Difficult-Rocket/libs/pyglet/shapes.py
2022-04-08 23:07:41 +08:00

1560 lines
48 KiB
Python

# ----------------------------------------------------------------------------
# pyglet
# Copyright (c) 2006-2008 Alex Holkner
# Copyright (c) 2008-2021 pyglet contributors
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"""2D shapes.
This module provides classes for a variety of simplistic 2D shapes,
such as Rectangles, Circles, and Lines. These shapes are made
internally from OpenGL primitives, and provide excellent performance
when drawn as part of a :py:class:`~pyglet.graphics.Batch`.
Convenience methods are provided for positioning, changing color
and opacity, and rotation (where applicable). To create more
complex shapes than what is provided here, the lower level
graphics API is more appropriate.
See the :ref:`guide_graphics` for more details.
A simple example of drawing shapes::
import pyglet
from pyglet import shapes
window = pyglet.window.Window(960, 540)
batch = pyglet.graphics.Batch()
circle = shapes.Circle(700, 150, 100, color=(50, 225, 30), batch=batch)
square = shapes.Rectangle(200, 200, 200, 200, color=(55, 55, 255), batch=batch)
rectangle = shapes.Rectangle(250, 300, 400, 200, color=(255, 22, 20), batch=batch)
rectangle.opacity = 128
rectangle.rotation = 33
line = shapes.Line(100, 100, 100, 200, width=19, batch=batch)
line2 = shapes.Line(150, 150, 444, 111, width=4, color=(200, 20, 20), batch=batch)
star = shapes.Star(800, 400, 60, 40, num_spikes=20, color=(255, 255, 0), batch=batch)
@window.event
def on_draw():
window.clear()
batch.draw()
pyglet.app.run()
.. versionadded:: 1.5.4
"""
import math
import pyglet
from pyglet.gl import GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
from pyglet.gl import GL_TRIANGLES, GL_LINES, GL_BLEND
from pyglet.gl import glBlendFunc, glEnable, glDisable
from pyglet.graphics import shader, Batch, Group
vertex_source = """#version 150 core
in vec2 position;
in vec4 colors;
out vec4 vertex_colors;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
void main()
{
gl_Position = window.projection * window.view * vec4(position, 0, 1);
vertex_colors = colors;
}
"""
fragment_source = """#version 150 core
in vec4 vertex_colors;
out vec4 final_color;
void main()
{
final_color = vertex_colors;
}
"""
def get_default_shader():
try:
return pyglet.gl.current_context.pyglet_shapes_default_shader
except AttributeError:
_default_vert_shader = pyglet.graphics.shader.Shader(vertex_source, 'vertex')
_default_frag_shader = pyglet.graphics.shader.Shader(fragment_source, 'fragment')
default_shader_program = pyglet.graphics.shader.ShaderProgram(_default_vert_shader, _default_frag_shader)
pyglet.gl.current_context.pyglet_shapes_default_shader = default_shader_program
return default_shader_program
def _rotate(vertices, angle, x, y):
"""Rotate the vertices by the angle around x, y.
:Parameters:
`vertices` : list
A list of (x, y) tuples, representing each vertex to rotate.
`angle` : float
The angle of the rotation in degrees.
`x` : int or float
X coordinate of the center of rotation.
`y` : int or float
Y coordinate of the center of rotation.
"""
r = -math.radians(angle)
cr = math.cos(r)
sr = math.sin(r)
rotated_vertices = []
for vertex in vertices:
rotated_x = (vertex[0] - x) * cr - (vertex[1] - y) * sr + x
rotated_y = (vertex[1] - y) * cr + (vertex[0] - x) * sr + y
rotated_vertices.append((rotated_x, rotated_y))
return rotated_vertices
class _ShapeGroup(Group):
"""Shared Shape rendering Group.
The group is automatically coalesced with other shape groups
sharing the same parent group and blend parameters.
"""
def __init__(self, blend_src, blend_dest, program, parent=None):
"""Create a Shape group.
The group is created internally. Usually you do not
need to explicitly create it.
