pyglet / pyglet

pyglet is a cross-platform windowing and multimedia library for Python, for developing games and other visually rich applications.
http://pyglet.org
BSD 3-Clause "New" or "Revised" License
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Pyglet.shapes - Not all shapes are well behaved #887

Open nbroderick-code opened 1 year ago

nbroderick-code commented 1 year ago

Describe the bug I tested all of the shapes in the shape class, many do not behave a way that the documentation implies they would. Here is a summary. There is a test code to help you see what I mean below.

System Information:

_Platform
------------------------------------------------------------------------------
platform:  Windows-10-10.0.19045-SP0
release:   10
machine:   AMD64

Python
------------------------------------------------------------------------------
implementation: CPython
sys.version: 3.10.2 (tags/v3.10.2:a58ebcc, Jan 17 2022, 14:12:15) [MSC v.1929 64 bit (AMD64)]
sys.maxint: 9223372036854775807
os.getcwd(): C:\Users\Nate

pyglet
------------------------------------------------------------------------------
pyglet.version: 1.5.21
pyglet.compat_platform: win32
pyglet.__file__: C:\tools\Manim\Lib\site-packages\pyglet\__init__.py
pyglet.options['audio'] = ('xaudio2', 'directsound', 'openal', 'pulse', 'silent')
pyglet.options['debug_font'] = False
pyglet.options['debug_gl'] = True
pyglet.options['debug_gl_trace'] = False
pyglet.options['debug_gl_trace_args'] = False
pyglet.options['debug_graphics_batch'] = False
pyglet.options['debug_lib'] = False
pyglet.options['debug_media'] = False
pyglet.options['debug_texture'] = False
pyglet.options['debug_trace'] = False
pyglet.options['debug_trace_args'] = False
pyglet.options['debug_trace_depth'] = 1
pyglet.options['debug_trace_flush'] = True
pyglet.options['debug_win32'] = False
pyglet.options['debug_x11'] = False
pyglet.options['graphics_vbo'] = True
pyglet.options['shadow_window'] = True
pyglet.options['vsync'] = None
pyglet.options['xsync'] = True
pyglet.options['xlib_fullscreen_override_redirect'] = False
pyglet.options['darwin_cocoa'] = True
pyglet.options['search_local_libs'] = True
pyglet.options['advanced_font_features'] = False
pyglet.options['headless'] = False
pyglet.options['headless_device'] = 0

pyglet.window
------------------------------------------------------------------------------
display: <pyglet.canvas.win32.Win32Display object at 0x000002101D3AB4C0>
screens[0]: Win32Screen(x=0, y=0, width=2560, height=1440)
screens[1]: Win32Screen(x=2560, y=596, width=1920, height=1080)
screens[2]: Win32Screen(x=2560, y=-493, width=1920, height=1080)
config['double_buffer'] = 1
config['stereo'] = 0
config['buffer_size'] = 32
config['aux_buffers'] = 4
config['sample_buffers'] = 0
config['samples'] = 0
config['red_size'] = 8
config['green_size'] = 8
config['blue_size'] = 8
config['alpha_size'] = 0
config['depth_size'] = 24
config['stencil_size'] = 0
config['accum_red_size'] = 16
config['accum_green_size'] = 16
config['accum_blue_size'] = 16
config['accum_alpha_size'] = 16
config['major_version'] = None
config['minor_version'] = None
config['forward_compatible'] = None
config['debug'] = None
context: Win32Context()

