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SlideAndPinJointsExample
A step by step tutorial for the demo_slide_and_pinjoint example.
Featured Slide and Pin Joint Demo Step by StepThis is a step by step tutorial explaining the demo demo_slide_and_pinjoint.py included in pymunk. It is probably a good idea to have the file near by if I miss something in the tutorial or something is unclear. 1 - Before we startFor this tutorial you will need:
Pymunk is built on top of the 2d physics library Chipmunk. Chipmunk itself is written in C meaning pymunk need to call into the c code. The ctypes library helps with this, however if you are on a platform that I haven't been able to compile it on you might have to do it yourself. The good news is that it is very easy to do! When you have pymunk installed, try to import it from the python prompt to make sure it works and can be imported: >>> import pymunk If you get an error message it usually is because pymunk could not find the chipmunk library because it was not compiled (should not happen on windows and ubuntu, as pymunk ships with the code compiled for those two). To compile chipmunk, do > python setup.py build_chipmunk > python setup.py install More information can be found in the readme file that is included in the pymunk distribution. If it doesnt work, feel free to write a post in the chipmunk forum, contact me or add your problem to the issue tracker. 2 - An empty simulationOk, lets start. Chipmunk (and therefore pymunk) has a couple of central concepts, which is explained pretty good in this citation from the Chipmunk docs:
The documentation for chipmunk can be found here: http://chipmunk-physics.net/release/ChipmunkLatest-Docs/ It is a good idea to read it, so do it now :) The API documentation for pymunk 2.0.0 can be found here: http://pymunk.googlecode.com/svn/tags/pymunk-2.0.0/docs/api/index.html We are now ready to write some code: import sys
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk #1
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Joints. Just wait and the L will tip over")
clock = pygame.time.Clock()
running = True
space = pymunk.Space() #2
space.gravity = (0.0, -900.0)
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
screen.fill(THECOLORS["white"])
space.step(1/50.0) #3
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main())The code will display a blank window, and will run a physics simulation of an empty space.
3 - Falling ballsThe easiest shape to handle (and draw) is the circle. Therefore our next step is to make a ball spawn once in while. In most demos all code is in one big pile in the main() function as they are so small and easy, but I will extract some methods in this tutorial to make it more easy to follow. First, a function to add a ball to a space: def add_ball(space):
mass = 1
radius = 14
inertia = pymunk.moment_for_circle(mass, 0, radius) # 1
body = pymunk.Body(mass, inertia) # 2
x = random.randint(120,380)
body.position = x, 550 # 3
shape = pymunk.Circle(body, radius) # 4
space.add(body, shape) # 5
return shape
Now that we can create balls we want to display them: def draw_ball(screen, ball):
p = int(ball.body.position.x), 600-int(ball.body.position.y)
pygame.draw.circle(screen, THECOLORS["blue"], p, int(ball.radius), 2)As I have used pygame in this example, we can use the draw.circle function to draw the balls. But first we must convert the position of the ball. We earlier set the gravity to -900 (that is, it will point down the y axis). Pygame thinks 0,0 is at the top left of the screen, with y increasing downwards. So we make a simple conversion of the y value. With these two functions and a little code to spawn balls you should see a couple of balls falling. Yay! import sys, random
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk
#def add_ball(space):
#def draw_ball(screen, ball):
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Joints. Just wait and the L will tip over")
clock = pygame.time.Clock()
running = True
space = pymunk.Space()
space.gravity = (0.0, -900.0)
balls = []
ticks_to_next_ball = 10
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 25
ball_shape = add_ball(space)
balls.append(ball_shape)
screen.fill(THECOLORS["white"])
for ball in balls:
draw_ball(screen, ball)
space.step(1/50.0)
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main()) 4 - A static LFalling balls are quite boring. We don't see any physics simulation except basic gravity, and everyone can do gravity without help from a physics library. So lets add something the balls can land on, two static lines forming an L. As with the balls we start with a function to add an L to the space: def add_static_L(space):
