获取 pymunk 旋转动力学的更新坐标 body
Get the updated coordinates of a pymunk rotating kinetic body
下面是一个旋转的动力小矮人 body,里面有一个质量块。动画开始播放后,有没有办法获得“body_type”顶部水平部分的中点。最初,我感兴趣的动力学 body 上的点具有坐标 (400,500)。旋转开始后如何打印相关点的更新坐标
import pymunk
import pymunk.pygame_util
import pygame
GRAY = (220, 220, 220)
width_mass=50
height_mass=50
pygame.init()
size = 800,600
screen = pygame.display.set_mode(size)
draw_options = pymunk.pygame_util.DrawOptions(screen)
space = pymunk.Space()
space.gravity = (0,-50)
pts = [(-27, -238.5), (27,-238.5), (27,238.5), (-27,238.5)]
body_type=pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body_type.position = (400, 263.5)
space.add(body_type)
for i in range(4):
segment = pymunk.Segment(body_type, pts[i], pts[(i+1)%4], 2)
segment.elasticity = 0
segment.friction=0
space.add(segment)
body_type.angular_velocity=1
body = pymunk.Body(mass=1, moment=100)
body.position = 400,400
mass = pymunk.Poly.create_box(body, (width_mass, height_mass))
mass.elasticity = 0
space.add(body, mass)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#pygame.image.save(screen, 'intro1.png')
screen.fill(GRAY)
space.debug_draw(draw_options)
pygame.display.update()
space.step(0.01)
Body
的当前位置存储在 position
属性中(例如 space.bodies[0].position
)。
PyGame 使用左上角为 (0, 0) 的坐标系。y-axis 需要反转 (screen.get_height() - pos[1]
) 因为 y-axis 通常指向上方,但在 PyGame 坐标系中 y-axis 指向下方。
running = True
while running:
# [...]
# draw a dot in at the center of the bodies
for body in space.bodies:
pos = body.position
pygame.draw.circle(screen, (255,0,0), (pos[0], screen.get_height()-pos[1]), 7)
pygame.display.update()
space.step(0.01)
Body
的当前角度存储在 angle
属性中(例如 body_type.angle
)。
可以通过将旋转的相对位置与绝对位置相加来计算点的当前位置。旋转位置可以通过简单的 Trigonometry:
来计算
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
首先你必须计算相对 Polar coordinates from the relative Cartesian coordinates:
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
将当前角度加到极坐标角度:
angle = rel_angle + body_type.angle
例如:
running = True
while running:
# [...]
abs_pos = body_type.position
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
angle = rel_angle + body_type.angle
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
pygame.draw.circle(screen, (255, 255, 0), (pos[0], screen.get_height() - pos[1]), 7)
pygame.display.update()
space.step(0.01)
最小示例:
import pymunk
import pymunk.pygame_util
import pygame
import math
GRAY = (220, 220, 220)
width_mass=50
height_mass=50
pygame.init()
size = 800,600
screen = pygame.display.set_mode(size)
draw_options = pymunk.pygame_util.DrawOptions(screen)
space = pymunk.Space()
space.gravity = (0,-50)
pts = [(-27, -238.5), (27,-238.5), (27,238.5), (-27,238.5)]
body_type=pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body_type.position = (400, 263.5)
space.add(body_type)
for i in range(4):
segment = pymunk.Segment(body_type, pts[i], pts[(i+1)%4], 2)
segment.elasticity = 0
segment.friction=0
space.add(segment)
body_type.angular_velocity=0.5
body = pymunk.Body(mass=1, moment=100)
body.position = 400,400
mass = pymunk.Poly.create_box(body, (width_mass, height_mass))
mass.elasticity = 0
space.add(body, mass)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#pygame.image.save(screen, 'intro1.png')
screen.fill(GRAY)
space.debug_draw(draw_options)
for body in space.bodies:
pos = body.position
pygame.draw.circle(screen, (255, 0, 0), (pos[0], screen.get_height() - pos[1]), 7)
abs_pos = body_type.position
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
angle = rel_angle + body_type.angle
print( body_type.position.angle)
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
pygame.draw.circle(screen, (255, 255, 0), (pos[0], screen.get_height() - pos[1]), 7)
pygame.display.update()
