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2 commits

Author SHA1 Message Date
Richard Smith
7d6ce1864a use warning rather than debug logging 2025-05-05 16:19:59 +01:00
Cameron Clough
9e71019f2d Switch to logging in __init__.py, set load message to debug
- Replace print statements with logger.error() and logger.debug() calls.
- Follow best practices by using a module-specific logger via
  getLogger(__name__).
- Use parameterized log messages to avoid unnecessary string formatting.
- Change the "RAYLIB STATIC x.x.x LOADED" message from direct stderr
  output to logger debug level.

Motivation:
In [commaai/openpilot#35076][openpilot-issue], we experienced noisy test
outputs because the RAYLIB STATIC message is printed unnecessarily,
cluttering stderr. This change allows library consumers to control the
visibility of this message.

[openpilot-issue]: https://github.com/commaai/openpilot/issues/35076
2025-04-27 23:16:27 +01:00
46 changed files with 9895 additions and 10482 deletions

View file

@ -137,6 +137,7 @@ mac_task:
- sudo cp -r raylib-c/src/external/glfw/include/GLFW /usr/local/include/
- sudo cp physac/src/physac.h /usr/local/include/
- sudo cp raygui/src/raygui.h /usr/local/include/
- /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages --upgrade pip
- /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages cffi
- /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages setuptools
- /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages wheel

View file

@ -182,7 +182,7 @@ jobs:
build-linux:
runs-on: ubuntu-22.04
runs-on: ubuntu-20.04
strategy:
# You can use PyPy versions in python-version.
# For example, pypy2 and pypy3

4
.gitmodules vendored
View file

@ -1,9 +1,9 @@
[submodule "raylib-c"]
path = raylib-c
url = https://git.terah.dev/UnrealXR/raylib.git
url = https://github.com/raysan5/raylib.git
[submodule "raygui"]
path = raygui
url = https://github.com/raysan5/raygui.git
[submodule "physac"]
path = physac
url = https://github.com/victorfisac/Physac.git
url = https://github.com/raysan5/physac.git

View file

@ -83,6 +83,11 @@ To build a binary wheel distribution:
pip3 install wheel
python setup.py bdist_wheel
.. TODO::
There's a hardcoded path (to the raylib header files) in `raylib/build.py` you will probably need to edit.
Would be useful if some Windows user could figure out how to auto detect this.
Then install it:
::

View file

@ -24,7 +24,6 @@ def process(filename):
for e in js['enums']:
if e['name'] and e['values']:
print ("class "+e['name']+"("+"IntEnum):")
print(f' """{e['description']}."""')
for value in e['values']:
print(" "+value['name']+" = "+str(value['value']))
print("")
@ -35,4 +34,3 @@ print("""from enum import IntEnum
process("raylib.json")
process("raygui.json")
process("glfw3.json")
process("physac.json")

View file

@ -32,8 +32,7 @@ for filename in (Path("raylib.json"), Path("raymath.json"), Path("rlgl.json"), P
known_structs[st["name"]] = st
for e in js['enums']:
if e['name'] and e['values']:
print("class "+e['name']+"(int):")
print(f' """{e['description']}."""')
print ("class "+e['name']+"(int):")
for value in e['values']:
print(" "+value['name']+" = "+str(value['value']))
print("")
@ -79,11 +78,10 @@ def ctype_to_python_type(t):
print("""from typing import Any
from warnings import deprecated
import _cffi_backend # type: ignore
ffi: _cffi_backend.FFI
PhysicsShapeType = int
""")
# These words can be used for c arg names, but not in python
@ -120,11 +118,8 @@ for name, attr in getmembers(rl):
if 'description' in json_object:
description = json_object['description']
if 'physics' in uname:
print('@deprecated("Raylib no longer recommends the use of Physac library")')
print(f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:')
print(f' """{description}."""')
print(f' ...')
print(
f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:\n """{description}"""\n ...')
elif str(type(attr)) == "<class '_cffi_backend._CDataBase'>":
return_type = ffi.typeof(attr).result.cname
@ -149,7 +144,7 @@ for struct in ffi.list_types()[0]:
print("weird empty struct, skipping " + struct, file=sys.stderr)
continue
print(f"class {struct}:")
print(f' """{known_structs[struct]['description']}."""')
print(f' """ struct """')
sig = ""
for arg in ffi.typeof(struct).fields:
ptype = ctype_to_python_type(arg[1].type.cname)

View file

@ -69,12 +69,11 @@ def ctype_to_python_type(t):
print("""from typing import Any
from warnings import deprecated
import _cffi_backend # type: ignore
ffi: _cffi_backend.FFI
rl: _cffi_backend.Lib
PhysicsShapeType = int
class struct: ...
@ -115,12 +114,8 @@ for name, attr in getmembers(rl):
if 'description' in json_object:
description = json_object['description']
if 'Physics' in uname:
print('@deprecated("Raylib no longer recommends the use of Physac library")')
print(f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:')
print(f' """{description}."""')
print(f' ...')
print(
f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:\n """{description}"""\n ...')
elif str(type(attr)) == "<class '_cffi_backend._CDataBase'>":
return_type = ffi.typeof(attr).result.cname