:Parameters:
`blend_src` : int
OpenGL blend source mode; for example,
``GL_SRC_ALPHA``.
`blend_dest` : int
OpenGL blend destination mode; for example,
``GL_ONE_MINUS_SRC_ALPHA``.
`program` : `~pyglet.graphics.shader.ShaderProgram`
The ShaderProgram to use.
`parent` : `~pyglet.graphics.Group`
Optional parent group.
"""
super().__init__(parent=parent)
self.program = program
self.blend_src = blend_src
self.blend_dest = blend_dest
def set_state(self):
self.program.bind()
glEnable(GL_BLEND)
glBlendFunc(self.blend_src, self.blend_dest)
def unset_state(self):
glDisable(GL_BLEND)
self.program.unbind()
def __eq__(self, other):
return (other.__class__ is self.__class__ and
self.parent == other.parent and
self.order == other.order and
self.blend_src == other.blend_src and
self.blend_dest == other.blend_dest and
self.program == other.program)
def __hash__(self):
return hash((id(self.parent), self.blend_src, self.blend_dest, self.order, self.program))
class _ShapeBase:
"""Base class for Shape objects"""
_rgb = (255, 255, 255)
_opacity = 255
_visible = True
_x = 0
_y = 0
_anchor_x = 0
_anchor_y = 0
_batch = None
_group = None
_vertex_list = None
def __del__(self):
if self._vertex_list is not None:
self._vertex_list.delete()
def _update_position(self):
raise NotImplementedError
def _update_color(self):
raise NotImplementedError
def draw(self):
"""Draw the shape at its current position.
Using this method is not recommended. Instead, add the
shape to a `pyglet.graphics.Batch` for efficient rendering.
"""
self._group.set_state_recursive()
self._vertex_list.draw(GL_TRIANGLES)
self._group.unset_state_recursive()
def delete(self):
self._vertex_list.delete()
self._vertex_list = None
@property
def x(self):
"""X coordinate of the shape.
:type: int or float
"""
return self._x
@x.setter
def x(self, value):
self._x = value
self._update_position()
@property
def y(self):
"""Y coordinate of the shape.
:type: int or float
"""
return self._y
@y.setter
def y(self, value):
self._y = value
self._update_position()
@property
def position(self):
"""The (x, y) coordinates of the shape, as a tuple.
:Parameters:
`x` : int or float
X coordinate of the sprite.
`y` : int or float
Y coordinate of the sprite.
"""
return self._x, self._y
@position.setter
def position(self, values):
self._x, self._y = values
self._update_position()
@property
def anchor_x(self):
"""The X coordinate of the anchor point
:type: int or float
"""
return self._anchor_x
@anchor_x.setter
def anchor_x(self, value):
self._anchor_x = value
self._update_position()
@property
def anchor_y(self):
"""The Y coordinate of the anchor point
:type: int or float
"""
return self._anchor_y
@anchor_y.setter
def anchor_y(self, value):
self._anchor_y = value
self._update_position()
@property
def anchor_position(self):
"""The (x, y) coordinates of the anchor point, as a tuple.
:Parameters:
`x` : int or float
X coordinate of the anchor point.
`y` : int or float
Y coordinate of the anchor point.
"""
return self._anchor_x, self._anchor_y
@anchor_position.setter
def anchor_position(self, values):
self._anchor_x, self._anchor_y = values
self._update_position()
@property
def color(self):
"""The shape color.
This property sets the color of the shape.
The color is specified as an RGB tuple of integers '(red, green, blue)'.
Each color component must be in the range 0 (dark) to 255 (saturated).
:type: (int, int, int)
"""
return self._rgb
@color.setter
def color(self, values):
self._rgb = tuple(map(int, values))
self._update_color()
@property
def opacity(self):
"""Blend opacity.
This property sets the alpha component of the color of the shape.
With the default blend mode (see the constructor), this allows the
shape to be drawn with fractional opacity, blending with the
background.
An opacity of 255 (the default) has no effect. An opacity of 128
will make the shape appear translucent.
