/
collisions.py
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/
collisions.py
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"""This example attempts to display collision points, and the callbacks
"""
import math
import random
import sys
import pygame
import pymunk
import pymunk.pygame_util
from pymunk.vec2d import Vec2d
def begin(arbiter, space, data):
data["log"] = {
"begin": 1,
"pre_solve": 0,
"post_solve": "N/A (no post_solve for sensors)",
"separate": 0,
}
return True
def pre_solve(arbiter: pymunk.Arbiter, space, data):
data["log"]["pre_solve"] += 1
screen = data["screen"]
screen.blit(
data["font"].render(
"collision normal",
True,
pygame.Color("black"),
),
(5, 500),
)
n = arbiter.normal * 30
pygame.draw.aaline(screen, pygame.Color("red"), (50, 550), (50 + n.x, 550 + n.y))
cps: pymunk.ContactPointSet = arbiter.contact_point_set
for p in cps.points:
pygame.draw.circle(screen, pygame.Color("darkblue"), p.point_a, 5, 1)
pygame.draw.circle(screen, pygame.Color("darkred"), p.point_b, 5, 1)
pygame.draw.aaline(screen, pygame.Color("yellow"), p.point_a, p.point_b)
screen.blit(
data["font"].render(
f"distance {p.distance:.2f}",
True,
pygame.Color("black"),
),
(p.point_a.interpolate_to(p.point_b, 0.5)),
)
return True
def post_solve(arbiter, space, data):
# Will not be called, since the shapes are kinematic sensors
pass
def separate(arbiter, space, data):
data["log"]["separate"] += 1
pass
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
font = pygame.font.Font(None, 20)
space = pymunk.Space()
# space.gravity = Vec2d(0.0, 900.0)
draw_options = pymunk.pygame_util.DrawOptions(screen)
segment_body = pymunk.Body(body_type=pymunk.Body.STATIC)
segment_body.position = 600, 200
segment = pymunk.Segment(segment_body, Vec2d(-100, 0), Vec2d(100, 0), 5)
segment.sensor = True
space.add(segment_body, segment)
circle_body = pymunk.Body(body_type=pymunk.Body.STATIC)
circle_body.position = 200, 300
circle = pymunk.Circle(circle_body, 50)
circle.sensor = True
space.add(circle_body, circle)
poly_body = pymunk.Body(body_type=pymunk.Body.STATIC)
poly_body.position = 600, 400
poly = pymunk.Poly.create_box(poly_body, (200, 100), 10)
poly.sensor = True
space.add(poly_body, poly)
mouse_body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
space.add(mouse_body)
circle = pymunk.Circle(mouse_body, 60)
circle.sensor = True
circle.collision_type = 1
segment = pymunk.Segment(mouse_body, Vec2d(-100, 0), Vec2d(100, 0), 20)
segment.sensor = True
segment.collision_type = 1
poly = pymunk.Poly.create_box(mouse_body, (200, 100), 10)
poly.sensor = True
poly.collision_type = 1
shapes = [circle, segment, poly]
selected_shape_idx = 0
space.add(shapes[selected_shape_idx])
h = space.add_collision_handler(0, 1)
h.data["screen"] = screen
h.data["log"] = {"begin": 0, "pre_solve": 0, "post_solve": 0, "separate": 0}
h.data["font"] = font
h.begin = begin
h.pre_solve = pre_solve
h.post_solve = post_solve
h.separate = separate
while True:
for event in pygame.event.get():
if (
event.type == pygame.QUIT
or event.type == pygame.KEYDOWN
and event.key == pygame.K_ESCAPE
):
return
elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
pygame.image.save(screen, "collisions.png")
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
space.remove(shapes[selected_shape_idx])
selected_shape_idx = (selected_shape_idx + 1) % len(shapes)
space.add(shapes[selected_shape_idx])
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
mouse_body.angle += math.pi / 8
p = pygame.mouse.get_pos()
mouse_body.position = p[0], p[1]
screen.fill(pygame.Color("white"))
space.debug_draw(draw_options)
screen.blit(
font.render(
"Left click to switch shape type, right click to rotate. (The shape follows the mouse)",
True,
pygame.Color("black"),
),
(5, 5),
)
y = 30
for k in h.data["log"]:
screen.blit(
font.render(
f"{k}: {h.data['log'][k]}",
True,
pygame.Color("black"),
),
(5, y),
)
y += 20
space.step(1.0 / 60.0)
pygame.display.flip()
clock.tick(50)
if __name__ == "__main__":
sys.exit(main())