Mercurial > parpg-source
annotate bGrease/collision.py @ 140:b46afa76d2ef
Added ReplaceItemAction, to dialogueactions, which replaces a single item in the players inventory.
author | KarstenBock@gmx.net |
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date | Sun, 09 Oct 2011 14:39:02 +0200 |
parents | e856b604b650 |
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rev | line source |
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65
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1 ############################################################################# |
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2 # |
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3 # Copyright (c) 2010 by Casey Duncan and contributors |
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4 # All Rights Reserved. |
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5 # |
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6 # This software is subject to the provisions of the MIT License |
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7 # A copy of the license should accompany this distribution. |
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8 # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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9 # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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10 # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
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11 # |
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12 ############################################################################# |
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13 """ |
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14 **Grease collision detection systems** |
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15 |
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16 Grease uses two-phase broad and narrow collision detection. *Broad-phase* |
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17 collision systems are used to efficiently identify pairs that may be colliding |
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18 without resorting to a brute-force check of all possible pairs. *Narrow-phase* |
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19 collision systems use the pairs generated by the broad-phase and perform more |
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20 precise collision tests to determine if a collision has actually occurred. The |
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21 narrow-phase system also calculates more details about each collision, |
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22 including collision point and normal vector for use in collision response. |
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23 |
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24 A typical collision detection system consists of a narrow-phase system that |
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25 contains a broad-phased system. The narrow-phase system is usually the only |
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26 |
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27 one that the application directly interacts with, though the application is |
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28 free to use the broad-phased system directly if desired. This could be |
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29 useful in cases where speed, rather than precision is paramount. |
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30 |
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31 The narrow-phase system can be assigned handler objects to run after |
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32 collision detection. These can perform tasks like handling collision response |
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33 or dispatching collision events to application handlers. |
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34 |
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35 Note that broad-phase systems can return false positives, though they should |
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36 never return false negatives. Do not assume that all pairs returned by a |
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37 broad-phase system are actually in collision. |
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38 """ |
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39 |
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40 __version__ = '$Id$' |
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41 |
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42 from parpg.bGrease.geometry import Vec2d |
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43 from bisect import bisect_right |
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44 |
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45 |
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46 class Pair(tuple): |
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47 """Pair of entities in collision. This is an ordered sequence of two |
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48 entities, that compares and hashes unordered. |
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49 |
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50 Also stores additional collision point and normal vectors |
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51 for each entity. |
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52 |
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53 Sets of ``Pair`` objects are exposed in the ``collision_pairs`` |
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54 attribute of collision systems to indicate the entity pairs in |
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55 collision. |
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56 """ |
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57 info = None |
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58 """A sequence of (entity, collision point, collision normal) |
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59 for each entity in the pair |
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60 """ |
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61 |
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62 def __new__(cls, entity1, entity2, point=None, normal=None): |
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63 pair = tuple.__new__(cls, (entity1, entity2)) |
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64 return pair |
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65 |
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66 def __hash__(self): |
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67 return hash(self[0]) ^ hash(self[1]) |
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68 |
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69 def __eq__(self, other): |
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70 other = tuple(other) |
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71 return tuple(self) == other or (self[1], self[0]) == other |
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72 |
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73 def __repr__(self): |
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74 return '%s%r' % (self.__class__.__name__, tuple(self)) |
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75 |
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76 def set_point_normal(self, point0, normal0, point1, normal1): |
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77 """Set the collision point and normal for both entities""" |
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78 self.info = ( |
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79 (self[0], point0, normal0), |
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80 (self[1], point1, normal1), |
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81 ) |
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82 |
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83 |
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84 class BroadSweepAndPrune(object): |
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85 """2D Broad-phase sweep and prune bounding box collision detector |
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86 |
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87 This algorithm is efficient for collision detection between many |
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88 moving bodies. It has linear algorithmic complexity and takes |
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89 advantage of temporal coherence between frames. It also does |
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90 not suffer from bad worst-case performance (like RDC can). |
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91 Unlike spacial hashing, it does not need to be optimized for |
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92 specific space and body sizes. |
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93 |
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94 Other algorithms may be more efficient for collision detection with |
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95 stationary bodies, bodies that are always evenly distributed, or ad-hoc |
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96 queries. |
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97 |