:type: int
"""
return self._opacity
@opacity.setter
def opacity(self, value):
self._opacity = value
self._update_color()
@property
def visible(self):
"""True if the shape will be drawn.
:type: bool
"""
return self._visible
@visible.setter
def visible(self, value):
self._visible = value
self._update_position()
class Arc(_ShapeBase):
def __init__(self, x, y, radius, segments=None, angle=math.tau, start_angle=0,
closed=False, color=(255, 255, 255), batch=None, group=None):
"""Create an Arc.
The Arc's anchor point (x, y) defaults to its center.
:Parameters:
`x` : float
X coordinate of the circle.
`y` : float
Y coordinate of the circle.
`radius` : float
The desired radius.
`segments` : int
You can optionally specify how many distinct line segments
the arc should be made from. If not specified it will be
automatically calculated using the formula:
`max(14, int(radius / 1.25))`.
`angle` : float
The angle of the arc, in radians. Defaults to tau (pi * 2),
which is a full circle.
`start_angle` : float
The start angle of the arc, in radians. Defaults to 0.
`closed` : bool
If True, the ends of the arc will be connected with a line.
defaults to False.
`color` : (int, int, int)
The RGB color of the circle, specified as a tuple of
three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the circle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the circle.
"""
self._x = x
self._y = y
self._radius = radius
self._segments = segments or max(14, int(radius / 1.25))
self._num_verts = self._segments * 2 + (2 if closed else 0)
self._rgb = color
self._angle = angle
self._start_angle = start_angle
self._closed = closed
self._rotation = 0
self._batch = batch or Batch()
program = get_default_shader()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(self._num_verts, GL_LINES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
vertices = (0,) * self._segments * 4
else:
x = self._x + self._anchor_x
y = self._y + self._anchor_y
r = self._radius
tau_segs = self._angle / self._segments
start_angle = self._start_angle - math.radians(self._rotation)
# Calculate the outer points of the arc:
points = [(x + (r * math.cos((i * tau_segs) + start_angle)),
y + (r * math.sin((i * tau_segs) + start_angle))) for i in range(self._segments + 1)]
# Create a list of doubled-up points from the points:
vertices = []
for i in range(len(points) - 1):
line_points = *points[i], *points[i + 1]
vertices.extend(line_points)
if self._closed:
chord_points = *points[-1], *points[0]
vertices.extend(chord_points)
self._vertex_list.position[:] = vertices
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * self._num_verts
@property
def rotation(self):
"""Clockwise rotation of the arc, in degrees.
The arc will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
def draw(self):
"""Draw the shape at its current position.
Using this method is not recommended. Instead, add the
shape to a `pyglet.graphics.Batch` for efficient rendering.
"""
self._vertex_list.draw(GL_LINES)
class Circle(_ShapeBase):
def __init__(self, x, y, radius, segments=None, color=(255, 255, 255), batch=None, group=None):
"""Create a circle.
The circle's anchor point (x, y) defaults to the center of the circle.
:Parameters:
`x` : float
X coordinate of the circle.
`y` : float
Y coordinate of the circle.
`radius` : float
The desired radius.
`segments` : int
You can optionally specify how many distinct triangles
the circle should be made from. If not specified it will
be automatically calculated using the formula:
`max(14, int(radius / 1.25))`.
`color` : (int, int, int)
The RGB color of the circle, specified as a tuple of
three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the circle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the circle.
"""
self._x = x
self._y = y
self._radius = radius
self._segments = segments or max(14, int(radius / 1.25))
self._rgb = color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(self._segments*3, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
vertices = (0,) * self._segments * 6
else:
x = self._x + self._anchor_x
y = self._y + self._anchor_y
r = self._radius
tau_segs = math.pi * 2 / self._segments
# Calculate the outer points of the circle:
points = [(x + (r * math.cos(i * tau_segs)),
y + (r * math.sin(i * tau_segs))) for i in range(self._segments)]
# Create a list of triangles from the points:
vertices = []
for i, point in enumerate(points):
triangle = x, y, *points[i - 1], *point
vertices.extend(triangle)
self._vertex_list.position[:] = vertices
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * self._segments * 3
@property
def radius(self):
"""The radius of the circle.
