python-elements-0.13+svn20090823.230+dfsg/0000755000000000000000000000000011415013745016143 5ustar rootrootpython-elements-0.13+svn20090823.230+dfsg/setup.py0000644000000000000000000000257611237707501017671 0ustar rootroot#!/usr/bin/env python from ez_setup import use_setuptools use_setuptools() from setuptools import setup LONG_DESCRIPTION = \ """ Elements is a 2D Physics API for Python Copyright (C) 2008-9 The Elements Team Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text """ CLASSIFIERS = [ "Development Status :: 4 - Beta", "Intended Audience :: Developers", "License :: OSI Approved :: GNU General Public License (GPL)", "Operating System :: Microsoft :: Windows", "Operating System :: MacOS :: MacOS X", "Operating System :: POSIX", "Topic :: Games/Entertainment", "Topic :: Software Development :: Libraries :: Python Modules", "Programming Language :: Python", ] setup( name ='Elements', version ='0.13', description ='Elements -- Simplified 2D Physics', author ='Elements Team', author_email ='elements@linuxuser.at', url ='http://www.assembla.com/spaces/elements/', long_description=LONG_DESCRIPTION, classifiers =CLASSIFIERS, packages =['elements'], install_requires=['Box2D >= 2.0.2b1'], ) python-elements-0.13+svn20090823.230+dfsg/README0000644000000000000000000000540111225632021017014 0ustar rootrootThis file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2 (r148)) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Elements API: GPLv3 Examples: Public Domain -- No legal restrictions ================= Table of Contents ================= 1. About the 'Elements' Project 2. Requirements to use and build 3. References 1. About the 'Elements' Project =============================== Elements is: * An easy to use API for integrating 2D physics (with pybox2d) into own python ideas * User interfaces & simulations, as well as teaching & learning tools * Fast code The Elements Project previously supported the Chipmunk 2D physics engine, but due to the performance we decided to stick with Box2D exclusively. See: http://wiki.laptop.org/go/Physic_Engines/Speed_Tests Internal Coordinate Systems --------------------------- Elements Box2D Pyglet Pygame +y +y +y +-----> +x ^ ^ ^ | | | | | | | | V +-----> +x +-----> +x +-----> +x +y It is possible to change the input coordinate system to any you wish, by default it is set to pygames. This means, adding a circle at (0,0) will add it at the top left corner. To change that to any other orientations, you can use inputAxisOrigin(left, top) > For pygame (default): inputAxisOrigin(left=True, top=True) Unit Systems ------------ Elements can take either pixels or meters as input for lengths/positions/... By default it is set to pixels, for convenient use with pygame. Change to meters with: > set_inputUnit(INPUT_METERS) and back with set_inputUnit(INPUT_PIXELS) The output to the drawing methods is always done in pixels. 2. Requirements =============== 2.1 Usage Requirements ----------------------- - Python http://www.python.org - pybox2d http://pybox2d.googlecode.com pybox2d will be automatically installed by setuptools when you run the installation. For the demos, these are required: - pygame http://www.pygame.org 3. References ============= - http://wiki.laptop.org/go/Elements - Elements home http://www.assembla.com/wiki/show/elements - Box2D forum http://www.box2d.org/forum - Box2D wiki http://www.box2d.org/wiki - pybox2d epydoc http://pybox2d.googlecode.com/svn/epydoc/html/index.html python-elements-0.13+svn20090823.230+dfsg/CREDITS0000644000000000000000000000057511024163123017162 0ustar rootrootActive Team Members =================== - Chris .......... Organization, API, Examples - Ken ............ Swig Interface, API, Examples - Josh ........... Examples, Porting, ... - Victor ......... Support, Math, ... - Iain ........... Support - Jaume .......... Support - Erik ........... Support, Porting - Brian .......... Testing, Porting - Menno .......... 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elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D


elements.callbacks
    elements callback subclass

    The subclass takes care of registering and delivering callbacks.



    elements.callbacks.add
      add a new callback
      elements.callbacks.add(callback_type, callback_handler, bodylist=None): return int

      Users can add callbacks for certain (or all) collisions

      Parameters:
      callback_type ......... see elements.locals and manual.html#callbacks
      callback_handler ...... a function which should be executed on the specified event
      shapelist (optional) .. which shapes should cause the callback -- leave empty for all

      Return:
      callback_id ... used to remove a callback later (int)



    elements.callbacks.get
      get a callback listing
      elements.callbacks.get(callback_type): return List

      Users can get callback listing

      Parameters:
      callback_type ......... see elements.locals and manual.html#callbacks



python-elements-0.13+svn20090823.230+dfsg/documentation/manual.html0000644000000000000000000002106711001675125023162 0ustar rootrootFalse elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D

Welcome to the Elements Manual

    This page will guide you along the first steps with Elements, you are heartly invited to visit our IRC channel #elements on irc.freenode.net. No matter which timezone, there are always friendly people around which are happy to help out and discuss issues and ideas :-)

    Let's begin with an overview of the important concepts.



    Drawing Methods

    Internal Coordinate Systems

       Elements            Box2D             OpenGL            Cairo             Pygame
        +y                  +y                +y                +-------> +x      +-------> +x
        ^                   ^                 ^                 |                 |
        |                   |                 |                 |                 |
        |                   |                 |                 |                 |
        |                   |                 |                 |                 |
        +-------> +x        +-------> +x      +-------> +x      V +y              V +y
      


    Input of Coordinates

      Elements will translate all input parameters to it's internal coordinate system (also called world coordinate system).

      The input coordinate system (screen coordinate system) is by default set to pygames, which means that adding an object at (0,0) will let it appear in the upper left corner. You can change the origin of your system with:


      For example if your game uses the same (screen) coordinate system as Elements, you need to set:

        elements.set_inputAxisOrigin(left=True, top=False)


    Input Unit System (pixels or meters)

      Elements supports both, pixels and meters as input for lengths and positions. By default, the input units are recognized as pixels, and will be translated into meters by the given ppm value (see elements.__init__).

      If you want to change the default input system (so you can supply the elements api with parametersin meters rather than pixels), you can do so with


      Supported Unit Systems are:
      INPUT_METERS
      INPUT_PIXELS


    Line Width (Filled or border)

      You can set the border width of the objects to any pixel number, or to 0 if you want to fill the shapes. world.line_width = 4


    Callbacks

      With callbacks, user can start own functions on specified events with elements.callbacks.add. Currently supported callback types are:
      CALLBACK_CONTACT_ADD
      CALLBACK_CONTACT_PERSIST
      CALLBACK_CONTACT_REMOVE


    List of Densities of Various Materials

      Init: p = m / V  ([p] = kg / m³)
      
      Air            0.001225
      Liquid ammonia 0.682
      Oil            0.8
      Water          1.0
      Glycerine      1.26
      Concrete       2.4
      Aluminium      2.7
      Iron           7.87
      Copper         8.92
      Lead           11.35
      Mercury        13.6
      Gold           19.3
      Platinum       21.4
      Osmium         22 

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elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D


elements

    elements main class

    The class which handles all interaction with the box2d engine.

    As a convenience, most of the top-level variables in elements have been placed inside a module named 'elements.locals'. This is meant to be used with 'from elements.locals import *', in addition to 'import elements'.



    elements.__init__
      constructor of the elements class
      elements.__init__(screen_size, gravity=(0.0, -9.0), ppm=100.0)): return Elements()

      Parameters: screen_size .. (w, h) is the screen size in pixels, gravity .. (x, y) in m/s^2 [float] and ppm .. pixels per meter [int]

      This function is called on a world = Elements()



    elements.draw
      draw the scene with a specified method
      elements.draw(surface): return None

      If a drawing method is specified, this function passes the objects to the module in pixels.

      Parameters: surface ... can be used for whatever the method needs for drawing



    elements.reset_color
      new objects will be added with random colors
      elements.reset_color(): return None

      All objects from now on will be drawn in random colors



    elements.set_color
      new objects will be added with specified color
      elements.set_color(clr): return None

      clr can either be a hex color '#123123' or a rgb color ((0), (0), (0))



    elements.set_drawingMethod
      set a drawing method (pygame, ...)
      elements.set_drawingMethod(m): return True / False

      Returns True if method is found, False if not.

      The parameter m can be for now only 'pygame'.



    elements.set_inputAxisOrigin
      configure the input coordinate system
      elements.set_inputAxisOrigin(left=True, top=False): return None

      Change the origin of the input coordinate system axis

      Parameters:
      left ... True or False -- x = 0 is at the left?
      top .... True or False -- y = 0 is at the top?



    elements.set_inputUnit
      configure input unit system (pixels or meters)
      elements.set_inputUnit(input): return None

      The parameter input can be INPUT_PIXELS (1) or INPUT_METERS (0)



    elements.set_screenSize
      set current screen size
      elements.set_screenSize(m): return None

      The parameter size is ((width), (height)) in pixels



    elements.update
      Update the physics, if not paused (self.run_physics)
      elements.update(fps=50.0, iterations=10): return None

      The optional parameter fps specifies the frames per seconds the engine is supposoed to run, iteration is the number of substeps per step (for smoother simulations)



python-elements-0.13+svn20090823.230+dfsg/documentation/index.html0000644000000000000000000000364110775430333023021 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D

Welcome to the Elements Help

  • Manual
  • API Reference Index
  • Box2D Reference
  • License

  • We would like to heartly invite you to our IRC channel #elements on irc.freenode.net. No matter which timezone, there are always friendly people around which are happy to help out and discuss issues and ideas :-). With mail you can reach us via elements[at]linuxuser[dot]at

python-elements-0.13+svn20090823.230+dfsg/documentation/add.html0000644000000000000000000002033610777652561022455 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D


elements.add
    elements subclass for adding bodies to the world

    The subclass can add a variety of bodies to the physic world. The lengths and positions the user supplies as parameters can either be meters or pixels, according to what you have set with elements.set_inputUnit. By default, the input is set to pixels, and box2d will crash if you supply them in the wrong unit.



    elements.add.ball
      add a circle shaped body
      elements.add.ball(pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5)): return box2d.b2Body

      Add a dynamic ball at pos after correcting the positions and legths to the internal meter system if neccessary (if INPUT_PIXELS).

      Parameters: pos (x, y) is the center of the circle, radius in either pixels or meters, according to the input unit system. See elements.set_inputUnit. The other, optional parameters set the physical behaviour and can be looked up here.



    elements.add.complexPoly
      make a reduced, convex polygon of the vertices and add as body with one shape.
      elements.add.complexPoly(vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

      Parameters: vertices is a list with vertices of the polygon. This list will be reduced, a convex hull created and the body with one shape added to the world. The max. number of vertices after reducing is set in box2d/Source/Common/b2Settings.h



    elements.add.concavePoly
      make a reduced, concave polygon out of the vertices
      elements.add.concavePoly(vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return ?

      Parameters: vertices is a list of points for the polygon. The algorithm will detect lines and add as many rectangles as needed to one body for the specified polygon vertices.



    elements.add.poly
      add a already centered, reduced and convex polygon
      elements.add.poly(pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

      Parameters: pos (x,y) is the center of the polygon on the screen, either in pixels or meters (elements.set_inputUnit). the vertices have to be a convex hull with max box2d.b2_maxPolygonVertices vertices (8 by default).



    elements.add.rect
      add a rectangle to the world
      elements.add.rect(pos, width, height, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

      Parameter units according to the input system specified with elements.set_inputUnit (pixels or meters). pos (x,y) is the center of the rectangle.



    elements.add.triangle
      add a triangle to the world
      elements.add.triangle(pos, sidelength, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

      Parameters: pos (x,y) is the center of the triangle.



python-elements-0.13+svn20090823.230+dfsg/documentation/ref.html0000755000000000000000000001130710777652561022502 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D




python-elements-0.13+svn20090823.230+dfsg/documentation/js.js0000644000000000000000000000024610775431217021776 0ustar rootrootfunction comments_show(c) { document.getElementById(c + "-comment").style.display = "none"; document.getElementById(c + "-content").style.display = "block"; }python-elements-0.13+svn20090823.230+dfsg/documentation/index.css0000644000000000000000000000154410777652561022660 0ustar rootrootbody { color:black; } a { color:#331111; } ul.ul1 { margin-left:20px; } tt { font-size:14px; } li { margin:4px 0px 4px 0px; } form { margin:0px; } input.i1 { color: #000000; background-color: #c4cee8; font-family: Arial, Helvetica, sans-serif; font-size: 12px; border: 1px solid #000000; font-weight: bold;} input.i1:hover { color: #000000; background-color: #e6ecfb; font-family: Arial, Helvetica, sans-serif; font-size: 12px; border: 1px solid #000000; font-weight: bold;} .addcomment { margin: 0px; padding: 0px; } .comments { border: 1px solid black; background: #fef790; padding: 4px; margin-top: 12px; margin-bottom: 12px; } textarea { margin-bottom: 12px; } .comments th { background: #fde42d; } .comments td { background: #fef790; } .comments pre { font-size: 12px; margin: 0px; padding: 0px; } 6aee28python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/0000755000000000000000000000000011415013743022436 5ustar rootrootpython-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/comment_blueprint_onlyadd.html0000644000000000000000000000035310777652561030606 0ustar rootroot
python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/callbacks.html0000644000000000000000000000645210775434356025271 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D


elements.callbacks
    elements callback subclass

    The subclass takes care of registering and delivering callbacks.

    [[comment elements.callbacks]]

    elements.callbacks.add
      add a new callback
      elements.callbacks.add(callback_type, callback_handler, bodylist=None): return int

      Users can add callbacks for certain (or all) collisions

      Parameters:
      callback_type ......... see elements.locals and manual.html#callbacks
      callback_handler ...... a function which should be executed on the specified event
      shapelist (optional) .. which shapes should cause the callback -- leave empty for all

      Return:
      callback_id ... used to remove a callback later (int)

      [[comment elements.callbacks.add]]


    elements.callbacks.get
      get a callback listing
      elements.callbacks.get(callback_type): return List

      Users can get callback listing

      Parameters:
      callback_type ......... see elements.locals and manual.html#callbacks

      [[comment elements.callbacks.get]]


python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/manual.html0000644000000000000000000001532011001675125024601 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D

Welcome to the Elements Manual

    This page will guide you along the first steps with Elements, you are heartly invited to visit our IRC channel #elements on irc.freenode.net. No matter which timezone, there are always friendly people around which are happy to help out and discuss issues and ideas :-)

    Let's begin with an overview of the important concepts.

    [[comment manual]]

    Drawing Methods

    Internal Coordinate Systems

       Elements            Box2D             OpenGL            Cairo             Pygame
        +y                  +y                +y                +-------> +x      +-------> +x
        ^                   ^                 ^                 |                 |
        |                   |                 |                 |                 |
        |                   |                 |                 |                 |
        |                   |                 |                 |                 |
        +-------> +x        +-------> +x      +-------> +x      V +y              V +y
      

      [[comment manual.internal_coordinate_systems]]

    Input of Coordinates

      Elements will translate all input parameters to it's internal coordinate system (also called world coordinate system).

      The input coordinate system (screen coordinate system) is by default set to pygames, which means that adding an object at (0,0) will let it appear in the upper left corner. You can change the origin of your system with:


      For example if your game uses the same (screen) coordinate system as Elements, you need to set:

        elements.set_inputAxisOrigin(left=True, top=False)

      [[comment manual.input_coordinates]]

    Input Unit System (pixels or meters)

      Elements supports both, pixels and meters as input for lengths and positions. By default, the input units are recognized as pixels, and will be translated into meters by the given ppm value (see elements.__init__).

      If you want to change the default input system (so you can supply the elements api with parametersin meters rather than pixels), you can do so with


      Supported Unit Systems are:
      INPUT_METERS
      INPUT_PIXELS

      [[comment manual.input_unit_system]]

    Line Width (Filled or border)

      You can set the border width of the objects to any pixel number, or to 0 if you want to fill the shapes. world.line_width = 4

      [[comment manual.line_width]]

    Callbacks

      With callbacks, user can start own functions on specified events with elements.callbacks.add. Currently supported callback types are:
      CALLBACK_CONTACT_ADD
      CALLBACK_CONTACT_PERSIST
      CALLBACK_CONTACT_REMOVE

      [[comment manual.callbacks]]

    List of Densities of Various Materials

      Init: p = m / V  ([p] = kg / m³)
      
      Air            0.001225
      Liquid ammonia 0.682
      Oil            0.8
      Water          1.0
      Glycerine      1.26
      Concrete       2.4
      Aluminium      2.7
      Iron           7.87
      Copper         8.92
      Lead           11.35
      Mercury        13.6
      Gold           19.3
      Platinum       21.4
      Osmium         22 

      [[comment manual.densities]]
python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/elements.html0000644000000000000000000001723710775434356025171 0ustar rootroot elements reference index

elements documentation (r105)
Reference Index || Help Contents || Manual

elements || elements.add || elements.callbacks || elements.world || Box2D


elements
    elements main class

    The class which handles all interaction with the box2d engine.

    As a convenience, most of the top-level variables in elements have been placed inside a module named 'elements.locals'. This is meant to be used with 'from elements.locals import *', in addition to 'import elements'.

    [[comment elements]]

    elements.__init__
      constructor of the elements class
      elements.__init__(screen_size, gravity=(0.0, -9.0), ppm=100.0)): return Elements()

      Parameters: screen_size .. (w, h) is the screen size in pixels, gravity .. (x, y) in m/s^2 [float] and ppm .. pixels per meter [int]

      This function is called on a world = Elements()

      [[comment elements.__init__]]


    elements.draw
      draw the scene with a specified method
      elements.draw(surface): return None

      If a drawing method is specified, this function passes the objects to the module in pixels.

      Parameters: surface ... can be used for whatever the method needs for drawing

      [[comment elements.draw]]


    elements.reset_color
      new objects will be added with random colors
      elements.reset_color(): return None

      All objects from now on will be drawn in random colors

      [[comment elements.reset_color]]


    elements.set_color
      new objects will be added with specified color
      elements.set_color(clr): return None

      clr can either be a hex color '#123123' or a rgb color ((0), (0), (0))

      [[comment elements.set_color]]


    elements.set_drawingMethod
      set a drawing method (pygame, ...)
      elements.set_drawingMethod(m): return True / False

      Returns True if method is found, False if not.

      The parameter m can be for now only 'pygame'.

      [[comment elements.set_drawingMethod]]


    elements.set_inputAxisOrigin
      configure the input coordinate system
      elements.set_inputAxisOrigin(left=True, top=False): return None

      Change the origin of the input coordinate system axis

      Parameters:
      left ... True or False -- x = 0 is at the left?
      top .... True or False -- y = 0 is at the top?

