Delete box2d.pyi

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blueloveTH 2024-01-08 21:17:15 +08:00
parent 9cea32fe31
commit 8d9555312f

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@ -1,102 +0,0 @@
from linalg import vec2, vec4
from typing import Iterable, Protocol
class _NodeLike(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(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."""