# `pymunk.pyglet_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.pyglet_util.DrawOptions(**kwargs: Any)

  Bases: `SpaceDebugDrawOptions`

  __init__(**kwargs: Any) → None

    Draw a pymunk.Space.

    Typical usage:

        >>> import pymunk
        >>> import pymunk.pygame_util
        >>> s = pymunk.Space()
        >>> options = pymunk.pyglet_util.DrawOptions()
        >>> s.debug_draw(options)

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

        >>> c = pymunk.Circle(None, 10)
        >>> c.color = (255, 0, 0, 255) # will draw my_shape in red

    You can optionally pass in a batch to use for drawing. Just remember that you need to call draw yourself.

        >>> my_batch = pyglet.graphics.Batch()
        >>> s = pymunk.Space()
        >>> options = pymunk.pyglet_util.DrawOptions(batch=my_batch)
        >>> s.debug_draw(options)
        >>> my_batch.draw()

    See pyglet_util.demo.py for a full example

    Param:
      kwargsYou can optionally pass in a pyglet.graphics.Batch

        If a batch is given all drawing will use this batch to draw on. If no batch is given a a new batch will be used for the drawing. Remember that if you pass in your own batch you need to call draw on it yourself.

  property collision_point_color: 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) → SpaceDebugColor
  property constraint_color: 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: Vec2d, angle: float, radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_dot(size: float, pos: Vec2d, color: SpaceDebugColor) → None
  draw_fat_segment(a: Vec2d, b: Vec2d, radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_polygon(verts: Sequence[Vec2d], radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_segment(a: Vec2d, b: Vec2d, color: SpaceDebugColor) → None
  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: SpaceDebugColor = (52, 152, 219, 255)
  shape_kinematic_color: SpaceDebugColor = (39, 174, 96, 255)
  property shape_outline_color: 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: SpaceDebugColor = (114, 148, 168, 255)
  shape_static_color: SpaceDebugColor = (149, 165, 166, 255)
  property 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.