      [[comment elements.set_inputAxisOrigin]]


    elements.set_inputUnit
      configure input unit system (pixels or meters)
      elements.set_inputUnit(input): return None

      The parameter input can be INPUT_PIXELS (1) or INPUT_METERS (0)

      [[comment elements.set_inputUnit]]


    elements.set_screenSize
      set current screen size
      elements.set_screenSize(m): return None

      The parameter size is ((width), (height)) in pixels

      [[comment elements.set_screenSize]]


    elements.update
      Update the physics, if not paused (self.run_physics)
      elements.update(fps=50.0, iterations=10): return None

      The optional parameter fps specifies the frames per seconds the engine is supposoed to run, iteration is the number of substeps per step (for smoother simulations)

      [[comment elements.update]]


python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/add_comment.py0000644000000000000000000000345511001675125025270 0ustar rootroot#!/usr/bin/python # adds comments to the reference files # [[comment [identifier]]] from sys import argv from sys import exit from os import system from urllib2 import urlopen testonly = False if len(argv) < 2: print "please add filename of reference html" exit(0) if len(argv) == 3: testonly = True print testonly blueprint = open("comment_blueprint.html").read().strip() blueprint_onlyadd = open("comment_blueprint_onlyadd.html").read().strip() c = open(argv[1]).read().strip() c_orig = c comments = [] while "[[comment" in c: x = c[c.index("[[comment"):c.index("]]")+2] c = c[c.index("]]")+2:] # get comments s = x.replace("[[comment", "").replace("]]", "").strip() if testonly: c_arr = [] comments = "" else: url = "http://linuxuser.at/elements/doc/comments.php?action=get_comment&t=%s" % s comments = urlopen(url).read().strip() c_arr = comments.split("\n") if c_arr[0].strip() == "": c_arr.pop(0) comments = "" for cc in c_arr: cc_arr = cc.split("|||") comments = "%s\n%s (%s)\n%s\n" % (comments, cc_arr[0], cc_arr[2], cc_arr[1]) if len(c_arr) > 0: out = blueprint.replace("##name##", s) else: out = blueprint_onlyadd.replace("##name##", s) out = out.replace("##count##", str(len(c_arr))) out = out.replace("##comments##", comments) #print comments c_orig = c_orig.replace(x, out) c_orig = c_orig.replace("
    ", "
      ") c_orig = c_orig.replace("
        ", "
          ") if testonly: f = open("../test.html", "w") f.write(c_orig) f.close() system("firefox-bin ../test.html") system("rm ../test.html") else: print c_orig python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/add.html0000644000000000000000000001526010775434356024077 0ustar rootroot elements reference index

          elements documentation (r105)
          Reference Index || Help Contents || Manual

          elements || elements.add || elements.callbacks || elements.world || Box2D


          elements.add
            elements subclass for adding bodies to the world

            The subclass can add a variety of bodies to the physic world. The lengths and positions the user supplies as parameters can either be meters or pixels, according to what you have set with elements.set_inputUnit. By default, the input is set to pixels, and box2d will crash if you supply them in the wrong unit.

            [[comment elements.add]]

            elements.add.ball
              add a circle shaped body
              elements.add.ball(pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5)): return box2d.b2Body

              Add a dynamic ball at pos after correcting the positions and legths to the internal meter system if neccessary (if INPUT_PIXELS).

              Parameters: pos (x, y) is the center of the circle, radius in either pixels or meters, according to the input unit system. See elements.set_inputUnit. The other, optional parameters set the physical behaviour and can be looked up here.

              [[comment elements.add.ball]]


            elements.add.complexPoly
              make a reduced, convex polygon of the vertices and add as body with one shape.
              elements.add.complexPoly(vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

              Parameters: vertices is a list with vertices of the polygon. This list will be reduced, a convex hull created and the body with one shape added to the world. The max. number of vertices after reducing is set in box2d/Source/Common/b2Settings.h

              [[comment elements.add.complexPoly]]


            elements.add.concavePoly
              make a reduced, concave polygon out of the vertices
              elements.add.concavePoly(vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return ?

              Parameters: vertices is a list of points for the polygon. The algorithm will detect lines and add as many rectangles as needed to one body for the specified polygon vertices.

              [[comment elements.add.concavePoly]]


            elements.add.poly
              add a already centered, reduced and convex polygon
              elements.add.poly(pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

              Parameters: pos (x,y) is the center of the polygon on the screen, either in pixels or meters (elements.set_inputUnit). the vertices have to be a convex hull with max box2d.b2_maxPolygonVertices vertices (8 by default).

              [[comment elements.add.poly]]


            elements.add.rect
              add a rectangle to the world
              elements.add.rect(pos, width, height, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

              Parameter units according to the input system specified with elements.set_inputUnit (pixels or meters). pos (x,y) is the center of the rectangle.

              [[comment elements.add.rect]]


            elements.add.triangle
              add a triangle to the world
              elements.add.triangle(pos, sidelength, dynamic=True, density=1.0, restitution=0.16, friction=0.5): return box2d.b2Body

              Parameters: pos (x,y) is the center of the triangle.

              [[comment elements.add.triangle]]