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98 :param collision_component: Name of the collision component used by this |
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99 system, defaults to 'collision'. This component supplies each |
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100 entities' aabb and collision masks. |
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101 :type collision_component: str |
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102 """ |
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103 world = None |
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104 """|World| object this system belongs to""" |
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105 |
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106 collision_component = None |
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107 """Name of world's collision component used by this system""" |
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108 |
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109 LEFT_ATTR = "left" |
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110 RIGHT_ATTR = "right" |
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111 TOP_ATTR = "top" |
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112 BOTTOM_ATTR = "bottom" |
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113 |
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114 def __init__(self, collision_component='collision'): |
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115 self.collision_component = collision_component |
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116 self._by_x = None |
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117 self._by_y = None |
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118 self._collision_pairs = None |
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119 |
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120 def set_world(self, world): |
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121 """Bind the system to a world""" |
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122 self.world = world |
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123 |
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124 def step(self, dt): |
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125 """Update the system for this time step, updates and sorts the |
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126 axis arrays. |
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127 """ |
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128 component = getattr(self.world.components, self.collision_component) |
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129 LEFT = self.LEFT_ATTR |
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130 RIGHT = self.RIGHT_ATTR |
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131 TOP = self.TOP_ATTR |
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132 BOTTOM = self.BOTTOM_ATTR |
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133 if self._by_x is None: |
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134 # Build axis lists from scratch |
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135 # Note we cache the box positions here |
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136 # so that we can perform hit tests efficiently |
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137 # it also isolates us from changes made to the |
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138 # box positions after we run |
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139 by_x = self._by_x = [] |
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140 append_x = by_x.append |
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141 by_y = self._by_y = [] |
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142 append_y = by_y.append |
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143 for data in component.itervalues(): |
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144 append_x([data.aabb.left, LEFT, data]) |
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145 append_x([data.aabb.right, RIGHT, data]) |
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146 append_y([data.aabb.bottom, BOTTOM, data]) |
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147 append_y([data.aabb.top, TOP, data]) |
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148 else: |
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149 by_x = self._by_x |
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150 by_y = self._by_y |
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151 removed = [] |
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152 for entry in by_x: |
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153 entry[0] = getattr(entry[2].aabb, entry[1]) |
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154 for entry in by_y: |
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155 entry[0] = getattr(entry[2].aabb, entry[1]) |
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156 # Removing entities is inefficient, but expected to be rare |
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157 if component.deleted_entities: |
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158 deleted_entities = component.deleted_entities |
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159 deleted_x = [] |
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160 deleted_y = [] |
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161 for i, (_, _, data) in enumerate(by_x): |
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162 if data.entity in deleted_entities: |
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163 deleted_x.append(i) |
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164 deleted_x.reverse() |
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165 for i in deleted_x: |
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166 del by_x[i] |
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167 for i, (_, _, data) in enumerate(by_y): |
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168 if data.entity in deleted_entities: |
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169 deleted_y.append(i) |
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170 deleted_y.reverse() |
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171 for i in deleted_y: |
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172 del by_y[i] |
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173 # Tack on new entities |
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174 for entity in component.new_entities: |
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175 data = component[entity] |
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176 by_x.append([data.aabb.left, LEFT, data]) |
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177 by_x.append([data.aabb.right, RIGHT, data]) |
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178 by_y.append([data.aabb.bottom, BOTTOM, data]) |
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179 by_y.append([data.aabb.top, TOP, data]) |
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180 |
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181 # Tim-sort is highly efficient with mostly sorted lists. |
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182 # Because positions tend to change little each frame |
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183 # we take advantage of this here. Obviously things are |
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184 # less efficient with very fast moving, or teleporting entities |
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185 by_x.sort() |
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186 by_y.sort() |
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187 self._collision_pairs = None |
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188 |
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189 @property |
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190 def collision_pairs(self): |
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191 """Set of candidate collision pairs for this timestep""" |
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192 if self._collision_pairs is None: |
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193 if self._by_x is None: |
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194 # Axis arrays not ready |
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195 return set() |
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196 |
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197 LEFT = self.LEFT_ATTR |
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198 RIGHT = self.RIGHT_ATTR |
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199 TOP = self.TOP_ATTR |
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200 BOTTOM = self.BOTTOM_ATTR |
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201 # Build candidates overlapping along the x-axis |
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202 component = getattr(self.world.components, self.collision_component) |
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203 xoverlaps = set() |
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204 add_xoverlap = xoverlaps.add |
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205 discard_xoverlap = xoverlaps.discard |
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206 open = {} |
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207 for _, side, data in self._by_x: |
