Source code for arcade.shape_list

"""
Drawing commands that use vertex buffer objects (VBOs).

This module contains commands for basic graphics drawing commands,
but uses Vertex Buffer Objects. This keeps the vertices loaded on
the graphics card for much faster render times.
"""

from __future__ import annotations

import itertools
import math
from array import array
from collections import OrderedDict
from typing import (
    Generic,
    Iterable,
    Sequence,
    TypeVar,
    cast,
)

import pyglet.gl as gl

from arcade import ArcadeContext, get_points_for_thick_line, get_window
from arcade.gl import Buffer, BufferDescription, Geometry, Program
from arcade.math import rotate_point
from arcade.types import RGBA255, Color, Point, PointList
from arcade.utils import copy_dunders_unimplemented

__all__ = [
    "Shape",
    "create_line",
    "create_line_generic_with_colors",
    "create_line_generic",
    "create_line_strip",
    "create_line_loop",
    "create_lines",
    "create_lines_with_colors",
    "create_polygon",
    "create_rectangle_filled",
    "create_rectangle_outline",
    "get_rectangle_points",
    "create_rectangle",
    "create_rectangle_filled_with_colors",
    "create_rectangles_filled_with_colors",
    "create_triangles_filled_with_colors",
    "create_triangles_strip_filled_with_colors",
    "create_ellipse_filled",
    "create_ellipse_outline",
    "create_ellipse",
    "create_ellipse_filled_with_colors",
    "ShapeElementList",
]


[docs] @copy_dunders_unimplemented # Temp fix for https://github.com/pythonarcade/arcade/issues/2074 class Shape: """ A container for arbitrary geometry representing a shape. This shape can be drawn using the draw() method, or added to a ShapeElementList for drawing in batch. Args: points: A list of points that make up the shape. colors: A list of colors that correspond to the points. mode: The OpenGL drawing mode. Defaults to GL_TRIANGLES. program: The program to use when drawing this shape (Shape.draw() only) """ def __init__( self, points: PointList, colors: Sequence[RGBA255], # vao: Geometry, # vbo: Buffer, mode: int = gl.GL_TRIANGLES, program: Program | None = None, ) -> None: self.ctx = get_window().ctx self.program = program or self.ctx.line_generic_with_colors_program self.mode = mode if len(points) != len(colors): raise ValueError("Number of points and colors must match.") self.points = points # Ensure colors have 4 components self.colors = [Color.from_iterable(color) for color in colors] # Pack the data into a single array self.data = array("f", [c for a in zip(self.points, self.colors) for b in a for c in b]) self.vertices = len(points) self.geometry: Geometry | None = None self.buffer: Buffer | None = None def _init_geometry(self) -> None: # NOTE: When drawing a single shape we're not using an index buffer self.buffer = self.program.ctx.buffer(data=self.data) self.geometry = self.ctx.geometry( [ BufferDescription( self.buffer, "2f 4f", ("in_vert", "in_color"), ), ] )
[docs] def draw(self) -> None: """ Draw this shape. Drawing this way isn't as fast as drawing multiple shapes batched together in a ShapeElementList. """ if self.geometry is None: self._init_geometry() if self.geometry is not None: self.geometry.render(self.program, mode=self.mode)
[docs] def create_line( start_x: float, start_y: float, end_x: float, end_y: float, color: RGBA255, line_width: float = 1, ) -> Shape: """ Create a Shape object for a line. Args: start_x: Starting x position start_y: Starting y position end_x: Ending x position end_y: Ending y position color: Color of the line line_width: Width of the line """ points = get_points_for_thick_line(start_x, start_y, end_x, end_y, line_width) color_list = [color, color, color, color] triangle_point_list = points[1], points[0], points[2], points[3] return create_triangles_strip_filled_with_colors(triangle_point_list, color_list)
