vel) Set the maximum correcting velocity that contacts are allowed to generate. The default value is infinity (i.e. no limit). Reducing this value can help prevent "popping" of deeply embedded objects. @param vel: Maximum correcting velocity @type vel: float """ def __set__(self, vel): dWorldSetContactMaxCorrectingVel(self._wid, vel) def __get__(self): return dWorldGetContactMaxCorrectingVel(self._wid) property contact_surface_layer: """setContactSurfaceLayer(depth) Set the depth of the surface layer around all geometry objects. Contacts are allowed to sink into the surface layer up to the given depth before coming to rest. The default value is zero. Increasing this to some small value (e.g. 0.001) can help prevent jittering problems due to contacts being repeatedly made and broken. @param depth: Surface layer depth @type depth: float """ def __set__(self, depth): dWorldSetContactSurfaceLayer(self._wid, depth) def __get__(self): return dWorldGetContactSurfaceLayer(self._wid) property auto_disable: """setAutoDisableFlag(flag) Set the default auto-disable flag for newly created bodies. @param flag: True = Do auto disable @type flag: bool """ def __set__(self, flag): dWorldSetAutoDisableFlag(self._wid, flag) def __get__(self): return dWorldGetAutoDisableFlag(self._wid) property auto_disable_linear_threshold: """setAutoDisableLinearThreshold(threshold) Set the default auto-disable linear threshold for newly created bodies. @param threshold: Linear threshold @type threshold: float """ def __set__(self, threshold): dWorldSetAutoDisableLinearThreshold(self._wid, threshold) def __get__(self): return dWorldGetAutoDisableLinearThreshold(self._wid) property auto_disable_angular_threshold: """setAutoDisableAngularThreshold(threshold) Set the default auto-disable angular threshold for newly created bodies. @param threshold: Angular threshold @type threshold: float """ def __set__(self, threshold): dWorldSetAutoDisableAngularThreshold(self._wid, threshold) def __get__(self): return dWorldGetAutoDisableAngularThreshold(self._wid) property auto_disable_steps: """setAutoDisableSteps(steps) Set the default auto-disable steps for newly created bodies. @param steps: Auto disable steps @type steps: int """ def __set__(self, steps): dWorldSetAutoDisableSteps(self._wid, steps) def __get__(self): return dWorldGetAutoDisableSteps(self._wid) property auto_disable_time: """setAutoDisableTime(time) Set the default auto-disable time for newly created bodies. @param time: Auto disable time @type time: float """ def __set__(self, time): dWorldSetAutoDisableTime(self._wid, time) def __get__(self): return dWorldGetAutoDisableTime(self._wid) # impulseToForce def impulseToForce(self, stepsize, impulse): """impulseToForce(stepsize, impulse) -> 3-tuple If you want to apply a linear or angular impulse to a rigid body, instead of a force or a torque, then you can use this function to convert the desired impulse into a force/torque vector before calling the dBodyAdd... function. @param stepsize: Time step @param impulse: Impulse vector @type stepsize: float @type impulse: 3-tuple of floats """ cdef dVector3 force dWorldImpulseToForce(self._wid, stepsize, impulse[0], impulse[1], impulse[2], force) return (force[0], force[1], force[2]) # def add_space(self, SpaceBase space not None): # self.spaces.append(space) # We use step now instead of begin_round # def begin_round(self): # """Step the simulation. This is done before the children get # begin_round""" # # # The user needs to handle collisions # #for space in self.spaces: # # space.collide() # # dWorldQuickStep(self._wid, self.round_duration) # # # Make sure all the children get the end of the round # _soya._World.begin_round(self)