          python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/comment_blueprint.html0000644000000000000000000000137610777652561027102 0ustar rootroot
          python-elements-0.13+svn20090823.230+dfsg/documentation/dynamic/mkdoc.sh0000755000000000000000000000056610777652561024122 0ustar rootroot#!/bin/sh echo "Creating Comments for the API Reference..." echo "> ../elements.html" #python add_comment.py elements.html > ../elements.html echo "> ../add.html" #python add_comment.py add.html > ../add.html echo "> ../callbacks.html" #python add_comment.py callbacks.html > ../callbacks.html echo "> ../manual.html" python add_comment.py manual.html > ../manual.html python-elements-0.13+svn20090823.230+dfsg/LICENSE0000644000000000000000000010451310773163420017156 0ustar rootroot GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The GNU General Public License is a free, copyleft license for software and other kinds of works. 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L#|4?;5p썢C-15)r>inC w3ҋK)?L eZKDᶔ'S:3`tm6rz]OA @gkx则Αp*)*Kqvx@b-)ILѮyY=1>xQv̴@Qg#Qˀ΢Jen>?@@*87u(g>{dat{Ksq 1نYEqY&ZW7b]iELb/">(2~_Q%,9u/RŚMldijM4{(A88:Oli-&Jɨ|ǁcXv Rtsl\9lPf/NmȽA2%%3-zC0n]C S!qN-$xU޾%{]w2Eani^!LXzф!ϸG@{#8ɲ"s5$Ā_#XIp_!مѻGm=J6ʑ~~FFMz9Nζ-[0W*dSR~6ٌÓr`SNw8A,I k1/s~#s8^f*1ܭv@TZ˳ka|ژܣHE`<)x3J_ h]I I,2Yǥ { ck3bߝ/(# ReHH> f|)7kT0S"uʧR2 WK"RrHX.n:"z1q,4q*5Y>hǴ*Coўln!٣\72|NF`-$Dƀrd [PwǀW?z/#Ϧ, 2: print points print len(points) world.add.complexPoly(points) else: world.add.rect(event.pos, width=80, height=30) elif event.type == MOUSEMOTION and draw_poly: points.append(event.pos) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Show line if drawing a wall if draw_poly and len(points) > 1: pygame.draw.lines(screen, THECOLORS["black"], False, points) # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo4_api.py0000644000000000000000000000411011155561605021465 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements def main(): # PyGame Init pygame.init() size = (1200, 900) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) # Default Settings running = True # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Add Ball world.add.ball(event.pos, radius=30, dynamic=False) elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square #world.add_triangle(event.pos, 60) world.add.rect(event.pos, width=100, height=20) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo15_menu.py0000644000000000000000000001750711155507372021761 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * from sys import exit from os.path import isfile import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * from elements.menu import * def click_menu(*args): print "Menu Click:", args if args[0] == "Quit": exit(0) elif args[0] == "Pause": args[1].run_physics = not args[1].run_physics elif args[0] == "Screenshot": world = args[1] # Create an empty surface s = pygame.Surface((world.display_width, world.display_height)) s.fill((255,255,255)) # Draw the physics on the temporary surface and change back to the old surface s_old = world.renderer.get_surface() world.renderer.set_surface(s) world.draw() world.renderer.set_surface(s_old) # Create Filename fn = "screenshot" i = 1 while isfile("%s%i.tga" % (fn, i)): i += 1 # Save Image pygame.image.save(s, "%s%i.tga" % (fn, i)) print "Screenshot saved as: %s%i.tga" % (fn, i) def main(): # PyGame Init pygame.init() size = (1200, 900) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) menu = MenuClass() # Add Main Menu Items item1 = menu.addItem('File', callback=click_menu) item2 = menu.addItem('Item2') # Add SubMenu Items (parent=...) # 1. For [File] (parent=item1) menu.addItem('Pause', callback=click_menu, parent=item1, userData=world) menu.addItem('Screenshot', callback=click_menu, parent=item1, userData=world) menu.addItem('Quit', callback=click_menu, parent=item1) # 2. For [Item2] (parent=item2) menu.addItem('SubItem', callback=click_menu, parent=item2) menu.addItem('SubItem2', callback=click_menu, parent=item2) # Add A Ground world.add.ground() # Joint 1: # Fix a Rectangle to the Background with a Revolute Joint in the center body = world.add.rect((140, 700), width=160, height=20) world.add.joint(body) body = world.add.rect((640, 100), width=320, height=20) world.add.joint(body) # Start at x,y=(100,100), means 100 pixels to the right and 100 pixels down #world.camera.set_offset((100, 100)) # Default Settings running = True draw_poly = False points = [] p2 = [] p3 = [] # Joint Bodies jb1 = None jb2 = None # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN: #print event.key if event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.unicode == "+": world.camera.inc_scale_factor(+0.1) elif event.unicode == "-": world.camera.inc_scale_factor(-0.1) elif event.key in [271, 13]: pygame.event.post(pygame.event.Event(MOUSEBUTTONUP, { 'button': 2, 'pos' : pygame.mouse.get_pos() })) elif event.key == 273: # up world.camera.inc_offset((0, -30)) elif event.key == 274: # down world.camera.inc_offset((0, 30)) elif event.key == 276: # left world.camera.inc_offset((-30, 0)) elif event.key == 275: # right world.camera.inc_offset((30, 0)) elif event.type == MOUSEBUTTONDOWN: if menu.click(event.pos): continue if event.button == 1: jb1 = jb2 = None # Joint Bodies jb1 = world.get_bodies_at_pos(event.pos) if not draw_poly: draw_poly = True points = [] points.append(event.pos) elif event.button == 4: #scroll up world.camera.inc_scale_factor(+0.02) elif event.button == 5: # scroll down world.camera.inc_scale_factor(-0.02) elif event.type == MOUSEBUTTONUP: if event.button == 1: if jb1: jb2 = world.get_bodies_at_pos(event.pos) if jb2: if str(jb1[0]) != str(jb2[0]): print "- Add Joint between:", jb1[0], jb2[0] world.add.joint(jb1[0], jb2[0], points[0], points[-1]) draw_poly = False continue if draw_poly: # Create Polygon draw_poly = False points.append(event.pos) if len(points) > 2: #print points #print len(points) body, p2 = world.add.complexPoly(points) else: #world.add.rect(event.pos, width=70, height=30) world.add.ball(event.pos, radius=40) elif event.button == 2: # we want the position to become center of the screen world.camera.center(event.pos) elif event.button == 3: # Add Square # body = world.add.triangle(event.pos, sidelength=50) # world.camera.track(body) bodies = world.get_bodies_at_pos(event.pos) if bodies: world.camera.track(bodies[0]) elif event.type == MOUSEMOTION and draw_poly: world.run_physics = False points.append(event.pos) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Draw the Menu menu.draw(screen) # Show line if drawing a wall if draw_poly and len(points) > 1: #print points world.renderer.draw_lines(THECOLORS["black"], False, points, 3) # Draw polygon reduced spots and line if p2 != None and len(p2) > 2: world.renderer.draw_lines(THECOLORS["red"], False, p2, 2) for p in p2: world.renderer.draw_circle(THECOLORS["red"], p, 5, 0) # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(90) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo14_camera.py0000644000000000000000000001524411155507372022240 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * def contact_add(c): #print "Any Contact" pass # print c # print c.normalForce # print c.tangentForce def contact_add_ball(c): print "Contact with Ball" def contact_add_poly(c): print "Polygon Contact" def main(): print "(i) Arrow Keys: Move around (change offset)" print "(i) Draw a line between two bodies to create a distance joint" print "(i) Middle Mouse Button or [Enter] sets the position as center" print "(i) Right mouse button to follow a body" #print "(i) Press [+] to zoom in, [-] to zoom out" print # PyGame Init pygame.init() size = (1200, 900) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) # Add A Ground world.add.ground() # Joint 1: # Fix a Rectangle to the Background with a Revolute Joint in the center body = world.add.rect((140, 700), width=160, height=20) world.add.joint(body) body = world.add.rect((640, 100), width=320, height=20) world.add.joint(body) # Start at x,y=(100,100), means 100 pixels to the right and 100 pixels down #world.camera.set_offset((100, 100)) # Default Settings running = True draw_poly = False points = [] p2 = [] p3 = [] # Joint Bodies jb1 = None jb2 = None # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN: #print event.key if event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.unicode == "+": world.camera.inc_scale_factor(+0.1) elif event.unicode == "-": world.camera.inc_scale_factor(-0.1) elif event.key in [271, 13]: pygame.event.post(pygame.event.Event(MOUSEBUTTONUP, { 'button': 2, 'pos' : pygame.mouse.get_pos() })) elif event.key == 273: # up world.camera.inc_offset((0, -30)) elif event.key == 274: # down world.camera.inc_offset((0, 30)) elif event.key == 276: # left world.camera.inc_offset((-30, 0)) elif event.key == 275: # right world.camera.inc_offset((30, 0)) elif event.type == MOUSEBUTTONDOWN: if event.button == 1: jb1 = jb2 = None # Joint Bodies jb1 = world.get_bodies_at_pos(event.pos) if not draw_poly: draw_poly = True points = [] points.append(event.pos) elif event.button == 4: #scroll up world.camera.inc_scale_factor(+0.02) elif event.button == 5: # scroll down world.camera.inc_scale_factor(-0.02) elif event.type == MOUSEBUTTONUP: if event.button == 1: if jb1: jb2 = world.get_bodies_at_pos(event.pos) if jb2: if str(jb1[0]) != str(jb2[0]): print "- Add Joint between:", jb1[0], jb2[0] world.add.joint(jb1[0], jb2[0], points[0], points[-1]) draw_poly = False continue if draw_poly: # Create Polygon draw_poly = False points.append(event.pos) if len(points) > 2: #print points #print len(points) body, p2 = world.add.complexPoly(points) else: #world.add.rect(event.pos, width=70, height=30) world.add.ball(event.pos, radius=40) elif event.button == 2: # we want the position to become center of the screen world.camera.center(event.pos) elif event.button == 3: # Add Square # body = world.add.triangle(event.pos, sidelength=50) # world.camera.track(body) bodies = world.get_bodies_at_pos(event.pos) if bodies: world.camera.track(bodies[0]) elif event.type == MOUSEMOTION and draw_poly: world.run_physics = False points.append(event.pos) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Show line if drawing a wall if draw_poly and len(points) > 1: #print points world.renderer.draw_lines(THECOLORS["black"], False, points, 3) # Draw polygon reduced spots and line if p2 != None and len(p2) > 2: world.renderer.draw_lines(THECOLORS["red"], False, p2, 2) for p in p2: world.renderer.draw_circle(THECOLORS["red"], p, 5, 0) # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo8_contact.py0000644000000000000000000000703211155507372022362 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * def contact_add(c): print "Any Contact" # print c # print c.normalForce # print c.tangentForce def contact_add_ball(c): print "Contact with Ball" def contact_add_poly(c): print "Polygon Contact" def main(): # PyGame Init pygame.init() size = (1200, 900) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) b1 = world.add.ball((100, 100), 100) # Add Contact Callbacks world.callbacks.add(CALLBACK_CONTACT_ADD, contact_add) world.callbacks.add(CALLBACK_CONTACT_ADD, contact_add_ball, [b1]) # Add A Ground world.add.ground() # Default Settings running = True draw_poly = False points = [] # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square world.add.triangle(event.pos, sidelength=50) elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Start/Stop Wall-Drawing #world.add_ball(event.pos) if not draw_poly: draw_poly = True points = [] points.append(event.pos) elif event.type == MOUSEBUTTONUP and event.button == 1: if draw_poly: # Create Polygon draw_poly = False points.append(event.pos) if len(points) > 2: print points print len(points) body = world.add.complexPoly(points) world.callbacks.add(CALLBACK_CONTACT_ADD, contact_add_poly, body) else: world.add.rect(event.pos, width=80, height=30) elif event.type == MOUSEMOTION and draw_poly: points.append(event.pos) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Show line if drawing a wall if draw_poly and len(points) > 1: pygame.draw.lines(screen, THECOLORS["black"], False, points) # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo11a_cairo_images.py0000644000000000000000000001540011155507372023562 0ustar rootrootimport sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * import pygtk pygtk.require('2.0') import gtk import cairo import gobject import time # just found this, need to take a look: # ---> http://cairographics.org/threaded_animation_with_cairo/ # ----> http://www.tortall.net/mu/wiki/PyGTKCairoTutorial #class myScreen(gtk.DrawingArea): # # Draw in response to an expose-event # __gsignals__ = { "expose-event": "override" } # is there a possible problem with the timers and threading? # i'm not exactly sure how these GTK timers work. could require some looking into. # but i guess i won't worry about that for now since it doesn't seem like it's crashing *cough* class myWindow(object): draw_poly = False points = [] # mousex = 0 # mousey = 0 # fps_all = [] # array of the "most recent fps" -- how long each draw call took fps_count=50 # how many samples to hold fps =0 # the actual approximate fps def contact_add(self, c): #print "Any Contact" pass def contact_add_ball(self, c): print "Contact with Ball" def contact_add_poly(self, c): print "Polygon Contact" def destroy(self, widget, data=None): print "Quitting..." gtk.main_quit() def keydown(self, widget, event): keystr = gtk.gdk.keyval_name(event.keyval) if keystr == 'Escape': gtk.main_quit() #elif #else: # print gtk.gdk.keyval_name(event.keyval) def keyup(self, widget, event): pass def mousemove(self, widget, event): self.mousex, self.mousey = event.x, event.y if self.draw_poly: pos = (event.x, event.y) self.points.append( pos ) def mousedown(self, widget, event): pos = (event.x, event.y) print pos #return if event.button == 3: self.world.add.triangle(pos, sidelength=50) elif event.button == 1: # Start/Stop Wall-Drawing if not self.draw_poly: self.draw_poly = True self.points = [] self.points.append(pos) def mouseup(self, widget, event): self.mousex, self.mousey = event.x, event.y pos = (event.x, event.y) if event.button == 1 and self.draw_poly: # Create Polygon self.draw_poly = False self.points.append(pos) if len(self.points) > 2: body, self.points = self.world.add.complexPoly(self.points) else: self.world.add.rect(pos, width=80, height=30) def __init__(self, size = (640, 480)): print "Initializing the window..." # Create a new window self.window = win = gtk.Window(gtk.WINDOW_TOPLEVEL) win.set_title("Demo 11 - Using GTK+/Cairo") # Connect the destroy function with the destruction of the window win.set_default_size(size[0], size[1]) # Add the drawing area to the window da = gtk.DrawingArea() win.add(da) win.connect("destroy", self.destroy) win.connect("key_press_event", self.keydown) win.connect("key_release_event", self.keyup) da.set_events(gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.POINTER_MOTION_MASK | gtk.gdk.POINTER_MOTION_HINT_MASK ) da.connect("button_press_event", self.mousedown) da.connect("button_release_event", self.mouseup) win.connect("motion_notify_event", self.mousemove) # show the window win.show_all() # Create the Physical Space Class self.world = world = elements.Elements(screen_size=size, renderer="cairo") #self.world.set_inputAxisOrigin(left=True, top=True) self.world.renderer.set_drawing_area(da) world.callbacks.add(CALLBACK_DRAWING_END, self.custom_draw) b1 = world.add.ball((211, 101), 50) b2 = world.add.ball((200, 100), 50) # Add contact callbacks world.callbacks.add(CALLBACK_CONTACT_ADD, self.contact_add) world.callbacks.add(CALLBACK_CONTACT_ADD, self.contact_add_ball, [b1]) # Add the ground world.add.ground() gobject.timeout_add(1000/60, self.physics_update) gobject.timeout_add(1000/60, self.draw_update) self.world.renderer.set_circle_image("smiley.png") # self.world.renderer.set_box_image("boxy.png") def custom_draw(self): r = self.world.renderer r.draw_circle((255,0,0), (self.mousex, self.mousey), 1) if self.points: r.draw_lines((1,0,0), False, self.points) for p in self.points: r.draw_circle((0.1,0.1,0.1), p, 5) r.draw_text("FPS: %d" % self.fps, center=(50,50)) def physics_update(self): self.world.update() return True def draw_update(self): start = time.clock() ret = self.world.draw() elapsed = time.clock() - start if elapsed == 0: return ret self.fps_all.append(1 / elapsed) if len(self.fps_all) > self.fps_count: del self.fps_all[0] self.fps = 0 for i in self.fps_all: self.fps += i self.fps /= self.fps_count return ret def main(self): gtk.main() def create_test_images(filenames): pi = 3.14159 w, h = 100, 100 r = w/2 sf = cairo.ImageSurface(cairo.FORMAT_ARGB32, w, h) # svg writing: #sf = cairo.SVGSurface(file(filenames[0] + '.svg', "w"), w, h) c = cairo.Context(sf) # big yellow circle c.set_source_rgb(1,1,0.25) c.translate(w/2, h/2) c.arc(0, 0, r, 0, 2 * pi) c.fill() # mouth c.set_source_rgb(0,0,0) c.arc_negative(0, 0, w/4, 11.5/8 * 2 * pi, 8.5/8 * 2 * pi) c.stroke() # eyes c.arc(-w/8,-h/8, r/8, 0, 2 * pi) c.fill() c.arc( w/8,-h/8, r/8, 0, 2 * pi) c.fill() sf.write_to_png(filenames[0]) # svg writing: #sf.finish() print "Wrote smiley to", filenames[0] w, h = 500, 100 border = w/5 sf = cairo.ImageSurface(cairo.FORMAT_ARGB32, w, h) c = cairo.Context(sf) # big yellow circle c.set_source_rgb(0,0,1) #c.translate(w/2, h/2) c.rectangle(0, 0, w, h) c.fill() c.set_source_rgba(1,1,1,0.5) c.rectangle(border, border, w-2*border, h-2*border) c.stroke() sf.write_to_png(filenames[1]) print "Wrote test image to", filenames[1] # exit(0) # If the program is run directly or passed as an argument to the python # interpreter then create a HelloWorld instance and show it if __name__ == "__main__": create_test_images( ["smiley.png", "boxy.png"]) hello = myWindow() hello.main() python-elements-0.13+svn20090823.230+dfsg/demos/demo11_cairo.py0000644000000000000000000001271511155507372022102 0ustar rootrootimport sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * import pygtk pygtk.require('2.0') import gtk import cairo import gobject import time # just found this, need to take a look: # ---> http://cairographics.org/threaded_animation_with_cairo/ # ----> http://www.tortall.net/mu/wiki/PyGTKCairoTutorial #class myScreen(gtk.DrawingArea): # # Draw in response to an expose-event # __gsignals__ = { "expose-event": "override" } # is there a possible problem with the timers and threading? # i'm not exactly sure how these GTK timers work. could require some looking into. # but i guess i won't worry about that for now since it doesn't seem like it's crashing *cough* class myWindow(object): draw_poly = False points = [] # mousex = 0 # mousey = 0 # fps_all = [] # array of the "most recent fps" -- how long each draw call took fps_count=25 # how many samples to hold fps =0 # the actual approximate fps def contact_add(self, c): #print "Any Contact" pass def contact_add_ball(self, c): print "Contact with Ball" def contact_add_poly(self, c): print "Polygon Contact" def destroy(self, widget, data=None): print "Quitting..." gtk.main_quit() def keydown(self, widget, event): keystr = gtk.gdk.keyval_name(event.keyval) if keystr == 'Escape': gtk.main_quit() #elif #else: # print gtk.gdk.keyval_name(event.keyval) def keyup(self, widget, event): pass def mousemove(self, widget, event): self.mousex, self.mousey = event.x, event.y if self.draw_poly: pos = (event.x, event.y) self.points.append( pos ) def mousedown(self, widget, event): pos = (event.x, event.y) print pos #return if event.button == 3: self.world.add.triangle( pos, sidelength=50) elif event.button == 1: # Start/Stop Wall-Drawing if not self.draw_poly: self.draw_poly = True self.points = [] self.points.append(pos) def mouseup(self, widget, event): self.mousex, self.mousey = event.x, event.y pos = (event.x, event.y) if event.button == 1 and self.draw_poly: # Create Polygon self.draw_poly = False self.points.append(pos) if len(self.points) > 2: body, self.points = self.world.add.complexPoly(self.points) else: self.world.add.rect(pos, width=80, height=30) def __init__(self, size = (640, 480)): print "Initializing the window..." # Create a new window self.window = win = gtk.Window(gtk.WINDOW_TOPLEVEL) win.set_title("Demo 11 - Using GTK+/Cairo") # Connect the destroy function with the destruction of the window win.set_default_size(size[0], size[1]) # Add the drawing area to the window da = gtk.DrawingArea() win.add(da) win.connect("destroy", self.destroy) win.connect("key_press_event", self.keydown) win.connect("key_release_event", self.keyup) da.set_events(gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.POINTER_MOTION_MASK | gtk.gdk.POINTER_MOTION_HINT_MASK ) da.connect("button_press_event", self.mousedown) da.connect("button_release_event", self.mouseup) win.connect("motion_notify_event", self.mousemove) # show the window win.show_all() # Create the Physical Space Class self.world = world = elements.Elements(screen_size=size, renderer="cairo") #self.world.set_inputAxisOrigin(left=True, top=True) self.world.renderer.set_drawing_area(da) world.callbacks.add(CALLBACK_DRAWING_END, self.custom_draw) b1 = world.add.ball((101, 101), 50) b2 = world.add.ball((100, 100), 50) # Add contact callbacks world.callbacks.add(CALLBACK_CONTACT_ADD, self.contact_add) world.callbacks.add(CALLBACK_CONTACT_ADD, self.contact_add_ball, [b1]) # Add the ground world.add.ground() gobject.timeout_add(1000/60, self.physics_update) gobject.timeout_add(1000/60, self.draw_update) def custom_draw(self): r = self.world.renderer r.draw_circle((255,0,0), (self.mousex, self.mousey), 1) if self.points: r.draw_lines((1,0,0), False, self.points) for p in self.points: r.draw_circle((0.1,0.1,0.1), p, 5) r.draw_text("FPS: %d" % self.fps, center=(50,50)) def physics_update(self): self.world.update() return True def draw_update(self): start = time.clock() ret = self.world.draw() elapsed = time.clock() - start if elapsed == 0: return ret self.fps_all.append(1 / elapsed) if len(self.fps_all) > self.fps_count: del self.fps_all[0] self.fps = 0 for i in self.fps_all: self.fps += i self.fps /= self.fps_count return ret def main(self): gtk.main() # If the program is run directly or passed as an argument to the python # interpreter then create a HelloWorld instance and show it if __name__ == "__main__": hello = myWindow() hello.main() python-elements-0.13+svn20090823.230+dfsg/demos/beep.wav0000644000000000000000000001243010774465767020732 0ustar rootrootRIFFWAVEfmt +"Vdata5O9Z20*" kdyO! /BY00uBo m[B!W \P4MfiP7}5 n +# z@{r SlJ1~vA(< )E^w i'@;'mr@~.,(" d} m`Llyt z d JteqL3o v;K 5zHkR p/&={ @azC8!j3:V R*C\u e%>-_X? GD{ > :]dp { y}u `oQthu\ C y` 33;= sZA "? 