[docs] def create_line_generic_with_colors( point_list: PointList, color_sequence: Sequence[RGBA255], shape_mode: int, ) -> Shape: """ This function is used by ``create_line_strip`` and ``create_line_loop``, just changing the OpenGL type for the line drawing. Args: point_list: A list of points that make up the shape. color_sequence: A sequence of colors such as a :py:class:`list`; each color must be either a :py:class:`~arcade.types.Color` instance or a 4-length RGBA :py:class:`tuple`. shape_mode: The OpenGL drawing mode. Defaults to ``GL_TRIANGLES``. """ return Shape( points=point_list, colors=color_sequence, mode=shape_mode, )
[docs] def create_line_generic( point_list: PointList, color: RGBA255, shape_mode: int, ) -> Shape: """ This function is used by ``create_line_strip`` and ``create_line_loop``, just changing the OpenGL type for the line drawing. Args: point_list: A list of points that make up the shape. color: A color such as a :py:class:`~arcade.types.Color` shape_mode: The OpenGL drawing mode. Defaults to ``GL_TRIANGLES``. """ colors = [Color.from_iterable(color)] * len(point_list) return create_line_generic_with_colors(point_list, colors, shape_mode)
[docs] def create_line_strip(point_list: PointList, color: RGBA255, line_width: float = 1) -> Shape: """ Create a multi-point line to be rendered later. This works faster than draw_line because the vertexes are only loaded to the graphics card once, rather than each frame. Internally, thick lines are created by two triangles. Args: point_list: A list of points that make up the shape. color: A color such as a :py:class:`~arcade.types.Color` line_width: Width of the line """ if line_width == 1: return create_line_generic(point_list, color, gl.GL_LINE_STRIP) triangle_point_list: list[Point] = [] new_color_list: list[RGBA255] = [] for i in range(1, len(point_list)): start_x = point_list[i - 1][0] start_y = point_list[i - 1][1] end_x = point_list[i][0] end_y = point_list[i][1] color1 = color color2 = color points = get_points_for_thick_line(start_x, start_y, end_x, end_y, line_width) new_color_list += color1, color2, color1, color2 triangle_point_list += points[1], points[0], points[2], points[3] return create_triangles_strip_filled_with_colors(triangle_point_list, new_color_list)
[docs] def create_line_loop( point_list: PointList, color: RGBA255, line_width: float = 1, ) -> Shape: """ Create a multi-point line loop to be rendered later. This works faster than draw_line because the vertexes are only loaded to the graphics card once, rather than each frame. Args: point_list: A list of points that make up the shape. color: A color such as a :py:class:`~arcade.types.Color` line_width: Width of the line """ point_list = list(point_list) + [point_list[0]] return create_line_strip(point_list, color, line_width)
[docs] def create_lines( point_list: PointList, color: RGBA255, ) -> Shape: """ Create a multi-point line loop to be rendered later. This works faster than draw_line because the vertexes are only loaded to the graphics card once, rather than each frame. Args: point_list: A list of points that make up the shape. color: A color such as a :py:class:`~arcade.types.Color` """ return create_line_generic(point_list, color, gl.GL_LINES)
[docs] def create_lines_with_colors( point_list: PointList, color_list: Sequence[RGBA255], line_width: float = 1, ) -> Shape: """ Create a line segments to be rendered later. This works faster than draw_line because the vertexes are only loaded to the graphics card once, rather than each frame. Args: point_list: Line segments start and end point tuples list color_list: Three or four byte tuples list for every point line_width: Width of the line """ if line_width == 1: return create_line_generic_with_colors(point_list, color_list, gl.GL_LINES) triangle_point_list: list[Point] = [] new_color_list: list[RGBA255] = [] for i in range(1, len(point_list), 2): start_x = point_list[i - 1][0] start_y = point_list[i - 1][1] end_x = point_list[i][0] end_y = point_list[i][1] color1 = color_list[i - 1] color2 = color_list[i] points = get_points_for_thick_line(start_x, start_y, end_x, end_y, line_width) new_color_list += color1, color1, color2, color1, color2, color2 triangle_point_list += points[0], points[1], points[2], points[0], points[2], points[3] return create_triangles_filled_with_colors(triangle_point_list, new_color_list)