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208 if side is LEFT: |
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209 for open_entity, (from_mask, into_mask) in open.iteritems(): |
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210 if data.from_mask & into_mask or from_mask & data.into_mask: |
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211 add_xoverlap(Pair(data.entity, open_entity)) |
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212 open[data.entity] = (data.from_mask, data.into_mask) |
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213 elif side is RIGHT: |
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214 del open[data.entity] |
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215 |
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216 if len(xoverlaps) <= 10 and len(xoverlaps)*4 < len(self._by_y): |
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217 # few candidates were found, so just scan the x overlap candidates |
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218 # along y. This requires an additional sort, but it should |
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219 # be cheaper than scanning everyone and its simpler |
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220 # than a separate brute-force check |
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221 entities = set([entity for entity, _ in xoverlaps] |
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222 + [entity for _, entity in xoverlaps]) |
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223 by_y = [] |
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224 for entity in entities: |
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225 data = component[entity] |
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226 # We can use tuples here, which are cheaper to create |
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227 by_y.append((data.aabb.bottom, BOTTOM, data)) |
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228 by_y.append((data.aabb.top, TOP, data)) |
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229 by_y.sort() |
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230 else: |
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231 by_y = self._by_y |
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232 |
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233 # Now check the candidates along the y-axis |
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234 open = set() |
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235 add_open = open.add |
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236 discard_open = open.discard |
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237 self._collision_pairs = set() |
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238 add_pair = self._collision_pairs.add |
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239 for _, side, data in by_y: |
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240 if side is BOTTOM: |
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241 for open_entity in open: |
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242 pair = Pair(data.entity, open_entity) |
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243 if pair in xoverlaps: |
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244 discard_xoverlap(pair) |
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245 add_pair(pair) |
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246 if not xoverlaps: |
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247 # No more candidates, bail |
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248 return self._collision_pairs |
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249 add_open(data.entity) |
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250 elif side is TOP: |
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251 discard_open(data.entity) |
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252 return self._collision_pairs |
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253 |
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254 def query_point(self, x_or_point, y=None, from_mask=0xffffffff): |
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255 """Hit test at the point specified. |
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256 |
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257 :param x_or_point: x coordinate (float) or sequence of (x, y) floats. |
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258 |
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259 :param y: y coordinate (float) if x is not a sequence |
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260 |
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261 :param from_mask: Bit mask used to filter query results. This value |
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262 is bit ANDed with candidate entities' ``collision.into_mask``. |
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263 If the result is non-zero, then it is considered a hit. By |
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264 default all entities colliding with the input point are |
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265 returned. |
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266 |
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267 :return: A set of entities where the point is inside their bounding |
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268 boxes as of the last time step. |
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269 """ |
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270 if self._by_x is None: |
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271 # Axis arrays not ready |
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272 return set() |
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273 if y is None: |
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274 x, y = x_or_point |
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275 else: |
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276 x = x_or_point |
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277 LEFT = self.LEFT_ATTR |
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278 RIGHT = self.RIGHT_ATTR |
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279 TOP = self.TOP_ATTR |
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280 BOTTOM = self.BOTTOM_ATTR |
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281 x_index = bisect_right(self._by_x, [x]) |
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282 x_hits = set() |
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283 add_x_hit = x_hits.add |
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284 discard_x_hit = x_hits.discard |
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285 if x_index <= len(self._by_x) // 2: |
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286 # closer to the left, scan from left to right |
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287 while (x == self._by_x[x_index][0] |
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288 and self._by_x[x_index][1] is LEFT |
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289 and x_index < len(self._by_x)): |
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290 # Ensure we hit on exact left edge matches |
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291 x_index += 1 |
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292 for _, side, data in self._by_x[:x_index]: |
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293 if side is LEFT and from_mask & data.into_mask: |
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294 add_x_hit(data.entity) |
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295 else: |
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296 discard_x_hit(data.entity) |
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297 else: |
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298 # closer to the right |
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299 for _, side, data in reversed(self._by_x[x_index:]): |
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300 if side is RIGHT and from_mask & data.into_mask: |
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301 add_x_hit(data.entity) |
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302 else: |
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303 discard_x_hit(data.entity) |
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304 if not x_hits: |
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305 return x_hits |
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306 |
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307 y_index = bisect_right(self._by_y, [y]) |
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308 y_hits = set() |
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309 add_y_hit = y_hits.add |
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310 discard_y_hit = y_hits.discard |
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311 if y_index <= len(self._by_y) // 2: |
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312 # closer to the bottom |
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313 while (y == self._by_y[y_index][0] |
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314 and self._by_y[y_index][1] is BOTTOM |
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315 and y_index < len(self._by_y)): |