5~y66 h6U Z(4 ;TmbI0Y@  U#G@y  9s*pF-(  ~  mP9d2"x S{Q4 /1EwROeL2M k\C ; ;6Oh23LpjQ' o-=$ &>W `{ RkdK2i ]o[ h &?/qc,B}W; uJc| FED/1* }0 '@rJVkk roW# 6 E2[)#W s{@O: ^[l?PiLlv . CD)t %/ZnFs  z R>V+rPC %gR%p py4W0]7e m |O T f+X*BAf7  u XNWui pM   @ 8S8Q$T1J& u[ B V o  T;ThyJ.DK:yY } 4KIAz:/':  8 '=*J]gm n  i evMz9J2v6 _ ) T ='8 ` 1#g  C a =:Tk$F  ' d ~iM[&L;#G%v&%  b MBL312JFxX]EM z k U Q:7! 8F01n D }HI6:j#L  q IgUl0F9@ &=U,%=2ut'4V 9 ('K)$ KF\U PcLnID\L4< e8 #!c: e5#V ?9(`H0Ne'*M =TlHyuM w>oX ^&.F6MeG* l}e6z u /GHI$W(dW~AaZ@2aK!N8#!xZrb z4(To X(N0v r O8f  zd *=^Jq+a_F_J2y} K 9`}7coKtG~|6W"=[+(n!gMTIA"Sp9\cM-e0uf!=pjj+%bC1^Dt/F-9uPf}1 Sfh,M;%e (0uOYotE\O2 ;2FXXo2I{ 5,u^gqP .ZaxwmR1D?.O?(0>V< 2: #print points #print len(points) body = self.world.add.complexPoly(points) #self.world.add_callback(CALLBACK_CONTACT_ADD, contact_add_poly, body) else: self.world.add.rect(event.pos, width=80, height=30) elif event.type == MOUSEMOTION and draw_poly: points.append(event.pos) # Automatically release polygon if we get close the starting point x1, y1 = points[0] x2, y2 = event.pos vx, vy = (x2-x1, y2-y1) l = sqrt((vx*vx) + (vy*vy)) if l < 20.0 and not startpoly: d = { 'pos' : event.pos, 'button' : 1 } pygame.event.post(pygame.event.Event(MOUSEBUTTONUP, d)) elif l > 20.0 and startpoly: startpoly = False # Clear Display self.screen.fill((255,255,255)) # Update & Draw World self.world.update() self.world.draw() # Show line if drawing a wall if draw_poly and len(points) > 1: pygame.draw.lines(self.screen, (0,0,0), False, points) # Flip Display pygame.display.flip() # Try to stay at 50 FPS self.clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (self.world.element_count, int(self.clock.get_fps()))) if __name__ == "__main__": Game = Demo9() Game.run() python-elements-0.13+svn20090823.230+dfsg/demos/demo13_joints1.py0000644000000000000000000001073211155507372022373 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements from elements.locals import * def contact_add(c): #print "Any Contact" pass # print c # print c.normalForce # print c.tangentForce def contact_add_ball(c): print "Contact with Ball" def contact_add_poly(c): print "Polygon Contact" def main(): print "(i) Draw a line between two bodies to create a distance joint" # PyGame Init pygame.init() size = (1200, 900) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) # Add A Ground world.add.ground() # Joint 1: # Fix a Rectangle to the Background with a Revolute Joint in the center body = world.add.rect((440, 200), width=160, height=20) world.add.joint(body) # Default Settings running = True draw_poly = False points = [] p2 = [] p3 = [] # Joint Bodies jb1 = None jb2 = None # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square world.add.triangle(event.pos, sidelength=50) elif event.type == MOUSEBUTTONDOWN and event.button == 1: jb1 = jb2 = None # Joint Bodies jb1 = world.get_bodies_at_pos(event.pos) if not draw_poly: draw_poly = True points = [] points.append(event.pos) elif event.type == MOUSEBUTTONUP and event.button == 1: if jb1: jb2 = world.get_bodies_at_pos(event.pos) if jb2: if str(jb1) != str(jb2): print jb1, jb2 print "add joint" world.add.joint(jb1[0], jb2[0], points[0], points[-1]) draw_poly = False continue if draw_poly: # Create Polygon draw_poly = False points.append(event.pos) if len(points) > 2: #print points #print len(points) body, p2 = world.add.complexPoly(points) else: world.add.rect(event.pos, width=70, height=20) elif event.type == MOUSEMOTION and draw_poly: world.run_physics = False points.append(event.pos) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Show line if drawing a wall if draw_poly and len(points) > 1: #print points world.renderer.draw_lines(THECOLORS["black"], False, points, 3) # Draw polygon reduced spots and line if p2 != None and len(p2) > 2: world.renderer.draw_lines(THECOLORS["red"], False, p2, 2) for p in p2: world.renderer.draw_circle(THECOLORS["red"], p, 5, 0) # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo5_addmany.py0000644000000000000000000000513211155507372022340 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements def main(): # PyGame Init pygame.init() size = (800, 800) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) # Add A Ground world.add.ground() # Default Settings running = True # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Add Ball world.add.ball(event.pos, radius=20) elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square world.add.rect(event.pos, width=40, height=20) elif event.type == KEYDOWN: if event.unicode == "1": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.ball((x-i,y-j), radius=20) elif event.unicode == "2": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.rect((x-i,y-j), width=40, height=20) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/sandbox.py0000644000000000000000000000624011155507372021271 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements def main(): # PyGame Init pygame.init() size = (800, 800) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) world.renderer.set_surface(screen) # Add A Ground world.add.ground() world.add.wall((100, 100), (300, 300), 5) # Default Settings running = True a = 0 # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Add Mouse Joint if at an Object bodylist = world.get_bodies_at_pos(event.pos, include_static=False) print bodylist if bodylist and len(bodylist) > 0: world.add.mouseJoint(bodylist[0], event.pos) elif event.type == MOUSEBUTTONUP and event.button == 1: # Delete Mouse Joint world.add.remove_mouseJoint() elif event.type == MOUSEMOTION and event.buttons[0]: world.mouse_move(event.pos) elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square world.add.rect(event.pos, width=40, height=20, angle=a) a += 10 elif event.type == KEYDOWN: if event.unicode == "1": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.ball((x-i,y-j), radius=20) elif event.unicode == "2": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.rect((x-i,y-j), width=40, height=20, angle=a) # Clear Display screen.fill((255,255,255)) # Update & Draw World world.update() world.draw() # Flip Display pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/demos/demo6_walls.py0000644000000000000000000000526411155507372022054 0ustar rootroot""" This file is an example for using 'Elements' Elements is a 2D Physics API for Python using Box2D Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.net Code: svn co http://svn2.assembla.com/svn/elements http://www.assembla.com/wiki/show/elements License: Examples: Public Domain -- No legal restrictions Elements API: GPLv3 """ import pygame from pygame.locals import * from pygame.color import * import sys sys.path.insert(0, "..") # if Elements has yet to be installed import elements def main(): # PyGame Init pygame.init() size = (800, 800) screen = pygame.display.set_mode(size) clock = pygame.time.Clock() # Create the Physical Space Class world = elements.Elements(size) # Add A Ground world.add.ground() world.renderer.set_surface(screen) # Default Settings running = True show = True # Main Loop while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # Bye Bye running = False elif event.type == KEYDOWN and event.key == K_SPACE: # Pause with SPACE world.run_physics = not world.run_physics elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Add Ball world.add.rect(event.pos, width=40, height=20, dynamic=False) elif event.type == MOUSEBUTTONDOWN and event.button == 3: # Add Square world.add.rect(event.pos, width=50, height=20) elif event.type == KEYDOWN: if event.unicode == "s": show = not show elif event.unicode == "1": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.ball((x-i,y-j), 20) elif event.unicode == "2": # Add many Balls x, y = pygame.mouse.get_pos() for i in range(5): for j in range(5): world.add.rect((x-i,y-j), 20, 50) # Update & Draw World world.update() screen.fill((255,255,255)) if show: world.draw() pygame.display.flip() # Try to stay at 50 FPS clock.tick(50) # output framerate in caption pygame.display.set_caption("elements: %i | fps: %i" % (world.element_count, int(clock.get_fps()))) if __name__ == "__main__": main() python-elements-0.13+svn20090823.230+dfsg/elements/0000755000000000000000000000000011415013744017756 5ustar rootrootpython-elements-0.13+svn20090823.230+dfsg/elements/add_objects.py0000644000000000000000000004402011225636035022574 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from locals import * from elements import box2d # Imports from math import pi from math import sqrt from math import asin import tools_poly class Add: element_count = 0 def __init__(self, parent): self.parent = parent def ground(self): """ Add a static ground to the scene Return: box2d.b2Body """ return self._rect((-10.0, 0.0), 50.0, 0.1, dynamic=False) def triangle(self, pos, sidelength, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): """ Add a triangle | pos & a in the current input unit system (meters or pixels) Parameters: pos .... position (x,y) sidelength ...... sidelength other .. see [physics parameters] Return: box2d.b2Body """ vertices = [(-sidelength, 0.0), (sidelength, 0.0), (0.0, 2*sidelength)] return self.poly(pos, vertices, dynamic, density, restitution, friction, screenCoord) def ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): """ Add a dynamic ball at pos after correcting the positions and legths to the internal meter system if neccessary (if INPUT_PIXELS), then call self._add_ball(...) Parameters: pos ..... position (x,y) radius .. circle radius other ... see [physics parameters] Return: box2d.b2Body """ # Bring coordinates into the world coordinate system (flip, camera offset, ...) if screenCoord: x, y = self.parent.to_world(pos) else: x, y = pos if self.parent.input == INPUT_PIXELS: x /= self.parent.ppm y /= self.parent.ppm radius /= self.parent.ppm return self._ball((x,y), radius, dynamic, density, restitution, friction) def _ball(self, pos, radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5): # Add a ball without correcting any settings # meaning, pos and vertices are in meters # Define the body x, y = pos bodyDef = box2d.b2BodyDef() bodyDef.position=(x, y) userData = { 'color' : self.parent.get_color() } bodyDef.userData = userData # Create the Body if not dynamic: density = 0 body = self.parent.world.CreateBody(bodyDef) self.parent.element_count += 1 # Add a shape to the Body circleDef = box2d.b2CircleDef() circleDef.density = density circleDef.radius = radius circleDef.restitution = restitution circleDef.friction = friction body.CreateShape(circleDef) body.SetMassFromShapes() return body def rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): """ Add a dynamic rectangle with input unit according to self.input (INPUT_PIXELS or INPUT_METERS) Correcting the positions to meters and calling self._add_rect() Parameters: pos ..... position (x,y) width ....... horizontal line height ....... vertical line angle ........ in degrees (0 .. 360) other ... see [physics parameters] Return: box2d.b2Body """ # Bring coordinates into the world coordinate system (flip, camera offset, ...) if screenCoord: x, y = self.parent.to_world(pos) else: x, y = pos # If required, translate pixel -> meters if self.parent.input == INPUT_PIXELS: x /= self.parent.ppm y /= self.parent.ppm width /= self.parent.ppm height /= self.parent.ppm # grad -> radians angle = (angle * pi) / 180 return self._rect((x,y), width, height, angle, dynamic, density, restitution, friction) def wall(self, pos1, pos2, width=5, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): """ Add a static rectangle between two arbitrary points with input unit according to self.input (INPUT_PIXELS or INPUT_METERS) Correcting the positions to meters and calling self._add_rect() Return: box2d.b2Body """ if width < 5: width = 5 if (pos1[0] < pos2[0]): x1, y1 = pos1 x2, y2 = pos2 else: x1, y1 = pos2 x2, y2 = pos1 # Bring coordinates into the world coordinate system (flip, camera offset, ...) if screenCoord: x1, y1 = self.parent.to_world((x1, y1)) x2, y2 = self.parent.to_world((x2, y2)) # If required, translate pixel -> meters if self.parent.input == INPUT_PIXELS: x1 /= self.parent.ppm y1 /= self.parent.ppm x2 /= self.parent.ppm y2 /= self.parent.ppm width /= self.parent.ppm length = sqrt( (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) )*0.5 if width > 0: halfX = x1 + (x2-x1)*0.5 halfY = y1 + (y2-y1)*0.5 angle = asin( (y2-halfY)/length ) return self._rect((halfX, halfY), length, width, angle, False, density, restitution, friction) def _rect(self, pos, width, height, angle=0, dynamic=True, density=1.0, restitution=0.16, friction=0.5): # Add a rect without correcting any settings # meaning, pos and vertices are in meters # angle is now in radians ((degrees * pi) / 180)) x, y = pos bodyDef = box2d.b2BodyDef() bodyDef.position=(x, y) userData = { 'color' : self.parent.get_color() } bodyDef.userData = userData # Create the Body if not dynamic: density = 0 body = self.parent.world.CreateBody(bodyDef) self.parent.element_count += 1 # Add a shape to the Body boxDef = box2d.b2PolygonDef() boxDef.SetAsBox(width, height, (0,0), angle) boxDef.density = density boxDef.restitution = restitution boxDef.friction = friction body.CreateShape(boxDef) body.SetMassFromShapes() return body def poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): """ Add a dynamic polygon, which has the vertices arranged around the poly's center at pos Correcting the positions to meters if INPUT_PIXELS, and calling self._add_poly() Parameters: pos ....... position (x,y) vertices .. vertices arranged around the center other ... see [physics parameters] Return: box2d.b2Body """ # Bring coordinates into the world coordinate system (flip, camera offset, ...) if screenCoord: x, y = self.parent.to_world(pos) else: x, y = pos # If required, translate pixel -> meters if self.parent.input == INPUT_PIXELS: # translate pixel -> meters x /= self.parent.ppm y /= self.parent.ppm # Translate vertices from pixels to meters v_new = [] for v in vertices: vx, vy = v v_new.append((vx/self.parent.ppm, vy/self.parent.ppm)) vertices = v_new return self._poly((x,y), vertices, dynamic, density, restitution, friction) def _poly(self, pos, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): # add a centered poly at pos without correcting any settings # meaning, pos and vertices are in meters x, y = pos bodyDef = box2d.b2BodyDef() bodyDef.position=(x, y) userData = { 'color' : self.parent.get_color() } bodyDef.userData = userData # Create the Body if not dynamic: density = 0 body = self.parent.world.CreateBody(bodyDef) self.parent.element_count += 1 # Add a shape to the Body polyDef = box2d.b2PolygonDef() polyDef.setVertices(vertices) polyDef.density = density polyDef.restitution = restitution polyDef.friction = friction body.CreateShape(polyDef) body.SetMassFromShapes() return body def concavePoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=True): # 1. Step: Reduce # Detect if the polygon is closed or open if vertices[0] != vertices[-1]: is_closed = False else: is_closed = True # Continue reducing the vertecs x, y = c = tools_poly.calc_center(vertices) vertices = tools_poly.poly_center_vertices(vertices) # Bring coordinates into the world coordinate system (flip, camera offset, ...) if screenCoord: x, y = self.parent.to_world(c) else: x, y = c # If required, translate pixel -> meters if self.parent.input == INPUT_PIXELS: # translate pixel -> meters x /= self.parent.ppm y /= self.parent.ppm # Let's add the body bodyDef = box2d.b2BodyDef() bodyDef.position=(x, y) userData = { 'color' : self.parent.get_color() } bodyDef.userData = userData # Create the Body if not dynamic: density = 0 body = self.parent.world.CreateBody(bodyDef) self.parent.element_count += 1 # Create the reusable Box2D polygon and circle definitions polyDef = box2d.b2PolygonDef() polyDef.vertexCount = 4 # rectangle polyDef.density = density polyDef.restitution = restitution polyDef.friction = friction circleDef = box2d.b2CircleDef() circleDef.density = density circleDef.radius = 0.086 circleDef.restitution = restitution circleDef.friction = friction # Set the scale factor factor = 8.0 v2 = box2d.b2Vec2(*vertices[0]) for v in vertices[1:]: v1 = v2.copy() v2 = box2d.b2Vec2(*v) vdir = v2-v1 # (v2x-v1x, v2y-v1y) vdir.Normalize() # we need a little size for the end part vn = box2d.b2Vec2(-vdir.y*factor, vdir.x*factor) v = [ v1+vn, v1-vn, v2-vn, v2+vn ] # Create a line (rect) for each part of the polygon, # and attach it to the body polyDef.setVertices( [vi / self.parent.ppm for vi in v] ) try: polyDef.checkValues() except ValueError: print "concavePoly: Created an invalid polygon!" return None body.CreateShape(polyDef) # Now add a circle to the points between the rects # to avoid sharp edges and gaps if not is_closed and v2.tuple() == vertices[-1]: # Don't add a circle at the end break circleDef.localPosition = v2 / self.parent.ppm body.CreateShape(circleDef) # Now, all shapes have been attached body.SetMassFromShapes() # Return hard and soft reduced vertices return body def complexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): # 1. Step: Reduce # 2. Step: See if start and end are close, if so then close the polygon # 3. Step: Detect if convex or concave # 4. Step: Start self.convexPoly or self.concavePoly vertices, is_convex = tools_poly.reduce_poly_by_angle(vertices) #print "->", is_convex # If start and endpoints are close to each other, close polygon x1, y1 = vertices[0] x2, y2 = vertices[-1] dx = x2 - x1 dy = y2 - y1 l = sqrt((dx*dx)+(dy*dy)) if l < 50: vertices[-1] = vertices[0] else: # Never convex if open (we decide so :) is_convex = False if tools_poly.is_line(vertices): # Lines shall be drawn by self.concavePoly(...) print "is line" is_convex = False if is_convex: print "convex" return self.convexPoly(vertices, dynamic, density, restitution, friction), vertices else: print "concave" return self.concavePoly(vertices, dynamic, density, restitution, friction), vertices def convexPoly(self, vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5): """ Add a complex polygon with vertices in absolute positions (meters or pixels, according to INPUT_PIXELS or INPUT_METERS). This function does the reduction and convec hulling of the poly, and calls add_poly(...) Parameters: vertices .. absolute vertices positions other ..... see [physics parameters] Return: box2d.b2Body """ # NOTE: Box2D has a maximum poly vertex count, defined in Common/box2d.b2Settings.h (box2d.b2_maxPolygonVertices) # We need to make sure, that we reach that by reducing the poly with increased tolerance # Reduce Polygon tolerance = 10 #5 v_new = vertices while len(v_new) > box2d.b2_maxPolygonVertices: tolerance += 1 v_new = tools_poly.reduce_poly(vertices, tolerance) print "convexPoly: Polygon reduced from %i to %i vertices | tolerance: %i" % (len(vertices), len(v_new), tolerance) vertices = v_new # So poly should be alright now # Continue reducing the vertecs vertices_orig_reduced = vertices vertices = tools_poly.poly_center_vertices(vertices) vertices = tools_poly.convex_hull(vertices) if len(vertices) < 3: return # Define the body x, y = c = tools_poly.calc_center(vertices_orig_reduced) return