Mercurial > parpg-source
diff grease/component/__init__.py @ 5:bc88f7d5ca8b
Added base files for grease
author | KarstenBock@gmx.net |
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date | Tue, 12 Jul 2011 10:16:48 +0200 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/grease/component/__init__.py Tue Jul 12 10:16:48 2011 +0200 @@ -0,0 +1,149 @@ +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +"""Components store all entity data in a given |World|. You can +think of components as tables with entities as their primary keys. Like +database tables, components are defined with a "schema" that specifies +the data fields. Each field in a component has a name and a type. + +Component objects themselves have a dict-like interface with entities +as keys and data records as values. An application will typically +interact with components via entity attributes, entity extents or +by joining them. For more information see: + +- :class:`~grease.entity.Entity` class. +- :class:`~grease.world.EntityExtent` class. +- :meth:`~grease.world.ComponentParts.join` method of ComponentParts. + +See also :ref:`defining custom components in the tutorial <custom-component-example>`. +""" + +__version__ = '$Id$' + +__all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', + 'Shape', 'Renderable', 'Collision') + +from grease.component.general import Component +from grease.geometry import Vec2d, Vec2dArray, Rect +from grease import color + + +class ComponentError(Exception): + """General component error""" + + +class Position(Component): + """Predefined component that stores position and orientation info for + entities. + + Fields: + + - **position** (Vec2d) -- Position vector + - **angle** (float) -- Angle, in degrees + """ + + def __init__(self): + Component.__init__(self, position=Vec2d, angle=float) + + +class Transform(Component): + """Predefined component that stores offset, shear, + rotation and scale info for entity shapes. + + Fields: + + - **offset** (Vec2d) + - **shear** (Vec2d) + - **rotation** (float) + - **scale** (float, default 1.0) + """ + + def __init__(self): + Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float) + self.fields['scale'].default = lambda: 1.0 + + +class Movement(Component): + """Predefined component that stores velocity, + acceleration and rotation info for entities. + + Fields: + + - **velocity** (Vec2d) -- Rate of change of entity position + - **accel** (Vec2d) -- Rate of change of entity velocity + - **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time + """ + + def __init__(self): + Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float) + + +class Shape(Component): + """Predefined component that stores shape vertices for entities + + - **closed** (bool) -- If the shapes is closed implying an edge between + last and first vertices. + - **verts** (Vec2dArray) -- Array of vertex points + """ + + def __init__(self): + Component.__init__(self, closed=int, verts=Vec2dArray) + self.fields['closed'].default = lambda: 1 + + +class Renderable(Component): + """Predefined component that identifies entities to be + rendered and provides their depth and color. + + - **depth** (float) -- Drawing depth, can be used to determine z-order + while rendering. + - **color** (color.RGBA) -- Color used for entity. The effect of this + field depends on the renderer. + """ + + def __init__(self): + Component.__init__(self, depth=float, color=color.RGBA) + self.fields['color'].default = lambda: color.RGBA(1,1,1,1) + + +class Collision(Component): + """Predefined component that stores collision masks to determine + which entities can collide. + + Fields: + + - **aabb** (Rect) -- The axis-aligned bounding box for the entity. + This is used for broad-phase collision detection. + + - **radius** (float) -- The collision radius of the entity, used for narrow-phase + collision detection. The exact meaning of this value depends on the collision + system in use. + + - **from_mask** (int) -- A bitmask that determines what entities this object + can collide with. + + - **into_mask** (int) -- A bitmask that determines what entities can collide + with this object. + + When considering an entity A for collision with entity B, A's ``from_mask`` is + bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more + bits is set the same for each) then the collision test is made. Otherwise, + the pair cannot collide. + + The default value for both of these masks is ``0xffffffff``, which means that + all entities will collide with each other by default. + """ + def __init__(self): + Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int) + self.fields['into_mask'].default = lambda: 0xffffffff + self.fields['from_mask'].default = lambda: 0xffffffff +