398 lines
14 KiB
Python
398 lines
14 KiB
Python
# This is a simple demo for advanced collisions and mesh creation from a set
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# of points. Its purpose is only to give an idea on how to make complex stuff.
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# Check garden.collider for better performance.
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from math import cos, sin, pi, sqrt
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from random import random, randint
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from itertools import combinations
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from kivy.app import App
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from kivy.clock import Clock
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from kivy.uix.label import Label
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from kivy.uix.widget import Widget
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from kivy.core.window import Window
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from kivy.graphics import Color, Mesh, Point
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from kivy.uix.floatlayout import FloatLayout
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from kivy.properties import (
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ListProperty,
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StringProperty,
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ObjectProperty,
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NumericProperty
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)
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# Cloud polygon, 67 vertices + custom origin [150, 50]
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cloud_poly = [
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150, 50,
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109.7597, 112.9600, 115.4326, 113.0853, 120.1966, 111.9883,
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126.0889, 111.9570, 135.0841, 111.9570, 138.5944, 112.5525,
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145.7403, 115.5301, 150.5357, 120.3256, 155.5313, 125.5938,
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160.8438, 130.5000, 165.7813, 132.5000, 171.8125, 132.3438,
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177.5000, 128.4688, 182.1531, 121.4990, 185.1438, 114.0406,
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185.9181, 108.5649, 186.2226, 102.5978, 187.8059, 100.2231,
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193.2257, 100.1622, 197.6712, 101.8671, 202.6647, 104.1809,
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207.1102, 105.8858, 214.2351, 105.0333, 219.3747, 102.8301,
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224.0413, 98.7589, 225.7798, 93.7272, 226.0000, 86.8750,
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222.9375, 81.0625, 218.3508, 76.0867, 209.8301, 70.8090,
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198.7806, 66.1360, 189.7651, 62.2327, 183.6082, 56.6252,
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183.2784, 50.5778, 190.9155, 42.7294, 196.8470, 36.1343,
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197.7339, 29.9272, 195.5720, 23.4430, 191.2500, 15.9803,
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184.0574, 9.5882, 175.8811, 3.9951, 165.7992, 3.4419,
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159.0369, 7.4370, 152.5205, 14.8125, 147.4795, 24.2162,
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142.4385, 29.0103, 137.0287, 30.9771, 127.1560, 27.4818,
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119.1371, 20.0388, 112.1820, 11.3690, 104.6541, 7.1976,
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97.2080, 6.2979, 88.9437, 9.8149, 80.3433, 17.3218,
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76.5924, 26.5452, 78.1678, 37.0432, 83.5068, 47.1104,
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92.8529, 58.3561, 106.3021, 69.2978, 108.9615, 73.9329,
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109.0375, 80.6955, 104.4713, 88.6708, 100.6283, 95.7483,
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100.1226, 101.5114, 102.8532, 107.2745, 105.6850, 110.9144,
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109.7597, 112.9600
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]
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class BaseShape(Widget):
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'''(internal) Base class for moving with touches or calls.'''
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# keep references for offset
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_old_pos = ListProperty([0, 0])
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_old_touch = ListProperty([0, 0])
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_new_touch = ListProperty([0, 0])
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# shape properties
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name = StringProperty('')
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poly = ListProperty([])
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shape = ObjectProperty()
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poly_len = NumericProperty(0)
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shape_len = NumericProperty(0)
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debug_collider = ObjectProperty()
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debug_collider_len = NumericProperty(0)
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def __init__(self, **kwargs):
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'''Create a shape with size [100, 100]
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and give it a label if it's named.
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'''
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super(BaseShape, self).__init__(**kwargs)
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self.size_hint = (None, None)
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self.add_widget(Label(text=self.name))
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def move_label(self, x, y, *args):
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'''Move label with shape name as the only child.'''
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self.children[0].pos = [x, y]
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def move_collider(self, offset_x, offset_y, *args):
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'''Move debug collider when the shape moves.'''
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points = self.debug_collider.points[:]
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for i in range(0, self.debug_collider_len, 2):
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points[i] += offset_x
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points[i + 1] += offset_y
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self.debug_collider.points = points
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def on_debug_collider(self, instance, value):
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'''Recalculate length of collider points' array.'''
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self.debug_collider_len = len(value.points)
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def on_poly(self, instance, value):
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'''Recalculate length of polygon points' array.'''
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self.poly_len = len(value)
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def on_shape(self, instance, value):
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'''Recalculate length of Mesh vertices' array.'''
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self.shape_len = len(value.vertices)
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def on_pos(self, instance, pos):
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'''Move polygon and its Mesh on each position change.