self.poly((x,y), vertices, dynamic, density, restitution, friction) def to_b2vec(self, pt): # Convert vector to a b2vect pt = self.parent.to_world(pt) ptx, pty = pt ptx /= self.parent.ppm pty /= self.parent.ppm pt = box2d.b2Vec2(ptx, pty) return pt def joint(self, *args): print "* Add Joint:", args if len(args) == 4: # Distance Joint b1, b2, p1, p2 = args p1 = self.to_b2vec(p1) p2 = self.to_b2vec(p2) jointDef = box2d.b2DistanceJointDef() jointDef.Initialize(b1, b2, p1, p2) jointDef.collideConnected = True self.parent.world.CreateJoint(jointDef) elif len(args) == 3: # Revolute Joint between two bodies (unimplemented) pass elif len(args) == 2: # Revolute Joint to the Background, at point b1 = self.parent.world.GetGroundBody() b2 = args[0] p1 = self.to_b2vec(args[1]) jointDef = box2d.b2RevoluteJointDef() jointDef.Initialize(b1, b2, p1) self.parent.world.CreateJoint(jointDef) elif len(args) == 1: # Revolute Joint to the Background, body center b1 = self.parent.world.GetGroundBody() b2 = args[0] p1 = b2.GetWorldCenter() jointDef = box2d.b2RevoluteJointDef() jointDef.Initialize(b1, b2, p1) self.parent.world.CreateJoint(jointDef) def motor(self, body, pt, torque=900, speed=-10): # Revolute joint to the background with motor torque applied b1 = self.parent.world.GetGroundBody() pt = self.to_b2vec(pt) jointDef = box2d.b2RevoluteJointDef() jointDef.Initialize(b1, body, pt) jointDef.maxMotorTorque = torque jointDef.motorSpeed = speed jointDef.enableMotor = True self.parent.world.CreateJoint(jointDef) def mouseJoint(self, body, pos, jointForce=100.0): pos = self.parent.to_world(pos) x, y = pos x /= self.parent.ppm y /= self.parent.ppm mj = box2d.b2MouseJointDef() mj.body1 = self.parent.world.GetGroundBody() mj.body2 = body mj.target = (x, y) mj.maxForce = jointForce * body.GetMass() self.parent.mouseJoint = self.parent.world.CreateJoint(mj).getAsType() body.WakeUp() def remove_mouseJoint(self): if self.parent.mouseJoint: self.parent.world.DestroyJoint(self.parent.mouseJoint) self.parent.mouseJoint = None python-elements-0.13+svn20090823.230+dfsg/elements/camera.py0000644000000000000000000001055711002232366021563 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from locals import * class Camera: """ The Camera class. We will see :) Please also see: http://www.assembla.com/spaces/elements/tickets/31 This class currently handles: - Scaling factor - Screen Offset from the World Coordinate System Inputs from the user have to be checked for them. - Places to check for it: elements.py, drawing.py, add_objects.py """ scale_factor = 1.0 # All coords to the renderer are multiplied with the scale factor in elements.draw() track_body = None # Body which means to be tracked. Offset is set at each elements.draw() def __init__(self, parent): self.parent = parent def track(self, body): """ Start tracking a specific body """ self.track_body = body def track_stop(self): """ Stop tracking a body """ self.track_body = None def center(self, pos, screenCoord=True, stopTrack=True): """ Centers the camera at given screen coordinates -- in pixel Typical call: world.camera.center(event.pos) Problem: Works ONLY WITH screenCoord now! """ x, y = pos x -= self.parent.display_width / 2 y -= self.parent.display_height / 2 if screenCoord: x /= self.scale_factor y /= self.scale_factor # Set the offset self.inc_offset((x, y), screenCoord, stopTrack) def set_offset(self, offset, screenCoord=True, stopTrack=True): """ Set an offset from the screen to the world cs -- in screen (or world) coordinates and in pixel """ # Stop tracking of an object if stopTrack: self.track_stop() # If screenCoords, we have to bring them to the world cs if screenCoord: x, y = self.parent.to_world(offset) else: x, y = offset self._set_offset((x/self.parent.ppm, y/self.parent.ppm)) def inc_offset(self, offset, screenCoord=True, stopTrack=True): """ Increment an offset from the screen to the world cs -- in world coordinates and in pixel """ # Stop tracking of an object if stopTrack: self.track_stop() # Get Current Offset x, y = self.parent.screen_offset_pixel dx, dy = offset # Bring the directions into the world coordinate system if screenCoord: if self.parent.inputAxis_x_left: dx *= -1 if self.parent.inputAxis_y_down: dy *= -1 # Set New Offset self._set_offset(((x+dx)/self.parent.ppm, (y+dy)/self.parent.ppm)) def _set_offset(self, offset): """ Set the screen offset to the world coordinate system (using meters and the world coordinate system's orientation) """ x, y = offset self.parent.screen_offset = (x, y) self.parent.screen_offset_pixel = (x*self.parent.ppm, y*self.parent.ppm) def set_scale_factor(self, factor=1.0): """ Zoom factor for the renderer 1.0 = 1:1 (original) """ self.scale_factor = factor def inc_scale_factor(self, factor=0.0): """ Increases the zooms for the renderer a given factor """ self.scale_factor += factor python-elements-0.13+svn20090823.230+dfsg/elements/elements.py0000644000000000000000000005201011244343626022147 0ustar rootroot#!/usr/bin/python """ This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting pybox2d) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ __version__= '0.11' __contact__ = '' # Load Box2D try: import Box2D as box2d except: print 'Could not load the pybox2d library (Box2D).' print 'Please run "setup.py install" to install the dependencies.' print print 'Alternatively, recompile pybox2d for your system and python version.' print "See http://code.google.com/p/pybox2d" exit() # Standard Imports from random import shuffle # Load Elements Definitions from locals import * # Load Elements Modules import tools import drawing import add_objects import callbacks import camera # Main Class class Elements: """The class which handles all interaction with the box2d engine """ # Settings run_physics =True # Can pause the simulation element_count =0 # Element Count renderer =None # Drawing class (from drawing.py) input =INPUT_PIXELS # Default Input in Pixels! (can change to INPUT_METERS) line_width =0 # Line Width in Pixels (0 for fill) listener =None screen_offset = (0, 0) # Offset screen from world coordinate system (x, y) [meter5] screen_offset_pixel = (0, 0) # Offset screen from world coordinate system (x, y) [pixel] # The internal coordination system is y+=up, x+=right # But it's possible to change the input coords to something else, # they will then be translated on input inputAxis_x_left = False # positive to the right by default inputAxis_y_down = True # positive to up by default mouseJoint = None def __init__(self, screen_size, gravity=(0.0,-9.0), ppm=100.0, renderer='pygame'): """ Init the world with boundaries and gravity, and init colors. Parameters: screen_size .. (w, h) -- screen size in pixels [int] gravity ...... (x, y) in m/s^2 [float] default: (0.0, -9.0) ppm .......... pixels per meter [float] default: 100.0 renderer ..... which drawing method to use (str) default: 'pygame' Return: class Elements() """ self.set_screenSize(screen_size) self.set_drawingMethod(renderer) # Create Subclasses self.add = add_objects.Add(self) self.callbacks = callbacks.CallbackHandler(self) self.camera = camera.Camera(self) # Set Boundaries self.worldAABB=box2d.b2AABB() self.worldAABB.lowerBound = (-100.0, -100.0) self.worldAABB.upperBound = (100.0, 100.0) # Gravity + Bodies will sleep on outside self.gravity = gravity self.doSleep = True # Create the World self.world = box2d.b2World(self.worldAABB, self.gravity, self.doSleep) # Init Colors self.init_colors() # Set Pixels per Meter self.ppm = ppm def set_inputUnit(self, input): """ Change the input unit to either meter or pixels Parameters: input ... INPUT_METERS or INPUT_PIXELS Return: - """ self.input = input def set_inputAxisOrigin(self, left=True, top=False): """ Change the origin of the input coordinate system axis Parameters: left ... True or False -- x = 0 is at the left? top .... True or False -- y = 0 is at the top? Return: - """ self.inputAxis_x_left = not left self.inputAxis_y_down = top def set_drawingMethod(self, m, *kw): """ Set a drawing method (from drawing.py) Parameters: m .... 'pygame' or 'cairo' *kw .. keywords to pass to the initializer of the drawing method Return: True if ok, False if no method identifier m found """ try: self.renderer = getattr(drawing, "draw_%s" % m) (*kw) return True except AttributeError: return False def set_screenSize(self, size): """ Set the current screen size Parameters: size ... (int(width), int(height)) in pixels Return: - """ self.display_width, self.display_height = size def init_colors(self): """ Init self.colors with a fix set of hex colors Return: - """ self.fixed_color = None self.cur_color = 0 self.colors = [ "#737934", "#729a55", "#040404", "#1d4e29", "#ae5004", "#615c57", "#6795ce", "#203d61", "#8f932b" ] shuffle(self.colors) def set_color(self, clr): """ Set a fixed color for all future Elements (until reset_color() is called) Parameters: clr ... Hex '#123123' or RGB ((r), (g), (b)) Return: - """ self.fixed_color = clr def reset_color(self): """ All Elements from now on will be drawn in random colors Return: - """ self.fixed_color = None def get_color(self): """ Get a color - either the fixed one or the next from self.colors Return: clr = ((R), (G), (B)) """ if self.fixed_color != None: return self.fixed_color if self.cur_color == len(self.colors): self.cur_color = 0 shuffle(self.colors) clr = self.colors[self.cur_color] if clr[0] == "#": clr = tools.hex2rgb(clr) self.cur_color += 1 return clr def update(self, fps=50.0, vel_iterations=10, pos_iterations=8): """ Update the physics, if not paused (self.run_physics) Parameters: fps ............. fps with which the physics engine shall work vel_iterations .. velocity substeps per step for smoother simulation pos_iterations .. position substeps per step for smoother simulation Return: - """ if self.run_physics: self.world.Step(1.0 / fps, vel_iterations, pos_iterations) def translate_coord(self, point): """ Flips the coordinates in another coordinate system orientation, if necessary (screen <> world coordinate system) """ x, y = point if self.inputAxis_x_left: x = self.display_width - x if self.inputAxis_y_down: y = self.display_height - y return (x, y) def translate_coords(self, pointlist): """ Flips the coordinates in another coordinate system orientation, if necessary (screen <> world coordinate system) """ p_out = [] for p in pointlist: p_out.append(self.translate_coord(p)) return p_out def to_world(self, pos): """ Transfers a coordinate from the screen to the world coordinate system (pixels) - Change to the right axis orientation - Include the offset: screen -- world coordinate system - Include the scale factor (Screen coordinate system might have a scale factor) """ dx, dy = self.screen_offset_pixel x = pos[0] / self.camera.scale_factor y = pos[1] / self.camera.scale_factor x, y = self.translate_coord((round(x), round(y))) return (x+dx, y+dy) def to_screen(self, pos): """ Transfers a coordinate from the world to the screen coordinate system (pixels) and by the screen offset """ dx, dy = self.screen_offset_pixel x = pos[0] - dx y = pos[1] - dy sx, sy = self.translate_coord((x, y)) return (sx * self.camera.scale_factor, sy * self.camera.scale_factor) def meter_to_screen(self, i): return i * self.ppm * self.camera.scale_factor def get_bodies_at_pos(self, search_point, include_static=False, area=0.01): """ Check if given point (screen coordinates) is inside any body. If yes, return all found bodies, if not found return False """ sx, sy = self.to_world(search_point) sx /= self.ppm sy /= self.ppm f = area/self.camera.scale_factor AABB=box2d.b2AABB() AABB.lowerBound = (sx-f, sy-f) AABB.upperBound = (sx+f, sy+f) amount, shapes = self.world.Query(AABB, 2) if amount == 0: return False else: bodylist = [] for s in shapes: body = s.GetBody() if not include_static: if body.IsStatic() or body.GetMass() == 0.0: continue if s.TestPoint(body.GetXForm(), (sx, sy)): bodylist.append(body) return bodylist def draw(self): """ If a drawing method is specified, this function passes the objects to the module in pixels. Return: True if the objects were successfully drawn False if the renderer was not set or another error occurred """ self.callbacks.start(CALLBACK_DRAWING_START) # No need to run through the loop if there's no way to draw if not self.renderer: return False if self.camera.track_body: # Get Body Center p1 = self.camera.track_body.GetWorldCenter() # Center the Camera There, False = Don't stop the tracking self.camera.center(self.to_screen((p1.x*self.ppm, p1.y*self.ppm)), stopTrack=False) # Walk through all known elements self.renderer.start_drawing() for body in self.world.bodyList: xform = body.GetXForm() shape = body.GetShapeList() angle = body.GetAngle() if shape: userdata = body.GetUserData() clr = userdata['color'] for shape in body.shapeList: type = shape.GetType() if type == box2d.e_circleShape: position = box2d.b2Mul(xform, shape.GetLocalPosition()) pos = self.to_screen((position.x*self.ppm, position.y*self.ppm)) self.renderer.draw_circle(clr, pos, self.meter_to_screen(shape.radius), angle) elif type == box2d.e_polygonShape: points = [] for v in shape.vertices: pt = box2d.b2Mul(xform, v) x, y = self.to_screen((pt.x*self.ppm, pt.y*self.ppm)) points.append([x, y]) self.renderer.draw_polygon(clr, points) else: print " unknown shape type:%d" % shape.GetType() for joint in self.world.jointList: p2 = joint.GetAnchor1() p2 = self.to_screen((p2.x*self.ppm, p2.y*self.ppm)) p1 = joint.GetAnchor2() p1 = self.to_screen((p1.x*self.ppm, p1.y*self.ppm)) if p1 == p2: self.renderer.draw_circle((255,255,255), p1, 2, 0) else: self.renderer.draw_lines((0,0,0), False, [p1, p2], 3) self.callbacks.start(CALLBACK_DRAWING_END) self.renderer.after_drawing() return True def mouse_move(self, pos): pos = self.to_world(pos) x, y = pos x /= self.ppm y /= self.ppm if self.mouseJoint: self.mouseJoint.SetTarget((x,y)) def pickle_save(self, fn, additional_vars={}): import cPickle as pickle self.add.remove_mouseJoint() if not additional_vars and hasattr(self, '_pickle_vars'): additional_vars=dict((var, getattr(self, var)) for var in self._pickle_vars) save_values = [self.world, box2d.pickle_fix(self.world, additional_vars, 'save')] try: pickle.dump(save_values, open(fn, 'wb')) except Exception, s: print 'Pickling failed: ', s return print 'Saved to %s' % fn def pickle_load(self, fn, set_vars=True, additional_vars=[]): """ Load the pickled world in file fn. additional_vars is a dictionary to be populated with the loaded variables. """ import cPickle as pickle try: world, variables = pickle.load(open(fn, 'rb')) world = world._pickle_finalize() variables = box2d.pickle_fix(world, variables, 'load') except Exception, s: print 'Error while loading world: ', s return self.world = world if set_vars: # reset the additional saved variables: for var, value in variables.items(): if hasattr(self, var): setattr(self, var, value) else: print 'Unknown property %s=%s' % (var, value) print 'Loaded from %s' % fn return variables def json_save(self, path, additional_vars = {}): import cjson worldmodel = {} save_id_index = 1 self.world.GetGroundBody().userData = {"saveid" : 0} bodylist = [] for body in self.world.GetBodyList(): if not body == self.world.GetGroundBody(): body.userData["saveid"] = save_id_index #set temporary data save_id_index+=1 shapelist = body.GetShapeList() modelbody = {} modelbody['position'] = body.position.tuple() modelbody['dynamic'] = body.IsDynamic() modelbody['userData'] = body.userData modelbody['angle'] = body.angle modelbody['angularVelocity'] = body.angularVelocity modelbody['linearVelocity'] = body.linearVelocity.tuple() if shapelist and len(shapelist) > 0: shapes = [] for shape in shapelist: modelshape = {} modelshape['density'] = shape.density modelshape['restitution'] = shape.restitution modelshape['friction'] = shape.friction shapename = shape.__class__.__name__ if shapename == "b2CircleShape": modelshape['type'] = 'circle' modelshape['radius'] = shape.radius modelshape['localPosition'] = shape.localPosition.tuple() if shapename == "b2PolygonShape": modelshape['type'] = 'polygon' modelshape['vertices'] = shape.vertices shapes.append(modelshape) modelbody['shapes'] = shapes bodylist.append(modelbody) worldmodel['bodylist'] = bodylist jointlist = [] for joint in self.world.GetJointList(): modeljoint = {} if joint.__class__.__name__ == "b2RevoluteJoint": modeljoint['type'] = 'revolute' modeljoint['anchor'] = joint.GetAnchor1().tuple() modeljoint['enableMotor'] = joint.enableMotor modeljoint['motorSpeed'] = joint.motorSpeed modeljoint['maxMotorTorque'] = joint.maxMotorTorque elif joint.__class__.__name__ == "b2DistanceJoint": modeljoint['type'] = 'distance' modeljoint['anchor1'] = joint.GetAnchor1().tuple() modeljoint['anchor2'] = joint.GetAnchor2().tuple() modeljoint['body1'] = joint.body1.userData['saveid'] modeljoint['body2'] = joint.body2.userData['saveid'] modeljoint['collideConnected'] = joint.collideConnected modeljoint['userData'] = joint.userData jointlist.append(modeljoint) worldmodel['jointlist'] = jointlist controllerlist = [] worldmodel['controllerlist'] = controllerlist worldmodel['additional_vars'] = additional_vars f = open(path,'w') f.write(cjson.encode(worldmodel)) f.close() for body in self.world.GetBodyList(): del body.userData['saveid'] #remove temporary data def json_load(self, path, additional_vars = {}): import cjson self.world.GetGroundBody().userData = {"saveid" : 0} f = open(path, 'r') worldmodel = cjson.decode(f.read()) f.close() #clean world for joint in self.world.GetJointList(): self.world.DestroyJoint(joint) for body in self.world.GetBodyList(): if body != self.world.GetGroundBody(): self.world.DestroyBody(body) #load bodys for body in worldmodel['bodylist']: bodyDef = box2d.b2BodyDef() bodyDef.position = body['position'] bodyDef.userData = body['userData'] bodyDef.angle = body['angle'] newBody = self.world.CreateBody(bodyDef) #_logger.debug(newBody) newBody.angularVelocity = body['angularVelocity'] newBody.linearVelocity = body['linearVelocity'] if body.has_key('shapes'): for shape in body['shapes']: if shape['type'] == 'polygon': polyDef = box2d.b2PolygonDef() polyDef.setVertices(shape['vertices']) polyDef.density = shape['density'] polyDef.restitution = shape['restitution'] polyDef.friction = shape['friction'] newBody.CreateShape(polyDef) if shape['type'] == 'circle': circleDef = box2d.b2CircleDef() circleDef.radius = shape['radius'] circleDef.density = shape['density'] circleDef.restitution = shape['restitution'] circleDef.friction = shape['friction'] circleDef.localPosition = shape['localPosition'] newBody.CreateShape(circleDef) newBody.SetMassFromShapes() for joint in worldmodel['jointlist']: if joint['type'] == 'distance': jointDef = box2d.b2DistanceJointDef() body1 = self.getBodyWithSaveId(joint['body1']) anch1 = joint['anchor1'] body2 = self.getBodyWithSaveId(joint['body2']) anch2 = joint['anchor2'] jointDef.collideConnected = joint['collideConnected'] jointDef.Initialize(body1,body2,anch1,anch2) jointDef.SetUserData(joint['userData']) self.world.CreateJoint(jointDef) if joint['type'] == 'revolute': jointDef = box2d.b2RevoluteJointDef() body1 = self.getBodyWithSaveId(joint['body1']) body2 = self.getBodyWithSaveId(joint['body2']) anchor = joint['anchor'] jointDef.Initialize(body1,body2,anchor) jointDef.SetUserData(joint['userData']) jointDef.enableMotor = joint['enableMotor'] jointDef.motorSpeed = joint['motorSpeed'] jointDef.maxMotorTorque = joint['maxMotorTorque'] self.world.CreateJoint(jointDef) for (k,v) in worldmodel['additional_vars'].items(): additional_vars[k] = v for body in self.world.GetBodyList(): del body.userData['saveid'] #remove temporary data def getBodyWithSaveId(self,saveid): for body in self.world.GetBodyList(): if body.userData['saveid'] == saveid: return body python-elements-0.13+svn20090823.230+dfsg/elements/locals.py0000644000000000000000000000234711000121555021601 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ INPUT_METERS = 0 INPUT_PIXELS = 1 CALLBACK_CONTACT_ADD = 0 CALLBACK_CONTACT_PERSIST = 1 CALLBACK_CONTACT_REMOVE = 2 CALLBACK_DRAWING_START = 3 CALLBACK_DRAWING_END = 4 FLT_EPSILON = 1.192092896e-07 python-elements-0.13+svn20090823.230+dfsg/elements/drawing.py0000644000000000000000000002603011071460474021770 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from math import pi from math import cos from math import sin from math import sqrt import tools # Functions of a rendering class # mandatory: # __init__ # start_drawing # after_drawing # draw_circle # draw_polygon # draw_lines # set_lineWidth # # renderer-specific mandatory functions: # for pygame: # set_surface # for cairo: # draw_text # for opengl: # # IMPORTANT # The drawing functions get the coordinates in their screen coordinate system # no need for translations anymore :) class draw_pygame(object): """ This class handles the drawing with pygame, which is really simple since we only need draw_ellipse and draw_polygon. """ lineWidth = 0 def __init__(self): """ Load pygame.draw and pygame.Rect, and reference it for the drawing methods Parameters: surface .... pygame surface (default: None) lineWidth .. Return: Class draw_pygame() """ print "* Pygame selected as renderer" from pygame import draw from pygame import Rect self.draw = draw self.Rect = Rect def set_lineWidth(self, lw): """ """ self.lineWidth = lw def set_surface(self, surface): """ """ self.surface = surface def get_surface(self): """ """ return self.surface def start_drawing(self): pass def after_drawing(self): pass def draw_circle(self, clr, pt, radius, angle): """ Draw a circle Parameters: pt ........ (x, y) clr ....... color in rgb ((r), (g), (b)) radius .... circle radius angle ..... rotation in radians Return: - """ x, y = pt x1 = x - radius y1 = y - radius rect = self.Rect( [x1, y1, 2*radius, 2*radius] ) self.draw.ellipse(self.surface, clr, rect, self.lineWidth) # draw the orientation vector if radius > 10: rx = cos(angle) * radius ry = -sin(angle) * radius self.draw.line(self.surface, (255,255,255), pt, (x+rx, y+ry)) def draw_polygon(self, clr, points): """ Draw a polygon Parameters: clr ....... color in rgb ((r), (g), (b)) points .... polygon points in normal (x,y) positions Return: - """ self.draw.polygon(self.surface, clr, points, self.lineWidth) #self.draw.lines(self.surface, clr, True, points) def draw_lines(self, clr, closed, points, width=None): """ Draw a polygon Parameters: clr ....... color in rgb ((r), (g), (b)) points .... polygon points in normal (x,y) positions Return: - """ if width == None: lw = self.lineWidth else: lw = width self.draw.lines(self.surface, clr, closed, points, lw) class draw_cairo(object): """ This class handles the drawing with cairo, which is really simple since we only need draw_ellipse and draw_polygon. """ window = None da = None circle_surface = None box_surface = None def __init__(self, drawMethod="filled"): """ Load cairo.draw and cairo.Rect, and reference it for the drawing methods Return: Class draw_cairo() """ print "* Cairo selected as renderer" import cairo self.cairo = cairo self.set_drawing_method(drawMethod) #self.draw_box = self.draw_box_image def set_lineWidth(self, lw): # unused self.lineWidth = lw def set_drawing_area(self, da): """ Set the area for Cairo to draw to da ...... drawing area (gtk.DrawingArea) Return: - """ self.da = da self.window = da.window print "* Cairo renderer drawing area set" def set_drawing_method(self, type): """ type = filled, image """ self.draw_circle = getattr(self, "draw_circle_%s" % type) #self.draw_box = getattr(self, "draw_box_%s" % type) def start_drawing(self): self.width, self.height = self.window.get_size() self.imagesurface = self.cairo.ImageSurface(self.cairo.FORMAT_ARGB32, self.width, self.height); self.ctx = ctx = self.cairo.Context(self.imagesurface) ctx.set_source_rgb(1, 1, 1) # background color ctx.paint() ctx.move_to(0, 0) ctx.set_source_rgb(0, 0, 0) # defaults for the rest of the drawing ctx.set_line_width(1) ctx.set_tolerance(0.1) ctx.set_line_join(self.cairo.LINE_CAP_BUTT) # LINE_CAP_BUTT, LINE_CAP_ROUND, LINE_CAP_SQUARE, LINE_JOIN_BEVEL, LINE_JOIN_MITER, LINE_JOIN_ROUND #ctx.set_dash([20/4.0, 20/4.0], 0) def after_drawing(self): dest_ctx = self.window.cairo_create() dest_ctx.set_source_surface(self.imagesurface) dest_ctx.paint() def set_circle_image(self, filename): self.circle_surface = self.cairo.ImageSurface.create_from_png(filename) self.draw_circle = self.draw_circle_image # def set_box_image(self, filename): # self.box_surface = self.cairo.ImageSurface.create_from_png(filename) # self.draw_box = self.draw_box_image def draw_circle_filled(self, clr, pt, radius, angle=0): x, y = pt clr = tools.rgb2floats(clr) self.ctx.set_source_rgb(*clr) self.ctx.move_to(x, y) self.ctx.arc(x, y, radius, 0, 2*3.1415) self.ctx.fill() def draw_circle(): pass def draw_circle_image(self, clr, pt, radius, angle=0, sf=None): if sf == None: sf = self.circle_surface x, y = pt self.ctx.save() self.ctx.translate(x, y) self.ctx.rotate(-angle) image_r = sf.get_width() / 2 scale = float(radius) / image_r self.ctx.scale(scale, scale) self.ctx.translate(-0.5*sf.get_width(), -0.5*sf.get_height()) self.ctx.set_source_surface(sf) self.ctx.paint() self.ctx.restore() def draw_image(self, source, pt, scale=1.0, rot=0, sourcepos=(0,0)): self.ctx.save() self.ctx.rotate(rot) self.ctx.scale(scale, scale) destx, desty = self.ctx.device_to_user_distance(pt[0], pt[1]) self.ctx.set_source_surface(source, destx-sourcepos[0], desty-sourcepos[1]) self.ctx.rectangle(destx, desty, source.get_width(), source.get_height()) self.ctx.fill() self.ctx.restore() def draw_polygon(self, clr, points): """ Draw a polygon Parameters: clr ....... color in rgb ((r), (g), (b)) points .... polygon points in normal (x,y) positions Return: - """ clr = tools.rgb2floats(clr) self.ctx.set_source_rgb(clr[0], clr[1], clr[2]) pt = points[0] self.ctx.move_to(pt[0], pt[1]) for pt in points[1:]: self.ctx.line_to(pt[0], pt[1]) self.ctx.fill() def draw_text(self, text, center, clr=(0,0,0), size=12, fontname="Georgia"): clr = tools.rgb2floats(clr) self.ctx.set_source_rgb(clr[0], clr[1], clr[2]) self.ctx.select_font_face(fontname, self.cairo.FONT_SLANT_NORMAL, self.cairo.FONT_WEIGHT_NORMAL) self.ctx.set_font_size(size) x_bearing, y_bearing, width, height = self.ctx.text_extents(text)[:4] self.ctx.move_to(center[0] + 0.5 - width / 2 - x_bearing, center[1] + 0.5 - height / 2 - y_bearing) self.ctx.show_text(text) def draw_lines(self, clr, closed, points): """ Draw a polygon Parameters: clr ....... color in rgb ((r), (g), (b)) closed .... whether or not to close the lines (as a polygon) points .... polygon points in normal (x,y) positions Return: - """ clr = tools.rgb2floats(clr) self.ctx.set_source_rgb(clr[0], clr[1], clr[2]) pt = points[0] self.ctx.move_to(pt[0], pt[1]) for pt in points[1:]: self.ctx.line_to(pt[0], pt[1]) if closed: pt = points[0] self.ctx.line_to(pt[0], pt[1]) self.ctx.stroke() class draw_opengl_pyglet(object): """ This class handles the drawing with pyglet """ lineWidth = 0 def __init__(self): """ Load pyglet.gl, and reference it for the drawing methods Parameters: surface .... not used with pyglet lineWidth .. """ print "* OpenGL_Pyglet selected as renderer" from pyglet import gl self.gl = gl def set_lineWidth(self, lw): self.lineWidth = lw def draw_circle(self, clr, pt, radius, a=0): clr = tools.rgb2floats(clr) self.gl.glColor3f(clr[0], clr[1], clr[2]) x, y = pt segs = 15 coef = 2.0*pi/segs; self.gl.glBegin(self.gl.GL_LINE_LOOP) for n in range(segs): rads = n*coef self.gl.glVertex2f(radius*cos(rads + a) + x, radius*sin(rads + a) + y) self.gl.glVertex2f(x,y) self.gl.glEnd() def draw_polygon(self, clr, points): clr = tools.rgb2floats(clr) self.gl.glColor3f(clr[0], clr[1], clr[2]) self.gl.glBegin(self.gl.GL_LINES) p1 = points[0] for p in points[1:]: x1, y1 = p1 x2, y2 = p1 = p self.gl.glVertex2f(x1, y1) self.gl.glVertex2f(x2, y2) x1, y1 = points[0] self.gl.glVertex2f(x2, y2) self.gl.glVertex2f(x1, y1) self.gl.glEnd() def draw_lines(self, clr, closed, points): pass def start_drawing(self): pass def after_drawing(self): pass python-elements-0.13+svn20090823.230+dfsg/elements/callbacks.py0000644000000000000000000001151311155513547022257 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from locals import * from elements import box2d class CallbackHandler: # List of contact callbacks and shapes to start them - sorted by type for quicker access # Callbacks are saved as callbacks[callback_type][[function, parameters], ...] callbacks = {} def __init__(self, parent): self.parent = parent # init callback dict to avoid those slow try # (especially for self.get, as it is called *often*) for i in xrange(10): self.callbacks[i] = [] def add(self, callback_type, callback_handler, *args): """ Users can add callbacks for certain (or all) collisions Parameters: callback_type ......... CALLBACK_CONTACT (nothing else for now) callback_handler ...... a callback function args (optional) ....... a list of parameters which can be used with callbacks.get Return: callback_id ... used to remove a callback later (int) """ # Create contact listener if required if callback_type in [CALLBACK_CONTACT_ADD, CALLBACK_CONTACT_PERSIST, CALLBACK_CONTACT_REMOVE]: if self.parent.listener == None: self.parent.listener = kContactListener(self.get) self.parent.world.SetContactListener( self.parent.listener ) print "* ContactListener added" # Get callback dict for this callback_type c = self.callbacks[callback_type] # Append to the Callback Dictionary c.append([callback_handler, args]) self.callbacks[callback_type] = c # Return Callback ID # ID = callback_type.callback_index (1...n) return "%i.%i" % (callback_type, len(c)) def get(self, callback_type): return self.callbacks[callback_type] def start(self, callback_type, *args): callbacks = self.get(callback_type) for c in callbacks: callback, params = c callback() class kContactListener(box2d.b2ContactListener): def __init__(self, get_callbacks): # Init the Box2D b2ContactListener box2d.b2ContactListener.__init__(self) # Function to get the current callbacks self.get_callbacks = get_callbacks def check_contact(self, contact_type, point): # Checks if a callback should be started with this contact point contacts = self.get_callbacks(contact_type) # Step through all callbacks for this type (eg ADD, PERSIST, REMOVE) for c in contacts: callback, bodylist = c if len(bodylist) == 0: # Without bodylist it's a universal callback (for all bodies) callback(point) else: # This is a callback with specified bodies # See if this contact involves one of the specified b1 = str(point.shape1.GetBody()) b2 = str(point.shape2.GetBody()) for s in bodylist: s = str(s) if b1 == s or b2 == s: # Yes, that's the one :) callback(point) def Add(self, point): """Called when a contact point is created""" self.check_contact(CALLBACK_CONTACT_ADD, point) def Persist(self, point): """Called when a contact point persists for more than a time step""" self.check_contact(CALLBACK_CONTACT_PERSIST, point) def Remove(self, point): """Called when a contact point is removed""" self.check_contact(CALLBACK_CONTACT_REMOVE, point) python-elements-0.13+svn20090823.230+dfsg/elements/tools_poly.py0000644000000000000000000002275411155517243022551 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from functools import partial from math import fabs from math import sqrt from math import atan2 from math import degrees from math import acos from locals import * from elements import box2d def calc_center(points): """ Calculate the center of a polygon Return: The center (x,y) """ tot_x, tot_y = 0,0 for p in points: tot_x += p[0] tot_y += p[1] n = len(points) return (tot_x/n, tot_y/n) def poly_center_vertices(pointlist): """ Rearranges vectors around the center Return: pointlist ([(x, y), ...]) """ poly_points_center = [] center = cx, cy = calc_center(pointlist) for p in pointlist: x = p[0] - cx y = cy - p[1] poly_points_center.append((x, y)) return poly_points_center def is_line(vertices, tolerance=25.0): """ Check if passed vertices are a line. Done by comparing the angles of all vectors and check tolerance. Parameters: vertices ... a list of vertices (x, y) tolerance .. how many degrees should be allowed max to be a line Returns: True if line, False if no line """ if len(vertices) <= 2: return True # Step 1: Points -> Vectors p_old = vertices[0] alphas = [] for p in vertices[1:]: x1, y1 = p_old x2, y2 = p p_old = p # Create Vector vx, vy = (x2-x1, y2-y1) # Check Length l = sqrt((vx*vx) + (vy*vy)) if l == 0.0: continue # Normalize vector vx /= l vy /= l # Append angle if fabs(vx) < 0.2: alpha = 90.0 else: alpha = degrees(atan2(vy,vx)) alphas.append(fabs(alpha)) # Sort angles alphas.sort() # Get maximum difference alpha_diff = fabs(alphas[-1] - alphas[0]) print "alpha difference:", alpha_diff if alpha_diff < tolerance: return True else: return False def reduce_poly_by_angle(vertices, tolerance=10.0, minlen=20): """ This function reduces a poly by the angles of the vectors (detect lines) If the angle difference from one vector to the last > tolerance: use last point If the angle is quite the same, it's on the line Parameters: vertices ... a list of vertices (x, y) tolerance .. how many degrees should be allowed max Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) """ v_last = vertices[-1] vertices = vxx = reduce_poly(vertices, minlen) p_new = [] p_new.append(vertices[0]) dir = None is_convex = True for i in xrange(len(vertices)-1): if i == 0: p_old = vertices[i] continue x1, y1 = p_old x2, y2 = vertices[i] x3, y3 = vertices[i+1] p_old = vertices[i] # Create Vectors v1x = (x2 - x1) * 1.0 v1y = (y2 - y1) * 1.0 v2x = (x3 - x2) * 1.0 v2y = (y3 - y2) * 1.0 # Calculate angle a = ((v1x * v2x) + (v1y * v2y)) b = sqrt((v1x*v1x) + (v1y*v1y)) c = sqrt((v2x*v2x) + (v2y*v2y)) # No Division by 0 :) if (b*c) == 0.0: continue # Get the current degrees # We have a bug here sometimes... try: angle = degrees(acos(a / (b*c))) except: # cos=1.0 print "cos=", a/(b*c) continue # Check if inside tolerance if fabs(angle) > tolerance: p_new.append(vertices[i]) # print "x", 180-angle, is_left(vertices[i-1], vertices[i], vertices[i+1]) # Check if convex: if dir == None: dir = is_left(vertices[i-1], vertices[i], vertices[i+1]) else: if dir != is_left(vertices[i-1], vertices[i], vertices[i+1]): is_convex = False # We also want to append the last point :) p_new.append(v_last) # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) return p_new, is_convex """ OLD FUNCTION: """ # Wipe all points too close to each other vxx = vertices = reduce_poly(vertices, minlen) # Create Output List p_new = [] p_new.append(vertices[0]) # Set the starting vertice p_old = vertices[0] alpha_old = None # For each vector, compare the angle difference to the last one for i in range(1, len(vertices)): x1, y1 = p_old x2, y2 = vertices[i] p_old = (x2, y2) # Make Vector vx, vy = (x2-x1, y2-y1) # Vector length l = sqrt((vx*vx) + (vy*vy)) # normalize vx /= l vy /= l # Get Angle if fabs(vx) < 0.2: alpha = 90 else: alpha = degrees(atan2(vy,vx)) if alpha_old == None: alpha_old = alpha continue # Get difference to previous angle alpha_diff = fabs(alpha - alpha_old) alpha_old = alpha # If the new vector differs from the old one, we add the old point # to the output list, as the line changed it's way :) if alpha_diff > tolerance: #print ">",alpha_diff, "\t", vx, vy, l p_new.append(vertices[i-1]) # We also want to append the last point :) p_new.append(vertices[-1]) # Returns: (1) New Pointlist, (2) Soft reduced pointlist (reduce_poly()) return p_new, vxx # The following functions is_left, reduce_poly and convex_hull are # from the pymunk project (http://code.google.com/p/pymunk/) def is_left(p0, p1, p2): """Test if p2 is left, on or right of the (infinite) line (p0,p1). :return: > 0 for p2 left of the line through p0 and p1 = 0 for p2 on the line < 0 for p2 right of the line """ sorting = (p1[0] - p0[0])*(p2[1]-p0[1]) - (p2[0]-p0[0])*(p1[1]-p0[1]) if sorting > 0: return 1 elif sorting < 0: return -1 else: return 0 def is_convex(points): """Test if a polygon (list of (x,y)) is strictly convex or not. :return: True if the polygon is convex, False otherwise """ #assert len(points) > 2, "not enough points to form a polygon" p0 = points[0] p1 = points[1] p2 = points[2] xc, yc = 0, 0 is_same_winding = is_left(p0, p1, p2) for p2 in points[2:] + [p0] + [p1]: if is_same_winding != is_left(p0, p1, p2): return False a = p1[0] - p0[0], p1[1] - p0[1] # p1-p0 b = p2[0] - p1[0], p2[1] - p1[1] # p2-p1 if sign(a[0]) != sign(b[0]): xc +=1 if sign(a[1]) != sign(b[1]): yc +=1 p0, p1 = p1, p2 return xc <= 2 and yc <= 2 def sign(x): if x < 0: return -1 else: return 1 def reduce_poly(points, tolerance=50): """Remove close points to simplify a polyline tolerance is the min distance between two points squared. :return: The reduced polygon as a list of (x,y) """ curr_p = points[0] reduced_ps = [points[0]] for p in points[1:]: x1, y1 = curr_p x2, y2 = p dx = fabs(x2 - x1) dy = fabs(y2 - y1) l = sqrt((dx*dx) + (dy*dy)) if l > tolerance: curr_p = p reduced_ps.append(p) return reduced_ps def convex_hull(points): """Create a convex hull from a list of points. This function uses the Graham Scan Algorithm. :return: Convex hull as a list of (x,y) """ ### Find lowest rightmost point p0 = points[0] for p in points[1:]: if p[1] < p0[1]: p0 = p elif p[1] == p0[1] and p[0] > p0[0]: p0 = p points.remove(p0) ### Sort the points angularly about p0 as center f = partial(is_left, p0) points.sort(cmp = f) points.reverse() points.insert(0, p0) ### Find the hull points hull = [p0, points[1]] for p in points[2:]: pt1 = hull[-1] pt2 = hull[-2] l = is_left(pt2, pt1, p) if l > 0: hull.append(p) else: while l <= 0 and len(hull) > 2: hull.pop() pt1 = hull[-1] pt2 = hull[-2] l = is_left(pt2, pt1, p) hull.append(p) return hull python-elements-0.13+svn20090823.230+dfsg/elements/menu.py0000644000000000000000000001622011002642675021300 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ import pygame from pygame.locals import * import tools COLOR_HEX_BLUE1 = "6491a4" COLOR_HEX_BLUE2 = "9ec9ff" class MenuItem: # padding [px]: left, top, right, bottom padding = (5, 2, 5, 2) def empty(self, *args): pass def __init__(self, title, pos, userData, parent=None, callback=None): self.title = title self.userData = userData self.parent = parent self.childs = [] if self.parent: self.visible = False else: self.visible = True if callback: self.callback = callback else: self.callback = self.empty # Create Surface and Stuff :) self.font = pygame.font.Font(None, 32) text = self.font.render(title, 1, (255,255,255)) rx, ry, rw, rh = rect = text.get_rect() pl, pt, pr, pb = self.padding s1 = pygame.Surface((rw+pl+pr, rh+pt+pb)) s1.fill(tools.hex2rgb(COLOR_HEX_BLUE1)) s1.blit(text, (pl, pt)) s2 = pygame.Surface((rw+pl+pr, rh+pt+pb)) s2.fill(tools.hex2rgb(COLOR_HEX_BLUE2)) s2.blit(text, (pl, pt)) self.rect = s1.get_rect().move(pos) self.surface_inactive = s1 self.surface_active = s2 def pos_inside(self, pos): if not self.visible: return False x,y,w,h = self.rect px, py = pos if px > x and px < x+w and py > y and py < y+h: return True else: return False class MenuClass: """ Important: Never delete an Item, just overwrite it if deleting, else the menuitem id's get messed up """ # current active menu point it focus = False # each item is stored as MenuItem items = [] # where to start drawing start_at = (0, 0) # menubar properties height = 0 # px width = 0 # px (set in set_width) setWidth = False # if width was set by hand (if not, increase width by adding stuff) def __init__(self): self.draw_at = self.start_at def set_width(self, width): self.setWidth = True self.width = width def addItem(self, title, callback=None, userData='', parent=None): # Get position for the Item if parent: draw_at = (0,0) else: draw_at = self.draw_at # Create Items M = MenuItem(title=title, pos=draw_at, userData=userData, parent=parent, callback=callback) self.items.append(M) # Set a new position x,y,w,h = M.rect x, y = self.draw_at if parent: # Set the info that the item has a child to the parent item self.items[parent-1].childs.append(len(self.items)-1) else: # New next drawing position self.draw_at = (x+w, y) # Adjust the width of the menu bar if not self.setWidth: self.width = x+w # Adjust the height of the menu bar if h > self.height: self.height = h + 2 # Return array id of this item return len(self.items) def click(self, pos): """ Checks a click for menuitems and starts the callback if found Return: True if a menu item was found or hit the MenuBar, and False if not """ focus_in = self.focus found = False for i in xrange(len(self.items)): item = self.items[i] if item.pos_inside(pos): found = True item.callback(item.title, item.userData) # Expand the menu if necessary if len(item.childs) > 0: self.focus = i+1 # Close any opened menu windows if clicked somewhere else if self.focus == focus_in: self.focus = False self.subwin_rect = (0,0,0,0) for item in self.items: if item.parent: item.visible = False # Check if click is inside menubar x,y = pos mx, my = self.start_at if found: return True else: return False def draw(self, surface): """ Draw the menu with pygame on a given surface """ s = pygame.Surface((self.width, self.height)) s.fill(tools.hex2rgb(COLOR_HEX_BLUE1)) surface.blit(s, (0,0)) for i in xrange(len(self.items)): item = self.items[i] if not item.parent: x,y,w,h = item.rect if self.focus == i+1: surface.blit(item.surface_active, (x,y)) else: surface.blit(item.surface_inactive, (x,y)) # If a menu item is open, draw that if self.focus: width = 0 height = 0 i = [] for j in self.items: if j.parent == self.focus: i.append(j) x, y, w, h = j.rect if w > width: width = w height += h if len(i) > 0: s = pygame.Surface((width, height)) s.fill(tools.hex2rgb(COLOR_HEX_BLUE1)) # Parent Coordinates px, py, pw, ph = self.items[self.focus-1].rect # y Counter y = 0 for item in i: item.visible = True s.blit(item.surface_inactive, (0, y)) ix, iy, iw, ih = item.rect if (ix, iy) == (0, 0): item.rect = item.rect.move((px, y+ph)) ix, iy, iw, ih = item.rect if iw < width: item.rect = (ix,iy,width,ih) y += ih surface.blit(s, (px,py+ph)) self.subwin_rect = s.get_rect().move(px, py+ph) python-elements-0.13+svn20090823.230+dfsg/elements/tools.py0000644000000000000000000000411211000252226021454 0ustar rootroot""" This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://elements.linuxuser.at IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ # Some Hex Tools def hex2dec(hex): """ Convert and hex value in a decimal number """ return int(hex, 16) def hex2rgb(hex): """ Convert a hex color (#123abc) in RGB ((r), (g), (b)) """ if hex[0:1] == '#': hex = hex[1:]; return (hex2dec(hex[:2]), hex2dec(hex[2:4]), hex2dec(hex[4:6])) def rgb2floats(rgb): """Convert a color in the RGB (0..255,0..255,0..255) format to the (0..1, 0..1, 0..1) float format """ ret = [] for c in rgb: ret.append(float(c) / 255) return ret def point_in_poly(point, poly): #print ">", point, poly x, y = point n = len(poly) inside = False p1x,p1y = poly[0] for i in range(n+1): p2x,p2y = poly[i % n] if y > min(p1y,p2y): if y <= max(p1y,p2y): if x <= max(p1x,p2x): if p1y != p2y: xinters = (y-p1y)*(p2x-p1x)/(p2y-p1y)+p1x if p1x == p2x or x <= xinters: inside = not inside p1x,p1y = p2x,p2y return inside python-elements-0.13+svn20090823.230+dfsg/elements/__init__.py0000644000000000000000000000007311002460655022066 0ustar rootroot__all__ = ['locals', 'menu'] from elements import Elements python-elements-0.13+svn20090823.230+dfsg/buildscripts/0000755000000000000000000000000011415013743020650 5ustar rootrootpython-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/0000755000000000000000000000000011415013743022342 5ustar rootrootpython-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/setup.py0000644000000000000000000000322511002120136024041 0ustar rootroot#!