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316 # Ensure we hit on exact bottom edge matches |
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317 y_index += 1 |
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318 for _, side, data in self._by_y[:y_index]: |
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319 if side is BOTTOM: |
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320 add_y_hit(data.entity) |
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321 else: |
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322 discard_y_hit(data.entity) |
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323 else: |
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324 # closer to the top |
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325 for _, side, data in reversed(self._by_y[y_index:]): |
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326 if side is TOP: |
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327 add_y_hit(data.entity) |
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328 else: |
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329 discard_y_hit(data.entity) |
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330 if y_hits: |
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331 return x_hits & y_hits |
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332 else: |
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333 return y_hits |
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334 |
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335 |
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336 class Circular(object): |
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337 """Basic narrow-phase collision detector which treats all entities as |
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338 circles with their radius defined in the collision component. |
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339 |
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340 :param handlers: A sequence of collision handler functions that are invoked |
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341 after collision detection. |
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342 :type handlers: sequence of functions |
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343 |
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344 :param collision_component: Name of collision component for this system, |
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345 defaults to 'collision'. This supplies each entity's collision |
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346 radius and masks. |
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347 :type collision_component: str |
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348 |
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349 :param position_component: Name of position component for this system, |
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350 defaults to 'position'. This supplies each entity's position. |
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351 :type position_component: str |
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352 |
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353 :param update_aabbs: If True (the default), then the entities' |
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354 `collision.aabb` fields will be updated using their position |
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355 and collision radius before invoking the broad phase system. |
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356 Set this False if another system updates the aabbs. |
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357 :type update_aabbs: bool |
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358 |
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359 :param broad_phase: A broad-phase collision system to use as a source |
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360 for collision pairs. If not specified, a :class:`BroadSweepAndPrune` |
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361 system will be created automatically. |
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362 """ |
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363 world = None |
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364 """|World| object this system belongs to""" |
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365 |
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366 position_component = None |
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367 """Name of world's position component used by this system""" |
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368 |
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369 collision_component = None |
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370 """Name of world's collision component used by this system""" |
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371 |
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372 update_aabbs = True |
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373 """Flag to indicate whether the system updates the entities' `collision.aabb` |
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374 field before invoking the broad phase collision system |
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375 """ |
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376 |
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377 handlers = None |
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378 """A sequence of collision handler functions invoke after collision |
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379 detection |
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380 """ |
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381 |
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382 broad_phase = None |
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383 """Broad phase collision system used as a source for collision pairs""" |
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384 |
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385 def __init__(self, handlers=(), position_component='position', |
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386 collision_component='collision', update_aabbs=True, broad_phase=None): |
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387 self.handlers = tuple(handlers) |
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388 if broad_phase is None: |
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389 broad_phase = BroadSweepAndPrune(collision_component) |
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390 self.collision_component = collision_component |
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391 self.position_component = position_component |
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392 self.update_aabbs = bool(update_aabbs) |
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393 self.broad_phase = broad_phase |
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394 self._collision_pairs = None |
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395 |
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396 def set_world(self, world): |
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397 """Bind the system to a world""" |
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398 self.world = world |
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399 self.broad_phase.set_world(world) |
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400 for handler in self.handlers: |
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401 if hasattr(handler, 'set_world'): |
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402 handler.set_world(world) |
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403 |
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404 def step(self, dt): |
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405 """Update the collision system for this time step and invoke |
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406 the handlers |
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407 """ |
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408 if self.update_aabbs: |
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409 for position, collision in self.world.components.join( |
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410 self.position_component, self.collision_component): |
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411 aabb = collision.aabb |
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412 x, y = position.position |
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413 radius = collision.radius |
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414 aabb.left = x - radius |
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415 aabb.right = x + radius |
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416 aabb.bottom = y - radius |
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417 aabb.top = y + radius |
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418 self.broad_phase.step(dt) |
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419 self._collision_pairs = None |
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420 for handler in self.handlers: |
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421 handler(self) |
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422 |
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423 @property |
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424 def collision_pairs(self): |
