Source code for pymunk._chipmunk_manual

from collections import namedtuple

[docs]class ShapeFilter(namedtuple("ShapeFilter", ['group', 'categories', 'mask'])): """ Chipmunk has two primary means of ignoring collisions: groups and category masks. Groups are used to ignore collisions between parts on a complex object. A ragdoll is a good example. When jointing an arm onto the torso, you'll want them to allow them to overlap. Groups allow you to do exactly that. Shapes that have the same group don't generate collisions. So by placing all of the shapes in a ragdoll in the same group, you'll prevent it from colliding against other parts of itself. Category masks allow you to mark which categories an object belongs to and which categories it collidies with. For example, a game has four collision categories: player (0), enemy (1), player bullet (2), and enemy bullet (3). Neither players nor enemies should not collide with their own bullets, and bullets should not collide with other bullets. However, players collide with enemy bullets, and enemies collide with player bullets. ============= =============== ============= Object Object Category Category Mask ============= =============== ============= Player 1 4, 5 Enemy 2 2, 3, 4 Player Bullet 3 1, 5 Enemy Bullet 4 2, 5 Walls 5 1, 2, 3, 4 ============= =============== ============= Note that everything in this example collides with walls. Additionally, the enemies collide with eachother. By default, objects exist in every category and collide with every category. Objects can fall into multiple categories. For instance, you might have a category for a red team, and have a red player bullet. In the above example, each object only has one category. If you make use of multiple categories on an object, you may also wish to consider replacing the ShapeFilter class and the cpShapeFilterReject() function in chipmunk_private.h to customize it to better suit your game's needs. The default type of categories and mask in ShapeFilter is unsigned int which has a resolution of 32 bits on most systems. You can redefine cpBitmask in chipmunk_types.h if you need more bits to work with. There is one last way of filtering collisions using collision handlers. See the section on callbacks for more information. Collision handlers can be more flexible, but can be slower. Fast collision filtering rejects collisions before running the expensive collision detection code, so using groups or category masks is preferred. """ __slots__ = () def __new__(cls, group = 0, categories = 0xffffffff, mask = 0xffffffff): self = super(ShapeFilter, cls).__new__(cls, group, categories, mask) return self
from . import _chipmunk_cffi cp = _chipmunk_cffi.lib ffi = _chipmunk_cffi.ffi from .vec2d import Vec2d
[docs]class Transform(namedtuple('Transform', ['a','b','c','d','tx','ty'])): """Type used for 2x3 affine transforms. See wikipedia for details: http://en.wikipedia.org/wiki/Affine_transformation The properties map to the matrix in this way: = = == = = == a c tx b d ty = = == An instance can be created in this way:: >>> Transform(1,2,3,4,5,6) Transform(a=1, b=2, c=3, d=4, tx=5, ty=6) Or using the default identity in this way:: >>> Transform.identity() Transform(a=1, b=0, c=0, d=1, tx=0, ty=0) Or overriding only some of the values (on a identity matrix): >>> Transform(b=3,ty=5) Transform(a=1, b=3, c=0, d=1, tx=0, ty=5) """ __slots__ = () def __new__(cls, a=1, b=0, c=0, d=1, tx=0, ty=0): self = super(Transform, cls).__new__(cls, a, b, c, d, tx, ty) return self @staticmethod
[docs] def identity(): """The identity transform""" return Transform(1,0,0,1,0,0)