PyMunk物理引擎-联合构建器#
它使用Pymunk物理引擎来模拟具有关节的项目

pymunk_joint_builder.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 | """ Pymunk 2 If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.pymunk_joint_builder """ import arcade import pymunk import timeit import math import os SCREEN_WIDTH = 1200 SCREEN_HEIGHT = 800 SCREEN_TITLE = "Pymunk 2 Example" """ Key bindings: 1 - Drag mode 2 - Make box mode 3 - Make PinJoint mode 4 - Make DampedSpring mode S - No gravity or friction L - Layout, no gravity, lots of friction G - Gravity, little bit of friction Right-click, fire coin """ class PhysicsSprite(arcade.Sprite): def __init__(self, pymunk_shape, filename): super().__init__(filename, center_x=pymunk_shape.body.position.x, center_y=pymunk_shape.body.position.y) self.pymunk_shape = pymunk_shape class CircleSprite(PhysicsSprite): def __init__(self, pymunk_shape, filename): super().__init__(pymunk_shape, filename) self.width = pymunk_shape.radius * 2 self.height = pymunk_shape.radius * 2 class BoxSprite(PhysicsSprite): def __init__(self, pymunk_shape, filename, width, height): super().__init__(pymunk_shape, filename) self.width = width self.height = height class MyApplication(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): super().__init__(width, height, title) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. You can leave this out of your own # code, but it is needed to easily run the examples using "python -m" # as mentioned at the top of this program. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) arcade.set_background_color(arcade.color.DARK_SLATE_GRAY) # -- Pymunk self.space = pymunk.Space() self.space.gravity = (0.0, -900.0) # Lists of sprites or lines self.sprite_list: arcade.SpriteList[PhysicsSprite] = arcade.SpriteList() self.static_lines = [] # Used for dragging shapes around with the mouse self.shape_being_dragged = None self.last_mouse_position = 0, 0 self.processing_time_text = None self.draw_time_text = None self.draw_mode_text = None self.shape_1 = None self.shape_2 = None self.draw_time = 0 self.processing_time = 0 self.joints = [] self.physics = "Normal" self.mode = "Make Box" # Create the floor self.floor_height = 80 body = pymunk.Body(body_type=pymunk.Body.STATIC) shape = pymunk.Segment(body, [0, self.floor_height], [SCREEN_WIDTH, self.floor_height], 0.0) shape.friction = 10 self.space.add(shape, body) self.static_lines.append(shape) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() # Start timing how long this takes draw_start_time = timeit.default_timer() # Draw all the sprites self.sprite_list.draw() # Draw the lines that aren't sprites for line in self.static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2) for joint in self.joints: color = arcade.color.WHITE if isinstance(joint, pymunk.DampedSpring): color = arcade.color.DARK_GREEN arcade.draw_line(joint.a.position.x, joint.a.position.y, joint.b.position.x, joint.b.position.y, color, 3) # arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14) # Display timings output = f"Processing time: {self.processing_time:.3f}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.WHITE) output = f"Drawing time: {self.draw_time:.3f}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.WHITE) self.draw_time = timeit.default_timer() - draw_start_time output = f"Mode: {self.mode}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 60, arcade.color.WHITE) output = f"Physics: {self.physics}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 80, arcade.color.WHITE) def make_box(self, x, y): size = 45 mass = 12.0 moment = pymunk.moment_for_box(mass, (size, size)) body = pymunk.Body(mass, moment) body.position = pymunk.Vec2d(x, y) shape = pymunk.Poly.create_box(body, (size, size)) shape.friction = 0.3 self.space.add(body, shape) sprite = BoxSprite(shape, ":resources:images/tiles/boxCrate_double.png", width=size, height=size) self.sprite_list.append(sprite) def make_circle(self, x, y): size = 20 mass = 12.0 moment = pymunk.moment_for_circle(mass, 0, size, (0, 0)) body = pymunk.Body(mass, moment) body.position = pymunk.Vec2d(x, y) shape = pymunk.Circle(body, size, pymunk.Vec2d(0, 0)) shape.friction = 0.3 self.space.add(body, shape) sprite = CircleSprite(shape, ":resources:images/items/coinGold.png") self.sprite_list.append(sprite) def