Source code for pymunk.pyglet_util
# ----------------------------------------------------------------------------
# pymunk
# Copyright (c) 2007-2012 Victor Blomqvist
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# ----------------------------------------------------------------------------
"""This submodule contains helper functions to help with quick prototyping
using pymunk together with pyglet.
Intended to help with debugging and prototyping, not for actual production use
in a full application. The methods contained in this module is opinionated
about your coordinate system and not very optimized (they use batched
drawing, but there is probably room for optimizations still).
"""
__version__ = "$Id$"
__docformat__ = "reStructuredText"
__all__ = ["draw"]
import math
import pyglet
import pymunk
from pymunk.vec2d import Vec2d
[docs]def draw(*objs, **kwargs):
"""Draw one or many pymunk objects. It is perfectly fine to pass in a
whole Space object.
Objects that can be handled are:
* pymunk.Space
* pymunk.Segment
* pymunk.Circle
* pymunk.Poly
If a Space is passed in all shapes in that space will be drawn.
Unrecognized objects will be ignored (for example if you pass in a
constraint).
Typical usage::
>>> pymunk.pyglet_util.draw(my_space)
You can control the color of a Shape by setting shape.color to the color
you want it drawn in.
>>> my_shape.color = (255, 0, 0) # will draw my_shape in red
If you do not want a shape to be drawn, set shape.ignore_draw to True.
>>> my_shape.ignore_draw = True
(However, if you want to ignore most shapes its probably more performant
to only pass in those shapes that you want to be drawn to the draw method)
You can optionally pass in a batch to use. Just remember that you need to
call draw yourself.
>>> pymunk.pyglet_util.draw(my_shape, batch = my_batch)
>>> my_batch.draw()
See pyglet_util.demo.py for a full example
:Param:
objs : One or many objects to draw.
Can be either a single object or a list like container with
objects.
kwargs : You can optionally pass in a pyglet.graphics.Batch
If a batch is given all drawing will use this batch to draw
on. If no batch is given a a new batch will be used for the
drawing. Remember that if you pass in your own batch you need
to call draw on it yourself.
"""
new_batch = False
if "batch" not in kwargs:
new_batch = True
batch = pyglet.graphics.Batch()
else:
batch = kwargs["batch"]
for o in objs:
if isinstance(o, pymunk.Space):
_draw_space(o, batch)
elif isinstance(o, pymunk.Shape):
_draw_shape(o, batch)
elif isinstance(o, pymunk.Constraint):
_draw_constraint(o, batch)
elif hasattr(o, '__iter__'):
for oo in o:
draw(oo, **kwargs)
if new_batch:
batch.draw()
def _draw_space(space, batch = None):
for s in space.shapes:
if not (hasattr(s, "ignore_draw") and s.ignore_draw):
_draw_shape(s, batch)
def _draw_shape(shape, batch = None):
if isinstance(shape, pymunk.Circle):
_draw_circle(shape, batch)
elif isinstance(shape, pymunk.Segment):
_draw_segment(shape, batch)
elif isinstance(shape, pymunk.Poly):
_draw_poly(shape, batch)
def _draw_circle(circle, batch = None):
circle_center = circle.body.position + circle.offset.rotated(circle.body.angle)
r = 0
if hasattr(circle, "color"):
color = circle.color
elif circle.body.is_static:
color = (200, 200, 200)
r = 1
else:
color = (255, 0, 0)
#http://slabode.exofire.net/circle_draw.shtml
num_segments = int(4 * math.sqrt(circle.radius))
theta = 2 * math.pi / num_segments
c = math.cos(theta)
s = math.sin(theta)
x = circle.radius # we start at angle 0
y = 0
ps = []
for i in range(num_segments):
ps += [Vec2d(circle_center.x + x, circle_center.y + y)]
t = x
x = c * x - s * y
y = s * t + c * y
if circle.body.is_static:
mode = pyglet.gl.GL_LINES
ps = [p for p in ps+ps[:1] for _ in (0, 1)]
else:
mode = pyglet.gl.GL_TRIANGLE_STRIP
ps2 = [ps[0]]
for i in range(1, len(ps)+1/2):
ps2.append(ps[i])
ps2.append(ps[-i])
ps = ps2
vs = []
for p in [ps[0]] + ps + [ps[-1]]:
vs += [p.x, p.y]
c = circle_center + Vec2d(circle.radius, 0).rotated(circle.body.angle)
cvs = [circle_center.x, circle_center.y, c.x, c.y]
bg = pyglet.graphics.OrderedGroup(0)
fg = pyglet.graphics.OrderedGroup(1)
l = len(vs)/2
if batch == None:
pyglet.graphics.draw(l, mode,
('v2f', vs),
('c3B', color*l))
pyglet.graphics.draw(2, pyglet.gl.GL_LINES,
('v2f', cvs),
('c3B', (0,0,255)*2))
else:
batch.add(len(vs)/2, mode, bg,
('v2f', vs),
('c3B', color*l))
batch.add(2, pyglet.gl.GL_LINES, fg,
('v2f', cvs),
('c3B', (0,0,255)*2))
return
def _draw_poly(poly, batch = None):
ps = poly.get_vertices()
if hasattr(poly, "color"):
color = poly.color
elif poly.body.is_static:
color = (200, 200, 200)
else:
color = (0, 255, 0)
if poly.body.is_static:
mode = pyglet.gl.GL_LINES
ps = [p for p in ps+ps[:1] for _ in (0, 1)]
else:
mode = pyglet.gl.GL_TRIANGLE_STRIP
ps = [ps[1],ps[2], ps[0]] + ps[3:]
vs = []
for p in [ps[0]] + ps + [ps[-1]]:
vs += [p.x, p.y]
l = len(vs)/2
if batch == None:
pyglet.graphics.draw(l, mode,
('v2f', vs),
('c3B', color*l))
else:
batch.add(l, mode, None,
('v2f', vs),
('c3B', color*l))
def _draw_segment(segment, batch = None):
body = segment.body
pv1 = body.position + segment.a.rotated(body.angle)
pv2 = body.position + segment.b.rotated(body.angle)
d = pv2 - pv1
a = -math.atan2(d.x, d.y)
dx = segment.radius * math.cos(a)
dy = segment.radius * math.sin(a)
p1 = pv1 + Vec2d(dx,dy)
p2 = pv1 - Vec2d(dx,dy)
p3 = pv2 + Vec2d(dx,dy)
p4 = pv2 - Vec2d(dx,dy)
vs = [i for xy in [p1,p2,p3]+[p2,p3,p4] for i in xy]
if hasattr(segment, "color"):
color = segment.color
elif segment.body.is_static:
color = (200, 200, 200)
else:
color = (0, 0, 255)
l = len(vs)/2
if batch == None:
pyglet.graphics.draw(l, pyglet.gl.GL_TRIANGLES,
('v2f', vs),
('c3B', color * l))
else:
batch.add(l,pyglet.gl.GL_TRIANGLES, None,
('v2f', vs),
('c3B', color * l))