window.context._info
------------------------------------------------------------------------------
gl_info.get_version(): 4.6.0 NVIDIA 531.79
gl_info.get_vendor(): NVIDIA Corporation
gl_info.get_renderer(): NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2
gl_info.get_extensions():
   GL_AMD_multi_draw_indirect
   GL_AMD_seamless_cubemap_per_texture
   GL_AMD_vertex_shader_layer
   GL_AMD_vertex_shader_viewport_index
   GL_ARB_ES2_compatibility
   GL_ARB_ES3_1_compatibility
   GL_ARB_ES3_2_compatibility
   GL_ARB_ES3_compatibility
   GL_ARB_arrays_of_arrays
   GL_ARB_base_instance
   GL_ARB_bindless_texture
   GL_ARB_blend_func_extended
   GL_ARB_buffer_storage
   GL_ARB_clear_buffer_object
   GL_ARB_clear_texture
   GL_ARB_clip_control
   GL_ARB_color_buffer_float
   GL_ARB_compatibility
   GL_ARB_compressed_texture_pixel_storage
   GL_ARB_compute_shader
   GL_ARB_compute_variable_group_size
   GL_ARB_conditional_render_inverted
   GL_ARB_conservative_depth
   GL_ARB_copy_buffer
   GL_ARB_copy_image
   GL_ARB_cull_distance
   GL_ARB_debug_output
   GL_ARB_depth_buffer_float
   GL_ARB_depth_clamp
   GL_ARB_depth_texture
   GL_ARB_derivative_control
   GL_ARB_direct_state_access
   GL_ARB_draw_buffers
   GL_ARB_draw_buffers_blend
   GL_ARB_draw_elements_base_vertex
   GL_ARB_draw_indirect
   GL_ARB_draw_instanced
   GL_ARB_enhanced_layouts
   GL_ARB_explicit_attrib_location
   GL_ARB_explicit_uniform_location
   GL_ARB_fragment_coord_conventions
   GL_ARB_fragment_layer_viewport
   GL_ARB_fragment_program
   GL_ARB_fragment_program_shadow
   GL_ARB_fragment_shader
   GL_ARB_fragment_shader_interlock
   GL_ARB_framebuffer_no_attachments
   GL_ARB_framebuffer_object
   GL_ARB_framebuffer_sRGB
   GL_ARB_geometry_shader4
   GL_ARB_get_program_binary
   GL_ARB_get_texture_sub_image
   GL_ARB_gl_spirv
   GL_ARB_gpu_shader5
   GL_ARB_gpu_shader_fp64
   GL_ARB_gpu_shader_int64
   GL_ARB_half_float_pixel
   GL_ARB_half_float_vertex
   GL_ARB_imaging
   GL_ARB_indirect_parameters
   GL_ARB_instanced_arrays
   GL_ARB_internalformat_query
   GL_ARB_internalformat_query2
   GL_ARB_invalidate_subdata
   GL_ARB_map_buffer_alignment
   GL_ARB_map_buffer_range
   GL_ARB_multi_bind
   GL_ARB_multi_draw_indirect
   GL_ARB_multisample
   GL_ARB_multitexture
   GL_ARB_occlusion_query
   GL_ARB_occlusion_query2
   GL_ARB_parallel_shader_compile
   GL_ARB_pipeline_statistics_query
   GL_ARB_pixel_buffer_object
   GL_ARB_point_parameters
   GL_ARB_point_sprite
   GL_ARB_polygon_offset_clamp
   GL_ARB_post_depth_coverage
   GL_ARB_program_interface_query
   GL_ARB_provoking_vertex
   GL_ARB_query_buffer_object
   GL_ARB_robust_buffer_access_behavior
   GL_ARB_robustness
   GL_ARB_sample_locations
   GL_ARB_sample_shading
   GL_ARB_sampler_objects
   GL_ARB_seamless_cube_map
   GL_ARB_seamless_cubemap_per_texture
   GL_ARB_separate_shader_objects
   GL_ARB_shader_atomic_counter_ops
