我有一个圆圈,顶部有一个方框:
圆圈是一个简单的马达。我希望盒子直接留在圆圈上。我尝试过不同的约束,但是我的大多数尝试都会让盒子翻到一边。
我最成功的尝试是将框的body.moment设置为pymunk.inf,并将框固定到圆圈。这很接近,但是当我直接在圆圈的中心上方时,盒子仍然会左右移动。我可以在那里手动设置它,但似乎我应该能够通过某种约束来实现它。
有什么想法吗?下面是一些使用Pymunk和Arcade库的示例代码。
import arcade
import pymunk
import math
SCREEN_WIDTH = 1200
SCREEN_HEIGHT = 800
BOX_SIZE = 45
class MyApplication(arcade.Window):
""" Main application class. """
def __init__(self, width, height):
super().__init__(width, height)
arcade.set_background_color(arcade.color.DARK_SLATE_GRAY)
# -- Pymunk space
self.space = pymunk.Space()
self.space.gravity = (0.0, -900.0)
# Create the floor
body = pymunk.Body(body_type=pymunk.Body.STATIC)
self.floor = pymunk.Segment(body, [0, 10], [SCREEN_WIDTH, 10], 0.0)
self.floor.friction = 10
self.space.add(self.floor)
# Create the circle
player_x = 300
player_y = 300
mass = 2
radius = 25
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
circle_body = pymunk.Body(mass, inertia)
circle_body.position = pymunk.Vec2d(player_x, player_y)
self.circle_shape = pymunk.Circle(circle_body, radius, pymunk.Vec2d(0, 0))
self.circle_shape.friction = 1
self.space.add(circle_body, self.circle_shape)
# Create the box
size = BOX_SIZE
mass = 5
moment = pymunk.moment_for_box(mass, (size, size))
moment = pymunk.inf
body = pymunk.Body(mass, moment)
body.position = pymunk.Vec2d(player_x, player_y + 49)
self.box_shape = pymunk.Poly.create_box(body, (size, size))
self.box_shape.friction = 0.3
self.space.add(body, self.box_shape)
# Create a joint between them
constraint = pymunk.constraint.PinJoint(self.box_shape.body, self.circle_shape.body)
self.space.add(constraint)
# Make the circle rotate
constraint = pymunk.constraint.SimpleMotor(self.circle_shape.body, self.box_shape.body, -3)
self.space.add(constraint)
def on_draw(self):
"""
Render the screen.
"""
arcade.start_render()
# Draw circle
arcade.draw_circle_outline(self.circle_shape.body.position[0],
self.circle_shape.body.position[1],
self.circle_shape.radius,
arcade.color.WHITE,
2)
# Draw box
arcade.draw_rectangle_outline(self.box_shape.body.position[0],
self.box_shape.body.position[1],
BOX_SIZE,
BOX_SIZE,
arcade.color.WHITE, 2,
tilt_angle=math.degrees(self.box_shape.body.angle))
# Draw floor
pv1 = self.floor.body.position + self.floor.a.rotated(self.floor.body.angle)
pv2 = self.floor.body.position + self.floor.b.rotated(self.floor.body.angle)
arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2)
def animate(self, delta_time):
# Update physics
self.space.step(1 / 80.0)
window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
arcade.run()
答案 0 :(得分:2)
你可以使用两个针接头而不是一个,在盒子上展开锚点。在现实生活中如何使其稳定:)
# Create a joint between them
constraint = pymunk.constraint.PinJoint(self.box_shape.body, self.circle_shape.body, (-20,0))
self.space.add(constraint)
constraint = pymunk.constraint.PinJoint(self.box_shape.body, self.circle_shape.body, (20,0))
self.space.add(constraint)
如果它不够好,你可以尝试在约束条件下尝试较低的error_bias
值,但我不确定它有多大帮助。如果你需要它像素完美我不认为关节可以做到,它们总是会有一些小错误。所以在这种情况下,我认为你必须通过在相同的x值上绘制上下精灵来伪造它。