Source code for rubato.struct.gameobject.physics.rigidbody

"""
The Rigidbody component contains an implementation of rigidbody physics. They
have hitboxes and can collide and interact with other rigidbodies.
"""
from __future__ import annotations

from .. import Component
from .... import Vector, Time, Math


[docs]class RigidBody(Component): """ A RigidBody implementation with built in physics and collisions. Rigidbodies require hitboxes. Args: mass: The mass of the rigidbody. Defaults to -1. gravity: The gravity of the rigidbody. Defaults to Vector(0, 0). friction: The friction of the rigidbody. Defaults to 0. static: Whether the rigidbody is static. Defaults to False. bounciness: The bounciness of the rigidbody. Defaults to 0. max_speed: The maximum speed of the rigidbody. Defaults to Vector(INF, INF). velocity: The velocity of the rigidbody. Defaults to Vector(0, 0). ang_vel: The angular velocity of the rigidbody. Defaults to 0. pos_correction: The positional correction of the rigidbody. Defaults to 0.25. offset: The offset of the rigidbody from the gameobject. Defaults to Vector(0, 0). rot_offset: The offset of the rigidbody's rotation from the gameobject. Defaults to 0. z_index: The z-index of the rigidbody. Defaults to 0. Attributes: static (bool): Whether or not the rigidbody is static (as in, it does not move). gravity (Vector): The acceleration of the gravity that should be applied. friction (float): The friction coefficient of the Rigidbody (usually a a value between 0 and 1). max_speed (Vector): The maximum speed of the Rigidbody. min_speed (Vector): The minimum speed of the Rigidbody. velocity (Vector): The current velocity of the Rigidbody. ang_vel (float): The current angular velocity of the Rigidbody. bounciness (float): How bouncy the rigidbody is (usually a value between 0 and 1). advanced (bool): Whether to use rotational collision resolution (not desired in basic platformers, for instance). """ def __init__( self, mass: float = 1, gravity: Vector = Vector(), friction: float = 0, static: bool = False, bounciness: float = 0, max_speed: Vector = Vector(Math.INF, Math.INF), velocity: Vector = Vector(), ang_vel: float = 0, pos_correction: float = 0.25, offset: Vector = Vector(), rot_offset: float = 0, z_index: int = 0 ): super().__init__(offset=offset, rot_offset=rot_offset, z_index=z_index) self.static: bool = static self.gravity: Vector = gravity self.friction: float = friction self.max_speed: Vector = max_speed self.pos_correction: float = pos_correction self.velocity: Vector = velocity self.ang_vel: float = ang_vel self.singular = True if mass == 0 or self.static: self._inv_mass = 0 else: self._inv_mass: float = 1 / mass self.bounciness: float = bounciness @property def inv_mass(self) -> float: """The inverse mass of the Rigidbody.""" return self._inv_mass @inv_mass.setter def inv_mass(self, new: float): self._inv_mass = new @property def mass(self) -> float: """The mass of the Rigidbody.""" if self.inv_mass == 0: return 0 else: return 1 / self.inv_mass @mass.setter def mass(self, new: float): if new == 0: self.inv_mass = 0 else: self.inv_mass: float = 1 / new
[docs] def physics(self): """Applies general kinematic laws to the rigidbody.""" self.velocity += self.gravity * Time.fixed_delta self.velocity.clamp(-self.max_speed, self.max_speed) self.gameobj.pos += self.velocity * Time.fixed_delta self.gameobj.rotation += self.ang_vel * Time.fixed_delta
[docs] def add_force(self, force: Vector): """ Applies a force to the Rigidbody. Args: force (Vector): The force to add. """ accel = force * self.inv_mass self.velocity += accel * Time.fixed_delta
[docs] def add_impulse(self, impulse: Vector): """ Applies an impulse to the rigidbody. Args: impulse (Vector): _description_ """ self.velocity += impulse * Time.fixed_delta
[docs] def add_cont_force(self, force: Vector, time: int): """ Add a continuous force to the Rigidbody. A continuous force is a force that is continuously applied over a time period. (the force is added every frame for a specific duration). Args: force (Vector): The force to add. time (int): The time in seconds that the force should be added. """ if time <= 0: return else: self.add_force(force) Time.delayed_frames(1, lambda: self.add_cont_force(force, time - (1000 * Time.delta_time)))
[docs] def add_cont_impulse(self, impulse: Vector, time: int): """ Add a continuous impulse to the Rigidbody. A continuous impulse is a impulse that is continuously applied over a time period. (the impulse is added every frame for a specific duration). Args: impulse (Vector): The impulse to add. time (int): The time in seconds that the impulse should be added. """ if time <= 0: return else: self.add_impulse(impulse) Time.delayed_frames(1, lambda: self.add_cont_impulse(impulse, time - (1000 * Time.delta_time)))
[docs] def fixed_update(self): """The physics loop for the rigidbody component.""" if not self.static: self.physics()
[docs] def clone(self) -> RigidBody: return RigidBody( mass=self.mass, gravity=self.gravity, friction=self.friction, static=self.static, bounciness=self.bounciness, max_speed=self.max_speed, velocity=self.velocity, ang_vel=self.ang_vel, pos_correction=self.pos_correction, offset=self.offset, rot_offset=self.rot_offset, z_index=self.z_index )