   GL_ARB_shader_atomic_counters
   GL_ARB_shader_ballot
   GL_ARB_shader_bit_encoding
   GL_ARB_shader_clock
   GL_ARB_shader_draw_parameters
   GL_ARB_shader_group_vote
   GL_ARB_shader_image_load_store
   GL_ARB_shader_image_size
   GL_ARB_shader_objects
   GL_ARB_shader_precision
   GL_ARB_shader_storage_buffer_object
   GL_ARB_shader_subroutine
   GL_ARB_shader_texture_image_samples
   GL_ARB_shader_texture_lod
   GL_ARB_shader_viewport_layer_array
   GL_ARB_shading_language_100
   GL_ARB_shading_language_420pack
   GL_ARB_shading_language_include
   GL_ARB_shading_language_packing
   GL_ARB_shadow
   GL_ARB_sparse_buffer
   GL_ARB_sparse_texture
   GL_ARB_sparse_texture2
   GL_ARB_sparse_texture_clamp
   GL_ARB_spirv_extensions
   GL_ARB_stencil_texturing
   GL_ARB_sync
   GL_ARB_tessellation_shader
   GL_ARB_texture_barrier
   GL_ARB_texture_border_clamp
   GL_ARB_texture_buffer_object
   GL_ARB_texture_buffer_object_rgb32
   GL_ARB_texture_buffer_range
   GL_ARB_texture_compression
   GL_ARB_texture_compression_bptc
   GL_ARB_texture_compression_rgtc
   GL_ARB_texture_cube_map
   GL_ARB_texture_cube_map_array
   GL_ARB_texture_env_add
   GL_ARB_texture_env_combine
   GL_ARB_texture_env_crossbar
   GL_ARB_texture_env_dot3
   GL_ARB_texture_filter_anisotropic
   GL_ARB_texture_filter_minmax
   GL_ARB_texture_float
   GL_ARB_texture_gather
   GL_ARB_texture_mirror_clamp_to_edge
   GL_ARB_texture_mirrored_repeat
   GL_ARB_texture_multisample
   GL_ARB_texture_non_power_of_two
   GL_ARB_texture_query_levels
   GL_ARB_texture_query_lod
   GL_ARB_texture_rectangle
   GL_ARB_texture_rg
   GL_ARB_texture_rgb10_a2ui
   GL_ARB_texture_stencil8
   GL_ARB_texture_storage
   GL_ARB_texture_storage_multisample
   GL_ARB_texture_swizzle
   GL_ARB_texture_view
   GL_ARB_timer_query
   GL_ARB_transform_feedback2
   GL_ARB_transform_feedback3
   GL_ARB_transform_feedback_instanced
   GL_ARB_transform_feedback_overflow_query
   GL_ARB_transpose_matrix
   GL_ARB_uniform_buffer_object
   GL_ARB_vertex_array_bgra
   GL_ARB_vertex_array_object
   GL_ARB_vertex_attrib_64bit
   GL_ARB_vertex_attrib_binding
   GL_ARB_vertex_buffer_object
   GL_ARB_vertex_program
   GL_ARB_vertex_shader
   GL_ARB_vertex_type_10f_11f_11f_rev
   GL_ARB_vertex_type_2_10_10_10_rev
   GL_ARB_viewport_array
   GL_ARB_window_pos
   GL_ATI_draw_buffers
   GL_ATI_texture_float
   GL_ATI_texture_mirror_once
   GL_EXTX_framebuffer_mixed_formats
   GL_EXT_Cg_shader
   GL_EXT_abgr
   GL_EXT_bgra
   GL_EXT_bindable_uniform
   GL_EXT_blend_color
   GL_EXT_blend_equation_separate
   GL_EXT_blend_func_separate
   GL_EXT_blend_minmax
   GL_EXT_blend_subtract
   GL_EXT_compiled_vertex_array
   GL_EXT_depth_bounds_test
   GL_EXT_direct_state_access
   GL_EXT_draw_buffers2
   GL_EXT_draw_instanced
   GL_EXT_draw_range_elements
   GL_EXT_fog_coord
   GL_EXT_framebuffer_blit
