Difficult-Rocket/bin/pyglet/shapes.py
2021-04-02 23:31:04 +08:00

950 lines
29 KiB
Python

# ----------------------------------------------------------------------------
# pyglet
# Copyright (c) 2006-2008 Alex Holkner
# Copyright (c) 2008-2020 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 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 applicible). To create more
complex shapes than what is provided here, the lower evel
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)
@window.event
def on_draw():
window.clear()
batch.draw()
pyglet.app.run()
.. versionadded:: 1.5.4
"""
import math
from pyglet.gl import GL_COLOR_BUFFER_BIT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
from pyglet.gl import GL_TRIANGLES, GL_LINES, GL_BLEND
from pyglet.gl import glPushAttrib, glPopAttrib, glBlendFunc, glEnable, glDisable
from pyglet.graphics import Group, Batch
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, 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``.
`parent` : `~pyglet.graphics.Group`
Optional parent group.
"""
super().__init__(parent)
self.blend_src = blend_src
self.blend_dest = blend_dest
def set_state(self):
glPushAttrib(GL_COLOR_BUFFER_BIT)
glEnable(GL_BLEND)
glBlendFunc(self.blend_src, self.blend_dest)
def unset_state(self):
glDisable(GL_BLEND)
glPopAttrib()
def __eq__(self, other):
return (other.__class__ is self.__class__ and
self.parent is other.parent and
self.blend_src == other.blend_src and
self.blend_dest == other.blend_dest)
def __hash__(self):
return hash((id(self.parent), self.blend_src, self.blend_dest))
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):
try:
if self._vertex_list is not None:
self._vertex_list.delete()
except:
pass
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 = list(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 it's 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 specifify how many distict 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()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, group)
self._vertex_list = self._batch.add(self._num_verts, GL_LINES, self._group, 'v2f', 'c4B')
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)
# Calcuate 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.vertices[:] = 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 specifify how many distict triangles
the circle should be made from. If not specified it will
be automatically calculated based 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
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, group)
self._vertex_list = self._batch.add(self._segments * 3, GL_TRIANGLES, self._group, 'v2f', 'c4B')
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
# Calcuate 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 trianges from the points:
vertices = []
for i, point in enumerate(points):
triangle = x, y, *points[i - 1], *point
vertices.extend(triangle)
self._vertex_list.vertices[:] = 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 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
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, group)
self._vertex_list = self._batch.add(6, GL_TRIANGLES, self._group, 'v2f', 'c4B')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.vertices[:] = (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.vertices[:] = (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 rectangles'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
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, group)
self._vertex_list = self._batch.add(6, GL_TRIANGLES, self._group, 'v2f', 'c4B')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.vertices = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif self._rotation:
x1 = -self._anchor_x
y1 = -self._anchor_y
x2 = x1 + self._width
y2 = y1 + self._height
x = self._x
y = self._y
r = -math.radians(self._rotation)
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.vertices = (ax, ay, bx, by, cx, cy, ax, ay, cx, cy, dx, dy)
else:
x1 = self._x - self._anchor_x
y1 = self._y - self._anchor_y
x2 = x1 + self._width
y2 = y1 + self._height
self._vertex_list.vertices = (x1, y1, x2, y1, x2, y2, x1, y1, x2, y2, x1, y2)
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 rectangles'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._border = border
self._rgb = color
self._brgb = border_color
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 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 = self._batch.add_indexed(8, GL_TRIANGLES, self._group, indices, 'v2f', 'c4B')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.vertices = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
else:
b = self._border
bx1 = self._x - self._anchor_x
by1 = self._y - self._anchor_y
bx2 = bx1 + self._width
by2 = by1 + self._height
ix1 = bx1 + b
iy1 = by1 + b
ix2 = bx2 - b
iy2 = by2 - b
self._vertex_list.vertices[:] = (ix1, iy1, ix2, iy1, ix2, iy2, ix1, iy2,
bx1, by1, bx2, by1, bx2, by2, bx1, by2,)
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()
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
self._batch = batch or Batch()
self._group = _ShapeGroup(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, group)
self._vertex_list = self._batch.add(3, GL_TRIANGLES, self._group, 'v2f', 'c4B')
self._update_position()
self._update_color()
def _update_position(self):
if not self._visible:
self._vertex_list.vertices = (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.vertices = (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()
__all__ = ('Arc', 'Circle', 'Line', 'Rectangle', 'BorderedRectangle', 'Triangle')