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- from linalg import vec2, vec4
- from typing import Iterable
- class _NodeLike: # duck-type protocol
- def on_box2d_contact_begin(self, other: 'Body'): ...
- def on_box2d_contact_end(self, other: 'Body'): ...
- def on_box2d_pre_step(self): ...
- def on_box2d_post_step(self): ...
- class _DrawLike: # duck-type protocol
- def draw_polygon(self, vertices: list[vec2], color: vec4): ...
- def draw_solid_polygon(self, vertices: list[vec2], color: vec4): ...
- def draw_circle(self, center: vec2, radius: float, color: vec4): ...
- def draw_solid_circle(self, center: vec2, radius: float, axis: vec2, color: vec4): ...
- def draw_segment(self, p1: vec2, p2: vec2, color: vec4): ...
- def draw_transform(self, position: vec2, rotation: float): ...
- def draw_point(self, p: vec2, size: float, color: vec4): ...
- class World:
- gravity: vec2 # gravity of the world, by default vec2(0, 0)
- def get_bodies(self) -> Iterable['Body']:
- """return all bodies in the world."""
- def ray_cast(self, start: vec2, end: vec2) -> list['Body']:
- """raycast from start to end"""
- def box_cast(self, lower: vec2, upper: vec2) -> list['Body']:
- """query bodies in the AABB region."""
- def point_cast(self, point: vec2) -> list['Body']:
- """query bodies that contain the point."""
- def step(self, dt: float, velocity_iterations: int, position_iterations: int) -> None:
- """step the simulation, e.g. world.step(1/60, 8, 3)"""
- # enum
- # {
- # e_shapeBit = 0x0001, ///< draw shapes
- # e_jointBit = 0x0002, ///< draw joint connections
- # e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
- # e_pairBit = 0x0008, ///< draw broad-phase pairs
- # e_centerOfMassBit = 0x0010 ///< draw center of mass frame
- # };
- def debug_draw(self, flags: int):
- """draw debug shapes of all bodies in the world."""
- def set_debug_draw(self, draw: _DrawLike):
- """set the debug draw object."""
- def create_weld_joint(self, body_a: 'Body', body_b: 'Body'):
- """create a weld joint between two bodies."""
- class Body:
- type: int # 0-static, 1-kinematic, 2-dynamic, by default 2
- gravity_scale: float
- fixed_rotation: bool
- enabled: bool
- bullet: bool # whether to use continuous collision detection
- @property
- def mass(self) -> float: ...
- @property
- def inertia(self) -> float: ...
- position: vec2
- rotation: float # in radians (counter-clockwise)
- velocity: vec2 # linear velocity
- angular_velocity: float
- damping: float # linear damping
- angular_damping: float
- # fixture settings
- density: float
- friction: float
- restitution: float
- restitution_threshold: float
- is_sensor: bool
- def __new__(cls, world: World, node: _NodeLike = None):
- """create a body in the world."""
- def set_box_shape(self, hx: float, hy: float): ...
- def set_circle_shape(self, radius: float): ...
- def set_polygon_shape(self, points: list[vec2]): ...
- def set_chain_shape(self, points: list[vec2]): ...
- def apply_force(self, force: vec2, point: vec2): ...
- def apply_force_to_center(self, force: vec2): ...
- def apply_torque(self, torque: float): ...
- def apply_impulse(self, impulse: vec2, point: vec2): ...
- def apply_impulse_to_center(self, impulse: vec2): ...
- def apply_angular_impulse(self, impulse: float): ...
- def get_node(self) -> _NodeLike:
- """return the node that is attached to this body."""
- def get_contacts(self) -> list['Body']:
- """return all bodies that are in contact with this body."""
- def destroy(self):
- """destroy this body."""
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