Source code for pymunk.pygame_util

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# 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 pygame.

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 in any way optimized. 
"""

__version__ = "$Id$"
__docformat__ = "reStructuredText"

__all__ = ["draw", "get_mouse_pos", "to_pygame", "from_pygame"]

import pygame

import pymunk
from pymunk.vec2d import Vec2d

flip_y = True
"""Flip the y cooridnate to make y point upwards"""

[docs]def draw(surface, *objs): """Draw one or many pymunk objects on a pygame.Surface object. This method currently supports drawing of * pymunk.Space * pymunk.Segment * pymunk.Circle * pymunk.Poly * pymunk.Constraint objects 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.pygame_util.draw(screen, 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 = pygame.color.THECOLORS["pink"] If you do not want a shape to be drawn, set shape.ignore_draw to True. >>> my_shape.ignore_draw = True Not all constraints are currently drawn in a very clear way, but all the different shapes should look fine both as static and dynamic objects. See pygame_util.demo.py for a full example :Parameters: surface : pygame.Surface Surface that the objects will be drawn on objs : One or many objects to draw Can be either a single object or a list like container with objects. """ for o in objs: if isinstance(o, pymunk.Space): _draw_space(surface, o) elif isinstance(o, pymunk.Shape): _draw_shape(surface, o) elif isinstance(o, pymunk.Constraint): _draw_constraint(surface, o) elif hasattr(o, '__iter__'): for oo in o: draw(surface, oo)
def _draw_space(surface, space): (width, height) = surface.get_size() for s in space.shapes: if not (hasattr(s, "ignore_draw") and s.ignore_draw): _draw_shape(surface, s) for c in space.constraints: if not (hasattr(c, "ignore_draw") and c.ignore_draw): _draw_constraint(surface, c) def _draw_shape(surface, shape): if isinstance(shape, pymunk.Circle): _draw_circle(surface, shape) elif isinstance(shape, pymunk.Segment): _draw_segment(surface, shape) elif isinstance(shape, pymunk.Poly): _draw_poly(surface, shape) def _draw_circle(surface, circle): circle_center = circle.body.position + circle.offset.rotated(circle.body.angle) p = to_pygame(circle_center, surface) r = 0 color = pygame.color.THECOLORS["red"] if circle.body.is_static: color = pygame.color.THECOLORS["lightgrey"] r = 1 if hasattr(circle, "color"): color = circle.color pygame.draw.circle(surface, color, p, int(circle.radius), r) circle_edge = circle_center + Vec2d(circle.radius, 0).rotated(circle.body.angle) p2 = to_pygame(circle_edge, surface) line_r = 3 if circle.radius > 20 else 1 pygame.draw.lines(surface, pygame.color.THECOLORS["blue"], False, [p,p2], line_r) def _draw_poly(surface, poly): ps = poly.get_vertices() ps = [to_pygame(p, surface) for p in ps] ps += [ps[0]] if hasattr(poly, "color"): color = poly.color elif poly.body.is_static: color = pygame.color.THECOLORS["lightgrey"] else: color = pygame.color.THECOLORS["green"] print poly.radius pygame.draw.lines(surface, color, False, ps, max(int(poly.radius*2),1)) def _draw_segment(surface, segment): body = segment.body pv1 = body.position + segment.a.rotated(body.angle) pv2 = body.position + segment.b.rotated(body.angle) p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) if hasattr(segment, "color"): color = segment.color elif segment.body.is_static: color = pygame.color.THECOLORS["lightgrey"] else: color = pygame.color.THECOLORS["blue"] pygame.draw.lines(surface, color, False, [p1,p2], max(int(segment.radius*2),1)) def _draw_constraint(surface, constraint): if isinstance(constraint, pymunk.GrooveJoint) and hasattr(constraint, "groove_a"): pv1 = constraint.a.position + constraint.groove_a pv2 = constraint.a.position + constraint.groove_b p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2]) elif isinstance(constraint, pymunk.PinJoint): pv1 = constraint.a.position + constraint.anchr1.rotated(constraint.a.angle) pv2 = constraint.b.position + constraint.anchr2.rotated(constraint.b.angle) p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2]) elif isinstance(constraint, pymunk.GearJoint): pv1 = constraint.a.position pv2 = constraint.a.position p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) pygame.draw.circle(surface, pygame.color.THECOLORS["darkgray"], p1, 3) pygame.draw.circle(surface, pygame.color.THECOLORS["darkgray"], p2, 3) elif hasattr(constraint, "anchr1"): pv1 = constraint.a.position + constraint.anchr1.rotated(constraint.a.angle) pv2 = constraint.b.position + constraint.anchr2.rotated(constraint.b.angle) p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2]) else: pv1 = constraint.a.position pv2 = constraint.b.position p1 = to_pygame(pv1, surface) p2 = to_pygame(pv2, surface) pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2])
[docs]def get_mouse_pos(surface): """Get position of the mouse pointer in pymunk coordinates.""" p = pygame.mouse.get_pos() return from_pygame(p, surface)
[docs]def to_pygame(p, surface): """Convenience method to convert pymunk coordinates to pygame surface local coordinates """ if flip_y: return int(p[0]), surface.get_height()-int(p[1]) else: return int(p[0]), int(p[1])
[docs]def from_pygame(p, surface): """Convenience method to convert pygame surface local coordinates to pymunk coordinates """ return to_pygame(p,surface)

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