# Copyright (C) 2014, 2016 Julie Marchant <onpon4@riseup.net>
#
# This file is part of the Pygame SGE.
#
# The Pygame SGE is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# The Pygame SGE 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 Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with the Pygame SGE. If not, see <http://www.gnu.org/licenses/>.
"""
This module provides easy-to-use collision detection functions, from
basic rectangle-based collision detection to shape-based collision
detection.
"""
from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals
import math
import six
import sge
from sge import r
from sge.r import s_get_precise_mask
__all__ = ["rectangles_collide", "masks_collide", "rectangle", "ellipse",
"circle", "line"]
[docs]def rectangles_collide(x1, y1, w1, h1, x2, y2, w2, h2):
"""
Return whether or not two rectangles collide.
Arguments:
- ``x1`` -- The horizontal position of the first rectangle.
- ``y1`` -- The vertical position of the first rectangle.
- ``w1`` -- The width of the first rectangle.
- ``h1`` -- The height of the first rectangle.
- ``x2`` -- The horizontal position of the second rectangle.
- ``y2`` -- The vertical position of the second rectangle.
- ``w2`` -- The width of the second rectangle.
- ``h2`` -- The height of the second rectangle.
"""
return (x1 < x2 + w2 and x1 + w1 > x2 and y1 < y2 + h2 and y1 + h1 > y2)
[docs]def masks_collide(x1, y1, mask1, x2, y2, mask2):
"""
Return whether or not two masks collide.
Arguments:
- ``x1`` -- The horizontal position of the first mask.
- ``y1`` -- The vertical position of the first mask.
- ``mask1`` -- The first mask (see below).
- ``x2`` -- The horizontal position of the second mask.
- ``y2`` -- The vertical position of the second mask.
- ``mask2`` -- The second mask (see below).
``mask1`` and ``mask2`` are both lists of lists of boolean values.
Each value in the mask indicates whether or not a pixel is counted
as a collision; the masks collide if at least one pixel at the same
location is :const:`True` for both masks.
Masks are indexed as ``mask[x][y]``, where ``x`` is the column and
``y`` is the row.
"""
if mask1 and mask2 and mask1[0] and mask2[0]:
x1 = int(round(x1))
y1 = int(round(y1))
w1 = len(mask1)
h1 = len(mask1[0])
x2 = int(round(x2))
y2 = int(round(y2))
w2 = len(mask2)
h2 = len(mask2[0])
if rectangles_collide(x1, y1, w1, h1, x2, y2, w2, h2):
for i in six.moves.range(max(x1, x2), min(x1 + w1, x2 + w2)):
for j in six.moves.range(max(y1, y2), min(y1 + h1, y2 + h2)):
if (mask1[i - x1][j - y1] and mask2[i - x2][j - y2]):
return True
return False
[docs]def rectangle(x, y, w, h, other=None):
"""
Return a list of objects colliding with a rectangle.
Arguments:
- ``x`` -- The horizontal position of the rectangle.
- ``y`` -- The vertical position of the rectangle.
- ``w`` -- The width of the rectangle.
- ``h`` -- The height of the rectangle.
- ``other`` -- What to check for collisions with. See the
documentation for :meth:`sge.dsp.Object.collision` for more
information.
"""
room = sge.game.current_room
others = room.get_objects_at(x, y, w, h)
collisions = []
mask_id = ("rectangle_masks", x, y, w, h)
mask = r.cache.get(mask_id)
if mask is None:
mask = [[True for j in six.moves.range(int(h))]
for i in six.moves.range(int(w))]
r.cache.add(mask_id, mask)
for obj in others:
if obj.tangible and r.o_is_other(obj, other):
if obj.collision_precise or obj.collision_ellipse:
if masks_collide(x, y, mask, obj.mask_x, obj.mask_y, obj.mask):
collisions.append(obj)
else:
if rectangles_collide(x, y, w, h, obj.bbox_left, obj.bbox_top,
obj.bbox_width, obj.bbox_height):
collisions.append(obj)
return collisions
[docs]def ellipse(x, y, w, h, other=None):
"""
Return a list of objects colliding with an ellipse.
