from typing import Sequence, Tuple
import pygame
from ..drawing import DrawOptions as DrawOptionsBase, Color
from ..linalg import Vec2d
[docs]class DrawOptions(DrawOptionsBase):
_COLOR = DrawOptionsBase._COLOR
surface: pygame.surface.Surface
def __init__(self, surface=None, flip_y=False) -> None:
"""Draw a easymunk.Space on a pygame.Surface object.
Typical usage::
>>> import easymunk
>>> surface = pygame.Surface((10,10))
>>> space = easymunk.Space()
>>> options = easymunk.pygame.DrawOptions(surface)
>>> space.debug_draw(options)
You can control the color of a shape by setting shape.color to the color
you want it drawn in::
>>> c = easymunk.Circle(10, color=pygame.Color("pink"))
See pygame_util.demo.py for a full example
Since pygame uses a coordiante system where y points down (in contrast
to many other cases), you either have to make the physics simulation
with Pymunk also behave in that way, or flip everything when you draw.
The easiest is probably to just make the simulation behave the same
way as Pygame does. In that way all coordinates used are in the same
orientation and easy to reason about::
>>> space = mk.Space()
>>> space.gravity = (0, -1000)
>>> body = space.Body()
>>> body.position = (0, 0) # will be positioned in the top left corner
>>> space.debug_draw(options)
To flip the drawing its possible to set the module property
:py:data:`positive_y_is_up` to True. Then the pygame drawing will flip
the simulation upside down before drawing::
>>> body = mk.Body()
>>> body.position = (0, 0)
>>> # Body will be position in bottom left corner
:Parameters:
surface : pygame.Surface
Surface that the objects will be drawn on
"""
if surface is None and pygame.display.get_init():
self.surface = pygame.display.get_surface()
elif surface is None:
self.surface = pygame.display.set_mode((800, 600))
else:
self.surface = surface
self.flip_y: bool = flip_y
super(DrawOptions, self).__init__()
[docs] def draw_circle(
self,
pos: Vec2d,
radius: float,
angle: float = 0.0,
outline_color: Color = _COLOR,
fill_color: Color = _COLOR,
) -> None:
p = self.to_pygame(pos)
pygame.draw.circle(self.surface, fill_color, p, round(radius), 0)
circle_edge = pos + Vec2d(radius, 0).rotated(angle)
p2 = self.to_pygame(circle_edge)
line_r = 2 if radius > 20 else 1
pygame.draw.lines(self.surface, outline_color, False, [p, p2], line_r)
[docs] def draw_segment(self, a: Vec2d, b: Vec2d, color: Color = _COLOR) -> None:
p1 = self.to_pygame(a)
p2 = self.to_pygame(b)
pygame.draw.aalines(self.surface, color, False, [p1, p2])
[docs] def draw_fat_segment(
self,
a: Tuple[float, float],
b: Tuple[float, float],
radius: float = 0.0,
outline_color: Color = _COLOR,
fill_color: Color = _COLOR,
) -> None:
p1 = self.to_pygame(a)
p2 = self.to_pygame(b)
r = round(max(1, radius * 2))
pygame.draw.lines(self.surface, fill_color, False, [p1, p2], r)
if r > 2:
orthog = [abs(p2[1] - p1[1]), abs(p2[0] - p1[0])]
if orthog[0] == 0 and orthog[1] == 0:
return
scale = radius / (orthog[0] * orthog[0] + orthog[1] * orthog[1]) ** 0.5
orthog[0] = round(orthog[0] * scale)
orthog[1] = round(orthog[1] * scale)
points = [
(p1[0] - orthog[0], p1[1] - orthog[1]),
(p1[0] + orthog[0], p1[1] + orthog[1]),
(p2[0] + orthog[0], p2[1] + orthog[1]),
(p2[0] - orthog[0], p2[1] - orthog[1]),
]
pygame.draw.polygon(self.surface, fill_color, points)
pygame.draw.circle(
self.surface,
fill_color,
(round(p1[0]), round(p1[1])),
round(radius),
)
pygame.draw.circle(
self.surface,
fill_color,
(round(p2[0]), round(p2[1])),
round(radius),
)
[docs] def draw_polygon(
self,
verts: Sequence[Tuple[float, float]],
radius: float = 0.0,
outline_color: Color = _COLOR,
fill_color: Color = _COLOR,
) -> None:
ps = [self.to_pygame(v) for v in verts]
ps += [ps[0]]
pygame.draw.polygon(self.surface, fill_color, ps)
if radius > 0:
for i in range(len(verts)):
a = verts[i]
b = verts[(i + 1) % len(verts)]
self.draw_fat_segment(a, b, radius, outline_color, outline_color)
[docs] def draw_dot(self, size: float, pos: Tuple[float, float], color: Color) -> None:
p = self.to_pygame(pos)
pygame.draw.circle(self.surface, color, p, round(size), 0)
[docs] def mouse_pos(self) -> Vec2d:
"""Get position of the mouse pointer in pymunk coordinates."""
p = pygame.mouse.get_pos()
return self.from_pygame(p)
[docs] def to_pygame(self, p: Tuple[float, float], surface=None) -> Vec2d:
"""Convenience method to convert pymunk coordinates to pygame surface
local coordinates.
Note that in case positive_y_is_up is False, this function wont actually do
anything except converting the point to integers.
"""
if self.flip_y:
surface = surface or self.surface
return Vec2d(round(p[0]), surface.get_height() - round(p[1]))
else:
return Vec2d(round(p[0]), round(p[1]))
[docs] def from_pygame(self, p: Tuple[float, float]) -> Vec2d:
"""Convenience method to convert pygame surface local coordinates to
pymunk coordinates
"""
return self.to_pygame(p)