Esempio n. 1
0
  def createShape(self, verticies):
    assert len(verticies) >= 2
    
    verticies = self.verticies = map(Vec2d, verticies)
    if is_clockwise(verticies): # fix it if it is clockwise
      average = sum(verticies) / len(verticies)
      verticies.sort(key=lambda v: (average-v).get_angle())

    assert not is_clockwise(verticies), 'OMG, my code is wrong! the poly points are still clockwise'
    assert is_convex(verticies), 'Shape verticies must be convex!'

    if len(verticies) in self.specialPolyTypes:
      self.polyType = self.specialPolyTypes[len(verticies)]
    else:
      self.polyType = pg.GL_POLYGON

    self.shape = Poly(self.body, verticies)


    # note: collisionLayers and collisionType get created by physics.py
    self.shape.layers = self.collisionLayers
    self.shape.collision_type = self.collisionType
    self.shapes = [self.shape]

    bb = self.shape.cache_bb()
    self.size = Vec2d(bb.right-bb.left, bb.top-bb.bottom)
Esempio n. 2
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def assert_valid(verts):
    if len(verts) < 3:
        raise TypeError('need 3 or more verts: %s' % (verts,))
    if not is_convex(verts):
        raise TypeError('not convex: %s' % (verts,))
    if area(verts) == 0.0:
        raise TypeError("colinear: %s" % (verts,))
    # note: pymunk considers y-axis points down, ours points up,
    # hence we consider pymunk's 'clockwise' to be anticlockwise
    if not is_clockwise(verts):
        raise TypeError('anticlockwise winding: %s' % (verts,))