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我们使用Python的Pygame库来模拟10000台无人机实时表演“戏水龙珠“的动态效果。虽然实际表演需要专用硬件、通信协议和飞控系统支持,但这个简化版本可以直观展示表演的视觉效果。

由于无人机集群表演是一个高度专业化的领域,涉及复杂的通信、同步控制和路径规划,要控制

我们使用Python的Pygame库来模拟10000台无人机实时表演"戏水龙珠"的动态效果。虽然实际表演需要专用硬件、通信协议和飞控系统支持,但这个简化版本可以直观展示表演的视觉效果。

完整的Python模拟程序

import pygame
import numpy as np
import random
import math
import sys
from pygame.locals import *

# 初始化
pygame.init()
screen_width, screen_height = 1920, 1080
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("无人机戏水龙珠表演 – 10000架无人机模拟")
clock = pygame.time.Clock()

# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 100, 255)
CYAN = (0, 255, 255)
GOLD = (255, 215, 0)
YELLOW = (255, 255, 0)
PURPLE = (128, 0, 128)
RED = (255, 0, 0)
DRAGON_BODY = (0, 180, 255)
DRAGON_HEAD = (0, 120, 255)
PEARL_COLOR = (255, 255, 200)

# 无人机类
class Drone:
def __init__(self, drone_id, start_pos):
self.id = drone_id
self.position = np.array(start_pos, dtype=float)
self.target = np.array(start_pos, dtype=float)
self.velocity = np.array([0.0, 0.0, 0.0])
self.color = BLUE
self.size = 2
self.speed = 0.3
self.max_speed = 2.0
self.follow_distance = 5.0
self.noise_offset = random.random() * 100
self.noise_speed = random.uniform(0.01, 0.05)

def update(self, dt):
# 计算朝向目标的方向
direction = self.target – self.position
distance = np.linalg.norm(direction)

if distance > 0.1:
# 归一化方向
direction = direction / distance

# 添加一些噪声模拟真实飞行
noise = np.array([
math.sin(self.noise_offset + pygame.time.get_ticks() * self.noise_speed),
math.cos(self.noise_offset + pygame.time.get_ticks() * self.noise_speed * 0.7),
math.sin(self.noise_offset * 1.3 + pygame.time.get_ticks() * self.noise_speed * 1.2)
]) * 0.1

# 计算速度
desired_velocity = direction * min(self.speed * distance, self.max_speed)
self.velocity = 0.9 * self.velocity + 0.1 * desired_velocity + noise

# 更新位置
self.position += self.velocity * dt

# 限制位置在屏幕内
self.position[0] = max(0, min(screen_width, self.position[0]))
self.position[1] = max(0, min(screen_height, self.position[1]))
self.position[2] = max(-100, min(100, self.position[2]))

# 更新噪声偏移
self.noise_offset += self.noise_speed

def set_target(self, target):
self.target = np.array(target, dtype=float)

def draw(self, surface, camera_offset):
# 转换为屏幕坐标(简单投影)
x = int(self.position[0] + camera_offset[0])
y = int(self.position[1] + camera_offset[1])

# 根据高度添加Z轴透视
z_scale = 1.0 + self.position[2] / 100.0
size = max(1, int(self.size * z_scale))

# 绘制无人机
pygame.draw.circle(surface, self.color, (x, y), size)

# 添加光晕效果
if z_scale > 1.2:
pygame.draw.circle(surface, (min(255, self.color[0] + 100),
min(255, self.color[1] + 100),
min(255, self.color[2] + 100)),
(x, y), size + 1, 1)

# 龙珠类
class DragonPearl:
def __init__(self):
self.position = np.array([screen_width // 2, screen_height // 2, 0], dtype=float)
self.velocity = np.array([2.0, 1.5, 0.5], dtype=float)
self.radius = 30
self.trail = []
self.trail_length = 50
self.time = 0
self.rotation = 0

def update(self):
# 更新时间
self.time += 0.02
self.rotation += 0.03

# 更新位置(正弦波运动)
self.position[0] = screen_width // 2 + math.sin(self.time * 0.5) * 400
self.position[1] = screen_height // 2 + math.cos(self.time * 0.7) * 300
self.position[2] = math.sin(self.time * 0.9) * 80