View file

@ -1,4 +1,4 @@
# Sphinx build info version 1
# This file records the configuration used when building these files. When it is not found, a full rebuild will be done.
config: f2032a6434b52f7c68551d0ad70d555b
config: 6b88b88b20947586d6498748ffd23a92
tags: 645f666f9bcd5a90fca523b33c5a78b7

View file

@ -7,7 +7,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Building from source &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

View file

@ -7,7 +7,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Python Bindings for Raylib 5.5 &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />
@ -142,7 +142,7 @@ original Raylib.</p></li>
<section id="quickstart">
<h1>Quickstart<a class="headerlink" href="#quickstart" title="Link to this heading"></a></h1>
<p><code class="docutils literal notranslate"><span class="pre">pip3</span> <span class="pre">install</span> <span class="pre">raylib==5.5.0.2</span> <span class="pre">--break-system-packages</span></code></p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">pyray</span><span class="w"> </span><span class="kn">import</span> <span class="o">*</span>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">pyray</span> <span class="kn">import</span> <span class="o">*</span>
<span class="n">init_window</span><span class="p">(</span><span class="mi">800</span><span class="p">,</span> <span class="mi">450</span><span class="p">,</span> <span class="s2">&quot;Hello&quot;</span><span class="p">)</span>
<span class="k">while</span> <span class="ow">not</span> <span class="n">window_should_close</span><span class="p">():</span>
<span class="n">begin_drawing</span><span class="p">()</span>
@ -202,7 +202,7 @@ so may not work on other boards.</p>
</section>
<section id="raspberry-pi">
<h2>Raspberry Pi<a class="headerlink" href="#raspberry-pi" title="Link to this heading"></a></h2>
<p><span class="xref myst">Using on Rasperry Pi</span></p>
<p><a class="reference internal" href="RPI.html"><span class="std std-doc">Using on Rasperry Pi</span></a></p>
</section>
</section>
<section id="backends">
@ -237,7 +237,7 @@ python3 -m pip install raylib_drm
</section>
<section id="problems">
<h2>Problems?<a class="headerlink" href="#problems" title="Link to this heading"></a></h2>
<p>If it doesnt work, <span class="xref myst">try to build manually.</span>. If that works then <a class="reference external" href="https://github.com/electronstudio/raylib-python-cffi/issues">submit an issue</a>
<p>If it doesnt work, <a class="reference internal" href="BUILDING.html"><span class="std std-doc">try to build manually.</span></a>. If that works then <a class="reference external" href="https://github.com/electronstudio/raylib-python-cffi/issues">submit an issue</a>
to let us know what you did.</p>
<p>If you need help you can try asking on <a class="reference external" href="https://discord.gg/fKDwt85aX6">our discord</a>. There is also a large <a class="reference external" href="https://discord.gg/raylib">Raylib discord</a>
for issues that are not Python-specific.</p>
@ -268,11 +268,11 @@ is recommended.</p>
<span class="c1"># &quot;raylib&quot;</span>
<span class="c1"># ]</span>
<span class="c1"># ///</span>
<span class="kn">import</span><span class="w"> </span><span class="nn">asyncio</span>
<span class="kn">import</span><span class="w"> </span><span class="nn">platform</span>
<span class="kn">from</span><span class="w"> </span><span class="nn">pyray</span><span class="w"> </span><span class="kn">import</span> <span class="o">*</span>
<span class="kn">import</span> <span class="nn">asyncio</span>
<span class="kn">import</span> <span class="nn">platform</span>
<span class="kn">from</span> <span class="nn">pyray</span> <span class="kn">import</span> <span class="o">*</span>
<span class="k">async</span> <span class="k">def</span><span class="w"> </span><span class="nf">main</span><span class="p">():</span> <span class="c1"># You MUST have an async main function</span>
<span class="k">async</span> <span class="k">def</span> <span class="nf">main</span><span class="p">():</span> <span class="c1"># You MUST have an async main function</span>
<span class="n">init_window</span><span class="p">(</span><span class="mi">500</span><span class="p">,</span> <span class="mi">500</span><span class="p">,</span> <span class="s2">&quot;Hello&quot;</span><span class="p">)</span>
<span class="n">platform</span><span class="o">.</span><span class="n">window</span><span class="o">.</span><span class="n">window_resize</span><span class="p">()</span> <span class="c1"># You MAY want to add this line</span>
<span class="k">while</span> <span class="ow">not</span> <span class="n">window_should_close</span><span class="p">():</span>