[docs] def create_polygon(point_list: PointList, color: RGBA255) -> Shape: """ Draw a convex polygon. This will NOT draw a concave polygon. Because of this, you might not want to use this function. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: point_list: A list of points that make up the shape. color: A color such as a :py:class:`~arcade.types.Color` """ # We assume points were given in order, either clockwise or counter clockwise. # Polygon is assumed to be monotone. # To fill the polygon, we start by one vertex, and we chain triangle strips # alternating with vertices to the left and vertices to the right of the # initial vertex. half = len(point_list) // 2 interleaved = itertools.chain.from_iterable( itertools.zip_longest(point_list[:half], reversed(point_list[half:])) ) point_list = [p for p in interleaved if p is not None] return create_line_generic(point_list, color, gl.GL_TRIANGLE_STRIP)
[docs] def create_rectangle_filled( center_x: float, center_y: float, width: float, height: float, color: RGBA255, tilt_angle: float = 0, ) -> Shape: """ Create a filled rectangle. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the rectangle center_y: Y position of the center of the rectangle width: Width of the rectangle height: Height of the rectangle color: A color such as a :py:class:`~arcade.types.Color` tilt_angle: Angle to tilt the rectangle in degrees """ return create_rectangle( center_x, center_y, width, height, color, tilt_angle=tilt_angle, )
[docs] def create_rectangle_outline( center_x: float, center_y: float, width: float, height: float, color: RGBA255, border_width: float = 1, tilt_angle: float = 0, ) -> Shape: """ Create a rectangle outline. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the rectangle center_y: Y position of the center of the rectangle width: Width of the rectangle height: Height of the rectangle color: A color such as a :py:class:`~arcade.types.Color` border_width: Width of the border tilt_angle: Angle to tilt the rectangle in degrees """ return create_rectangle( center_x, center_y, width, height, color, border_width, tilt_angle, filled=False, )
[docs] def get_rectangle_points( center_x: float, center_y: float, width: float, height: float, tilt_angle: float = 0, ) -> PointList: """ Utility function that will return all four coordinate points of a rectangle given the x, y center, width, height, and rotation. Args: center_x: X position of the center of the rectangle center_y: Y position of the center of the rectangle width: Width of the rectangle height: Height of the rectangle tilt_angle: Angle to tilt the rectangle in degrees """ x1 = -width / 2 + center_x y1 = -height / 2 + center_y x2 = -width / 2 + center_x y2 = height / 2 + center_y x3 = width / 2 + center_x y3 = height / 2 + center_y x4 = width / 2 + center_x y4 = -height / 2 + center_y if tilt_angle: x1, y1 = rotate_point(x1, y1, center_x, center_y, tilt_angle) x2, y2 = rotate_point(x2, y2, center_x, center_y, tilt_angle) x3, y3 = rotate_point(x3, y3, center_x, center_y, tilt_angle) x4, y4 = rotate_point(x4, y4, center_x, center_y, tilt_angle) return [(x1, y1), (x2, y2), (x3, y3), (x4, y4)]
[docs] def create_rectangle( center_x: float, center_y: float, width: float, height: float, color: RGBA255, border_width: float = 1, tilt_angle: float = 0, filled=True, ) -> Shape: """ This function creates a rectangle using a vertex buffer object. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the rectangle center_y: Y position of the center of the rectangle width: Width of the rectangle height: Height of the rectangle color: A color such as a :py:class:`~arcade.types.Color` border_width: Width of the border tilt_angle: Angle to tilt the rectangle in degrees filled: If True, the rectangle is filled. If False, it is an outline. """ data: list[Point] = cast( list[Point], get_rectangle_points(center_x, center_y, width, height, tilt_angle) ) if filled: data[-2:] = reversed(data[-2:]) else: i_lb = ( center_x - width / 2 + border_width / 2, center_y - height / 2 + border_width / 2, ) i_rb = ( center_x + width / 2 - border_width / 2, center_y - height / 2 + border_width / 2, ) i_rt = ( center_x + width / 2 - border_width / 2, center_y + height / 2 - border_width / 2, ) i_lt = ( center_x - width / 2 + border_width / 2, center_y + height / 2 - border_width / 2, ) o_lb = ( center_x - width / 2 - border_width / 2, center_y - height / 2 - border_width / 2, ) o_rb = ( center_x + width / 2 + border_width / 2, center_y - height / 2 - border_width / 2, ) o_rt = ( center_x + width / 2 + border_width / 2, center_y + height / 2 + border_width / 2, ) o_lt = ( center_x - width / 2 - border_width / 2, center_y + height / 2 + border_width / 2, ) data = [o_lt, i_lt, o_rt, i_rt, o_rb, i_rb, o_lb, i_lb, o_lt, i_lt] if tilt_angle != 0: point_list_2: list[Point] = [] for point in data: new_point = rotate_point(point[0], point[1], center_x, center_y, tilt_angle) point_list_2.append(new_point) data = point_list_2 border_width = 1 shape_mode = gl.GL_TRIANGLE_STRIP return create_line_generic(data, color, shape_mode)
[docs] def create_rectangle_filled_with_colors(point_list, color_list) -> Shape: """ This function creates one rectangle/quad using a vertex buffer object. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: point_list: List of points to create the rectangle from color_list: List of colors to create the rectangle from """ shape_mode = gl.GL_TRIANGLE_STRIP new_point_list = [point_list[0], point_list[1], point_list[3], point_list[2]] new_color_list = [color_list[0], color_list[1], color_list[3], color_list[2]] return create_line_generic_with_colors(new_point_list, new_color_list, shape_mode)
[docs] def create_rectangles_filled_with_colors(point_list, color_list: Sequence[RGBA255]) -> Shape: """ This function creates multiple rectangle/quads using a vertex buffer object. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: point_list: List of points to create the rectangles from color_list: List of colors to create the rectangles from """ shape_mode = gl.GL_TRIANGLES new_point_list: list[Point] = [] new_color_list: list[RGBA255] = [] for i in range(0, len(point_list), 4): new_point_list += [point_list[0 + i], point_list[1 + i], point_list[3 + i]] new_point_list += [point_list[1 + i], point_list[3 + i], point_list[2 + i]] new_color_list += [color_list[0 + i], color_list[1 + i], color_list[3 + i]] new_color_list += [color_list[1 + i], color_list[3 + i], color_list[2 + i]] return create_line_generic_with_colors(new_point_list, new_color_list, shape_mode)
[docs] def create_triangles_filled_with_colors( point_list: PointList, color_sequence: Sequence[RGBA255], ) -> Shape: """ This function creates multiple triangles using a vertex buffer object. Triangles are build for every 3 sequential vertices with step of 3 vertex Total amount of triangles to be rendered: len(point_list) / 3 The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: point_list: Triangles vertices tuples. color_sequence: A sequence of colors such as a :py:class:`list`; each color must be either a :py:class:`~arcade.types.Color` instance or a 4-length RGBA :py:class:`tuple`. """ shape_mode = gl.GL_TRIANGLES return create_line_generic_with_colors(point_list, color_sequence, shape_mode)
[docs] def create_triangles_strip_filled_with_colors( point_list, color_sequence: Sequence[RGBA255], ) -> Shape: """ This function creates multiple triangles using a vertex buffer object. Triangles are built for every 3 sequential vertices with step of 1 vertex Total amount of triangles to be rendered: len(point_list) - 2 The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: point_list: Triangles vertices tuples. color_sequence: A sequence of colors such as a :py:class:`list`; each color must be either a :py:class:`~arcade.types.Color` instance or a 4-length RGBA :py:class:`tuple`. """ shape_mode = gl.GL_TRIANGLE_STRIP return create_line_generic_with_colors(point_list, color_sequence, shape_mode)