# 添加轨迹
self.trail.append(self.position.copy())
if len(self.trail) > self.trail_length:
self.trail.pop(0)

def get_position(self, offset=0):
# 获取当前或轨迹中的位置
if offset == 0:
return self.position.copy()
elif offset < len(self.trail):
return self.trail[-offset].copy()
else:
return self.trail[0].copy() if self.trail else self.position.copy()

def draw(self, surface, camera_offset):
# 绘制轨迹
for i, pos in enumerate(self.trail):
alpha = i / len(self.trail)
radius = int(self.radius * alpha * 0.3)
x = int(pos[0] + camera_offset[0])
y = int(pos[1] + camera_offset[1])
color = (int(PEARL_COLOR[0] * alpha),
int(PEARL_COLOR[1] * alpha),
int(PEARL_COLOR[2] * alpha))
pygame.draw.circle(surface, color, (x, y), radius)

# 绘制龙珠
x = int(self.position[0] + camera_offset[0])
y = int(self.position[1] + camera_offset[1])

# 绘制发光效果
for i in range(5):
radius = self.radius + i * 3
alpha = 100 – i * 20
color = (PEARL_COLOR[0], PEARL_COLOR[1], PEARL_COLOR[2])
s = pygame.Surface((radius*2, radius*2), pygame.SRCALPHA)
pygame.draw.circle(s, (*color, alpha), (radius, radius), radius)
surface.blit(s, (x – radius, y – radius))

# 绘制旋转的光线
for i in range(8):
angle = self.rotation + i * math.pi / 4
dx = math.cos(angle) * (self.radius + 10)
dy = math.sin(angle) * (self.radius + 10)
pygame.draw.line(surface, YELLOW,
(x + dx * 0.5, y + dy * 0.5),
(x + dx * 1.5, y + dy * 1.5), 3)

# 生成龙形曲线
def generate_dragon_curve(pearl_pos, num_points=1000):
"""生成一条龙形曲线,龙珠在头部"""
points = []

# 龙珠位置作为头部
head_x, head_y, head_z = pearl_pos

# 生成龙身曲线(正弦波 + 噪声)
for i in range(num_points):
t = i / num_points * 4 * math.pi
progress = i / num_points

# 龙身跟随龙珠轨迹
x = head_x + math.sin(t * 0.8) * 100 * (1 – progress) + math.cos(t * 1.2) * 50
y = head_y + math.cos(t * 0.6) * 80 * (1 – progress) + math.sin(t * 1.5) * 40
z = head_z + math.sin(t * 1.0) * 60 * (1 – progress)

# 添加一些随机噪声
x += random.uniform(-10, 10) * (1 – progress)
y += random.uniform(-10, 10) * (1 – progress)
z += random.uniform(-5, 5) * (1 – progress)

points.append((x, y, z))

return points

# 初始化无人机群
NUM_DRONES = 1000 # 减少数量以保证性能,实际可调整到10000但需要性能优化
drones = []
dragon_pearl = DragonPearl()

# 初始位置 – 螺旋形排列
center_x, center_y = screen_width // 2, screen_height // 2
for i in range(NUM_DRONES):
angle = i * 2 * math.pi / NUM_DRONES
radius = 100 + (i % 20) * 2
x = center_x + math.cos(angle) * radius
y = center_y + math.sin(angle) * radius
z = (i % 10) * 5 – 25
drones.append(Drone(i, (x, y, z)))

# 生成龙形路径点
dragon_path = generate_dragon_curve(dragon_pearl.position, 200)

# 相机偏移(用于移动视图)
camera_offset = np.array([0.0, 0.0])
camera_target = np.array([0.0, 0.0])
camera_speed = 0.05

# 主循环
running = True
frame_count = 0
performance_mode = False
show_trails = True

# 字体
font = pygame.font.SysFont(None, 24)

while running:
dt = clock.tick(60) / 1000.0 # 保持60FPS

# 处理事件
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
performance_mode = not performance_mode
elif event.key == K_t:
show_trails = not show_trails

# 更新龙珠
dragon_pearl.update()

# 生成新的龙形路径
dragon_path = generate_dragon_curve(dragon_pearl.position, 200)

# 更新相机跟随龙珠
camera_target[0] = screen_width // 2 – dragon_pearl.position[0]
camera_target[1] = screen_height // 2 – dragon_pearl.position[1]
camera_offset = camera_offset * 0.9 + camera_target * 0.1

# 为每架无人机设置目标点(形成龙形)
for i, drone in enumerate(drones):
# 根据无人机ID确定在龙身上的位置
progress = (i % len(dragon_path)) / len(dragon_path)
path_index = int(progress * (len(dragon_path) – 1))

if path_index < len(dragon_path):
target = dragon_path[path_index]

# 添加一些偏移使龙身有厚度
offset_angle = (i * 1.6180339887) % (2 * math.pi) # 黄金角度
offset_dist = 5 + 3 * math.sin(frame_count * 0.05 + i * 0.01)
target_x = target[0] + math.cos(offset_angle) * offset_dist
target_y = target[1] + math.sin(offset_angle) * offset_dist
target_z = target[2] + offset_dist * 0.5

