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geometry.pyi
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geometry.pyi
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from typing import (
Optional,
Tuple,
Sequence,
overload,
Union,
Callable,
List,
Iterator,
)
from pygame._common import RectValue
from typing_extensions import Literal as Literal
from typing_extensions import Protocol
from pygame.math import Vector2, Vector3
from pygame.rect import Rect
Coordinate = Union[Sequence[float, float], Vector2, Sequence[int, int]]
Shape = Union["Line", "Circle", "Rect", "Polygon"]
_CanBeLine = Union[
Rect,
Line,
Tuple[float, float, float, float],
Tuple[Coordinate, Coordinate],
Sequence[float],
Sequence[Coordinate],
]
class _HasLineAttribute(Protocol):
# An object that has a line attribute that is either a line, or a function
# that returns a line confirms to the rect protocol
line: Union[LineValue, Callable[[], LineValue]]
LineValue = Union[_CanBeLine, _HasLineAttribute]
_CanBeCircle = Union[Vector3, Circle, Tuple[float, float, float], Sequence[float]]
_CanBeCollided = Union[Circle, Rect, Line, Polygon, Sequence[int, int]]
class _HasCirclettribute(Protocol):
# An object that has a circle attribute that is either a circle, or a function
# that returns a circle
circle: Union[CircleValue, Callable[[], CircleValue]]
CircleValue = Union[_CanBeCircle, _HasCirclettribute]
class Line(Sequence[float]):
xa: float
ya: float
xb: float
yb: float
a: Tuple[float, float]
b: Tuple[float, float]
length: float
center: Tuple[float, float]
centerx: float
centery: float
slope: float
__safe_for_unpickling__: Literal[True]
__hash__: None # type: ignore
@overload
def __init__(self, line: Line) -> None: ...
@overload
def __init__(self, xa: float, ya: float, xb: float, yb: float) -> None: ...
@overload
def __init__(self, first: Sequence[float], second: Sequence[float]) -> None: ...
@overload
def __init__(self, single_arg: LineValue) -> None: ...
def __len__(self) -> Literal[4]: ...
def __iter__(self) -> Iterator[float]: ...
@overload
def __getitem__(self, i: int) -> float: ...
@overload
def __getitem__(self, s: slice) -> List[float]: ...
@overload
def __setitem__(self, key: int, value: float) -> None: ...
@overload
def __setitem__(self, key: slice, value: Union[float, Line]) -> None: ...
def __copy__(self) -> Line: ...
copy = __copy__
@overload
def update(self, xa: float, ya: float, xb: float, yb: float) -> None: ...
@overload
def update(self, a: Coordinate, b: Coordinate) -> None: ...
@overload
def update(self, single_arg: LineValue) -> None: ...
def collideswith(self, other: _CanBeCollided) -> bool: ...
@overload
def collidepoint(self, x: float, y: float) -> bool: ...
@overload
def collidepoint(self, x_y: Coordinate) -> bool: ...
@overload
def collideline(self, line: Line) -> bool: ...
@overload
def collideline(self, xa: float, ya: float, xb: float, yb: float) -> bool: ...
@overload
def collideline(self, first: Sequence[float], second: Sequence[float]) -> bool: ...
def colliderect(self, rect: RectValue) -> bool: ...
@overload
def colliderect(self, left_top: Coordinate, width_height: Coordinate) -> bool: ...
@overload
def colliderect(
self, left: float, top: float, width: float, height: float
) -> bool: ...
@overload
def collidecircle(self, circle: CircleValue) -> bool: ...
@overload
def collidecircle(self, x: float, y: float, r: float) -> bool: ...
def collidepolygon(self, polygon: Polygon, only_edges: bool = False) -> bool: ...
def as_circle(self) -> Circle: ...
def as_rect(self) -> Rect: ...
@overload
def move(self, x: float, y: float) -> Line: ...
@overload
def move(self, move_by: Coordinate) -> Line: ...
@overload
def move_ip(self, x: float, y: float) -> None: ...
@overload
def move_ip(self, move_by: Coordinate) -> None: ...
def at(self, weight: float) -> Tuple[float, float]: ...
@overload
def scale(self, factor: float, origin: float) -> Line: ...
@overload
def scale_ip(self, factor: float, origin: float) -> None: ...
@overload
def scale(self, factor_and_origin: Sequence[float, float]) -> Line: ...
@overload
def scale_ip(self, factor_and_origin: Sequence[float, float]) -> None: ...
def flip_ab(self) -> Line: ...
def flip_ab_ip(self) -> None: ...
def is_parallel(self, line: LineValue) -> bool: ...
def is_perpendicular(self, line: LineValue) -> bool: ...
def as_points(self, n_points: int) -> List[Tuple[float, float]]: ...
def as_segments(self, n_segments: int) -> List[Line]: ...
def rotate(
self, angle: float, rotation_point: Coordinate = Line.center
) -> Line: ...
def rotate_ip(
self, angle: float, rotation_point: Coordinate = Line.center
) -> None: ...
class Circle:
x: float
y: float
r: float
r_sqr: float
d: float
diameter: float
area: float
circumference: float
center: Tuple[float, float]
top: Tuple[float, float]
left: Tuple[float, float]
right: Tuple[float, float]
bottom: Tuple[float, float]
__safe_for_unpickling__: Literal[True]
__hash__: None # type: ignore
@overload
def __init__(self, x: float, y: float, r: float) -> None: ...