Arguments:
- ``x`` -- The horizontal position of the imaginary rectangle
containing the ellipse.
- ``y`` -- The vertical position of the imaginary rectangle
containing the ellipse.
- ``w`` -- The width of the ellipse.
- ``h`` -- The height of the ellipse.
- ``other`` -- What to check for collisions with. See the
documentation for :meth:`sge.dsp.Object.collision` for more
information.
"""
room = sge.game.current_room
others = room.get_objects_at(x, y, w, h)
collisions = []
mask_id = ("ellipse_masks", x, y, w, h)
mask = r.cache.get(mask_id)
if mask is None:
mask = [[False for j in six.moves.range(int(h))]
for i in six.moves.range(int(w))]
a = len(mask) / 2
b = len(mask[0]) / 2 if mask else 0
for i in six.moves.range(len(mask)):
for j in six.moves.range(len(mask[i])):
if ((i - a) / a) ** 2 + ((j - b) / b) ** 2 <= 1:
mask[i][j] = True
r.cache.add(mask_id, mask)
for obj in others:
if (obj.tangible and r.o_is_other(obj, other) and
masks_collide(x, y, mask, obj.mask_x, obj.mask_y, obj.mask)):
collisions.append(obj)
return collisions
[docs]def circle(x, y, radius, other=None):
"""
Return a list of objects colliding with a circle.
Arguments:
- ``x`` -- The horizontal position of the center of the circle.
- ``y`` -- The vertical position of the center of the circle.
- ``radius`` -- The radius of the circle.
- ``other`` -- What to check for collisions with. See the
documentation for :meth:`sge.dsp.Object.collision` for more
information.
"""
room = sge.game.current_room
diameter = radius * 2
others = room.get_objects_at(x - radius, y - radius, diameter, diameter)
collisions = []
mask_id = ("circle_masks", x, y, radius)
mask = r.cache.get(mask_id)
if mask is None:
mask = [[False for j in six.moves.range(int(diameter))]
for i in six.moves.range(int(diameter))]
for i in six.moves.range(len(mask)):
for j in six.moves.range(len(mask[i])):
if (i - x) ** 2 + (j - y) ** 2 <= radius ** 2:
mask[i][j] = True
r.cache.add(mask_id, mask)
for obj in others:
if (obj.tangible and r.o_is_other(obj, other) and
masks_collide(x - radius, y - radius, mask, obj.mask_x,
obj.mask_y, obj.mask)):
collisions.append(obj)
return collisions
[docs]def line(x1, y1, x2, y2, other=None):
"""
Return a list of objects colliding with a line segment.
Arguments:
- ``x1`` -- The horizontal position of the first endpoint of the
line segment.
- ``y1`` -- The vertical position of the first endpoint of the line
segment.
- ``x2`` -- The horizontal position of the second endpoint of the
line segment.
- ``y2`` -- The vertical position of the second endpoint of the line
segment.
- ``other`` -- What to check for collisions with. See the
documentation for :meth:`sge.dsp.Object.collision` for more
information.
"""
room = sge.game.current_room
x = min(x1, x2)
y = min(y1, y2)
w = abs(x2 - x1) + 1
h = abs(y2 - y1) + 1
if w <= 1 or h <= 1:
return rectangle(x, y, w, h)
others = room.get_objects_at(x, y, w, h)
collisions = []
mask_id = ("line_masks", x1 - x, y1 - y, x2 - x, y2 - y, w, h)
mask = r.cache.get(mask_id)
if mask is None:
sp = sge.gfx.Sprite(width=w, height=h)
sp.draw_line(x1 - x, y1 - y, x2 - x, y2 - y, sge.gfx.Color("white"))
mask = s_get_precise_mask(sp, 0, 1, 1, 0)
r.cache.add(mask_id, mask)
for obj in others:
if (obj.tangible and r.o_is_other(obj, other) and
masks_collide(x, y, mask, obj.mask_x, obj.mask_y, obj.mask)):
collisions.append(obj)
return collisions