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425 """The set of entity pairs in collision in this timestep""" |
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426 if self._collision_pairs is None: |
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427 position = getattr(self.world.components, self.position_component) |
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428 collision = getattr(self.world.components, self.collision_component) |
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429 pairs = self._collision_pairs = set() |
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430 for pair in self.broad_phase.collision_pairs: |
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431 entity1, entity2 = pair |
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432 position1 = position[entity1].position |
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433 position2 = position[entity2].position |
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434 radius1 = collision[entity1].radius |
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435 radius2 = collision[entity2].radius |
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436 separation = position2 - position1 |
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437 if separation.get_length_sqrd() <= (radius1 + radius2)**2: |
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438 normal = separation.normalized() |
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439 pair.set_point_normal( |
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440 normal * radius1 + position1, normal, |
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441 normal * -radius2 + position2, -normal) |
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442 pairs.add(pair) |
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443 return self._collision_pairs |
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444 |
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445 def query_point(self, x_or_point, y=None, from_mask=0xffffffff): |
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446 """Hit test at the point specified. |
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447 |
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448 :param x_or_point: x coordinate (float) or sequence of (x, y) floats. |
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449 |
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450 :param y: y coordinate (float) if x is not a sequence |
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451 |
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452 :param from_mask: Bit mask used to filter query results. This value |
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453 is bit ANDed with candidate entities' ``collision.into_mask``. |
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454 If the result is non-zero, then it is considered a hit. By |
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455 default all entities colliding with the input point are |
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456 returned. |
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457 |
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458 :return: A set of entities where the point is inside their collision |
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459 radii as of the last time step. |
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460 |
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461 """ |
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462 if y is None: |
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463 point = Vec2d(x_or_point) |
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464 else: |
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465 point = Vec2d(x_or_point, y) |
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466 hits = set() |
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467 position = getattr(self.world.components, self.position_component) |
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468 collision = getattr(self.world.components, self.collision_component) |
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469 for entity in self.broad_phase.query_point(x_or_point, y, from_mask): |
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470 separation = point - position[entity].position |
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471 if separation.get_length_sqrd() <= collision[entity].radius**2: |
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472 hits.add(entity) |
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473 return hits |
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474 |
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475 |
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476 def dispatch_events(collision_system): |
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477 """Collision handler that dispatches `on_collide()` events to entities |
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478 marked for collision by the specified collision system. The `on_collide()` |
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479 event handler methods are defined by the application on the desired entity |
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480 classes. These methods should have the following signature:: |
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481 |
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482 def on_collide(self, other_entity, collision_point, collision_normal): |
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483 '''Handle A collision between this entity and `other_entity` |
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484 |
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485 - other_entity (Entity): The other entity in collision with |
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486 `self` |
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487 |
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488 - collision_point (Vec2d): The point on this entity (`self`) |
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489 where the collision occurred. Note this may be `None` for |
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490 some collision systems that do not report it. |
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491 |
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492 - collision_normal (Vec2d): The normal vector at the point of |
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493 collision. As with `collision_point`, this may be None for |
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494 some collision systems. |
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495 ''' |
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496 |
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497 Note the arguments to `on_collide()` are always passed positionally, so you |
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498 can use different argument names than above if desired. |
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499 |
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500 If a pair of entities are in collision, then the event will be dispatched |
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501 to both objects in arbitrary order if all of their collision masks align. |
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502 """ |
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503 collision = getattr(collision_system.world.components, |
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504 collision_system.collision_component) |
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505 for pair in collision_system.collision_pairs: |
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506 entity1, entity2 = pair |
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507 if pair.info is not None: |
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508 args1, args2 = pair.info |
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509 else: |
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510 args1 = entity1, None, None |
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511 args2 = entity2, None, None |
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512 try: |
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513 on_collide = entity1.on_collide |
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514 masks_align = collision[entity2].from_mask & collision[entity1].into_mask |
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515 except (AttributeError, KeyError): |
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516 pass |
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517 else: |
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518 if masks_align: |
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519 on_collide(*args2) |
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520 try: |
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521 on_collide = entity2.on_collide |
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522 masks_align = collision[entity1].from_mask & collision[entity2].into_mask |
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523 except (AttributeError, KeyError): |
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524 pass |
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525 else: |
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526 if masks_align: |
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527 on_collide(*args1) |