@overload
def __init__(self, pos: Sequence[float], r: float) -> None: ...
@overload
def __init__(self, circle: CircleValue) -> None: ...
@overload
def __init__(self, single_arg: CircleValue) -> None: ...
@overload
def collidecircle(self, circle: CircleValue) -> bool: ...
@overload
def collidecircle(self, x: float, y: float, r: float) -> bool: ...
@overload
def collideline(self, line: LineValue) -> bool: ...
@overload
def collideline(self, xa: float, ya: float, xb: float, yb: float) -> bool: ...
@overload
def collidepoint(self, x: float, y: float) -> bool: ...
@overload
def collidepoint(self, point: Coordinate) -> bool: ...
@overload
def colliderect(self, rect: Rect) -> bool: ...
@overload
def colliderect(self, x: int, y: int, w: int, h: int) -> bool: ...
def collideswith(self, other: _CanBeCollided) -> bool: ...
def collidelist(self, colliders: Sequence[_CanBeCollided]) -> int: ...
def collidelistall(self, colliders: Sequence[_CanBeCollided]) -> List[int]: ...
def __copy__(self) -> Circle: ...
copy = __copy__
def as_rect(self) -> Rect: ...
@overload
def update(self, circle: CircleValue) -> None: ...
@overload
def update(self, x: float, y: float, r: float) -> None: ...
@overload
def move(self, x: float, y: float) -> Circle: ...
@overload
def move(self, move_by: Coordinate) -> Circle: ...
@overload
def move_ip(self, x: float, y: float) -> None: ...
@overload
def move_ip(self, move_by: Coordinate) -> None: ...
def contains(self, shape: Shape) -> bool: ...
@overload
def collidepolygon(
self, polygon: Union[Polygon, Sequence[Coordinate]], only_edges: bool = False
) -> bool: ...
@overload
def collidepolygon(self, *coords, only_edges: bool = False) -> bool: ...
def rotate(
self, angle: float, rotation_point: Coordinate = Circle.center
) -> Circle: ...
def rotate_ip(
self, angle: float, rotation_point: Coordinate = Circle.center
) -> None: ...
def intersect(self, other: Circle) -> List[Tuple[float, float]]: ...
class Polygon:
vertices: List[Coordinate]
verts_num: int
perimeter: float
centerx: float
centery: float
center: Tuple[float, float]
area: float
__safe_for_unpickling__: Literal[True]
__hash__: None # type: ignore
@overload
def __init__(self, vertices: Sequence[Coordinate]) -> None: ...
@overload
def __setitem__(self, key: int, value: Coordinate) -> None: ...
@overload
def __getitem__(self, i: int) -> Sequence[Coordinate]: ...
@overload
def __init__(self, *args) -> None: ...
@overload
def __init__(self, polygon: Polygon) -> None: ...
def __copy__(self) -> Polygon: ...
copy = __copy__
def rotate(
self, angle: float, rotation_point: Coordinate = Polygon.center
) -> Polygon: ...
def rotate_ip(
self, angle: float, rotation_point: Coordinate = Polygon.center
) -> None: ...
@overload
def move(self, x: float, y: float) -> Polygon: ...
@overload
def move(self, move_by: Coordinate) -> Polygon: ...
@overload
def as_segments(self) -> List[Line]: ...
@overload
def move_ip(self, x: float, y: float) -> None: ...
@overload
def move_ip(self, move_by: Coordinate) -> None: ...
def collidepoint(self, x: float, y: float) -> bool: ...
@overload
def collidepoint(self, point: Coordinate) -> bool: ...
def collideline(self, line: LineValue, only_edges: bool = False) -> bool: ...
def as_rect(self) -> Rect: ...
def is_convex(self) -> bool: ...
@overload
def collidecircle(self, polygon: CircleValue, only_edges: bool = False) -> bool: ...
@overload
def collidecircle(self, *circle, only_edges: bool = False) -> bool: ...
def insert_vertex(self, index: int, vertex: Coordinate) -> None: ...
def remove_vertex(self, index: int) -> None: ...
def pop_vertex(self, index: int) -> Coordinate: ...
def scale(self, factor: float) -> Polygon: ...
def scale_ip(self, factor: float) -> None: ...
def regular_polygon(
sides: int, center: Coordinate, radius: float, angle: float = 0
) -> Polygon: ...
@overload
def raycast(
origin: Coordinate,
direction: Coordinate,
max_dist: float,
colliders: Sequence[Union[Rect, Circle, Line]],
) -> Optional[Tuple[float, float]]: ...
@overload
def raycast(
origin: Coordinate,
angle: float,
max_dist: float,
colliders: Sequence[Union[Rect, Circle, Line]],
) -> Optional[Tuple[float, float]]: ...
Ray = Union[
Line,
Tuple[Coordinate, Coordinate, float],
Tuple[Coordinate, float, float],
Tuple[Coordinate, Coordinate],
]
@overload
def raycast(
line: Line,
colliders: Sequence[Union[Rect, Circle, Line]],
) -> Optional[Tuple[float, float]]: ...
@overload
def multiraycast(
rays: Sequence[Ray],
colliders: Sequence[Union[Rect, Circle, Line]],
) -> Sequence[Optional[Tuple[float, float]]]: ...
def rect_to_polygon(rect: Rect) -> Polygon: ...
def is_line(obj) -> bool: ...
def is_circle(obj) -> bool: ...
def is_polygon(obj) -> bool: ...