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This event is above all and changes positions of the other
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children-like components, so that a simple::
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shape.pos = (100, 200)
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would move everything, not just the widget itself.
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'''
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# position changed by touch
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offset_x = self._new_touch[0] - self._old_touch[0]
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offset_y = self._new_touch[1] - self._old_touch[1]
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# position changed by call (shape.pos = X)
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if not offset_x and not offset_y:
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offset_x = pos[0] - self._old_pos[0]
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offset_y = pos[1] - self._old_pos[1]
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self._old_pos = pos
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# move polygon points by offset
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for i in range(0, self.poly_len, 2):
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self.poly[i] += offset_x
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self.poly[i + 1] += offset_y
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# stick label to bounding box (widget)
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if self.name:
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self.move_label(*pos)
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# move debug collider if available
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if self.debug_collider is not None:
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self.move_collider(offset_x, offset_y)
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# return if no Mesh available
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if self.shape is None:
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return
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# move Mesh vertices by offset
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points = self.shape.vertices[:]
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for i in range(0, self.shape_len, 2):
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points[i] += offset_x
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points[i + 1] += offset_y
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self.shape.vertices = points
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def on_touch_move(self, touch, *args):
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'''Move shape with dragging.'''
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# grab single touch for shape
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if touch.grab_current is not self:
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return
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# get touches
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x, y = touch.pos
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new_pos = [x, y]
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self._new_touch = new_pos
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self._old_touch = [touch.px, touch.py]
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# get offsets, move & trigger on_pos event
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offset_x = self._new_touch[0] - self._old_touch[0]
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offset_y = self._new_touch[1] - self._old_touch[1]
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self.pos = [self.x + offset_x, self.y + offset_y]
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def shape_collide(self, x, y, *args):
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'''Point to polygon collision through a list of points.'''
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# ignore if no polygon area is set
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poly = self.poly
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if not poly:
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return False
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n = self.poly_len
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inside = False
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p1x = poly[0]
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p1y = poly[1]
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# compare point pairs via PIP algo, too long, read
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# https://en.wikipedia.org/wiki/Point_in_polygon
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for i in range(0, n + 2, 2):
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p2x = poly[i % n]
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p2y = poly[(i + 1) % n]
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if y > min(p1y, p2y) and y <= max(p1y, p2y) and x <= max(p1x, p2x):
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if p1y != p2y:
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xinters = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
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if p1x == p2x or x <= xinters:
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inside = not inside
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p1x, p1y = p2x, p2y
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return inside
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class RegularShape(BaseShape):
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'''Starting from center and creating edges around for i.e.:
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regular triangles, squares, regular pentagons, up to "circle".
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'''
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def __init__(self, edges=3, color=None, **kwargs):
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super(RegularShape, self).__init__(**kwargs)
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if edges < 3:
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raise Exception('Not enough edges! (3+ only)')
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color = color or [random() for i in range(3)]
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rad_edge = (pi * 2) / float(edges)
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r_x = self.width / 2.0
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r_y = self.height / 2.0
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poly = []
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vertices = []
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for i in range(edges):
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# get points within a circle with radius of [r_x, r_y]
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x = cos(rad_edge * i) * r_x + self.center_x
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y = sin(rad_edge * i) * r_y + self.center_y
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poly.extend([x, y])
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# add UV layout zeros for Mesh, see Mesh docs
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vertices.extend([x, y, 0, 0])
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# draw Mesh shape from generated poly points
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with self.canvas:
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Color(rgba=(color[0], color[1], color[2], 0.6))
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self.shape = Mesh(
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pos=self.pos,
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vertices=vertices,
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indices=list(range(edges)),
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mode='triangle_fan'
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)
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self.poly = poly
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def on_touch_down(self, touch, *args):
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if self.shape_collide(*touch.pos):
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touch.grab(self)
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class MeshShape(BaseShape):
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'''Starting from a custom origin and custom points, draw
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a convex Mesh shape with both touch and shape collisions.
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.. note::
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To get the points, use e.g. Pen tool from your favorite
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graphics editor and export it to a human readable format.
