code: def draw(
      self, surface, zoom, translation, angle, draw_particles=True
  ):
      import pygame.draw
  
      if draw_particles:
          for p in self.particles:
              poly = [
                  pygame.math.Vector2(c).rotate_rad(angle)
                  for c in p.poly
              ]
              poly = [
                  (
                      coords[0] * zoom + translation[0],
                      coords[1] * zoom + translation[1],
                  )
                  for coords in poly
              ]
              pygame.draw.lines(
                  surface,
                  color=p.color,
                  points=poly,
                  width=2,
                  closed=False,
              )
  
      for obj in self.drawlist:
          for f in obj.fixtures:
              trans = f.body.transform
              path = [trans * v for v in f.shape.vertices]
              path = [(coords[0], coords[1]) for coords in path]
              path = [
                  pygame.math.Vector2(c).rotate_rad(angle) for c in path
              ]
              path = [
                  (
                      coords[0] * zoom + translation[0],
                      coords[1] * zoom + translation[1],
                  )
                  for coords in path
              ]
              color = [int(c * 255) for c in obj.color]
  
              pygame.draw.polygon(surface, color=color, points=path)
  
              if "phase" not in obj.__dict__:
                  continue
              a1 = obj.phase
              a2 = obj.phase + 1.2  # radians
              s1 = math.sin(a1)
              s2 = math.sin(a2)
              c1 = math.cos(a1)
              c2 = math.cos(a2)
              if s1 > 0 and s2 > 0:
                  continue
              if s1 > 0:
                  c1 = np.sign(c1)
              if s2 > 0:
                  c2 = np.sign(c2)
              white_poly = [
                  (-WHEEL_W * SIZE, +WHEEL_R * c1 * SIZE),
                  (+WHEEL_W * SIZE, +WHEEL_R * c1 * SIZE),
                  (+WHEEL_W * SIZE, +WHEEL_R * c2 * SIZE),
                  (-WHEEL_W * SIZE, +WHEEL_R * c2 * SIZE),
              ]
              white_poly = [trans * v for v in white_poly]
  
              white_poly = [
                  (coords[0], coords[1]) for coords in white_poly
              ]
              white_poly = [
                  pygame.math.Vector2(c).rotate_rad(angle)
                  for c in white_poly
              ]
              white_poly = [
                  (
                      coords[0] * zoom + translation[0],
                      coords[1] * zoom + translation[1],
                  )
                  for coords in white_poly
              ]
              pygame.draw.polygon(
                  surface, color=WHEEL_WHITE, points=white_poly
              )
  
file_path: gym/gym/envs/box2d/car_dynamics.py
imports: import math
  import Box2D
  import numpy
  from gym.error import DependencyNotInstalled
label_desc: Use image node_id 6 for calling the Car obj's underlying member method code with example usage: obj.draw(surface, zoom, translation, angle, draw_particles) without return types