make_pin_joint(self, x, y): shape_selected = self.get_shape(x, y) if shape_selected is None: return if self.shape_1 is None: print("Shape 1 Selected") self.shape_1 = shape_selected elif self.shape_2 is None: print("Shape 2 Selected") self.shape_2 = shape_selected joint = pymunk.PinJoint(self.shape_1.shape.body, self.shape_2.shape.body) self.space.add(joint) self.joints.append(joint) self.shape_1 = None self.shape_2 = None print("Joint Made") def make_damped_spring(self, x, y): shape_selected = self.get_shape(x, y) if shape_selected is None: return if self.shape_1 is None: print("Shape 1 Selected") self.shape_1 = shape_selected elif self.shape_2 is None: print("Shape 2 Selected") self.shape_2 = shape_selected joint = pymunk.DampedSpring(self.shape_1.shape.body, self.shape_2.shape.body, (0, 0), (0, 0), 45, 300, 30) self.space.add(joint) self.joints.append(joint) self.shape_1 = None self.shape_2 = None print("Joint Made") def get_shape(self, x, y): # See if we clicked on anything shape_list = self.space.point_query((x, y), 1, pymunk.ShapeFilter()) # If we did, remember what we clicked on if len(shape_list) > 0: shape = shape_list[0] else: shape = None return shape def on_mouse_press(self, x, y, button, modifiers): if button == 1 and self.mode == "Drag": self.last_mouse_position = x, y self.shape_being_dragged = self.get_shape(x, y) elif button == 1 and self.mode == "Make Box": self.make_box(x, y) elif button == 1 and self.mode == "Make Circle": self.make_circle(x, y) elif button == 1 and self.mode == "Make PinJoint": self.make_pin_joint(x, y) elif button == 1 and self.mode == "Make DampedSpring": self.make_damped_spring(x, y) elif button == 4: # With right mouse button, shoot a heavy coin fast. mass = 60 radius = 10 inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0)) body = pymunk.Body(mass, inertia) body.position = x, y body.velocity = 2000, 0 shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0)) shape.friction = 0.3 self.space.add(body, shape) sprite = CircleSprite(shape, ":resources:images/items/coinGold.png") self.sprite_list.append(sprite) def on_mouse_release(self, x, y, button, modifiers): if button == 1: # Release the item we are holding (if any) self.shape_being_dragged = None def on_mouse_motion(self, x, y, dx, dy): if self.shape_being_dragged is not None: # If we are holding an object, move it with the mouse self.last_mouse_position = x, y self.shape_being_dragged.shape.body.position = self.last_mouse_position self.shape_being_dragged.shape.body.velocity = dx * 20, dy * 20 def on_key_press(self, symbol: int, modifiers: int): if symbol == arcade.key.KEY_1: self.mode = "Drag" elif symbol == arcade.key.KEY_2: self.mode = "Make Box" elif symbol == arcade.key.KEY_3: self.mode = "Make Circle" elif symbol == arcade.key.KEY_4: self.mode = "Make PinJoint" elif symbol == arcade.key.KEY_5: self.mode = "Make DampedSpring" elif symbol == arcade.key.S: self.space.gravity = (0.0, 0.0) self.space.damping = 1 self.physics = "Outer Space" elif symbol == arcade.key.L: self.space.gravity = (0.0, 0.0) self.space.damping = 0 self.physics = "Layout" elif symbol == arcade.key.G: self.space.damping = 0.95 self.space.gravity = (0.0, -900.0) self.physics = "Normal" def on_update(self, delta_time): start_time = timeit.default_timer() # Check for balls that fall off the screen for sprite in self.sprite_list: if sprite.pymunk_shape.body.position.y < 0: # Remove balls from physics space self.space.remove(sprite.pymunk_shape, sprite.pymunk_shape.body) # Remove balls from physics list sprite.kill() # Update physics self.space.step(1 / 80.0) # If we are dragging an object, make sure it stays with the mouse. Otherwise # gravity will drag it down. if self.shape_being_dragged is not None: self.shape_being_dragged.shape.body.position = self.last_mouse_position self.shape_being_dragged.shape.body.velocity = 0, 0 # Move sprites to where physics objects are for sprite in self.sprite_list: sprite.center_x = sprite.pymunk_shape.body.position.x sprite.center_y = sprite.pymunk_shape.body.position.y sprite.angle = math.degrees(sprite.pymunk_shape.body.angle) # Save the time it took to do this. self.processing_time = timeit.default_timer() - start_time window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) arcade.run() |