   GL_EXT_framebuffer_multisample
   GL_EXT_framebuffer_multisample_blit_scaled
   GL_EXT_framebuffer_object
   GL_EXT_framebuffer_sRGB
   GL_EXT_geometry_shader4
   GL_EXT_gpu_program_parameters
   GL_EXT_gpu_shader4
   GL_EXT_import_sync_object
   GL_EXT_memory_object
   GL_EXT_memory_object_win32
   GL_EXT_multi_draw_arrays
   GL_EXT_multiview_texture_multisample
   GL_EXT_multiview_timer_query
   GL_EXT_packed_depth_stencil
   GL_EXT_packed_float
   GL_EXT_packed_pixels
   GL_EXT_pixel_buffer_object
   GL_EXT_point_parameters
   GL_EXT_polygon_offset_clamp
   GL_EXT_post_depth_coverage
   GL_EXT_provoking_vertex
   GL_EXT_raster_multisample
   GL_EXT_rescale_normal
   GL_EXT_secondary_color
   GL_EXT_semaphore
   GL_EXT_semaphore_win32
   GL_EXT_separate_shader_objects
   GL_EXT_separate_specular_color
   GL_EXT_shader_image_load_formatted
   GL_EXT_shader_image_load_store
   GL_EXT_shader_integer_mix
   GL_EXT_shadow_funcs
   GL_EXT_sparse_texture2
   GL_EXT_stencil_two_side
   GL_EXT_stencil_wrap
   GL_EXT_texture3D
   GL_EXT_texture_array
   GL_EXT_texture_buffer_object
   GL_EXT_texture_compression_dxt1
   GL_EXT_texture_compression_latc
   GL_EXT_texture_compression_rgtc
   GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map
   GL_EXT_texture_edge_clamp
   GL_EXT_texture_env_add
   GL_EXT_texture_env_combine
   GL_EXT_texture_env_dot3
   GL_EXT_texture_filter_anisotropic
   GL_EXT_texture_filter_minmax
   GL_EXT_texture_integer
   GL_EXT_texture_lod
   GL_EXT_texture_lod_bias
   GL_EXT_texture_mirror_clamp
   GL_EXT_texture_object
   GL_EXT_texture_sRGB
   GL_EXT_texture_sRGB_R8
   GL_EXT_texture_sRGB_decode
   GL_EXT_texture_shadow_lod
   GL_EXT_texture_shared_exponent
   GL_EXT_texture_storage
   GL_EXT_texture_swizzle
   GL_EXT_timer_query
   GL_EXT_transform_feedback2
   GL_EXT_vertex_array
   GL_EXT_vertex_array_bgra
   GL_EXT_vertex_attrib_64bit
   GL_EXT_win32_keyed_mutex
   GL_EXT_window_rectangles
   GL_IBM_rasterpos_clip
   GL_IBM_texture_mirrored_repeat
   GL_KHR_blend_equation_advanced
   GL_KHR_blend_equation_advanced_coherent
   GL_KHR_context_flush_control
   GL_KHR_debug
   GL_KHR_no_error
   GL_KHR_parallel_shader_compile
   GL_KHR_robust_buffer_access_behavior
   GL_KHR_robustness
   GL_KHR_shader_subgroup
   GL_KTX_buffer_region
   GL_NVX_blend_equation_advanced_multi_draw_buffers
   GL_NVX_conditional_render
   GL_NVX_gpu_memory_info
   GL_NVX_gpu_multicast2
   GL_NVX_linked_gpu_multicast
   GL_NVX_multigpu_info
   GL_NVX_nvenc_interop
   GL_NVX_progress_fence
   GL_NV_ES1_1_compatibility
   GL_NV_ES3_1_compatibility
   GL_NV_alpha_to_coverage_dither_control
   GL_NV_bindless_multi_draw_indirect
   GL_NV_bindless_multi_draw_indirect_count
   GL_NV_bindless_texture
   GL_NV_blend_equation_advanced
   GL_NV_blend_equation_advanced_coherent
   GL_NV_blend_minmax_factor
   GL_NV_blend_square
   GL_NV_clip_space_w_scaling