# 设置无人机颜色(根据在龙身上的位置)
if i < NUM_DRONES * 0.1: # 头部 – 金色
drone.color = GOLD
elif i < NUM_DRONES * 0.3: # 颈部 – 黄色
drone.color = YELLOW
else: # 身体 – 蓝色渐变
blue_val = int(100 + 155 * progress)
drone.color = (0, blue_val // 2, blue_val)

drone.set_target((target_x, target_y, target_z))

# 更新无人机位置
drone.update(dt)

# 绘制
screen.fill(BLACK)

# 绘制背景星空
if not performance_mode:
for i in range(100):
x = (i * 123456) % screen_width
y = (i * 78901) % screen_height
brightness = (i * 100) % 155 + 100
pygame.draw.circle(screen, (brightness, brightness, brightness),
(int(x + camera_offset[0] * 0.1),
int(y + camera_offset[1] * 0.1)),
1)

# 绘制无人机
if performance_mode:
# 性能模式:批量绘制点
points = [(int(d.position[0] + camera_offset[0]),
int(d.position[1] + camera_offset[1]))
for d in drones]
pygame.draw.lines(screen, DRAGON_BODY, False, points, 1)
else:
# 正常模式:绘制每架无人机
for drone in drones:
drone.draw(screen, camera_offset)

# 绘制龙珠
dragon_pearl.draw(screen, camera_offset)

# 绘制轨迹(可选)
if show_trails and not performance_mode:
# 绘制一些无人机的轨迹
for i in range(0, NUM_DRONES, NUM_DRONES // 20):
drone = drones[i]
trail_points = []
for j in range(10):
offset = j * 5
x = drone.position[0] + math.sin(drone.noise_offset + offset) * 5
y = drone.position[1] + math.cos(drone.noise_offset + offset) * 5
trail_points.append((int(x + camera_offset[0]), int(y + camera_offset[1])))
if len(trail_points) > 1:
pygame.draw.lines(screen, CYAN, False, trail_points, 1)

# 绘制UI信息
info_text = [
f"无人机数量: {NUM_DRONES}架",
f"帧率: {int(clock.get_fps())} FPS",
f"性能模式: {'开' if performance_mode else '关'} (按空格切换)",
f"显示轨迹: {'开' if show_trails else '关'} (按T切换)",
f"龙珠位置: ({int(dragon_pearl.position[0])}, {int(dragon_pearl.position[1])})",
"模拟10000架无人机表演戏水龙珠",
"龙珠引导,无人机群形成龙身跟随",
"按ESC退出"
]

for i, text in enumerate(info_text):
text_surface = font.render(text, True, WHITE)
screen.blit(text_surface, (10, 10 + i * 25))

# 绘制标题
title_font = pygame.font.SysFont(None, 48)
title = title_font.render("无人机戏水龙珠表演", True, GOLD)
subtitle = font.render("10000架无人机动态模拟 (实际显示:1000架)", True, CYAN)
screen.blit(title, (screen_width // 2 – title.get_width() // 2, 20))
screen.blit(subtitle, (screen_width // 2 – subtitle.get_width() // 2, 80))

# 更新显示
pygame.display.flip()
frame_count += 1

pygame.quit()
sys.exit()

程序说明

功能特点:

  • 龙珠系统:一个发光的龙珠在屏幕中按照正弦波轨迹移动

  • 无人机跟随:1000架无人机(为性能考虑,可调整为10000架)形成龙身跟随龙珠

  • 动态效果:无人机位置会添加随机扰动,模拟真实飞行效果

  • 色彩渐变:无人机根据位置显示不同颜色(头部金色,身体蓝色渐变)

  • 3D效果:无人机有Z轴高度,影响显示大小和亮度

  • 交互控制:

    • 空格键:切换性能模式(线条模式)

    • T键:切换轨迹显示

    • ESC键:退出程序

  • 如果要扩展到10000架无人机:

  • 将代码中的 NUM_DRONES = 1000改为 NUM_DRONES = 10000

  • 可能需要进一步优化:

    • 使用OpenGL加速渲染

    • 使用NumPy批量计算

    • 简化物理计算

  • 运行要求:

    pip install pygame numpy

    这个模拟程序展示了无人机集群表演的基本原理,包括路径规划、跟随算法和视觉效果。在实际无人机表演中,还需要考虑:

    • 精确的GPS定位和RTK技术

    • 无线通信同步

    • 避障算法

    • 电源管理

    • 安全协议

    希望这个模拟程序能帮助您理解无人机集群表演的基本原理!

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