body = pymunk.Body() # 1
body.position = (300,300)
l1 = pymunk.Segment(body, (-150, 0), (255.0, 0.0), 5.0) # 2
l2 = pymunk.Segment(body, (-150.0, 0), (-150.0, 50.0), 5.0)
space.add_static(l1, l2) # 3
return l1,l2
Next we add a function to draw the L shape: def draw_lines(screen, lines):
for line in lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle) # 1
pv2 = body.position + line.b.rotated(body.angle)
p1 = to_pygame(pv1) # 2
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["lightgray"], False, [p1,p2])
def to_pygame(p):
"""Small hack to convert pymunk to pygame coordinates"""
return int(p.x), int(-p.y+600)We add a call to add_static_L() and one to draw_lines() and now we should see an inverted L shape in the middle will balls spawning and hitting the shape. import sys, random
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk as pm
import math
#def to_pygame(p):
#def add_ball(space):
#def draw_ball(screen, ball):
#def add_static_l(space):
#def draw_lines(screen, lines):
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Joints. Just wait and the L will tip over")
clock = pygame.time.Clock()
running = True
space = pymunk.Space()
space.gravity = (0.0, -900.0)
lines = add_static_L(space)
balls = []
ticks_to_next_ball = 10
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 25
ball_shape = add_ball(space)
balls.append(ball_shape)
screen.fill(THECOLORS["white"])
for ball in balls:
draw_ball(screen, ball)
draw_lines(screen, lines)
space.step(1/50.0)
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main())
5 - Joints (1)A static L shape is pretty boring. So lets make it a bit more exciting by adding two joints, one that it can rotate around, and one that prevents it from rotating too much. In this part we only add the rotation joint, and in the next we constrain it. As our static L shape won't be static anymore we also rename the function to add_L(). def add_L(space):
rotation_center_body = pymunk.Body() # 1
rotation_center_body.position = (300,300)
body = pymunk.Body(10, 10000) # 2
body.position = (300,300)
l1 = pymunk.Segment(body, (-150, 0), (255.0, 0.0), 5.0)
l2 = pymunk.Segment(body, (-150.0, 0), (-150.0, 50.0), 5.0)
rotation_center_joint = pymunk.PinJoint(body, rotation_center_body, (0,0), (0,0)) # 3
space.add(l1, l2, body, rotation_center_joint)
return l1,l2
To make it easy to see the point we draw a little red ball in its center pygame.draw.circle(screen, THECOLORS["red"], (300,300), 5) In a bigger program you will want to get the rotation_center_body.position instead of my little cheat here with (300,300), but it will work for this tutorial as the rotation center is static. 6 - Joints (2)In the previous part we added a pin joint, and now its time to constrain the rotating L shape to create a more interesting simulation. In order to do this we modify the add_L() function: def add_L(space):
rotation_center_body = pymunk.Body()
rotation_center_body.position = (300,300)
rotation_limit_body = pymunk.Body() # 1
rotation_limit_body.position = (200,300)
body = pymunk.Body(10, 10000)
body.position = (300,300)
l1 = pymunk.Segment(body, (-150, 0), (255.0, 0.0), 5.0)
l2 = pymunk.Segment(body, (-150.0, 0), (-150.0, 50.0), 5.0)
rotation_center_joint = pymunk.PinJoint(body, rotation_center_body, (0,0), (0,0))
joint_limit = 25
rotation_limit_joint = pymunk.SlideJoint(body, rotation_limit_body, (-100,0), (0,0), 0, joint_limit) # 2
space.add(l1, l2, body, rotation_center_joint, rotation_limit_joint)
return l1,l2
And to make it a bit more clear, we draw a circle to do symbolize the joint with a green circle with its radius set to the joint max: pygame.draw.circle(screen, THECOLORS["green"], (200,300), 25, 2) 7 - The endYou might notice that we never delete balls. This will make the simulation require more and more memory and use more and more cpu, and this is of course not what we want. So in the final step we add some code to remove balls from the simulation when they are bellow the screen. balls_to_remove = []
for ball in balls:
if ball.body.position.y < 0: # 1
balls_to_remove.append(ball) # 2
draw_ball(screen, ball)
for ball in balls_to_remove:
space.remove(ball, ball.body) # 3
balls.remove(ball) # 4