   GL_NV_command_list
   GL_NV_compute_program5
   GL_NV_conditional_render
   GL_NV_conservative_raster
   GL_NV_conservative_raster_dilate
   GL_NV_conservative_raster_pre_snap_triangles
   GL_NV_copy_depth_to_color
   GL_NV_copy_image
   GL_NV_depth_buffer_float
   GL_NV_depth_clamp
   GL_NV_draw_texture
   GL_NV_draw_vulkan_image
   GL_NV_explicit_multisample
   GL_NV_feature_query
   GL_NV_fence
   GL_NV_fill_rectangle
   GL_NV_float_buffer
   GL_NV_fog_distance
   GL_NV_fragment_coverage_to_color
   GL_NV_fragment_program
   GL_NV_fragment_program2
   GL_NV_fragment_program_option
   GL_NV_fragment_shader_interlock
   GL_NV_framebuffer_mixed_samples
   GL_NV_framebuffer_multisample_coverage
   GL_NV_geometry_shader4
   GL_NV_geometry_shader_passthrough
   GL_NV_gpu_multicast
   GL_NV_gpu_program4
   GL_NV_gpu_program4_1
   GL_NV_gpu_program5
   GL_NV_gpu_program5_mem_extended
   GL_NV_gpu_program_fp64
   GL_NV_gpu_shader5
   GL_NV_half_float
   GL_NV_internalformat_sample_query
   GL_NV_light_max_exponent
   GL_NV_memory_attachment
   GL_NV_memory_object_sparse
   GL_NV_multisample_coverage
   GL_NV_multisample_filter_hint
   GL_NV_occlusion_query
   GL_NV_packed_depth_stencil
   GL_NV_parameter_buffer_object
   GL_NV_parameter_buffer_object2
   GL_NV_path_rendering
   GL_NV_path_rendering_shared_edge
   GL_NV_pixel_data_range
   GL_NV_point_sprite
   GL_NV_primitive_restart
   GL_NV_query_resource
   GL_NV_query_resource_tag
   GL_NV_register_combiners
   GL_NV_register_combiners2
   GL_NV_sample_locations
   GL_NV_sample_mask_override_coverage
   GL_NV_shader_atomic_counters
   GL_NV_shader_atomic_float
   GL_NV_shader_atomic_float64
   GL_NV_shader_atomic_fp16_vector
   GL_NV_shader_atomic_int64
   GL_NV_shader_buffer_load
   GL_NV_shader_storage_buffer_object
   GL_NV_shader_subgroup_partitioned
   GL_NV_shader_thread_group
   GL_NV_shader_thread_shuffle
   GL_NV_stereo_view_rendering
   GL_NV_texgen_reflection
   GL_NV_texture_barrier
   GL_NV_texture_compression_vtc
   GL_NV_texture_env_combine4
   GL_NV_texture_multisample
   GL_NV_texture_rectangle
   GL_NV_texture_rectangle_compressed
   GL_NV_texture_shader
   GL_NV_texture_shader2
   GL_NV_texture_shader3
   GL_NV_timeline_semaphore
   GL_NV_transform_feedback
   GL_NV_transform_feedback2
   GL_NV_uniform_buffer_std430_layout
   GL_NV_uniform_buffer_unified_memory
   GL_NV_vertex_array_range
   GL_NV_vertex_array_range2
   GL_NV_vertex_attrib_integer_64bit
   GL_NV_vertex_buffer_unified_memory
   GL_NV_vertex_program
   GL_NV_vertex_program1_1
   GL_NV_vertex_program2
   GL_NV_vertex_program2_option
   GL_NV_vertex_program3
   GL_NV_viewport_array2
   GL_NV_viewport_swizzle
   GL_OVR_multiview
   GL_OVR_multiview2
   GL_S3_s3tc
   GL_SGIS_generate_mipmap
   GL_SGIS_texture_lod
   GL_SGIX_depth_texture
   GL_SGIX_shadow
   GL_SUN_slice_accum
   GL_WIN_swap_hint
   WGL_EXT_swap_control