:type: float
"""
return self._radius
@radius.setter
def radius(self, value):
self._radius = value
self._update_position()
class Ellipse(_ShapeBase):
def __init__(self, x, y, a, b, color=(255, 255, 255), batch=None, group=None):
"""Create an ellipse.
The ellipse's anchor point (x, y) defaults to the center of the ellipse.
:Parameters:
`x` : float
X coordinate of the ellipse.
`y` : float
Y coordinate of the ellipse.
`a` : float
Semi-major axes of the ellipse.
`b`: float
Semi-minor axes of the ellipse.
`color` : (int, int, int)
The RGB color of the ellipse. specify as a tuple of
three ints in the range of 0~255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the circle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the circle.
"""
self._x = x
self._y = y
self._a = a
self._b = b
self._rgb = color
self._rotation = 0
self._segments = int(max(a, b) / 1.25)
self._num_verts = self._segments * 2
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(self._num_verts, GL_LINES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
vertices = (0,) * self._num_verts * 4
else:
x = self._x + self._anchor_x
y = self._y + self._anchor_y
tau_segs = math.pi * 2 / self._segments
# Calculate the points of the ellipse by formula:
points = [(x + self._a * math.cos(i * tau_segs),
y + self._b * math.sin(i * tau_segs)) for i in range(self._segments + 1)]
# Rotate all points:
if self._rotation:
points = _rotate(points, self._rotation, x, y)
# Create a list of lines from the points:
vertices = []
for i in range(len(points) - 1):
line_points = *points[i], *points[i + 1]
vertices.extend(line_points)
self._vertex_list.position[:] = vertices
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * self._num_verts
@property
def a(self):
"""The semi-major axes of the ellipse.
:type: float
"""
return self._a
@a.setter
def a(self, value):
self._a = value
self._update_position()
@property
def b(self):
"""The semi-minor axes of the ellipse.
:type: float
"""
return self._b
@b.setter
def b(self, value):
self._b = value
self._update_position()
@property
def rotation(self):
"""Clockwise rotation of the arc, in degrees.
The arc will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
def draw(self):
"""Draw the shape at its current position.
Using this method is not recommended. Instead, add the
shape to a `pyglet.graphics.Batch` for efficient rendering.
"""
self._vertex_list.draw(GL_LINES)
class Sector(_ShapeBase):
def __init__(self, x, y, radius, segments=None, angle=math.tau, start_angle=0,
color=(255, 255, 255), batch=None, group=None):
"""Create a Sector of a circle.
The sector's anchor point (x, y) defaults to the center of the circle.
:Parameters:
`x` : float
X coordinate of the sector.
`y` : float
Y coordinate of the sector.
`radius` : float
The desired radius.
`segments` : int
You can optionally specify how many distinct triangles
the sector should be made from. If not specified it will
be automatically calculated using the formula:
`max(14, int(radius / 1.25))`.
`angle` : float
The angle of the sector, in radians. Defaults to tau (pi * 2),
which is a full circle.
`start_angle` : float
The start angle of the sector, in radians. Defaults to 0.
`color` : (int, int, int)
The RGB color of the sector, specified as a tuple of
three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the sector to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the sector.
"""
self._x = x
self._y = y
self._radius = radius
self._segments = segments or max(14, int(radius / 1.25))
self._rgb = color
self._angle = angle
self._start_angle = start_angle
self._rotation = 0
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(self._segments*3, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
vertices = (0,) * self._segments * 6
else:
x = self._x + self._anchor_x
y = self._y + self._anchor_y
r = self._radius
tau_segs = self._angle / self._segments
start_angle = self._start_angle - math.radians(self._rotation)
# Calculate the outer points of the sector.
points = [(x + (r * math.cos((i * tau_segs) + start_angle)),
y + (r * math.sin((i * tau_segs) + start_angle))) for i in range(self._segments + 1)]
# Create a list of triangles from the points
vertices = []
for i, point in enumerate(points[1:], start=1):
triangle = x, y, *points[i - 1], *point
vertices.extend(triangle)
self._vertex_list.position[:] = vertices
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * self._segments * 3
@property
def angle(self):
"""The angle of the sector.
