def build_path(self, text, horizontal=True, do_kerning=True): old_matrix = VG.get_matrix() VG.load_identity() path = VG.Path() #Kerning and vertical layouts are mutually exclusive in Freetype if do_kerning and horizontal and self.face.has_kerning: last_glyph = None for char in text: glyph = self.get_glyph(char) subpath = self.get_path_for_glyph(glyph) if last_glyph is not None: kerning = self.face.get_kerning(last_glyph.index, glyph.index, FT_KERNING_UNSCALED) VG.translate(self.scale*kerning[0], self.scale*kerning[1]) last_glyph = glyph subpath.transform(path) VG.translate(self.scale*glyph.advance[0], 0.0) else: for char in text: glyph = self.get_glyph(char) subpath = self.get_path_for_glyph(glyph) subpath.transform(path) VG.translate(self.scale*glyph.advance[0]*horizontal, self.scale*glyph.advance[1]*(not horizontal)) VG.load_matrix(old_matrix) return path
def draw(self): mat = VG.get_matrix() VG.translate(*self.chassis.body.position) VG.rotate(math.degrees(self.chassis.body.angle)) ## self.chassis_path.draw(VG_STROKE_PATH | VG_FILL_PATH) VG.load_matrix(mat) p = VG.Path() points = self.chassis.get_points() p.move_to(points[0]+self.chassis.offset) for point in points[1:]: p.move_to(point+self.chassis.offset) p.close() p.style = VG.Style(fill_paint=VG.ColorPaint((1.0, 0.0,0.0))) p.draw(VG_FILL_PATH) VG.load_matrix(mat) VG.translate(*self.wheel1.body.position) VG.rotate(math.degrees(self.wheel1.body.angle)) self.wheel_path.draw(VG_STROKE_PATH | VG_FILL_PATH) VG.load_matrix(mat) VG.translate(*self.wheel2.body.position) VG.rotate(math.degrees(self.wheel2.body.angle)) self.wheel_path.draw(VG_STROKE_PATH | VG_FILL_PATH) VG.load_matrix(mat)
def draw(self): if self.transform: mat = VG.get_matrix() VG.mult_matrix(self.transform) self.path.draw(self.paint_mode, style=self.style) if self.transform: VG.load_matrix(mat)
def draw(self): with self.style: VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE) old_matrix = VG.get_matrix() VG.translate(*self.body.position) VG.rotate(math.degrees(self.body.angle)) self.path.draw(VG_STROKE_PATH) VG.load_matrix(old_matrix)
def draw(self): if self.transform: mat = VG.get_matrix() VG.mult_matrix(self.transform) if self.style: self.style.enable() for child in self.drawables: child.draw() if self.style: self.style.disable() if self.transform: VG.load_matrix(mat)
def draw(self): if self.transform: mat = VG.get_matrix() VG.mult_matrix(self.transform) if self.style: self.style.enable() for child in self.drawables: if isinstance(child, VG.Path): child.draw(self.paint_mode) else: child.draw() if self.style: self.style.disable() if self.transform: VG.load_matrix(mat)
def render(self): if pe.vg_mode == 1: smack = 1 / 2048.0 glScale(smack, smack, 1.0) # VG.set(VG_STROKE_JOIN_STYLE, VG_JOIN_ROUND) VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE) VG.load_identity() VG.scale(1.0 / smack, 1.0 / smack) p = VG.Path() p.move_to((0, 0)) VG.set(VG_STROKE_LINE_WIDTH, 0.01) # VGU.rect(p, (0,0), (pe.q1,pe.q2)) # VGU.rect(p, (0,0), (x,y)) # VGU.arc(p, (0,0), (pe.q1,pe.q2), # 0, 2*pi, # 0xF100) # VGU.arc(p, (0,0), (.5,.5), 0, 90, 0xF100) # r = pe.q1 # p.move_to((0,r)) # p.arc_to((r,0), r, r, 0, False, False) # paint = VG.ColorPaint((0.0, 1.0, 1.0, 1.0)) # VG.set_paint(paint, VG_STROKE_PATH) # p.draw(VG_STROKE_PATH); # self.wheel(NUM_SEGMENTS, DUTY_CYCLE, OUTER_RADIUS, INNER_RADIUS, LINE_WIDTH, # 0, 1, 1) RADIUS = 0.2 * (sin(pe.time) + 1.0) / 2.0 * 3.0 COUNT = 10 SIZE = 0.2 BIAS = pe.time / COUNT * 2 * pi for i in range(0, COUNT): saved = VG.get_matrix() angle = 2 * pi * (float(i) / COUNT) + BIAS VG.translate(RADIUS * cos(angle), RADIUS * sin(angle)) VG.scale(SIZE, SIZE) VG.rotate(pe.time * 2 * pi * 10.0 + float(i) / COUNT * 2 * pi * 2.0) self.wheel(5, DUTY_CYCLE, OUTER_RADIUS, INNER_RADIUS, LINE_WIDTH, float(COUNT), 1, 1) VG.load_matrix(saved) return GRID_X = 5 GRID_Y = 5 idx = 0 seed(int(pe.time)) step = pe.time - int(pe.time) phase = sin(step * pi) for j in range(0, GRID_Y): for i in range(0, GRID_X): saved = VG.get_matrix() VG.translate((i + 0.5) / GRID_X * 2 - 1, (j + 0.5) / GRID_Y * 2 - 1) VG.scale(2.0 / GRID_X, 2.0 / GRID_Y) # if random() < .1: # VG.scale(1.0+phase,1.0+phase) VG.scale(pe.bass + 1.0, pe.treb + 1.0) VG.rotate(float(i) / GRID_X * 360.0 * pe.time) # awesome # VG.translate(sin(pe.time+i/GRID_Y),0) segments = min(j + 1, GRID_Y - j) flag = True if ((j + 2) % (i + 2)) and ((i + 2) % (j + 2)) else False self.wheel( segments, DUTY_CYCLE, OUTER_RADIUS, INNER_RADIUS, LINE_WIDTH, float(i) / GRID_X, sin(float(i) / GRID_X * pi) + sin(pe.time) * 2 * pi, 1, ) VG.load_matrix(saved)