pymunk.matplotlib_util Module

This submodule contains helper functions to help with quick prototyping using pymunk together with pyglet.

Intended to help with debugging and prototyping, not for actual production use in a full application. The methods contained in this module is opinionated about your coordinate system and not very optimized (they use batched drawing, but there is probably room for optimizations still).

class pymunk.matplotlib_util.DrawOptions(ax: Any)[source]

Bases: pymunk.space_debug_draw_options.SpaceDebugDrawOptions

DRAW_COLLISION_POINTS

alias of <class ‘CP_SPACE_DEBUG_DRAW_COLLISION_POINTS’>

DRAW_CONSTRAINTS

alias of <class ‘CP_SPACE_DEBUG_DRAW_CONSTRAINTS’>

DRAW_SHAPES

alias of <class ‘CP_SPACE_DEBUG_DRAW_SHAPES’>

__init__(ax: Any) None[source]

DrawOptions for space.debug_draw() to draw a space on a ax object.

Typical usage:

>>> import matplotlib as mpl
>>> import matplotlib.pyplot as plt
>>> import pymunk
>>> import pymunk.matplotlib_util
>>> space = pymunk.Space()
>>> ax = plt.subplot()
>>> options = pymunk.matplotlib_util.DrawOptions(ax)
>>> space.debug_draw(options)

You can control the color of a Shape by setting shape.color to the color you want it drawn in.

>>> shape = pymunk.Circle(space.static_body, 10)
>>> shape.color = (1, 0, 0, 1) # will draw shape in red

See matplotlib_util.demo.py for a full example

Param
ax: matplotlib.Axes

A matplotlib Axes object.

property collision_point_color: pymunk.space_debug_draw_options.SpaceDebugColor

The color of collisions.

Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

Example:

>>> import pymunk
>>> s = pymunk.Space()
>>> b = pymunk.Body(1,10)
>>> c1 = pymunk.Circle(b, 10)
>>> c2 = pymunk.Circle(s.static_body, 10)
>>> s.add(b, c1, c2)
>>> s.step(1)
>>> options = pymunk.SpaceDebugDrawOptions()
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))
>>> options.collision_point_color = (10,20,30,40)
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
color_for_shape(shape: Shape) pymunk.space_debug_draw_options.SpaceDebugColor
property constraint_color: pymunk.space_debug_draw_options.SpaceDebugColor

The color of constraints.

Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

Example:

>>> import pymunk
>>> s = pymunk.Space()
>>> b = pymunk.Body(1, 10)
>>> j = pymunk.PivotJoint(s.static_body, b, (0,0))
>>> s.add(j)
>>> options = pymunk.SpaceDebugDrawOptions()
>>> s.debug_draw(options)
draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
>>> options.constraint_color = (10,20,30,40)
>>> s.debug_draw(options)
draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
draw_circle(pos: pymunk.vec2d.Vec2d, angle: float, radius: float, outline_color: pymunk.space_debug_draw_options.SpaceDebugColor, fill_color: pymunk.space_debug_draw_options.SpaceDebugColor) None[source]
draw_dot(size: float, pos: pymunk.vec2d.Vec2d, color: pymunk.space_debug_draw_options.SpaceDebugColor) None[source]
draw_fat_segment(a: pymunk.vec2d.Vec2d, b: pymunk.vec2d.Vec2d, radius: float, outline_color: pymunk.space_debug_draw_options.SpaceDebugColor, fill_color: pymunk.space_debug_draw_options.SpaceDebugColor) None[source]
draw_polygon(verts: Sequence[pymunk.vec2d.Vec2d], radius: float, outline_color: pymunk.space_debug_draw_options.SpaceDebugColor, fill_color: pymunk.space_debug_draw_options.SpaceDebugColor) None[source]
draw_segment(a: pymunk.vec2d.Vec2d, b: pymunk.vec2d.Vec2d, color: pymunk.space_debug_draw_options.SpaceDebugColor) None[source]
draw_shape(shape: Shape) None
property flags: int

Bit flags which of shapes, joints and collisions should be drawn.

By default all 3 flags are set, meaning shapes, joints and collisions will be drawn.

Example using the basic text only DebugDraw implementation (normally you would the desired backend instead, such as pygame_util.DrawOptions or pyglet_util.DrawOptions):

>>> import pymunk
>>> s = pymunk.Space()
>>> b = pymunk.Body()
>>> c = pymunk.Circle(b, 10)
>>> c.mass = 3
>>> s.add(b, c)
>>> s.add(pymunk.Circle(s.static_body, 3))
>>> s.step(0.01)
>>> options = pymunk.SpaceDebugDrawOptions() 
>>> # Only draw the shapes, nothing else:
>>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
>>> s.debug_draw(options) 
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
>>> # Draw the shapes and collision points:
>>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
>>> options.flags |= pymunk.SpaceDebugDrawOptions.DRAW_COLLISION_POINTS
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
draw_segment (Vec2d(1.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))
shape_dynamic_color: pymunk.space_debug_draw_options.SpaceDebugColor = SpaceDebugColor(r=52, g=152, b=219, a=255)
shape_kinematic_color: pymunk.space_debug_draw_options.SpaceDebugColor = SpaceDebugColor(r=39, g=174, b=96, a=255)
property shape_outline_color: pymunk.space_debug_draw_options.SpaceDebugColor

The outline color of shapes.

Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

Example:

>>> import pymunk
>>> s = pymunk.Space()
>>> c = pymunk.Circle(s.static_body, 10)
>>> s.add(c)
>>> options = pymunk.SpaceDebugDrawOptions()
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
>>> options.shape_outline_color = (10,20,30,40)
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
shape_sleeping_color: pymunk.space_debug_draw_options.SpaceDebugColor = SpaceDebugColor(r=114, g=148, b=168, a=255)
shape_static_color: pymunk.space_debug_draw_options.SpaceDebugColor = SpaceDebugColor(r=149, g=165, b=166, a=255)
property transform: pymunk.transform.Transform

The transform is applied before drawing, e.g for scaling or translation.

Example:

>>> import pymunk
>>> s = pymunk.Space()
>>> c = pymunk.Circle(s.static_body, 10)
>>> s.add(c)
>>> options = pymunk.SpaceDebugDrawOptions() 
>>> s.debug_draw(options) 
draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
>>> options.transform = pymunk.Transform.scaling(2)
>>> s.debug_draw(options)
draw_circle (Vec2d(0.0, 0.0), 0.0, 20.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
>>> options.transform = pymunk.Transform.translation(2,3)
>>> s.debug_draw(options)
draw_circle (Vec2d(2.0, 3.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

Note

Not all tranformations are supported by the debug drawing logic. Uniform scaling and translation are supported, but not rotation, linear stretching or shearing.