/usr/bin/env python """ Test """ from distutils.core import setup, Extension import os if os.getenv("TARGET_FLOAT32_IS_FIXED"): # I can't find a purpose for this yet, but maybe there is... package_dir = 'Gen\\python-fixed' package_type="fixed" else: package_dir = 'Gen\\python-float' package_type="float" init = open(os.path.join(package_dir, "__init__.py"), "w") init.write("from Box2D2 import *") init.close() box2d_version = "2.0.1" release_number = 2 version_str = box2d_version + 'b' + str(release_number) setup (name = 'Box2D', version = version_str, packages=["Box2D2"], package_dir = {'Box2D2': package_dir}, package_data={"Box2D2" : ["_Box2D2.pyd"] }, author = "kne", author_email = "sirkne at gmail dot com", description = "Box2D Python Wrapper (%s build)" % package_type, license="zlib", url="http://pybox2d.googlepages.com", long_description = """Wraps Box2D (currently version %s) for usage in Python. For more information, see the homepage or Box2D's homepage at http://www.box2d.org . Wiki: http://www.box2d.org/wiki/index.php?title=Box2D_with_Python Ports forum: http://www.box2d.org/forum/viewforum.php?f=5 """ % (box2d_version), classifiers=[ 'Development Status :: 4 - Beta', 'Intended Audience :: Developers', 'License :: OSI Approved :: zlib/libpng License', 'Operating System :: Microsoft :: Windows', 'Programming Language :: Python', 'Games :: Physics Libraries' ] ) python-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/Box2D.i0000644000000000000000000004236311002120136023425 0ustar rootroot/* * Python SWIG interface file for Box2D (www.box2d.org) * * Copyright (c) 2008 kne / sirkne at gmail dot com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #todo: use enumerate #implement the checkDef() code here %module(directors="1") Box2D2 %{ #include "../Include/Box2D.h" //Define these functions so that SWIG does not fail void b2BroadPhase::ValidatePairs() { } %} #ifdef TARGET_FLOAT32_IS_FIXED //figure out what to do here :) #endif #ifdef SWIGPYTHON //Autodoc puts the basic docstrings for each function %feature("autodoc", "1"); //Add callback support for the following classes: %feature("director") b2ContactListener; %feature("director") b2BoundaryListener; %feature("director") b2DestructionListener; %feature("director") b2DebugDraw; //These operators do not work unless explicitly defined like this %rename(b2add) operator + (const b2Vec2& a, const b2Vec2& b); %rename(b2add) operator + (const b2Mat22& A, const b2Mat22& B); %rename(b2sub) operator - (const b2Vec2& a, const b2Vec2& b); %rename(b2mul) operator * (float32 s, const b2Vec2& a); %rename(b2equ) operator == (const b2Vec2& a, const b2Vec2& b); //Since Python (apparently) requires __imul__ to return self, //these void operators will not do. So, rename them, then call them //with Python code, and return self. (see further down in b2Vec2) %rename(add_vector) b2Vec2::operator += (const b2Vec2& v); %rename(sub_vector) b2Vec2::operator -= (const b2Vec2& v); %rename(mul_float ) b2Vec2::operator *= (float32 a); /*%ignore b2Shape::GetUserData; %ignore b2Body::GetUserData; %ignore b2Joint::GetUserData;*/ //Allow access to (m_)userData %typemap(in) void* userData, void* m_userData { //In if ($input == Py_None) { $1 = NULL; } else { $1 = (void*)( $input ); Py_INCREF($input); } } %typemap(out) void* userData, void* m_userData { //Out if ($1 == NULL) { $result = Py_None; } else { $result = (PyObject*)( $1 ); } Py_INCREF($result); } %extend b2World { public: PyObject* Query(const b2AABB& aabb, uint32 maxCount) { PyObject* ret=Py_None; b2Shape** shapes=(b2Shape**)malloc(maxCount * sizeof(b2Shape*)); if (!shapes) { PyErr_SetString(PyExc_MemoryError, "Insufficient memory"); return ret; } int32 num=$self->Query(aabb, shapes, maxCount); if (num < 0) num = 0; ret = PyTuple_New(2); PyObject* shapeList=PyTuple_New(num); PyObject* shape; for (int i=0; i < num; i++) { shape=SWIG_NewPointerObj(SWIG_as_voidptr(shapes[i]), SWIGTYPE_p_b2Shape, 0 ); PyTuple_SetItem(shapeList, i, shape); } PyTuple_SetItem(ret, 0, SWIG_From_int(num)); PyTuple_SetItem(ret, 1, shapeList); free(shapes); return ret; } } /* //hmm %feature("director:except") { if ($error != NULL) { throw Swig::DirectorMethodException(); } }*/ %typemap(directorin) b2Vec2* vertices { $input = PyTuple_New(vertexCount); PyObject* vertex; for (int i=0; i < vertexCount; i++) { vertex = PyTuple_New(2); PyTuple_SetItem(vertex, 0, PyFloat_FromDouble((float32)vertices[i].x)); PyTuple_SetItem(vertex, 1, PyFloat_FromDouble((float32)vertices[i].y)); PyTuple_SetItem($input, i, vertex); } } %feature("shadow") GetUserData { def GetUserData(self): # override the C++ version as it does not work. """Get the specified userData (m_userData)""" return self.pyGetUserData() } //Typecast the shape as necessary so Python can use them properly (2.0) %include "Collision/Shapes/b2Shape.h" %extend b2Shape { public: %pythoncode %{ def __repr__(self): return "b2Shape(from Body %s )" % (self.GetBody()) def typeName(self): types = { e_unknownShape : "Unknown", e_circleShape : "Circle", e_polygonShape : "Polygon", e_shapeTypeCount: "ShapeType" } return types[self.GetType()] def getAsType(self): """Return a typecasted version of the shape""" return (getattr(self, "as%s" % self.typeName())) () %} b2CircleShape* asCircle() { if ($self->GetType()==e_circleShape) return (b2CircleShape*)$self; return NULL; } b2PolygonShape* asPolygon() { if ($self->GetType()==e_polygonShape) return (b2PolygonShape*)$self; return NULL; } PyObject* pyGetUserData() { PyObject* ret=(PyObject*)self->GetUserData(); Py_INCREF(ret); return ret; } } //Generic joint information %pythoncode %{ def b2JointInfo(self): """Return a rather verbose string representation of a joint""" props = dir(self) ignoreList = ('this', 'thisown', 'next', 'prev', 'm_next', 'm_prev') info = [] for prop in dir(self): if prop[:2]=='__' or prop in ignoreList: continue if not callable(getattr(self, prop)): info.append(prop + ":") info.append(str(getattr(self, prop))) return "%s(%s)" % (self.__class__.__name__, " ".join(info)) %} %extend b2MouseJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %extend b2GearJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %extend b2DistanceJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %extend b2PrismaticJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %extend b2PulleyJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %extend b2RevoluteJoint { public: %pythoncode %{ def __repr__(self): return b2JointInfo(self) %} } %include "Dynamics/Joints/b2Joint.h" %extend b2JointDef { public: %pythoncode %{ def __repr__(self): return "b2JointDef(body1: %s body2: %s)" % (self.body1, self.body2) def typeName(self): types = { e_unknownJoint : "Unknown", e_mouseJoint : "Mouse", e_gearJoint : "Gear", e_distanceJoint : "Distance", e_prismaticJoint: "Prismatic", e_pulleyJoint : "Pulley", e_revoluteJoint : "Revolute" } return types[self.GetType()] %} } %extend b2Joint { public: %pythoncode %{ def __repr__(self): return "b2Joint(m_body1: %s m_body2: %s getAsType(): %s)" % (self.m_body1, self.m_body2, self.getAsType()) def typeName(self): types = { e_unknownJoint : "Unknown", e_mouseJoint : "Mouse", e_gearJoint : "Gear", e_distanceJoint : "Distance", e_prismaticJoint: "Prismatic", e_pulleyJoint : "Pulley", e_revoluteJoint : "Revolute" } return types[self.GetType()] def getAsType(self): """Return a typecasted version of the joint""" return (getattr(self, "as%sJoint" % self.typeName())) () %} PyObject* pyGetUserData() { PyObject* ret=(PyObject*)self->GetUserData(); Py_INCREF(ret); return ret; } b2MouseJoint* asMouseJoint() { if ($self->GetType()==e_mouseJoint) return (b2MouseJoint*)$self; return NULL; } b2GearJoint* asGearJoint() { if ($self->GetType()==e_gearJoint) return (b2GearJoint*)$self; return NULL; } b2DistanceJoint* asDistanceJoint() { if ($self->GetType()==e_distanceJoint) return (b2DistanceJoint*)$self; return NULL; } b2PrismaticJoint* asPrismaticJoint() { if ($self->GetType()==e_prismaticJoint) return (b2PrismaticJoint*)$self; return NULL; } b2PulleyJoint* asPulleyJoint() { if ($self->GetType()==e_pulleyJoint) return (b2PulleyJoint*)$self; return NULL; } b2RevoluteJoint* asRevoluteJoint() { if ($self->GetType()==e_revoluteJoint) return (b2RevoluteJoint*)$self; return NULL; } } %ignore b2PolygonShape::GetVertices; //Inaccessible //Let python access all the vertices in the b2PolygonDef/Shape %extend b2PolygonShape { public: %pythoncode %{ def __repr__(self): return "b2PolygonShape(vertices: %s count: %d)" % (self.getVertices_tuple(), self.vertexCount) def getVertices_tuple(self): """Returns all of the vertices as a list of tuples [ (x1,y1), (x2,y2) ... (xN,yN) ]""" vertices = [] for i in range(0, self.vertexCount): vertices.append( (self.getVertex(i).x, self.getVertex(i).y ) ) return vertices def getVertices_b2Vec2(self): """Returns all of the vertices as a list of b2Vec2's [ (x1,y1), (x2,y2) ... (xN,yN) ]""" vertices = [] for i in range(0, self.GetVertexCount()): vertices.append(self.getVertex(i)) return vertices %} const b2Vec2* getVertex(uint16 vnum) { if (vnum > b2_maxPolygonVertices || vnum > self->GetVertexCount()) return NULL; return &( $self->GetVertices() [vnum] ); } } %extend b2PolygonDef{ public: %pythoncode %{ def __repr__(self): return "b2PolygonDef(vertices: %s count: %d)" % (self.getVertices_tuple(), self.vertexCount) def getVertices_tuple(self): """Returns all of the vertices as a list of tuples [ (x1,y1), (x2,y2) ... (xN,yN) ]""" vertices = [] for i in range(0, self.vertexCount): vertices.append( (self.getVertex(i).x, self.getVertex(i).y ) ) return vertices def getVertices_b2Vec2(self): """Returns all of the vertices as a list of b2Vec2's [ (x1,y1), (x2,y2) ... (xN,yN) ]""" vertices = [] for i in range(0, self.vertexCount): vertices.append(self.getVertex(i)) return vertices def setVertices_tuple(self, vertices): """Sets all of the vertices (up to b2_maxPolygonVertices) given a tuple in the format ( (x1,y1), (x2,y2) ... (xN,yN) )""" if len(vertices) > b2_maxPolygonVertices: raise ValueError self.vertexCount = len(vertices) for i in range(0, self.vertexCount): self.setVertex(i, vertices[i][0], vertices[i][1]) def setVertices_b2Vec2(self, vertices): """Sets all of the vertices (up to b2_maxPolygonVertices) given a tuple in the format ( (x1,y1), (x2,y2) ... (xN,yN) ) where each vertex is a b2Vec2""" if len(vertices) > b2_maxPolygonVertices: raise ValueError self.vertexCount = len(vertices) for i in range(0, self.vertexCount): self.setVertex(i, vertices[i]) %} b2Vec2* getVertex(uint16 vnum) { if (vnum > b2_maxPolygonVertices || vnum > self->vertexCount) return NULL; return &( $self->vertices[vnum] ); } void setVertex(uint16 vnum, b2Vec2& value) { if (vnum > b2_maxPolygonVertices) return; $self->vertices[vnum].Set(value.x, value.y); } void setVertex(uint16 vnum, float32 x, float32 y) { if (vnum > b2_maxPolygonVertices) return; $self->vertices[vnum].Set(x, y); } } //Extend the vector class to support Python print statements //Also, add vector addition and scalar multiplication %extend b2Vec2 { %pythoncode %{ def __repr__(self): return "b2Vec2(%g,%g)" % (self.x, self.y) def tuple(self): return (self.x, self.y) def fromTuple(self, tuple): self.x, self.y = tuple return self def copy(self): return b2Vec2(self.x, self.y) def __iadd__(self, other): self.add_vector(other) return self def __isub__(self, other): self.sub_vector(other) return self def __imul__(self, a): self.mul_float(a) return self def __idiv__(self, a): self.div_float(a) return self %} b2Vec2 __div__(float32 a) { //convenience function return b2Vec2($self->x / a, $self->y / a); } b2Vec2 __mul__(float32 a) { return b2Vec2($self->x * a, $self->y * a); } b2Vec2 __add__(b2Vec2* other) { return b2Vec2($self->x + other->x, $self->y + other->y); } b2Vec2 __sub__(b2Vec2* other) { return b2Vec2($self->x - other->x, $self->y - other->y); } b2Vec2 __rmul__(float32 a) { return b2Vec2($self->x * a, $self->y * a); } b2Vec2 __rdiv__(float32 a) { //perhaps not _correct_, but convenient return b2Vec2($self->x / a, $self->y / a); } void div_float(float32 a) { self->x /= a; self->y /= a; } } //Pretty printing section %extend b2Body { %pythoncode %{ def __repr__(self): return "b2Body(Position: %s)" % (self.GetPosition()) %} PyObject* pyGetUserData() { PyObject* ret=(PyObject*)self->GetUserData(); Py_INCREF(ret); return ret; } } %extend b2ContactID_features { %pythoncode %{ def __repr__(self): return "b2ContactID::Features(\n\treferenceFace: %d incidentEdge: %d incidentVertex: %d flip: %d)" % \ (self.referenceFace, self.incidentEdge, self.incidentVertex, self.flip) %} } %extend b2ContactID { %pythoncode %{ def __repr__(self): return "b2ContactID(key: %d Features: \n\t%s)" % \ (self.key, self.features) %} } %extend b2ContactPoint { %pythoncode %{ def __repr__(self): return "b2ContactPoint(\n\tid: %s\n\tshape1: %s\n\tshape2: %s\n\tposition: %s\n\tnormal: %s\n\tseparation: %f normalForce: %f tangentForce: %f)" % \ (self.id, self.shape1, self.shape2, self.position, self.normal, self.separation, self.normalForce, self.tangentForce) %} } %extend b2JointEdge { public: %pythoncode %{ def __repr__(self): return "b2JointEdge(other: %s)" % (self.other) %} } %extend b2Jacobian { public: %pythoncode %{ def __repr__(self): return "b2Jacobian(linear1: %s: linear2: %s angular1: %s angular2: %s)" %\ (self.linear1, self.linear2, self.angular1, self.angular2) %} } %extend b2Mat22 { public: %pythoncode %{ def __repr__(self): return "b2Mat22(col1: %s col2: %s)" % (self.col1, self.col2) %} } #endif %include "../Include/Box2D.h" python-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/readme.txt0000644000000000000000000000066311002120136024330 0ustar rootrootBox2D Python Bindings INSTALL ------- Files go in Box2D\Source. 1. patch -p0 < Makefile.patch 2.a. make pythonlib && setup.py install [ Other targets: python_install, python_egg, python_installer_win32 ] b. make python_install The patch for now just includes the Makefile.python, so it's just for convenience. You could very well just do 'make && make -f Makefile.python python_install' kne - 4/18/2008python-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/Makefile.patch0000644000000000000000000000042611002120136025065 0ustar rootroot--- Makefile Mon Mar 17 22:36:14 2008 +++ Makefile.new Fri Apr 18 22:06:34 2008 @@ -1,5 +1,7 @@ TARGETS= Gen/float/libbox2d.a Gen/fixed/libbox2d.a +include Makefile.python + ifdef DEVKITPRO TARGETS += Gen/nds-float/lib/libbox2d.a Gen/nds-fixed/lib/libbox2d.a endif python-elements-0.13+svn20090823.230+dfsg/buildscripts/windows/Makefile.python0000644000000000000000000000414611002120136025312 0ustar rootroot#---------------------- # change these if necessary SWIG_PATH=swig SWIG_OPTS=-w201 SWIG_TEMPLATE=Box2D.i PYTHON_PATH=python PYTHON_LINKOPTS= #-O3 #---------------------- FLOAT_TARGET=Gen/float/libbox2d.a FIXED_TARGET=Gen/fixed/libbox2d.a ifeq ($(FIXED),1) # doesn't work just yet - language parse error on Float.h line 50? PYTHON_LINK=$(FIXED_TARGET) PYTHON_BUILDDIR=Gen/python-fixed SWIG_EXTRA_OPTS=-DTARGET_FLOAT32_IS_FIXED TARGET_FLOAT32_IS_FIXED=1 else PYTHON_LINK=$(FLOAT_TARGET) PYTHON_BUILDDIR=Gen/python-float endif SWIG_OPTS_ALL=-python -w -c++ -O -includeall -ignoremissing $(SWIG_OPTS) $(SWIG_EXTRA_OPTS) SWIG_TEMPLATE_CXX=$(PYTHON_BUILDDIR)/Box2D_wrap.cxx PYTHON_SHAREDLIB=$(PYTHON_BUILDDIR)/_Box2D2.pyd PYTHON_MODULE=$(PYTHON_BUILDDIR)/Box2D2.py PYTHON_INCL=$(shell $(PYTHON_PATH) -c 'from distutils.sysconfig import get_python_inc; print get_python_inc().replace("\\","/")') PYTHON_LIB =$(shell $(PYTHON_PATH) -c 'from distutils.sysconfig import get_config_var; print get_config_var("prefix").replace("\\","/")')/libs PYTHON_DLIB=$(shell ${PYTHON_PATH} -c 'import sys; print "-lpython"+sys.version[:3].replace(".","")') # all: pythonlib python_egg python_egg: pythonlib $(PYTHON_PATH) setup.py bdist python_installer_win32: pythonlib $(PYTHON_PATH) setup.py bdist_wininst python_install: pythonlib $(PYTHON_PATH) setup.py install pythonlib: $(FLOAT_TARGET) $(FIXED_TARGET) $(PYTHON_BUILDDIR)/Box2D2.py $(PYTHON_BUILDDIR)/_Box2D2.pyd $(SWIG_TEMPLATE) @echo "-> Building Python library... (setup.py)" $(PYTHON_PATH) setup.py build @echo "-> Done! Run 'setup.py install' to install the Python library." $(PYTHON_MODULE): $(SWIG_TEMPLATE) @mkdir -p $(dir $@) @echo "-> Executing SWIG..." $(SWIG_PATH) $(SWIG_OPTS_ALL) -o $(SWIG_TEMPLATE_CXX) -outdir $(PYTHON_BUILDDIR) $(SWIG_TEMPLATE) $(PYTHON_SHAREDLIB): $(SWIG_TEMPLATE_CXX) @echo "-> Building the shared library (linking with $(PYTHON_LINK))..." $(CXX) $(SWIG_TEMPLATE_CXX) -shared $(PYTHON_LINKOPTS) -o $@ -I. -I$(PYTHON_INCL) -L$(PYTHON_LIB) $(PYTHON_LINK) $(PYTHON_DLIB) python-elements-0.13+svn20090823.230+dfsg/buildscripts/build_box2d.py0000644000000000000000000000562511001626437023430 0ustar rootroot#!/usr/bin/python """ This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://wiki.laptop.org/go/Elements IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from os import path from os import system from platform import architecture from platform import system as platformsystem def force_input(question, possibilities): i = "" while i not in possibilities: print "%s [%s]" % (question, "/".join(possibilities)), i = raw_input() return i s = platformsystem() arch, arch2 = architecture() print "Building Box2d & SWIG Wrapper for %s (%s)" % (s, arch) print if s == 'Linux': import build_linux elif s == 'Windows': # Windows version doesn't follow the naming scheme, it's just as released by kne print "To build the sources with swig on windows, you will need to:" print "1. Build Box2D (see BUILDING)" print "2. Copy the compiled libs from Source/Gen/float/lib* to Library/" print "3. Download the latest swig interface to Library/ (http://svn2.assembla.com/svn/elements/box2d/Box2D.i)" print "4. Copy build_win.py to Library/" print "5. Adjust the settings in build_win.py" print "6. Run 'python build_win.py'" # print "Please modify the settings in buildscripts/build_win.py before building" # i = force_input("Proceed now?", ["y", "n"]) # if i == "y": # from buildscripts import build_win elif s == 'Darwin': print "To build the sources with swig on windows, you will need to:" print "1. Build Box2D (see BUILDING)" print "2. Copy the compiled lib (Source/Gen/float/libBox2d.a to Library/" print "3. Download the latest swig interface to Library/ (http://svn2.assembla.com/svn/elements/box2d/Box2D.i)" print "4. Copy build_osx.py to Library/" print "5. Adjust the settings in build_win.py" print "6. Run 'python build_osx.py'" # print "Please modify the settings in buildscripts/build_osx.py before building" # i = force_input("Proceed now?", ["y", "n"]) # if i == "y": # from buildscripts import build_osx python-elements-0.13+svn20090823.230+dfsg/buildscripts/build_osx.py0000644000000000000000000000666311001626437023226 0ustar rootroot#!