Download clevrer_lite/physics.py from jimchen2/clevrer-lite-example: direct link, hf CLI and curl.
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3.51 kB
| """Minimal 2D rigid-body physics: discs in a box with elastic collisions. | |
| Cubes and cylinders are *rendered* as squares / rings (top-down view, like | |
| looking down on the CLEVRER scene) but use a circular footprint for physics. | |
| This keeps the engine tiny, stable and fast while preserving the causal event | |
| structure (collisions, starts/stops of motion) that CLEVRER questions need. | |
| """ | |
| from dataclasses import dataclass, field | |
| import numpy as np | |
| from . import config | |
| class Body: | |
| idx: int | |
| color: str | |
| shape: str | |
| material: str | |
| size: str | |
| radius: float | |
| pos: np.ndarray # (2,) world coordinates | |
| vel: np.ndarray # (2,) | |
| spin: float = 0.0 # visual angular velocity (rad/s) | |
| angle: float = 0.0 # visual rotation angle (rad) | |
| mass: float = 1.0 | |
| is_probe: bool = False | |
| def speed(self) -> float: | |
| return float(np.linalg.norm(self.vel)) | |
| def mass_of(radius: float, material: str) -> float: | |
| # all shapes use a circular footprint: m = density * pi * r^2 | |
| return config.DENSITY[material] * np.pi * radius ** 2 | |
| class World: | |
| """A box arena with elastic object-object and object-wall collisions.""" | |
| def __init__(self, bodies, half: float = config.WORLD_HALF): | |
| self.bodies = list(bodies) | |
| self.half = half | |
| def step(self, h: float): | |
| """Advance physics by h seconds. | |
| Returns: | |
| contacts: list of (idx_a, idx_b) pairs that collided this step | |
| wall_hits: list of (idx, axis, side) with side in {-1, +1} | |
| """ | |
| contacts, wall_hits = [], [] | |
| # integrate | |
| for b in self.bodies: | |
| b.pos = b.pos + b.vel * h | |
| b.vel = b.vel * config.DRAG | |
| b.angle = (b.angle + b.spin * h) % (2.0 * np.pi) | |
| # pairwise object collisions | |
| bs = self.bodies | |
| for i in range(len(bs)): | |
| for j in range(i + 1, len(bs)): | |
| A, B = bs[i], bs[j] | |
| d = B.pos - A.pos | |
| dist = float(np.linalg.norm(d)) | |
| rsum = A.radius + B.radius | |
| if dist < rsum and dist > 1e-9: | |
| n = d / dist | |
| # impulse along the normal if approaching | |
| v_rel_n = float(np.dot(B.vel - A.vel, n)) | |
| if v_rel_n < 0.0: | |
| e = config.RESTITUTION | |
| jimp = -(1.0 + e) * v_rel_n / (1.0 / A.mass + 1.0 / B.mass) | |
| A.vel = A.vel - (jimp / A.mass) * n | |
| B.vel = B.vel + (jimp / B.mass) * n | |
| contacts.append((A.idx, B.idx)) | |
| # positional correction so objects never sink into each other | |
| push = n * (0.5 * (rsum - dist)) | |
| A.pos = A.pos - push | |
| B.pos = B.pos + push | |
| # walls | |
| for b in self.bodies: | |
| for ax in range(2): | |
| lim = self.half - b.radius | |
| if b.pos[ax] > lim and b.vel[ax] > 0: | |
| b.pos[ax] = lim | |
| b.vel[ax] = -b.vel[ax] * config.WALL_RESTITUTION | |
| wall_hits.append((b.idx, ax, +1)) | |
| elif b.pos[ax] < -lim and b.vel[ax] < 0: | |
| b.pos[ax] = -lim | |
| b.vel[ax] = -b.vel[ax] * config.WALL_RESTITUTION | |
| wall_hits.append((b.idx, ax, -1)) | |
| return contacts, wall_hits | |