:type: float
"""
return self._angle
@angle.setter
def angle(self, value):
self._angle = value
self._update_position()
@property
def start_angle(self):
"""The start angle of the sector.
:type: float
"""
return self._start_angle
@start_angle.setter
def start_angle(self, angle):
self._start_angle = angle
self._update_position()
@property
def radius(self):
"""The radius of the sector.
:type: float
"""
return self._radius
@radius.setter
def radius(self, value):
self._radius = value
self._update_position()
@property
def rotation(self):
"""Clockwise rotation of the sector, in degrees.
The sector will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
class Line(_ShapeBase):
def __init__(self, x, y, x2, y2, width=1, color=(255, 255, 255), batch=None, group=None):
"""Create a line.
The line's anchor point defaults to the center of the line's
width on the X axis, and the Y axis.
:Parameters:
`x` : float
The first X coordinate of the line.
`y` : float
The first Y coordinate of the line.
`x2` : float
The second X coordinate of the line.
`y2` : float
The second Y coordinate of the line.
`width` : float
The desired width of the line.
`color` : (int, int, int)
The RGB color of the line, specified as a tuple of
three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the line to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the line.
"""
self._x = x
self._y = y
self._x2 = x2
self._y2 = y2
self._width = width
self._rotation = math.degrees(math.atan2(y2 - y, x2 - x))
self._rgb = color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(6, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.position[:] = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
else:
x1 = -self._anchor_y
y1 = self._anchor_x - self._width / 2
x = self._x
y = self._y
x2 = x1 + math.hypot(self._y2 - y, self._x2 - x)
y2 = y1 + self._width
r = math.atan2(self._y2 - y, self._x2 - x)
cr = math.cos(r)
sr = math.sin(r)
ax = x1 * cr - y1 * sr + x
ay = x1 * sr + y1 * cr + y
bx = x2 * cr - y1 * sr + x
by = x2 * sr + y1 * cr + y
cx = x2 * cr - y2 * sr + x
cy = x2 * sr + y2 * cr + y
dx = x1 * cr - y2 * sr + x
dy = x1 * sr + y2 * cr + y
self._vertex_list.position[:] = (ax, ay, bx, by, cx, cy, ax, ay, cx, cy, dx, dy)
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * 6
@property
def x2(self):
"""Second X coordinate of the shape.
:type: int or float
"""
return self._x2
@x2.setter
def x2(self, value):
self._x2 = value
self._update_position()
@property
def y2(self):
"""Second Y coordinate of the shape.
:type: int or float
"""
return self._y2
@y2.setter
def y2(self, value):
self._y2 = value
self._update_position()
@property
def position(self):
"""The (x, y, x2, y2) coordinates of the line, as a tuple.
:Parameters:
`x` : int or float
X coordinate of the line.
`y` : int or float
Y coordinate of the line.
`x2` : int or float
X2 coordinate of the line.
`y2` : int or float
Y2 coordinate of the line.
"""
return self._x, self._y, self._x2, self._y2
@position.setter
def position(self, values):
self._x, self._y, self._x2, self._y2 = values
self._update_position()
class Rectangle(_ShapeBase):
def __init__(self, x, y, width, height, color=(255, 255, 255), batch=None, group=None):
"""Create a rectangle or square.
The rectangle's anchor point defaults to the (x, y) coordinates,
which are at the bottom left.
:Parameters:
`x` : float
The X coordinate of the rectangle.
`y` : float
The Y coordinate of the rectangle.
`width` : float
The width of the rectangle.
`height` : float
The height of the rectangle.
`color` : (int, int, int)
The RGB color of the rectangle, specified as
a tuple of three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the rectangle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the rectangle.