pyglet.gl.glu_info
------------------------------------------------------------------------------
glu_info.get_version(): 1.2.2.0 Microsoft Corporation
glu_info.get_extensions():
   GL_EXT_bgra

pyglet.gl.glx_info
------------------------------------------------------------------------------
GLX not available.

pyglet.media
------------------------------------------------------------------------------
audio driver: <pyglet.media.drivers.xaudio2.adaptation.XAudio2Driver object at 0x000002101D2859C0>

pyglet.media.ffmpeg
------------------------------------------------------------------------------
FFmpeg not available.

pyglet.media.drivers.openal
------------------------------------------------------------------------------
OpenAL not available.

pyglet.input.wintab
------------------------------------------------------------------------------
WinTab not available._

How To Reproduce I ran this test environment to find issues. I "Failed" shapes that did implement features the docs said they had. I also failed ones that did not have intuitive behavior.

Just uncomment one shape at a time to see the behavior.

import colorsys
import pyglet.window.mouse
from pyglet import shapes, graphics, window, app
# from shapes_custom import RoundedRectangleFill

def lerp(min_val, max_val, ratio):
    """Linear interpolation between min_val and max_val"""
    return min_val + (max_val - min_val) * ratio

window = window.Window()

batch = graphics.Batch()

# shape = RoundedRectangleFill(100, 100, 100, 100, 10, batch=batch)  # Pass

shape = shapes.Arc(300, 300, 100, angle=3, start_angle=180, batch=batch)  # Fail, __contains__ not implemented, cannot set visible to False

# points = [[100, 100], [50, 231], [170, 300], [400, 503]]
# shape = shapes.BezierCurve(points, batch=batch)  # Fail, could not initialize.

# shape = shapes.Circle(100, 100, 100, batch=batch)  # Pass

# shape = shapes.Ellipse(200, 200, 100, 50, batch=batch)  # Fail, cannot set visible to False

# shape = shapes.Sector(200, 200, 100, angle=3, start_angle=180, batch=batch)  # Fail, __contains__ does not work

# shape = shapes.Line(100, 100, 300, 400, width=3, batch=batch)  # Fail, width does not update, rotation does not work, __contains__ does not work

# shape = shapes.Rectangle(100, 100, 100, 100, batch=batch)  # Fail, when rotating anchor is not center

# shape = shapes.BorderedRectangle(100, 100, 100, 100, border=3, batch=batch)  # Fail, when rotating anchor is not center, border width does not update

# shape = shapes.Triangle(100, 100, 200, 200, 200, 100, batch=batch)  # Fail, rotation does not work

# shape = shapes.Star(100, 100, 20, 10, 5, batch=batch)  # Pass

# points = [(10, 10), (10, 20), (20, 20)]
# shape = shapes.Polygon(points, batch=batch)  # Fail, could not initialize

circle = shapes.Circle(10, 10, 10, color=(100, 100, 100), batch=batch)

tests = ['radius', 'outer_radius', 'inner_radius', 'angle', 'start_angle', 'a', 'b', 'x', 'x2', 'y', 'y2', 'border', 'width', 'height', 'color', 'border_color', 'rotation', 'in']
test_index = 0

@window.event
def on_draw():
    window.clear()
    batch.draw()

@window.event
def on_mouse_motion(x, y, dx, dy):
    circle.x = x
    circle.y = y
    # print(x, y)

    test = tests[test_index]
    ratio = x / window.width  # Calculate the ratio for linear interpolation
    hue = x / window.width
    brightness = y / window.height
    r, g, b = colorsys.hsv_to_rgb(hue, 1, brightness)

    if test == 'radius':
        shape.radius = lerp(10, 100, ratio)
    if test == 'outer_radius':
        shape.outer_radius = lerp(10, 100, ratio)
    if test == 'inner_radius':
        shape.inner_radius = lerp(10, 100, ratio)
    if test == 'angle':
        shape.angle = lerp(0, 10, ratio)
    if test == 'start_angle':
        shape.start_angle = lerp(0, 360, ratio)
    if test == 'a':
        shape.a = lerp(10, 300, ratio)
    if test == 'b':
        shape.b = lerp(10, 200, ratio)
    if test == 'x':
        shape.x = x
    if test == 'x2':
        shape.x2 = x
    if test == 'y':
        shape.y = y
    if test == 'y2':
        shape.y2 = y
    elif test == 'border':
        shape.border = lerp(0, 20, ratio)
    elif test == 'width':
        shape.width = lerp(50, 400, ratio)
    elif test == 'height':
        shape.height = lerp(50, 200, ratio)
    elif test == 'color':
        shape.color = (int(r * 255), int(g * 255), int(b * 255))
    elif test == 'border_color':
        shape.border_color = (int(r * 255), int(g * 255), int(b * 255))
    elif test == 'rotation':
        shape.rotation = lerp(0, 360, ratio)
    elif test == 'in':
        if (circle.x, circle.y) in shape:
            circle.color = (255, 0, 0)
        else:
            circle.color = (0, 255, 0)

@window.event
def on_mouse_press(x, y, button, modifiers):
    global test_index
    if button == pyglet.window.mouse.RIGHT:
        shape.visible = not shape.visible
    if button == pyglet.window.mouse.LEFT:
        circle.color = (100, 100, 100)
        test_index = (test_index + 1) % len(tests)
        print(tests[test_index])

print(tests[test_index])
app.run()
benmoran56 commented 1 year ago

Thanks for opening the ticket.