[docs] def create_ellipse_filled( center_x: float, center_y: float, width: float, height: float, color: RGBA255, tilt_angle: float = 0, num_segments: int = 128, ) -> Shape: """ Create a filled ellipse. Or circle if you use the same width and height. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the ellipse center_y: Y position of the center of the ellipse width: Width of the ellipse height: Height of the ellipse color: A color such as a :py:class:`~arcade.types.Color` tilt_angle: Angle to tilt the ellipse num_segments: Number of segments to use to draw the ellipse """ border_width = 1 return create_ellipse( center_x, center_y, width, height, color, border_width, tilt_angle, num_segments, filled=True, )
[docs] def create_ellipse_outline( center_x: float, center_y: float, width: float, height: float, color: RGBA255, border_width: float = 1, tilt_angle: float = 0, num_segments: int = 128, ) -> Shape: """ Create an outline of an ellipse. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the ellipse center_y: Y position of the center of the ellipse width: Width of the ellipse height: Height of the ellipse color: A color such as a :py:class:`~arcade.types.Color` border_width: Width of the border tilt_angle: Angle to tilt the ellipse num_segments: Number of segments to use to draw the ellipse """ return create_ellipse( center_x, center_y, width, height, color, border_width, tilt_angle, num_segments, filled=False, )
[docs] def create_ellipse( center_x: float, center_y: float, width: float, height: float, color: RGBA255, border_width: float = 1, tilt_angle: float = 0, num_segments: int = 32, filled: bool = True, ) -> Shape: """ This creates an ellipse vertex buffer object (VBO). The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the ellipse. center_y: Y position of the center of the ellipse. width: Width of the ellipse. height: Height of the ellipse. color: Color of the ellipse. border_width: Width of the border. tilt_angle: Angle to tilt the ellipse. num_segments: Number of segments to use to draw the ellipse. filled: If True, create a filled ellipse. If False, create an outline. """ # Create an array with the vertex point_list point_list = [] for segment in range(num_segments): theta = 2.0 * 3.1415926 * segment / num_segments x = width / 2 * math.cos(theta) + center_x y = height / 2 * math.sin(theta) + center_y if tilt_angle: x, y = rotate_point(x, y, center_x, center_y, tilt_angle) point_list.append((x, y)) if filled: half = len(point_list) // 2 interleaved = itertools.chain.from_iterable( itertools.zip_longest(point_list[:half], reversed(point_list[half:])) ) point_list = [p for p in interleaved if p is not None] shape_mode = gl.GL_TRIANGLE_STRIP else: point_list.append(point_list[0]) shape_mode = gl.GL_LINE_STRIP return create_line_generic(point_list, color, shape_mode)
[docs] def create_ellipse_filled_with_colors( center_x: float, center_y: float, width: float, height: float, outside_color: RGBA255, inside_color: RGBA255, tilt_angle: float = 0, num_segments: int = 32, ) -> Shape: """ Draw an ellipse, and specify inside/outside color. Used for doing gradients. The function returns a Shape object that can be drawn with ``my_shape.draw()``. Don't create the shape in the draw method, create it in the setup method and then draw it in ``on_draw``. For even faster performance, add multiple shapes into a ShapeElementList and draw that list. This allows nearly unlimited shapes to be drawn just as fast as one. Args: center_x: X position of the center of the ellipse. center_y: Y position of the center of the ellipse. width: Width of the ellipse. height: Height of the ellipse. outside_color: Color of the outside of the ellipse. inside_color: Color of the inside of the ellipse. tilt_angle: Angle to tilt the ellipse. num_segments: Number of segments to use to draw the ellipse. """ # Create an array with the vertex data # Create an array with the vertex point_list point_list = [(center_x, center_y)] for segment in range(num_segments): theta = 2.0 * 3.1415926 * segment / num_segments x = width * math.cos(theta) + center_x y = height * math.sin(theta) + center_y if tilt_angle: x, y = rotate_point(x, y, center_x, center_y, tilt_angle) point_list.append((x, y)) point_list.append(point_list[1]) color_list = [inside_color] + [outside_color] * (num_segments + 1) return create_line_generic_with_colors(point_list, color_list, gl.GL_TRIANGLE_FAN)
