在python中碰撞形状

时间:2015-11-25 21:02:22

标签: python python-3.x game-physics physics-engine

我的计划是创建一个简单的" 2人迷你游戏(适用于相扑和比赛)。

我的目标是有效地实现碰撞(我目前的代码只能处理简单的墙体物理和物体运动)与方形,圆形(和三角形?)形状的物体,它们可以是环境的一部分(对于前者) 。" rock"或不可移动的障碍物)或部分用户控制的物品(例如"汽车"或可推动的障碍物)。了解质量如何在碰撞中得到解决也是很好的。

我需要帮助的两个方面:

  1. 两个移动物体(具有质量和2D矢量)之间的不同类型的动态碰撞 (物理部分不是检测)。

  2. 确保所有需要碰撞的东西,碰撞速度足够快(这样我的慢速计算机仍然可以渲染超过每秒40-60帧),并根据具体规则(或者如果可能的话)根据一条规则?)。因此,管理需要冲突的对象(添加,删除,修改等)也不难。

  3. 或者我应该为ex实现两种类型的碰撞。静态+动态圈和动态+动态圈?

    def checkcollisions(object1, object2):
        # x is the current x position
        # y is the current y position
        # angle is the current vector angle (calculated from x and y with pythagoros
        # speed is the length of the vector
        dx = object1.x - object2.x
        dy = object1.y - object2.y
    
        dist = hypot(dx, dy)
        if dist < object1.radius + object2.radius:
            angle = atan2(dy, dx) + 0.5 * pi
            total_mass = object1.mass + object2.mass
            '''''http://www.petercollingridge.co.uk/pygame-physics-simulation/mass'''''
            if (0.79 <= object1.angle < 2.36 or 0.79-2*pi <= object1.angle < 2.36-2*pi) or (3.93 <= object1.angle < 5.5 or 3.93-2*pi <= object1.angle < 5.5-2*pi) and ((0.79 <= object2.angle < 2.36 or 0.79-2*pi <= object2.angle < 2.36-2*pi) or (3.93 <= object2.angle < 5.5 or 3.93-2*pi <= object2.angle < 5.5-2*pi)):
                (object2angle, object2speed) = vectorsum((object2.angle, object2.speed*(object2.mass-object1.mass)/total_mass), (angle+pi, 2*object1.speed*object1.mass/total_mass))
                (object1angle, object1speed) = vectorsum((object1.angle, object1.speed*(object1.mass-object2.mass)/total_mass), (angle, 2*object2.speed*object2.mass/total_mass))
            else:
                '''''https://en.wikipedia.org/wiki/Elastic_collision'''''
                CONTACT_ANGLE = angle
                x = (((object1.speed * cos(object1.angle - CONTACT_ANGLE) * (object1.mass-object2.mass)+ 2*object2.mass*object2.speed*cos(object2.angle - CONTACT_ANGLE))/total_mass)*cos(CONTACT_ANGLE))+object1.speed*sin(object1.angle - CONTACT_ANGLE)*cos(CONTACT_ANGLE + 0.5 * pi)
                y = (((object1.speed * cos(object1.angle - CONTACT_ANGLE) * (object1.mass-object2.mass)+ 2*object2.mass*object2.speed*cos(object2.angle - CONTACT_ANGLE))/total_mass)*cos(CONTACT_ANGLE))+object1.speed*sin(object1.angle - CONTACT_ANGLE)*sin(CONTACT_ANGLE + 0.5 * pi)
                object1angle = pi/2 - atan2(y, x)
                object1speed = hypot(x, y)
    
                x = (((object2.speed * cos(object2.angle - CONTACT_ANGLE)*(object2.mass-object1.mass)+2*object1.mass*object1.speed*cos(object1.angle - CONTACT_ANGLE))/total_mass)*cos(CONTACT_ANGLE))+object2.speed*sin(object2.angle - CONTACT_ANGLE)*cos(CONTACT_ANGLE + 0.5 * pi)
                y = (((object2.speed * cos(object2.angle - CONTACT_ANGLE)*(object2.mass-object1.mass)+2*object1.mass*object1.speed*cos(object1.angle - CONTACT_ANGLE))/total_mass)*cos(CONTACT_ANGLE))+object2.speed*sin(object2.angle - CONTACT_ANGLE)*sin(CONTACT_ANGLE + 0.5 * pi)
                object2angle = pi/2 - atan2(y, x)
                object2speed = hypot(x, y)
    
            (object2.angle, object2.speed) = (object2angle, object2speed)
            (object1.angle, object1.speed) = (object1angle, object1speed)
            object1.speed *= 0.999
            object2.speed *= 0.999
    
            overlap = 0.5*(object1.radius + object2.radius - dist+1)
            object1.x += sin(angle)*overlap
            object1.y -= cos(angle)*overlap
            object2.x -= sin(angle)*overlap
            object2.y += cos(angle)*overlap
    
    '''''http://www.petercollingridge.co.uk/pygame-physics-simulation/mass'''''
    
    
    def vectorsum(vectorx, vectory):  # Every array's first number is the degree from 0, the second is speed
        x = sin(vectory[0]) * vectory[1] + sin(vectorx[0]) * vectorx[1]
        y = cos(vectory[0]) * vectory[1] + cos(vectorx[0]) * vectorx[1]  # Calculating new vectors from anle and lenght
        angle = pi / 2 - atan2(y, x)  # Calculating the degree
        speed = hypot(x, y)  # Calculating the speed
        return angle, speed
    

    (我只是Python(或英语)的初学者所以请记住这一点。)

1 个答案:

答案 0 :(得分:2)

  1. pygame中的碰撞检测非常简单。看一下使用pygame.sprite。它们具有几种检测碰撞的功能。 (spritecollidegroupcollide等)如果您有一些复杂的碰撞交互,通常使用矩形或圆圈来查看它们是否发生碰撞,然后只对它们进行复杂的计算。虽然对于大多数游戏而言,您不需要花费完美的碰撞检测成本,但足够接近就足够了。
  2. 到目前为止,当你碰撞时会发生什么,那就是物理学然后编程。要记住的一些概念是:动量守恒,弹性与非弹性碰撞,偏转角。 “如何构建2D物理引擎”对于SO问题来说有点过于宽泛。也许看看how-to-create-a-custom-2d-physics-engine-oriented-rigid-bodies
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