I'll have a look into these. Some things, like __contains__ raising NotImplementedError is expected. BezierCurve and Polygon requires individual points, rather than a list of points. Unpacking the list with a * operator will work:

points = [[100, 100], [50, 231], [170, 300], [400, 503]]
shape = shapes.BezierCurve(*points, batch=batch)  # Fail, could not initialize.

Others look like potential bugs.

nbroderick-code commented 1 year ago

No problem. Thanks for looking into it.

And good call on *points. I guess I didn't look at the documentation close enough. Although...it is an unusual way to have to pass in a list of points. Would be nice if it were unpacked inside the shape class. But...I dunno. I could be wrong.

For the contains not being implemented in the shapes module, you're right that's expected. But I noticed that contains is avoided for all shapes that are made of just line segments. But, I was thinking a more intuitive behavior would be to see if the point fell on the line segment. Or maybe, more simply, if it just loops through all the vertices and sees if the point is one of them.

" if point in line: " or "if point in arc" Kind of makes sense that would be its behavior. But again, just a hobbyist giving my .02.

Thanks for all your work! I love Pyglet so much.

benmoran56 commented 1 year ago

I made a commit here that ensures visible = False will work on all sprites. I also added the missing Line.width setter.

It's a fair point about accepting a list of vertices, rather than individual. This would be a breaking change, if it was decided to do, so it would likely need to target pyglet 2.1.

It turns out that Line already has __contains__ defined. It's treated as a rotated rectangle (which is is, since it has width). For other shapes, like BezierCurve, a series of "point on line" checks makes sense. Arc is perhaps a little more ambiguous. A series of "point on line" checks makes sense, but so does treating it as a circle (Like we do for the Star).

For the BorderedRectangle, rotation works OK as far as I can see. By default the rotation point is the bottom left corner, which is the default anchor point. This is the same as Sprites in pyglet. Rotation for other shapes is simply not implemented. For something like a Line, it doesn't seem necessary. Someone is welcome to add it if they wanted to, however.

zhengxyz123 commented 1 year ago

@nbroderick-code and @benmoran56 I, who add the following features, think add __contains__ to Arc and BezierCurve is not very difficult.

nbroderick-code commented 1 year ago

@benmoran56 Thank you for fixing those things!

Responding to "For the [Rectangle and] BorderedRectangle, rotation works OK...by default the rotation point is the bottom left corner":

Star, Ellipse, and Sector do not rotate with the bottom left as their anchor point. Consistent anchor point for Shape rotation would be nice. Shapes rotating on their center by default has precedent outside of Pyglet too. Just look at any "professional shape manipulation" software (Photoshop, Illustrator, After Effects). "rotation anchor = center" is standard.

(I also happen to think sprites should rotate around their center by default, but that's a different can of worms.)

I will add a "feature request" for triangle and line rotation since you are right, that's not really a bug. Apologies for stuffing both bugs and feature requests in one ticket. I got a little loosey-goosey with what I considered a "bug", I guess.

benmoran56 commented 1 year ago

The default rotation for objects is always around the origin point (which would be the first vertex point in OpenGL). This is why Sprites, and other objects rotate around the bottom left. Shapes like Circles and Stars have their origins at the center.

It would require a layer of abstraction to enforce a common rotation point, so we opt towards leaving it up to the user.

pushfoo commented 1 year ago

I'm working on a shader mock PR + an upcoming second attempt at #913 that should help prevent some of this in the future. In summary, making it easier to test inlined shared behavior should help us catch things like broken rotation in the future.

"rotation anchor = center" is standard.

I agree, but the question is whether it's worth adding.

It would require a layer of abstraction to enforce a common rotation point, so we opt towards leaving it up to the user.

It might be worthwhile to add this, or at least __contains__ / collision abstractions from what I understand of reading #927 and #928.

Here's a hypothetical example from the Discord discussion around the latter:

clickable_concave_shape = PolygonCollider(
    x=window.width// 2, y=window.height//2,
    *list_of_points_with_concavity,
    contains_point=raycast
)

if (mouse_x, mouse_Y) in concave_button_shape:
    print("clicked!")