Reputation: 85
Below is a rotating kinetic pymunk body with a mass in it. Is there a way to get the midpoint of the top horizontal section of "body_type" once the animation has started playing. Initially, the point on the kinetic body I am interested in has the coordinates (400,500). How do I print the updated coordinates of the point in question once the rotation has begun
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)
Upvotes: 1
Views: 924
Reputation: 738
To make the Pymunk simulation behave like the native PyGame coordinates. You can simply add the following line to your code.
pygame.pygame_util.positive_y_is_up = True
Which has already defaulted to True since PyMunk 6.0.
Upvotes: 0
Reputation: 210998
The current position of a Body
is stored in the position
attribute (e.g. space.bodies[0].position
).
PyGame uses a coordinate system where the top left corner is (0, 0).The y-axis needs to be reversed (screen.get_height() - pos[1]
) as the y-axis is generally pointing up, but in the PyGame coordinate system the y-axis is pointing down.
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)
The current angle of a Body
is stored in the angle
attribute (e.g. body_type.angle
).
The current position of a point can be computed by adding the rotated relativ position to the absolute position. The rotated position can be computed by simple Trigonometry:
pos = abs_pos[0] + rel_dist * math.cos(angle), abs_pos[1] + rel_dist * math.sin(angle)
First you have to compute the relative 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])
Add the current angle to the the polar coordinate angle:
angle = rel_angle + body_type.angle
For instance:
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)
Minimal example:
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)
Upvotes: 1