space.step(0.01)
下面是一个旋转的动力小矮人 body,里面有一个质量块。动画开始播放后,有没有办法获得“body_type”顶部水平部分的中点。最初,我感兴趣的动力学 body 上的点具有坐标 (400,500)。旋转开始后如何打印相关点的更新坐标
import pymunk
import pymunk.pygame_util
import pygame
GRAY = (220, 220, 220)
width_mass=50
height_mass=50
pygame.init()
size = 800,600
screen = pygame.display.set_mode(size)
draw_options = pymunk.pygame_util.DrawOptions(screen)
space = pymunk.Space()
space.gravity = (0,-50)
pts = [(-27, -238.5), (27,-238.5), (27,238.5), (-27,238.5)]
body_type=pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body_type.position = (400, 263.5)
space.add(body_type)
for i in range(4):
segment = pymunk.Segment(body_type, pts[i], pts[(i+1)%4], 2)
segment.elasticity = 0
segment.friction=0
space.add(segment)
body_type.angular_velocity=1
body = pymunk.Body(mass=1, moment=100)
body.position = 400,400
mass = pymunk.Poly.create_box(body, (width_mass, height_mass))
mass.elasticity = 0
space.add(body, mass)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#pygame.image.save(screen, 'intro1.png')
screen.fill(GRAY)
space.debug_draw(draw_options)
pygame.display.update()
space.step(0.01)
Body
的当前位置存储在 position
属性中(例如 space.bodies[0].position
)。
PyGame 使用左上角为 (0, 0) 的坐标系。y-axis 需要反转 (screen.get_height() - pos[1]
) 因为 y-axis 通常指向上方,但在 PyGame 坐标系中 y-axis 指向下方。
running = True
while running:
# [...]
# draw a dot in at the center of the bodies
for body in space.bodies:
pos = body.position
pygame.draw.circle(screen, (255,0,0), (pos[0], screen.get_height()-pos[1]), 7)
pygame.display.update()
space.step(0.01)
Body
的当前角度存储在 angle
属性中(例如 body_type.angle
)。
可以通过将旋转的相对位置与绝对位置相加来计算点的当前位置。旋转位置可以通过简单的 Trigonometry:
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
首先你必须计算相对 Polar coordinates from the relative Cartesian coordinates:
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
将当前角度加到极坐标角度:
angle = rel_angle + body_type.angle
例如:
running = True
while running:
# [...]
abs_pos = body_type.position
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
angle = rel_angle + body_type.angle
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
pygame.draw.circle(screen, (255, 255, 0), (pos[0], screen.get_height() - pos[1]), 7)
pygame.display.update()
space.step(0.01)
最小示例:
import pymunk
import pymunk.pygame_util
import pygame
import math
GRAY = (220, 220, 220)
width_mass=50
height_mass=50
pygame.init()
size = 800,600
screen = pygame.display.set_mode(size)
draw_options = pymunk.pygame_util.DrawOptions(screen)
space = pymunk.Space()
space.gravity = (0,-50)
pts = [(-27, -238.5), (27,-238.5), (27,238.5), (-27,238.5)]
body_type=pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body_type.position = (400, 263.5)
space.add(body_type)
for i in range(4):
segment = pymunk.Segment(body_type, pts[i], pts[(i+1)%4], 2)
segment.elasticity = 0
segment.friction=0
space.add(segment)
body_type.angular_velocity=0.5
body = pymunk.Body(mass=1, moment=100)
body.position = 400,400
mass = pymunk.Poly.create_box(body, (width_mass, height_mass))
mass.elasticity = 0
space.add(body, mass)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#pygame.image.save(screen, 'intro1.png')
screen.fill(GRAY)
space.debug_draw(draw_options)
for body in space.bodies:
pos = body.position
pygame.draw.circle(screen, (255, 0, 0), (pos[0], screen.get_height() - pos[1]), 7)
abs_pos = body_type.position
rel_pos = (0, 238.5)
rel_dist, rel_angle = math.hypot(*rel_pos), math.atan2(rel_pos[1], rel_pos[0])
angle = rel_angle + body_type.angle
print( body_type.position.angle)
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
pygame.draw.circle(screen, (255, 255, 0), (pos[0], screen.get_height() - pos[1]), 7)
pygame.display.update()
space.step(0.01)