I had been trying to rotate an image around its center in using pygame.transform.rotate()
but it's not working. Specifically the part that hangs is rot_image = rot_image.subsurface(rot_rect).copy()
. I get the exception:
ValueError: subsurface rectangle outside surface area
Here is the code used to rotate an image:
def rot_center(image, angle): """rotate an image while keeping its center and size""" orig_rect = image.get_rect() rot_image = pygame.transform.rotate(image, angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image
An image ( pygame. Surface ) can be rotated by pygame. transform. rotate .
The imutils. rotate() function is used to rotate an image by an angle in Python.
To flip the image we need to use pygame. transform. flip(Surface, xbool, ybool) method which is called to flip the image in vertical direction or horizontal direction according to our needs.
Short answer:
Get the rectangle of the original image and set the position. Get the rectangle of the rotated image and set the center position through the center of the original rectangle. Return a tuple of the rotated image and the rectangle:
def rot_center(image, angle, x, y): rotated_image = pygame.transform.rotate(image, angle) new_rect = rotated_image.get_rect(center = image.get_rect(center = (x, y)).center) return rotated_image, new_rect
Or write a function which rotates and .blit
the image:
def blitRotateCenter(surf, image, topleft, angle): rotated_image = pygame.transform.rotate(image, angle) new_rect = rotated_image.get_rect(center = image.get_rect(topleft = topleft).center) surf.blit(rotated_image, new_rect)
Long answer:
An image (pygame.Surface
) can be rotated by pygame.transform.rotate
.
If that is done progressively in a loop, then the image gets distorted and rapidly increases:
while not done: # [...] image = pygame.transform.rotate(image, 1) screen.blit(image, pos) pygame.display.flip()
This is because the bounding rectangle of a rotated image is always greater than the bounding rectangle of the original image (except some rotations by multiples of 90 degrees).
The image gets distort because of the multiply copies. Each rotation generates a small error (inaccuracy). The sum of the errors is growing and the images decays.
That can be fixed by keeping the original image and "blit" an image which was generated by a single rotation operation form the original image.
angle = 0 while not done: # [...] rotated_image = pygame.transform.rotate(image, angle) angle += 1 screen.blit(rotated_image, pos) pygame.display.flip()
Now the image seems to arbitrary change its position, because the size of the image changes by the rotation and origin is always the top left of the bounding rectangle of the image.
This can be compensated by comparing the axis aligned bounding box of the image before the rotation and after the rotation.
For the following math pygame.math.Vector2
is used. Note in screen coordinates the y points down the screen, but the mathematical y axis points form the bottom to the top. This causes that the y axis has to be "flipped" during calculations
Set up a list with the 4 corner points of the bounding box:
w, h = image.get_size() box = [pygame.math.Vector2(p) for p in [(0, 0), (w, 0), (w, -h), (0, -h)]]
Rotate the vectors to the corner points by pygame.math.Vector2.rotate
:
box_rotate = [p.rotate(angle) for p in box]
Get the minimum and the maximum of the rotated points:
min_box = (min(box_rotate, key=lambda p: p[0])[0], min(box_rotate, key=lambda p: p[1])[1]) max_box = (max(box_rotate, key=lambda p: p[0])[0], max(box_rotate, key=lambda p: p[1])[1])
Calculate the "compensated" origin of the upper left point of the image by adding the minimum of the rotated box to the position. For the y coordinate max_box[1]
is the minimum, because of the "flipping" along the y axis:
origin = (pos[0] + min_box[0], pos[1] - max_box[1]) rotated_image = pygame.transform.rotate(image, angle) screen.blit(rotated_image, origin)
It is even possible to define a pivot on the original image. Compute the offset vector from the center of the image to the pivot and rotate the vector. A vector can be represented by pygame.math.Vector2
and can be rotated with pygame.math.Vector2.rotate
. Notice that pygame.math.Vector2.rotate
rotates in the opposite direction than pygame.transform.rotate
. Therefore the angle has to be inverted:
Compute the vector from the center of the image to the pivot:
image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1])) offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center
Rotate the vector
rotated_offset = offset_center_to_pivot.rotate(-angle)
Calculate the center of the rotated image:
rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y)
Rotate and blit the image:
rotated_image = pygame.transform.rotate(image, angle) rotated_image_rect = rotated_image.get_rect(center = rotated_image_center) screen.blit(rotated_image, rotated_image_rect)
In the following example program, the function blitRotate(surf, image, pos, originPos, angle)
does all the above steps and "blit" a rotated image to a surface.
surf
is the target Surface
image
is the Surface which has to be rotated and blit
pos
is the position of the pivot on the target Surface surf
(relative to the top left of surf
)
originPos
is position of the pivot on the image
Surface (relative to the top left of image
)
angle
is the angle of rotation in degrees
This means, the 2nd argument (pos
) of blitRotate
is the position of the pivot point in the window and the 3rd argument (originPos
) is the position of the pivot point on the rotating Surface:
Minimal example: repl.it/@Rabbid76/PyGame-RotateAroundPivot
import pygame pygame.init() screen = pygame.display.set_mode((300, 300)) clock = pygame.time.Clock() def blitRotate(surf, image, pos, originPos, angle): # offset from pivot to center image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1])) offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center # roatated offset from pivot to center rotated_offset = offset_center_to_pivot.rotate(-angle) # roatetd image center rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y) # get a rotated image rotated_image = pygame.transform.rotate(image, angle) rotated_image_rect = rotated_image.get_rect(center = rotated_image_center) # rotate and blit the image surf.blit(rotated_image, rotated_image_rect) # draw rectangle around the image pygame.draw.rect(surf, (255, 0, 0), (*rotated_image_rect.topleft, *rotated_image.get_size()),2) def blitRotate2(surf, image, topleft, angle): rotated_image = pygame.transform.rotate(image, angle) new_rect = rotated_image.get_rect(center = image.get_rect(topleft = topleft).center) surf.blit(rotated_image, new_rect.topleft) pygame.draw.rect(surf, (255, 0, 0), new_rect, 2) try: image = pygame.image.load('AirPlaneFront.png') except: text = pygame.font.SysFont('Times New Roman', 50).render('image', False, (255, 255, 0)) image = pygame.Surface((text.get_width()+1, text.get_height()+1)) pygame.draw.rect(image, (0, 0, 255), (1, 1, *text.get_size())) image.blit(text, (1, 1)) w, h = image.get_size() angle = 0 done = False while not done: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: done = True pos = (screen.get_width()/2, screen.get_height()/2) screen.fill(0) blitRotate(screen, image, pos, (w/2, h/2), angle) #blitRotate2(screen, image, pos, angle) angle += 1 pygame.draw.line(screen, (0, 255, 0), (pos[0]-20, pos[1]), (pos[0]+20, pos[1]), 3) pygame.draw.line(screen, (0, 255, 0), (pos[0], pos[1]-20), (pos[0], pos[1]+20), 3) pygame.draw.circle(screen, (0, 255, 0), pos, 7, 0) pygame.display.flip() pygame.quit() exit()
See also Rotate surface and the answers to the questions:
You are deleting the rect that rotate creates. You need to preserve rect, since it changes size when rotated.
If you want to preserve the objects location, do:
def rot_center(image, angle): """rotate a Surface, maintaining position.""" loc = image.get_rect().center #rot_image is not defined rot_sprite = pygame.transform.rotate(image, angle) rot_sprite.get_rect().center = loc return rot_sprite # or return tuple: (Surface, Rect) # return rot_sprite, rot_sprite.get_rect()
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