And now, done! You should have an inverted L shape in the middle of the screen being filled will balls, tipping over releasing them, tipping back and start over. You can check demo_slide_and_pinjoint.py included in pymunk, but it doesn't follow this tutorial exactly as I factored out a couple of blocks to functions to make it easier to follow in tutorial form. If anything is unclear, not working feel free to add a comment in the bottom of the page. If you have an idea for another tutorial you want to read, or some example code you want to see included in pymunk, please add a comment here and I will try my best to create it. The full code for this tutorial is: import sys, random
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk
import math
def to_pygame(p):
"""Small hack to convert pymunk to pygame coordinates"""
return int(p.x), int(-p.y+600)
def add_ball(space):
"""Add a ball to the given space at a random position"""
mass = 1
radius = 14
inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0))
body = pymunk.Body(mass, inertia)
x = random.randint(120,380)
body.position = x, 550
shape = pymunk.Circle(body, radius, (0,0))
space.add(body, shape)
return shape
def draw_ball(screen, ball):
"""Draw a ball shape"""
p = int(ball.body.position.x), 600-int(ball.body.position.y)
pygame.draw.circle(screen, THECOLORS["blue"], p, int(ball.radius), 2)
def add_L(space):
"""Add a inverted L shape with two joints"""
rotation_center_body = pymunk.Body()
rotation_center_body.position = (300,300)
rotation_limit_body = pymunk.Body() # 1
rotation_limit_body.position = (200,300)
body = pymunk.Body(10, 10000)
body.position = (300,300)
l1 = pymunk.Segment(body, (-150, 0), (255.0, 0.0), 5.0)
l2 = pymunk.Segment(body, (-150.0, 0), (-150.0, 50.0), 5.0)
rotation_center_joint = pymunk.PinJoint(body, rotation_center_body, (0,0), (0,0))
joint_limit = 25
rotation_limit_joint = pymunk.SlideJoint(body, rotation_limit_body, (-100,0), (0,0), 0, joint_limit) # 3
space.add(l1, l2, body, rotation_center_joint, rotation_limit_joint)
return l1,l2
def draw_lines(screen, lines):
"""Draw the lines"""
for line in lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle)
pv2 = body.position + line.b.rotated(body.angle)
p1 = to_pygame(pv1)
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["lightgray"], False, [p1,p2])
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Joints. Just wait and the L will tip over")
clock = pygame.time.Clock()
running = True
space = pymunk.Space()
space.gravity = (0.0, -900.0)
lines = add_L(space)
balls = []
ticks_to_next_ball = 10
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 25
ball_shape = add_ball(space)
balls.append(ball_shape)
screen.fill(THECOLORS["white"])
balls_to_remove = []
for ball in balls:
if ball.body.position.y < 150:
balls_to_remove.append(ball)
draw_ball(screen, ball)
for ball in balls_to_remove:
space.remove(ball, ball.body)
balls.remove(ball)
draw_lines(screen, lines)
pygame.draw.circle(screen, THECOLORS["red"], (300,300), 5)
pygame.draw.circle(screen, THECOLORS["green"], (200,300), 25, 2)
space.step(1/50.0)
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main())
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Why not define to_pygame() like this?
def to_pygame(p):
The reason why I defined the y as -p.y + 600 was that I thought it was closer to how you think and therefor easier to understand. We want to flip the y coordinate (-p.y), and then offset it with the screen height (+600). Maybe it was a bad idea as some will wonder why it isnt written in the more optimal form 600-p.y..
Seems the pymunk implementation I found (1.0.0.2-4 from ppa:xapantu/pymunk) does not need the "math.degrees(body.angle)" and instead gives the body angle in degrees without math.degrees.
Thanks! I've updated the text now. I must have missed it when I updated the tutorial for the newest version.
Excellent library. I want more examples
Thanks :) When you say you want more, do you mean tutorials like this wiki page, or more of the code examples thats included with the source dist of pymunk?
On the wiki the best solution in the comments will be clarifying questions. I would like to see in all the classes, some options are not clear. And to build a complex model. And another question: Is it possible to get force (momentum) acting on a particular object (to destroy the of the object if the majority force http://www.armadillorun.com ). Thank you very much
Why this demo over time increases CPU usage?
rebus123: First of all, sorry for the very late response, I must have missed your very quick response on my comment. About breakable objects the answer is No, not really. You might be able to figure out a way to fake it somehow, but I cant really give much help here.