"""
self._x = x
self._y = y
self._width = width
self._height = height
self._rotation = 0
self._rgb = color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(6, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.position[:] = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
else:
x1 = self._x - self._anchor_x
y1 = self._y - self._anchor_y
x2 = x1 + self._width
y2 = y1 + self._height
x = self._x
y = self._y
vertices = [(x1, y1), (x2, y1), (x2, y2), (x1, y1), (x2, y2), (x1, y2)]
if self._rotation:
vertices = _rotate(vertices, self._rotation, x, y)
self._vertex_list.position[:] = tuple(value for vertex in vertices for value in vertex)
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * 6
@property
def width(self):
"""The width of the rectangle.
:type: float
"""
return self._width
@width.setter
def width(self, value):
self._width = value
self._update_position()
@property
def height(self):
"""The height of the rectangle.
:type: float
"""
return self._height
@height.setter
def height(self, value):
self._height = value
self._update_position()
@property
def rotation(self):
"""Clockwise rotation of the rectangle, in degrees.
The Rectangle will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
class BorderedRectangle(_ShapeBase):
def __init__(self, x, y, width, height, border=1, color=(255, 255, 255),
border_color=(100, 100, 100), batch=None, group=None):
"""Create a rectangle or square.
The rectangle's anchor point defaults to the (x, y) coordinates,
which are at the bottom left.
:Parameters:
`x` : float
The X coordinate of the rectangle.
`y` : float
The Y coordinate of the rectangle.
`width` : float
The width of the rectangle.
`height` : float
The height of the rectangle.
`border` : float
The thickness of the border.
`color` : (int, int, int)
The RGB color of the rectangle, specified as
a tuple of three ints in the range of 0-255.
`border_color` : (int, int, int)
The RGB color of the rectangle's border, specified as
a tuple of three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the rectangle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the rectangle.
"""
self._x = x
self._y = y
self._width = width
self._height = height
self._rotation = 0
self._border = border
self._rgb = color
self._brgb = border_color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
indices = [0, 1, 2, 0, 2, 3, 0, 4, 3, 4, 7, 3, 0, 1, 5, 0, 5, 4, 1, 2, 5, 5, 2, 6, 6, 2, 3, 6, 3, 7]
self._vertex_list = program.vertex_list_indexed(
8, GL_TRIANGLES, indices, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.position[:] = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
else:
b = self._border
x = self._x
y = self._y
bx1 = x - self._anchor_x
by1 = y - self._anchor_y
bx2 = bx1 + self._width
by2 = by1 + self._height
ix1 = bx1 + b
iy1 = by1 + b
ix2 = bx2 - b
iy2 = by2 - b
vertices = [(ix1, iy1), (ix2, iy1), (ix2, iy2), (ix1, iy2),
(bx1, by1), (bx2, by1), (bx2, by2), (bx1, by2)]
if self._rotation:
vertices = _rotate(vertices, self._rotation, x, y)
# Flattening the list.
self._vertex_list.position[:] = tuple(value for vertex in vertices for value in vertex)
def _update_color(self):
opacity = int(self._opacity)
self._vertex_list.colors[:] = [*self._rgb, opacity] * 4 + [*self._brgb, opacity] * 4
@property
def width(self):
"""The width of the rectangle.
:type: float
"""
return self._width
@width.setter
def width(self, value):
self._width = value
self._update_position()
@property
def height(self):
"""The height of the rectangle.
:type: float
"""
return self._height
@height.setter
def height(self, value):
self._height = value
self._update_position()
@property
def rotation(self):
"""Clockwise rotation of the rectangle, in degrees.
The Rectangle will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, value):
self._rotation = value
self._update_position()
@property
def border_color(self):
"""The rectangle's border color.
This property sets the color of the border of a bordered rectangle.
The color is specified as an RGB tuple of integers '(red, green, blue)'.
Each color component must be in the range 0 (dark) to 255 (saturated).
:type: (int, int, int)
"""
return self._brgb
@border_color.setter
def border_color(self, values):
self._brgb = tuple(map(int, values))
self._update_color()
class Triangle(_ShapeBase):
def __init__(self, x, y, x2, y2, x3, y3, color=(255, 255, 255), batch=None, group=None):
"""Create a triangle.