/usr/bin/python import os, sys, re #------------------------------------------------ #notes: # put this in Box2D/Library/ # # be sure to modify all of the paths in this section # requires swig 1.3.34, python 2.5. # DO NOT use fink! use the regular installer. import distutils.sysconfig python_dir = "/sw/lib/python2.5/" wrapper_opts="-c -I" + distutils.sysconfig.get_python_inc() + " -L" + distutils.sysconfig.get_python_lib() collect2_path="/usr/libexec/gcc/i686-apple-darwin9/4.0.1/collect2" collect2_opts="*.o /usr/lib/gcc/i686-apple-darwin9/4.0.1/crt3.o -arch i386 -weak_reference_mismatches non-weak -o _Box2D2.so -L" + distutils.sysconfig.get_python_lib() + " -L/usr/lib/gcc/i686-apple-darwin9/4.0.1/ -flat_namespace -undefined suppress -bundle -lstdc++ -lgcc_s.10.4 -lgcc -lSystem" # change wrapper_opts to reflect your python version (if not 2.5!) #--------------- gpp_opts ="-c -O3" #-g for debug swig_opts ="-python -c++ -includeall -ignoremissing" iface_templ ="Box2D.i" #------------------------------------------------ ar_path = "ar" gpp_path ="g++" swig_path ="swig" gpp_opts =gpp_opts.replace("%pythondir%", python_dir) swig_opts =swig_opts.replace("%pythondir%", python_dir) wrapper_opts=wrapper_opts.replace("%pythondir%", python_dir) sourcefiles = [] allsubdirs = [] flist = os.walk("../Source/") for (base, subdirs, files) in flist: for subdir in subdirs: if subdir[0]=='.': continue if subdir.find('.svn'): continue allsubdirs.append( os.path.join(base, subdir) ) for file in files: # print file if file[-4:].lower()==".cpp": sourcefiles.append(os.path.join(base, file)) #-- compile src print "Rebuild source? [Y/n]" rebuild = sys.stdin.read(1) if rebuild.lower() == "y" or rebuild.strip()=="": for file in sourcefiles: line=" ".join([gpp_path, gpp_opts, file]) print "->", line if os.system(line) != 0: raise Exception, "Build error (g++)" exit() flist = os.listdir(".") o_files=[] for file in flist: if os.path.normcase(file[-2:])==".o": o_files.append(os.path.join(".", file)) #-- ar ar_cmd=ar_path + " rcvs libBox2D.a " + " ".join(o_files) print "------------------------------------------------------------------------------" print "Building static library: -> ", ar_cmd if os.system(ar_cmd) != 0: raise Exception, "Build error (ar)" exit() #-- swig run=" ".join([swig_path, swig_opts, "-I" + " -I".join(allsubdirs) , iface_templ]) print "------------------------------------------------------------------------------" print "Executing swig ->", run if os.system(run) != 0: raise Exception, "Build error (swig with template interface)" #-- build wrapper -> .so run=" ".join([gpp_path, os.path.splitext(iface_templ)[0] + "_wrap.cxx", wrapper_opts]) print "------------------------------------------------------------------------------" print "Building .so ->", run if os.system(run) != 0: raise Exception, "Build error (swig DLL wrapper compilation)" #-- link into a python liby run=" ".join([collect2_path, collect2_opts]) print "------------------------------------------------------------------------------" print "Linking to a python lib ->", run if os.system(run) != 0: raise Exception, "Build error (swig DLL wrapper compilation)" #cmd="sudo cp _Box2D2.so /sw/lib/python2.5/Box2D2.pyo" #print "->", cmd #os.system(cmd) #cmd="sudo cp Box2D2.py /sw/lib/python2.5/Box2D2.py" #print "->", cmd #os.system(cmd) python-elements-0.13+svn20090823.230+dfsg/buildscripts/build_linux.py0000755000000000000000000001605611001626437023554 0ustar rootroot#!/usr/bin/python """ This file is part of the 'Elements' Project Elements is a 2D Physics API for Python (supporting Box2D2) Copyright (C) 2008, The Elements Team, Home: http://wiki.laptop.org/go/Elements IRC: #elements on irc.freenode.org Code: http://www.assembla.com/wiki/show/elements svn co http://svn2.assembla.com/svn/elements License: GPLv3 | See LICENSE for the full text This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . """ from os import path from os import system from os import chdir from os import popen from os import popen4 from sys import argv from sys import exit from urllib2 import urlopen def get_latest_swig_interface_file(): return urlopen("http://svn2.assembla.com/svn/elements/Box2D.i").read().strip() def cmd_output(cmd): (pi, po) = popen4(cmd) return po.read().strip() class compiler_linux: def check_system(self): # returns true if all requirements are found, false if not # need: c++ (==) g++, swig, python2.4-dev or python2.5-dev ok = True print "Checking system for requirements..." print "- Check for python ...", s = cmd_output("python --version") print s if "python 2.5" in s.lower(): python_ver="2.5" elif "python 2.5" in s.lower(): python_ver="2.4" else: python_ver="2.x" self.python_ver = python_ver print "- Check for svn ......", s = popen("which svn").read().strip() if len(s) > 0: (pi, po) = popen4("svn --version") s = po.read() s2 = s.split("\n") for x in s2: if "version" in x: print x break else: ok = False print "not found - please install 'subversion'" print "- Check for g++ ......", s = popen("which g++").read().strip() if len(s) > 0: s = popen("g++ --version").read().strip() s = s.split("\n") for x in s: if "g++" in x: print x break else: ok = False print "not found - please install 'g++'" print "- Check for swig .....", s = popen("which swig").read().strip() if len(s) > 0: s = popen("swig -version").read().strip() s = s.split("\n") for x in s: if "Version" in x: print x break else: ok = False print "not found - please install 'swig'" print "- Check for python%s-dev ..." % python_ver, s = popen("locate Python.h").read().strip() if "/usr/include/python%s" % python_ver in s: print "ok" else: print "not found - please install python%s-dev" % python_ver ok = False return ok def patch_makefile(self, makefile_text): if "TARGETS+= Gen/float/libbox2d.so" in makefile_text: print "already patched" return False m_arr = makefile_text.split("\n") i = 0 for m in m_arr: mx = m.replace(" ", "").replace("\t", "").lower() # print mx if "targets=gen/float/libbox2d.a" in mx: m_arr.insert(i+1, "TARGETS+= Gen/float/libbox2d.so") elif "cxxflags=" in mx: print ">>", m print mx print "> %s asd" % str(m) m_arr[i] = "CXXFLAGS= -g -O2 -fPIC" elif "gen/float/libbox2d.a:$(" in mx: m_arr.insert(i+4, "Gen/float/libbox2d.so: $(addprefix Gen/float/,$(SOURCES:.cpp=.o))\n\t$(CXX) -shared -fPIC -C $^ -o $@ -lm -lgcc\n") i += 1 return "\n".join(m_arr) def make(self): chdir ("Source") f = open("Makefile") makefile = f.read().strip() f.close() makefile_new = self.patch_makefile(makefile) if makefile_new != False: f = open("Makefile", "w") f.write(makefile_new.strip()) f.close() # Make system("make clean") system("make") # Copy and leave system("cp -v Gen/float/libbox2d.* ../Library/") chdir("..") print "Compiling finished" def make_swig(self): chdir("Library") swig_i = get_latest_swig_interface_file() f = open("Box2D.i", "w") f.write(swig_i) f.close() print "Creating Swig Wrapper..." system("swig -python -c++ -includeall -ignoremissing Box2D.i") print "Compiling Swig Wrapper..." system("g++ -shared -fPIC -o _Box2D2.so -O3 -I/usr/include/python2.5 -L/usr/lib/python2.5 Box2D_wrap.cxx libbox2d.a") print "Stripping Library" system("strip _Box2D2.so") chdir("..") def quit(status=0): print exit(status) def force_input(question, possibilities): i = "" while i not in possibilities: print "%s [%s]" % (question, "/".join(possibilities)), i = raw_input() return i compiler = compiler_linux() sysok = compiler.check_system() print if not sysok: i = force_input("Try to compile anyway?", ["y", "n"]) if i == "n": quit() pathname = path.dirname(argv[0]) abspath = path.abspath(pathname) #abspath = "/tmp" print "Use [%s] (work in box2d/)?" % abspath, i = force_input("", ["y", "n"]) if i == "y": workpath = abspath else: workpath = "" while not path.isdir(workpath): print "Please enter path:", workpath = raw_input() # Start Doing Things print workpath = path.abspath(workpath) chdir(workpath) print "Changed to %s" % workpath print "Starting SVN Checkout of Box2D (r135)" # Check out SVN system("svn co https://box2d.svn.sourceforge.net/svnroot/box2d/Source box2d/Source -r 135") # Apply Makefile Patch to Source/Makefile chdir("box2d") system("mkdir Library") # This will compile the floating point Box2d library and copy it to box2d/Library compiler.make() # This will download and compile the Swig Interface # Script is now in the box2d/ directory compiler.make_swig() print print "All done. If there were no error messages, you can find the library files here now:" print " - %s/box2d/swig/Box2D2.py" % workpath print " - %s/box2d/swig/_Box2D2.so" % workpath python-elements-0.13+svn20090823.230+dfsg/buildscripts/build_win.py0000644000000000000000000000707311001626437023206 0ustar rootroot#!/usr/bin/python import os, sys, re #------------------------------------------------ #notes: # - requires a recent version of swig (preferrably 1.3.35) # - python 2.5 only has been tested # - update the paths appropriately # - if you still get -lpython25 errors, try downloading libpython25.a and statically linking it (i.e., replace -lpython25 with libpython25.a in wrapper_opts) #user settings, kinda mingw_path ="c:\\mingw\\" swig_dir ="c:\\python25\\swig\\" python_dir ="c:\\python25\\" gpp_opts ="-c -O3" #-g for debug swig_opts ="-python -w -c++ -O -w201 -includeall -ignoremissing" wrapper_opts="-shared -O3 -o _Box2D2.pyd -I%pythondir%include -L%pythondir%libs libBox2D.a -lpython25" iface_templ ="Box2D.i" # change wrapper_opts to reflect your python version # if it can't locate your python library, try downloading libpython25.a and statically linking it #------------------------------------------------ mingw_bin =os.path.join(mingw_path, "bin\\") ar_path =os.path.join(mingw_bin, "ar.exe") gpp_path =os.path.join(mingw_bin, "g++.exe") swig_path =os.path.join( swig_dir, "swig.exe") gpp_opts =gpp_opts.replace("%pythondir%", python_dir) swig_opts =swig_opts.replace("%pythondir%", python_dir) wrapper_opts=wrapper_opts.replace("%pythondir%", python_dir) sourcefiles, includefiles = [], [] flist = os.walk("..\\Source\\") for (base, subdirs, files) in flist: for file in files: if os.path.normcase(file)[-2:]==".h": includefiles.append(os.path.join(base, file)) if os.path.normcase(file)[-4:]==".cpp": sourcefiles.append(os.path.join(base, file)) #-- compile src print "Rebuild source? [Y/n]" rebuild = sys.stdin.read(1) #rebuild = "n" if rebuild.lower() == "y" or rebuild.strip()=="": for file in sourcefiles: line=" ".join([gpp_path, gpp_opts, file]) print "->", line if os.system(line) != 0: os.system("pause") raise Exception, "Build error (g++)" exit() flist = os.listdir(".") o_files=[] for file in flist: if os.path.normcase(file[-2:])==".o": o_files.append(os.path.join(".", file)) #-- ar ar_cmd=ar_path + " rcvs libBox2D.a " + " ".join(o_files) print "------------------------------------------------------------------------------" print "Building static library: -> ", ar_cmd if os.system(ar_cmd) != 0: os.system("pause") raise Exception, "Build error (ar)" #-- swig run=" ".join([swig_path, swig_opts, iface_templ]) print "------------------------------------------------------------------------------" print "Executing swig ->", run if os.system(run) != 0: os.system("pause") raise Exception, "Build error (swig with template interface)" #-- build DLL wrapper run=" ".join([gpp_path, os.path.splitext(iface_templ)[0] + "_wrap.cxx", wrapper_opts]) print "------------------------------------------------------------------------------" print "Building DLL ->", run if os.system(run) != 0: os.system("pause") raise Exception, "Build error (swig DLL wrapper compilation)" def do_copy(src, dest): print "Copying %s to %s..." % (src, dest) os.system(" ".join(["copy", src, dest])) do_copy("_Box2D2.pyd", os.path.join(python_dir, "dlls\\_Box2D2.pyd")) do_copy("Box2D2.py", os.path.join(python_dir, "lib\\Box2D2.py")) #elements_dir = "C:\\dev\\elements\\elements\\elements\\box2d\\box2d_win" #do_copy("_Box2D2.pyd", os.path.join(elements_dir, "_Box2D2.pyd")) #do_copy("Box2D2.py", os.path.join(elements_dir, "Box2D2.py")) os.system("pause") python-elements-0.13+svn20090823.230+dfsg/buildscripts/__init__.py0000644000000000000000000000006310773414553022772 0ustar rootroot__all__ = ['build_linux', 'build_osx', 'build_win']python-elements-0.13+svn20090823.230+dfsg/BUILDING0000644000000000000000000000026711155561605017274 0ustar rootrootIntroduction ============ For windows users, simply run: setup.py install For OS X and Linux users, run: sudo setup.py install Then be sure to check out the demos (in ./demos ). python-elements-0.13+svn20090823.230+dfsg/ez_setup.py0000644000000000000000000002276411155513547020374 0ustar rootroot#!python """Bootstrap setuptools installation If you want to use setuptools in your package's setup.py, just include this file in the same directory with it, and add this to the top of your setup.py:: from ez_setup import use_setuptools use_setuptools() If you want to require a specific version of setuptools, set a download mirror, or use an alternate download directory, you can do so by supplying the appropriate options to ``use_setuptools()``. This file can also be run as a script to install or upgrade setuptools. """ import sys DEFAULT_VERSION = "0.6c9" DEFAULT_URL = "http://pypi.python.org/packages/%s/s/setuptools/" % sys.version[:3] md5_data = { 'setuptools-0.6b1-py2.3.egg': '8822caf901250d848b996b7f25c6e6ca', 'setuptools-0.6b1-py2.4.egg': 'b79a8a403e4502fbb85ee3f1941735cb', 'setuptools-0.6b2-py2.3.egg': '5657759d8a6d8fc44070a9d07272d99b', 'setuptools-0.6b2-py2.4.egg': '4996a8d169d2be661fa32a6e52e4f82a', 'setuptools-0.6b3-py2.3.egg': 'bb31c0fc7399a63579975cad9f5a0618', 'setuptools-0.6b3-py2.4.egg': '38a8c6b3d6ecd22247f179f7da669fac', 'setuptools-0.6b4-py2.3.egg': '62045a24ed4e1ebc77fe039aa4e6f7e5', 'setuptools-0.6b4-py2.4.egg': '4cb2a185d228dacffb2d17f103b3b1c4', 'setuptools-0.6c1-py2.3.egg': 'b3f2b5539d65cb7f74ad79127f1a908c', 'setuptools-0.6c1-py2.4.egg': 'b45adeda0667d2d2ffe14009364f2a4b', 'setuptools-0.6c2-py2.3.egg': 'f0064bf6aa2b7d0f3ba0b43f20817c27', 'setuptools-0.6c2-py2.4.egg': '616192eec35f47e8ea16cd6a122b7277', 'setuptools-0.6c3-py2.3.egg': 'f181fa125dfe85a259c9cd6f1d7b78fa', 'setuptools-0.6c3-py2.4.egg': 'e0ed74682c998bfb73bf803a50e7b71e', 'setuptools-0.6c3-py2.5.egg': 'abef16fdd61955514841c7c6bd98965e', 'setuptools-0.6c4-py2.3.egg': 'b0b9131acab32022bfac7f44c5d7971f', 'setuptools-0.6c4-py2.4.egg': '2a1f9656d4fbf3c97bf946c0a124e6e2', 'setuptools-0.6c4-py2.5.egg': '8f5a052e32cdb9c72bcf4b5526f28afc', 'setuptools-0.6c5-py2.3.egg': 'ee9fd80965da04f2f3e6b3576e9d8167', 'setuptools-0.6c5-py2.4.egg': 'afe2adf1c01701ee841761f5bcd8aa64', 'setuptools-0.6c5-py2.5.egg': 'a8d3f61494ccaa8714dfed37bccd3d5d', 'setuptools-0.6c6-py2.3.egg': '35686b78116a668847237b69d549ec20', 'setuptools-0.6c6-py2.4.egg': '3c56af57be3225019260a644430065ab', 'setuptools-0.6c6-py2.5.egg': 'b2f8a7520709a5b34f80946de5f02f53', 'setuptools-0.6c7-py2.3.egg': '209fdf9adc3a615e5115b725658e13e2', 'setuptools-0.6c7-py2.4.egg': '5a8f954807d46a0fb67cf1f26c55a82e', 'setuptools-0.6c7-py2.5.egg': '45d2ad28f9750e7434111fde831e8372', 'setuptools-0.6c8-py2.3.egg': '50759d29b349db8cfd807ba8303f1902', 'setuptools-0.6c8-py2.4.egg': 'cba38d74f7d483c06e9daa6070cce6de', 'setuptools-0.6c8-py2.5.egg': '1721747ee329dc150590a58b3e1ac95b', 'setuptools-0.6c9-py2.3.egg': 'a83c4020414807b496e4cfbe08507c03', 'setuptools-0.6c9-py2.4.egg': '260a2be2e5388d66bdaee06abec6342a', 'setuptools-0.6c9-py2.5.egg': 'fe67c3e5a17b12c0e7c541b7ea43a8e6', 'setuptools-0.6c9-py2.6.egg': 'ca37b1ff16fa2ede6e19383e7b59245a', } import sys, os try: from hashlib import md5 except ImportError: from md5 import md5 def _validate_md5(egg_name, data): if egg_name in md5_data: digest = md5(data).hexdigest() if digest != md5_data[egg_name]: print >>sys.stderr, ( "md5 validation of %s failed! (Possible download problem?)" % egg_name ) sys.exit(2) return data def use_setuptools( version=DEFAULT_VERSION, download_base=DEFAULT_URL, to_dir=os.curdir, download_delay=15 ): """Automatically find/download setuptools and make it available on sys.path `version` should be a valid setuptools version number that is available as an egg for download under the `download_base` URL (which should end with a '/'). `to_dir` is the directory where setuptools will be downloaded, if it is not already available. If `download_delay` is specified, it should be the number of seconds that will be paused before initiating a download, should one be required. If an older version of setuptools is installed, this routine will print a message to ``sys.stderr`` and raise SystemExit in an attempt to abort the calling script. """ was_imported = 'pkg_resources' in sys.modules or 'setuptools' in sys.modules def do_download(): egg = download_setuptools(version, download_base, to_dir, download_delay) sys.path.insert(0, egg) import setuptools; setuptools.bootstrap_install_from = egg try: import pkg_resources except ImportError: return do_download() try: pkg_resources.require("setuptools>="+version); return except pkg_resources.VersionConflict, e: if was_imported: print >>sys.stderr, ( "The required version of setuptools (>=%s) is not available, and\n" "can't be installed while this script is running. Please install\n" " a more recent version first, using 'easy_install -U setuptools'." "\n\n(Currently using %r)" ) % (version, e.args[0]) sys.exit(2) else: del pkg_resources, sys.modules['pkg_resources'] # reload ok return do_download() except pkg_resources.DistributionNotFound: return do_download() def download_setuptools( version=DEFAULT_VERSION, download_base=DEFAULT_URL, to_dir=os.curdir, delay = 15 ): """Download setuptools from a specified location and return its filename `version` should be a valid setuptools version number that is available as an egg for download under the `download_base` URL (which should end with a '/'). `to_dir` is the directory where the egg will be downloaded. `delay` is the number of seconds to pause before an actual download attempt. """ import urllib2, shutil egg_name = "setuptools-%s-py%s.egg" % (version,sys.version[:3]) url = download_base + egg_name saveto = os.path.join(to_dir, egg_name) src = dst = None if not os.path.exists(saveto): # Avoid repeated downloads try: from distutils import log if delay: log.warn(""" --------------------------------------------------------------------------- This script requires setuptools version %s to run (even to display help). I will attempt to download it for you (from %s), but you may need to enable firewall access for this script first. I will start the download in %d seconds. (Note: if this machine does not have network access, please obtain the file %s and place it in this directory before rerunning this script.) ---------------------------------------------------------------------------""", version, download_base, delay, url ); from time import sleep; sleep(delay) log.warn("Downloading %s", url) src = urllib2.urlopen(url) # Read/write all in one block, so we don't create a corrupt file # if the download is interrupted. data = _validate_md5(egg_name, src.read()) dst = open(saveto,"wb"); dst.write(data) finally: if src: src.close() if dst: dst.close() return os.path.realpath(saveto) def main(argv, version=DEFAULT_VERSION): """Install or upgrade setuptools and EasyInstall""" try: import setuptools except ImportError: egg = None try: egg = download_setuptools(version, delay=0) sys.path.insert(0,egg) from setuptools.command.easy_install import main return main(list(argv)+[egg]) # we're done here finally: if egg and os.path.exists(egg): os.unlink(egg) else: if setuptools.__version__ == '0.0.1': print >>sys.stderr, ( "You have an obsolete version of setuptools installed. Please\n" "remove it from your system entirely before rerunning this script." ) sys.exit(2) req = "setuptools>="+version import pkg_resources try: pkg_resources.require(req) except pkg_resources.VersionConflict: try: from setuptools.command.easy_install import main except ImportError: from easy_install import main main(list(argv)+[download_setuptools(delay=0)]) sys.exit(0) # try to force an exit else: if argv: from setuptools.command.easy_install import main main(argv) else: print "Setuptools version",version,"or greater has been installed." print '(Run "ez_setup.py -U setuptools" to reinstall or upgrade.)' def update_md5(filenames): """Update our built-in md5 registry""" import re for name in filenames: base = os.path.basename(name) f = open(name,'rb') md5_data[base] = md5(f.read()).hexdigest() f.close() data = [" %r: %r,\n" % it for it in md5_data.items()] data.sort() repl = "".join(data) import inspect srcfile = inspect.getsourcefile(sys.modules[__name__]) f = open(srcfile, 'rb'); src = f.read(); f.close() match = re.search("\nmd5_data = {\n([^}]+)}", src) if not match: print >>sys.stderr, "Internal error!" sys.exit(2) src = src[:match.start(1)] + repl + src[match.end(1):] f = open(srcfile,'w') f.write(src) f.close() if __name__=='__main__': if len(sys.argv)>2 and sys.argv[1]=='--md5update': update_md5(sys.argv[2:]) else: main(sys.argv[1:])