TShape = TypeVar("TShape", bound=Shape)
[docs] @copy_dunders_unimplemented class ShapeElementList(Generic[TShape]): """ A ShapeElementList is a list of shapes that can be drawn together in a back for better performance. ShapeElementLists are suited for drawing a large number of shapes that are static. If you need to move a lot of shapes it's better to use pyglet's shape system. Adding new shapes is fast, but removing them is slow. Args: blend: If True, shapes will be drawn with blending enabled. """ def __init__(self, blend: bool = True) -> None: # The context this shape list belongs to self.ctx = get_window().ctx # List of sprites in the sprite list self.shape_list: list[TShape] = [] self.change_x = 0.0 self.change_y = 0.0 self._center_x = 0.0 self._center_y = 0.0 self._angle = 0.0 self.program = self.ctx.shape_element_list_program self.batches: dict[int, _Batch] = OrderedDict() self.dirties: set[_Batch] = set() self._blend = blend
[docs] def append(self, item: TShape) -> None: """ Add a new shape to the list. Args: item: Shape to add to the list. """ self.shape_list.append(item) batch = self.batches.get(item.mode, None) if batch is None: batch = _Batch( self.ctx, self.program, item.mode, ) self.batches[item.mode] = batch batch.append(item) # Mark the group as dirty self.dirties.add(batch)
[docs] def remove(self, item: TShape) -> None: """ Remove a specific shape from the list. Args: item: Shape to remove from the list. """ self.shape_list.remove(item) batch = self.batches[item.mode] batch.remove(item) self.dirties.add(batch)
[docs] def update(self) -> None: """ Update the internals of the shape list. This is automatically called when you call draw(). In some instances you may need to call this manually to update the shape list before drawing. """ for group in self.dirties: group.update()
[docs] def draw(self) -> None: """ Draw all the shapes. """ self.program["Position"] = self._center_x, self._center_y self.program["Angle"] = -self._angle self.update() self.dirties.clear() if self._blend: self.ctx.enable_only(self.ctx.BLEND) # Draw the batches for batch in self.batches.values(): batch.draw() if self._blend: self.ctx.disable(self.ctx.BLEND)
[docs] def clear(self, position: bool = True, angle: bool = True) -> None: """ Clear all the contents from the shape list. Args: position: Reset the position to ``0, 0`` angle: Reset the angle to ``0.0`` """ self.shape_list.clear() self.batches.clear() self.dirties.clear() if position: self.center_x = 0 self.center_y = 0 if angle: self.angle = 0
[docs] def move(self, change_x: float, change_y: float) -> None: """ Change the center_x/y of the shape list relative to the current position. Args: change_x: Amount to move on the x axis change_y: Amount to move on the y axis """ self.center_x += change_x self.center_y += change_y
@property def position(self) -> tuple[float, float]: """ Get or set the position of the ShapeElementList. This is the equivalent of setting center_x and center_y """ return self._center_x, self._center_y @position.setter def position(self, value: tuple[float, float]) -> None: self._center_x, self._center_y = value @property def center_x(self) -> float: """Get or set the center x coordinate of the shape list.""" return self._center_x @center_x.setter def center_x(self, value: float) -> None: self._center_x = value @property def center_y(self) -> float: """Get or set the center y coordinate of the shape list.""" return self._center_y @center_y.setter def center_y(self, value: float) -> None: self._center_y = value @property def angle(self) -> float: """Get or set the rotation in degrees (clockwise)""" return self._angle @angle.setter def angle(self, value: float) -> None: self._angle = value
[docs] def __len__(self) -> int: """Return the length of the shape list.""" return len(self.shape_list)
[docs] def __iter__(self) -> Iterable[TShape]: """Return an iterable object of sprites.""" return iter(self.shape_list)