I will see if I can add something more complex on the wiki, but the bad thing with complex things are that they require a lot more maintenance than simple things :) But I will at least try to add some more examples that cover other parts that what is covered by this tutorial.
avalan: Interesting question! However, I have not been able reproduce it, after 5 minutes it still use about the same amount of cpu as in the beginning.. How did you measure and do I need to do something special to reproduce it?
Thanks for the tutorial, I couple of things . . .
The latest from SVN does not need this,
pymunk.init_pymunk()
Also
pm.PinJoint?(body, rotation_center_body, (0,0), (0,0))
pm should be pymunk.
Thanks for the comment! Ive added a note in the tutorial about the init function and fixed the pm problem.
Hello v...@viblo.se . please write an example for the implementation of the rope. I think it should be a lot of lines, connections of points? thanks
wonderful tutorial (and especially there are not many of them around)! Thank you! Where can I found the demo_slide_and_pinjoint code? Thank you, Vincenzo
The line:
gives me an error, I solved by commenting the line (I guess the method was eliminated).
In all programs and examples using Pygame, I didn't know how to get rid of the window after program exit (with error . I could only kill the process, but this crashes my python.
Eventually I found that the pygame window can be closed by pygame.quit() in python command line and it works fine. That is good, I don't need to restart the python each time I run a script.
I tried to put it in the code of the 1st example (after the "while running" loop) to see if the window closes properly: for some misterious reason it doesn't work, it gives an error (video system not initialized).
Probably the comment is more pygame related, but I wrote this comment because it is relevant to the exampe here.
Thanks for the comments! I have updated the tutorial so that it at least doesnt have the now deprecated and removed init method. I just got back from a 2 week vacation, but will try to make a more thorough review of the tutorial to make sure its up to date.
I will also try to make a new source release that contains all code including the examples which unfortunately wasnt included in the current 2.0 release package. However, you can still get them directly from svn: Either browse online here: http://code.google.com/p/pymunk/source/browse/#svn%2Ftags%2Fpymunk-2.0.0%2Fexamples Or get latest version directly of the 2.0 tag.
Wonderful! I downloaded the examples by svn. They are great! Thank you!
Excellent, fantastic library. Thank you very much.
I do convert bouncing_balls.py and balls_and_lines.py examples to used with pyIrrlicht and it is worked http://code.google.com/p/pyirrlicht/source/browse/trunk/pymunk_bouncing_balls.py http://code.google.com/p/pyirrlicht/source/browse/trunk/pymunk_balls_and_lines.py
I not sure what it is same result as with pyGame, can you check result my job?
Oh, interesting! I have never used Irrlicht myself, but it seems like a solid engine. Tested the pymunk examples and they seems to work (except for the minor detail that space doesnt pause the simulation in pymunk_balls_and_lines so you might want to alter either the description text or implement it in the code).
Got a question also, looking at the code I see you convert floats to ints and then pass it on with irr.position2di which I first thougth was a bit unnecessary as its something pygame requires. I looked at the source of pyirrlicht and saw there's a irr.position2df method, so naturally tested with that one instead but then nothing worked. Maybe there's a known feature? Otherwise you know it now :)
Thanks for answer. I fixed pause the simulation in pymunk_balls_and_lines and pymunk_slide_and_pinjoint and add floating point drawing functions, convert float to int now internal in dll.
I planned use pyMunk in game brika (brika_i.py, original was written Leonel Machava based on pyGame), where is best place for questions? Perhaps forum http://chipmunk-physics.net/forum/viewtopic.php?f=6&t=1940
As long as they are related to pymunk feel free to just create new posts for them on the general chipmunk forum, http://chipmunk-physics.net/forum/viewforum.php?f=1 You can if you want mark them with pymunk? in the title to make it easy to spot that its pymunk related. I try to read there at least once a week, and I know there are other people there as well that use pymunk (and sometimes for common 2d physics questions the other people there can help as well).
google code tricked me, I mean mark them with [pymunk] in the header
Thanks again. I start mix bricka and pyMunk, and I have question, after my few tryings I will go to Chipmunk forum.
Sorry for my English.