The triangle's anchor point defaults to the first vertex point.
:Parameters:
`x` : float
The first X coordinate of the triangle.
`y` : float
The first Y coordinate of the triangle.
`x2` : float
The second X coordinate of the triangle.
`y2` : float
The second Y coordinate of the triangle.
`x3` : float
The third X coordinate of the triangle.
`y3` : float
The third Y coordinate of the triangle.
`color` : (int, int, int)
The RGB color of the triangle, specified as
a tuple of three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the triangle to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the triangle.
"""
self._x = x
self._y = y
self._x2 = x2
self._y2 = y2
self._x3 = x3
self._y3 = y3
self._rotation = 0
self._rgb = color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(3, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.position[:] = (0, 0, 0, 0, 0, 0)
else:
anchor_x = self._anchor_x
anchor_y = self._anchor_y
x1 = self._x - anchor_x
y1 = self._y - anchor_y
x2 = self._x2 - anchor_x
y2 = self._y2 - anchor_y
x3 = self._x3 - anchor_x
y3 = self._y3 - anchor_y
self._vertex_list.position[:] = (x1, y1, x2, y2, x3, y3)
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * 3
@property
def x2(self):
"""Second X coordinate of the shape.
:type: int or float
"""
return self._x2
@x2.setter
def x2(self, value):
self._x2 = value
self._update_position()
@property
def y2(self):
"""Second Y coordinate of the shape.
:type: int or float
"""
return self._y2
@y2.setter
def y2(self, value):
self._y2 = value
self._update_position()
@property
def x3(self):
"""Third X coordinate of the shape.
:type: int or float
"""
return self._x3
@x3.setter
def x3(self, value):
self._x3 = value
self._update_position()
@property
def y3(self):
"""Third Y coordinate of the shape.
:type: int or float
"""
return self._y3
@y3.setter
def y3(self, value):
self._y3 = value
self._update_position()
@property
def position(self):
"""The (x, y, x2, y2, x3, y3) coordinates of the triangle, as a tuple.
:Parameters:
`x` : int or float
X coordinate of the triangle.
`y` : int or float
Y coordinate of the triangle.
`x2` : int or float
X2 coordinate of the triangle.
`y2` : int or float
Y2 coordinate of the triangle.
`x3` : int or float
X3 coordinate of the triangle.
`y3` : int or float
Y3 coordinate of the triangle.
"""
return self._x, self._y, self._x2, self._y2, self._x3, self._y3
@position.setter
def position(self, values):
self._x, self._y, self._x2, self._y2, self._x3, self._y3 = values
self._update_position()
class Star(_ShapeBase):
def __init__(self, x, y, outer_radius, inner_radius, num_spikes, rotation=0,
color=(255, 255, 255), batch=None, group=None) -> None:
"""Create a star.
The star's anchor point (x, y) defaults to the center of the star.
:Parameters:
`x` : float
The X coordinate of the star.
`y` : float
The Y coordinate of the star.
`outer_radius` : float
The desired outer radius of the star.
`inner_radius` : float
The desired inner radius of the star.
`num_spikes` : float
The desired number of spikes of the star.
`rotation` : float
The rotation of the star in degrees. A rotation of 0 degrees
will result in one spike lining up with the X axis in
positive direction.
`color` : (int, int, int)
The RGB color of the star, specified as
a tuple of three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the star to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the star.