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'''
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def __init__(self, color=None, **kwargs):
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super(MeshShape, self).__init__(**kwargs)
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color = color or [random() for i in range(3)]
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min_x = 10000
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min_y = 10000
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max_x = 0
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max_y = 0
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# first point has to be the center of the convex shape's mass,
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# that's where the triangle fan starts from
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poly = [
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50, 50, 0, 0, 100, 0, 100, 100, 0, 100
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] if not self.poly else self.poly
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# make the polygon smaller to fit 100x100 bounding box
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poly = [round(p / 1.5, 4) for p in poly]
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poly_len = len(poly)
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# create list of vertices & get edges of the polygon
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vertices = []
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vertices_len = 0
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for i in range(0, poly_len, 2):
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min_x = poly[i] if poly[i] < min_x else min_x
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min_y = poly[i + 1] if poly[i + 1] < min_y else min_y
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max_x = poly[i] if poly[i] > max_x else max_x
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max_y = poly[i + 1] if poly[i + 1] > max_y else max_y
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# add UV layout zeros for Mesh
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vertices_len += 4
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vertices.extend([poly[i], poly[i + 1], 0, 0])
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# get center of poly from edges
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poly_center_x, poly_center_y = [
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(max_x - min_x) / 2.0,
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(max_y - min_y) / 2.0
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]
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# get distance from the widget's center and push the points to
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# the widget's origin, so that min_x and min_y for the poly would
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# result in 0 i.e.: points moved as close as possible to [0, 0]
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# -> No editor gives poly points moved to the origin directly
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dec_x = (self.center_x - poly_center_x) - min_x
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dec_y = (self.center_y - poly_center_y) - min_y
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# move polygon points to the bounding box (touch)
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for i in range(0, poly_len, 2):
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poly[i] += dec_x
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poly[i + 1] += dec_y
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# move mesh points to the bounding box (image)
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# has to contain the same points as polygon
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for i in range(0, vertices_len, 4):
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vertices[i] += dec_x
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vertices[i + 1] += dec_y
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# draw Mesh shape from generated poly points
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with self.canvas:
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Color(rgba=(color[0], color[1], color[2], 0.6))
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self.shape = Mesh(
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pos=self.pos,
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vertices=vertices,
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indices=list(range(int(poly_len / 2.0))),
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mode='triangle_fan'
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)
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# debug polygon points with Line to see the origin point
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# and intersections with the other points
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# Line(points=poly)
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self.poly = poly
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def on_touch_down(self, touch, *args):
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if self.shape_collide(*touch.pos):
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touch.grab(self)
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class Collisions(App):
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def __init__(self, **kwargs):
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super(Collisions, self).__init__(**kwargs)
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# register an event for collision
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self.register_event_type('on_collision')
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def collision_circles(self, shapes=None, distance=100, debug=False, *args):
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'''Simple circle <-> circle collision between the shapes i.e. there's
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a simple line between the centers of the two shapes and the collision
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is only about measuring distance -> 1+ radii intersections.
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'''
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# get all combinations from all available shapes
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if not hasattr(self, 'combins'):
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self.combins = list(combinations(shapes, 2))
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for com in self.combins:
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x = (com[0].center_x - com[1].center_x) ** 2
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y = (com[0].center_y - com[1].center_y) ** 2
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if sqrt(x + y) <= distance:
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# dispatch a custom event if the objects collide
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self.dispatch('on_collision', (com[0], com[1]))
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# draw collider only if debugging
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if not debug:
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return
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# add circle collider only if the shape doesn't have one
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for shape in shapes:
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if shape.debug_collider is not None:
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continue
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d = distance / 2.0
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cx, cy = shape.center
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points = [(cx + d * cos(i), cy + d * sin(i)) for i in range(44)]
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points = [p for ps in points for p in ps]
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with shape.canvas:
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Color(rgba=(0, 1, 0, 1))
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shape.debug_collider = Point(points=points)
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def on_collision(self, pair, *args):
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'''Dispatched when objects collide, gives back colliding objects
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as a "pair" argument holding their instances.
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'''
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print('Collision {} x {}'.format(pair[0].name, pair[1].name))
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def build(self):
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# the environment for all 2D shapes
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scene = FloatLayout()
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# list of 2D shapes, starting with regular ones
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shapes = [
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RegularShape(
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name='Shape {}'.format(x), edges=x
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) for x in range(3, 13)
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]
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shapes.append(MeshShape(name='DefaultMesh'))
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shapes.append(MeshShape(name='Cloud', poly=cloud_poly))
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shapes.append(MeshShape(
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name='3QuarterCloud',
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poly=cloud_poly[:110]
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))
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# move shapes to some random position
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for shape in shapes:
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shape.pos = [randint(50, i - 50) for i in Window.size]
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scene.add_widget(shape)
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# check for simple collisions between the shapes
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Clock.schedule_interval(
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lambda *t: self.collision_circles(shapes, debug=True), 0.1)
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return scene
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if __name__ == '__main__':
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Collisions().run()
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