def __getitem__(self, i): return self.shape_list[i]
class _Batch(Generic[TShape]): """ A collection of shapes with the same configuration. The group uniqueness is based on the primitive mode """ # Flags for keeping track of changes ADD = 1 REMOVE = 3 # The byte size of a vertex VERTEX_SIZE = 4 * 6 # 24 bytes (2 floats for position, 4 floats for color) RESET_IDX = 2**32 - 1 def __init__( self, ctx: ArcadeContext, program: Program, mode: int, ) -> None: self.ctx = ctx self.program = program self.mode = mode self.vbo = self.ctx.buffer(reserve=1024 * self.VERTEX_SIZE, usage="dynamic") self.ibo = self.ctx.buffer(reserve=1024 * 4, usage="dynamic") self.geometry = self.ctx.geometry( content=[ BufferDescription( self.vbo, "2f 4f", ("in_vert", "in_color"), ) ], index_buffer=self.ibo, ) self.items: list[TShape] = [] self.new_items: list[TShape] = [] self.vertices = 0 # Total vertices in the batch self.elements = 0 # Total elements in the batch self.FLAGS = 0 # Flags to indicate changes def draw(self) -> None: """Draw the batch.""" if self.elements == 0: return self.geometry.render(self.program, vertices=self.elements, mode=self.mode) def append(self, item: TShape) -> None: self.new_items.append(item) self.FLAGS |= self.ADD def remove(self, item: TShape) -> None: self.items.remove(item) self.FLAGS |= self.REMOVE def update(self) -> None: """Update the internals of the batch.""" if self.FLAGS == 0: return # If only add flag is set we simply copy in the new data if self.FLAGS == self.ADD: new_data = array("f") new_ibo = array("I") counter = itertools.count(self.vertices) new_vertices = 0 # Prepare data for new newly added items for item in self.new_items: # Update the batch vertex count new_vertices += item.vertices # Build up an array of new vertex data new_data.extend(item.data) # Build new index buffer data new_ibo.extend(itertools.islice(counter, item.vertices)) new_ibo.append(self.RESET_IDX) # Restart the primitive # Calculate the size of new and old data vbo_old_size = self.vertices * self.VERTEX_SIZE vbo_new_data_size = len(new_data) * self.VERTEX_SIZE vbo_new_size = vbo_old_size + vbo_new_data_size if vbo_new_size > self.vbo.size: # Copy out the buffer, resize and copy back buff = self.ctx.buffer(reserve=self.vbo.size) buff.copy_from_buffer(self.vbo) self.vbo.orphan(size=vbo_new_size * 2) self.vbo.copy_from_buffer(buff) # Calculate the index buffer size ibo_old_size = self.elements * 4 ibo_new_data_size = len(new_ibo) * 4 ibo_new_size = ibo_old_size + ibo_new_data_size if ibo_new_size > self.ibo.size: # Copy out the buffer, resize and copy back buff = self.ctx.buffer(reserve=self.ibo.size) buff.copy_from_buffer(self.ibo) self.ibo.orphan(size=ibo_new_size * 2) self.ibo.copy_from_buffer(buff) # Copy in the new data with offsets self.vbo.write(new_data, offset=vbo_old_size) self.ibo.write(new_ibo, offset=ibo_old_size) self.items.extend(self.new_items) self.new_items.clear() # Element count is the vertex count + the number of restart indices self.vertices += new_vertices self.elements = self.vertices + len(self.items) else: # Do the expensive rebuild # NOTE: We don't need to worry about buffer size here # because we know the buffer hasn't grown. # Simply collect the data and write it to the buffer. # and update the vertex count. # NOTE: This can be optimized in the future, but pyglet shapes are better. self.items.extend(self.new_items) self.new_items.clear() data = array("f") ibo = array("I") counter = itertools.count() self.vertices = 0 self.elements = 0 for item in self.items: # Build up an array of new vertex data data.extend(item.data) # Build new index buffer data ibo.extend(itertools.islice(counter, item.vertices)) ibo.append(self.RESET_IDX) # Restart the primitive self.vertices += item.vertices self.elements += item.vertices + 1 # Resize the buffers if needed data_size = self.vertices * self.VERTEX_SIZE if data_size > self.vbo.size: self.vbo.orphan(size=data_size * 2) index_size = self.elements * 4 if index_size > self.ibo.size: self.ibo.orphan(size=index_size * 2) self.vbo.write(data) self.ibo.write(ibo) self.FLAGS = 0