"""
self._x = x
self._y = y
self._outer_radius = outer_radius
self._inner_radius = inner_radius
self._num_spikes = num_spikes
self._rgb = color
self._rotation = rotation
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
self._vertex_list = program.vertex_list(self._num_spikes*6, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
vertices = (0, 0) * self._num_spikes * 6
else:
x = self._x + self._anchor_x
y = self._y + self._anchor_y
r_i = self._inner_radius
r_o = self._outer_radius
# get angle covered by each line (= half a spike)
d_theta = math.pi / self._num_spikes
# phase shift rotation
phi = self._rotation / 180 * math.pi
# calculate alternating points on outer and outer circles
points = []
for i in range(self._num_spikes):
points.append((x + (r_o * math.cos(2*i * d_theta + phi)),
y + (r_o * math.sin(2*i * d_theta + phi))))
points.append((x + (r_i * math.cos((2*i+1) * d_theta + phi)),
y + (r_i * math.sin((2*i+1) * d_theta + phi))))
# create a list of doubled-up points from the points
vertices = []
for i, point in enumerate(points):
triangle = x, y, *points[i - 1], *point
vertices.extend(triangle)
self._vertex_list.position[:] = vertices
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * self._num_spikes * 6
@property
def outer_radius(self):
"""The outer radius of the star."""
return self._outer_radius
@outer_radius.setter
def outer_radius(self, value):
self._outer_radius = value
self._update_position()
@property
def inner_radius(self):
"""The inner radius of the star."""
return self._inner_radius
@inner_radius.setter
def inner_radius(self, value):
self._inner_radius = value
self._update_position()
@property
def num_spikes(self):
"""Number of spikes of the star."""
return self._num_spikes
@num_spikes.setter
def num_spikes(self, value):
self._num_spikes = value
self._update_position()
@property
def rotation(self):
"""Rotation of the star, in degrees.
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
class Polygon(_ShapeBase):
def __init__(self, *coordinates, color=(255, 255, 255), batch=None, group=None):
"""Create a convex polygon.
The polygon's anchor point defaults to the first vertex point.
:Parameters:
`coordinates` : List[[int, int]]
The coordinates for each point in the polygon.
`color` : (int, int, int)
The RGB color of the polygon, specified as
a tuple of three ints in the range of 0-255.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the polygon to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the polygon.
"""
# len(self._coordinates) = the number of vertices and sides in the shape.
self._coordinates = list(coordinates)
self._rotation = 0
self._rgb = color
program = get_default_shader()
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, program, group)
length = (len(self._coordinates) - 2) * 3
self._vertex_list = program.vertex_list(length, GL_TRIANGLES, self._batch, self._group, colors='Bn')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.position[:] = tuple([0] * ((len(self._coordinates) - 2) * 6))
else:
# Adjust all coordinates by the anchor.
anchor_x = self._anchor_x
anchor_y = self._anchor_y
coords = [[x - anchor_x, y - anchor_y] for x, y in self._coordinates]
if self._rotation:
# Rotate the polygon around its first vertex.
x, y = self._coordinates[0]
coords = _rotate(coords, self._rotation, x, y)
# Triangulate the convex polygon.
triangles = []
for n in range(len(coords) - 2):
triangles += [coords[0], coords[n + 1], coords[n + 2]]
# Flattening the list before setting vertices to it.
self._vertex_list.position[:] = tuple(value for coordinate in triangles for value in coordinate)
def _update_color(self):
self._vertex_list.colors[:] = [*self._rgb, int(self._opacity)] * ((len(self._coordinates) - 2) * 3)
@property
def x(self):
"""X coordinate of the shape.
:type: int or float
"""
return self._coordinates[0][0]
@x.setter
def x(self, value):
self._coordinates[0][0] = value
self._update_position()
@property
def y(self):
"""Y coordinate of the shape.
:type: int or float
"""
return self._coordinates[0][1]
@y.setter
def y(self, value):
self._coordinates[0][1] = value
self._update_position()
@property
def position(self):
"""The (x, y) coordinates of the shape, as a tuple.
:Parameters:
`x` : int or float
X coordinate of the shape.
`y` : int or float
Y coordinate of the shape.
"""
return self._coordinates[0][0], self._coordinates[0][1]
@position.setter
def position(self, values):
self._coordinates[0][0], self._coordinates[0][1] = values
self._update_position()
@property
def rotation(self):
"""Clockwise rotation of the polygon, in degrees.
The Polygon will be rotated about its (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._update_position()
__all__ = ('Arc', 'Circle', 'Ellipse', 'Line', 'Rectangle', 'BorderedRectangle', 'Triangle', 'Star', 'Polygon', 'Sector')