View file

@ -7,7 +7,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Raspberry Pi &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

View file

@ -741,6 +741,14 @@ abbr, acronym {
cursor: help;
}
.translated {
background-color: rgba(207, 255, 207, 0.2)
}
.untranslated {
background-color: rgba(255, 207, 207, 0.2)
}
/* -- code displays --------------------------------------------------------- */
pre {

View file

@ -1,6 +1,6 @@
const themeFlyoutDisplay = "hidden";
const themeVersionSelector = true;
const themeLanguageSelector = true;
const themeVersionSelector = "True";
const themeLanguageSelector = "True";
if (themeFlyoutDisplay === "attached") {
function renderLanguages(config) {
@ -8,14 +8,10 @@ if (themeFlyoutDisplay === "attached") {
return "";
}
// Insert the current language to the options on the selector
let languages = config.projects.translations.concat(config.projects.current);
languages = languages.sort((a, b) => a.language.name.localeCompare(b.language.name));
const languagesHTML = `
<dl>
<dt>Languages</dt>
${languages
${config.projects.translations
.map(
(translation) => `
<dd ${translation.slug == config.projects.current.slug ? 'class="rtd-current-item"' : ""}>

View file

@ -6,26 +6,26 @@ span.linenos.special { color: #000000; background-color: #ffffc0; padding-left:
.highlight .hll { background-color: #ffffcc }
.highlight { background: #eeffcc; }
.highlight .c { color: #408090; font-style: italic } /* Comment */
.highlight .err { border: 1px solid #F00 } /* Error */
.highlight .err { border: 1px solid #FF0000 } /* Error */
.highlight .k { color: #007020; font-weight: bold } /* Keyword */
.highlight .o { color: #666 } /* Operator */
.highlight .o { color: #666666 } /* Operator */
.highlight .ch { color: #408090; font-style: italic } /* Comment.Hashbang */
.highlight .cm { color: #408090; font-style: italic } /* Comment.Multiline */
.highlight .cp { color: #007020 } /* Comment.Preproc */
.highlight .cpf { color: #408090; font-style: italic } /* Comment.PreprocFile */
.highlight .c1 { color: #408090; font-style: italic } /* Comment.Single */
.highlight .cs { color: #408090; background-color: #FFF0F0 } /* Comment.Special */
.highlight .cs { color: #408090; background-color: #fff0f0 } /* Comment.Special */
.highlight .gd { color: #A00000 } /* Generic.Deleted */
.highlight .ge { font-style: italic } /* Generic.Emph */
.highlight .ges { font-weight: bold; font-style: italic } /* Generic.EmphStrong */
.highlight .gr { color: #F00 } /* Generic.Error */
.highlight .gr { color: #FF0000 } /* Generic.Error */
.highlight .gh { color: #000080; font-weight: bold } /* Generic.Heading */
.highlight .gi { color: #00A000 } /* Generic.Inserted */
.highlight .go { color: #333 } /* Generic.Output */
.highlight .gp { color: #C65D09; font-weight: bold } /* Generic.Prompt */
.highlight .go { color: #333333 } /* Generic.Output */
.highlight .gp { color: #c65d09; font-weight: bold } /* Generic.Prompt */
.highlight .gs { font-weight: bold } /* Generic.Strong */
.highlight .gu { color: #800080; font-weight: bold } /* Generic.Subheading */
.highlight .gt { color: #04D } /* Generic.Traceback */
.highlight .gt { color: #0044DD } /* Generic.Traceback */
.highlight .kc { color: #007020; font-weight: bold } /* Keyword.Constant */
.highlight .kd { color: #007020; font-weight: bold } /* Keyword.Declaration */
.highlight .kn { color: #007020; font-weight: bold } /* Keyword.Namespace */
@ -33,43 +33,43 @@ span.linenos.special { color: #000000; background-color: #ffffc0; padding-left:
.highlight .kr { color: #007020; font-weight: bold } /* Keyword.Reserved */
.highlight .kt { color: #902000 } /* Keyword.Type */
.highlight .m { color: #208050 } /* Literal.Number */
.highlight .s { color: #4070A0 } /* Literal.String */
.highlight .na { color: #4070A0 } /* Name.Attribute */
.highlight .s { color: #4070a0 } /* Literal.String */
.highlight .na { color: #4070a0 } /* Name.Attribute */
.highlight .nb { color: #007020 } /* Name.Builtin */
.highlight .nc { color: #0E84B5; font-weight: bold } /* Name.Class */
.highlight .no { color: #60ADD5 } /* Name.Constant */
.highlight .nd { color: #555; font-weight: bold } /* Name.Decorator */
.highlight .ni { color: #D55537; font-weight: bold } /* Name.Entity */
.highlight .nc { color: #0e84b5; font-weight: bold } /* Name.Class */
.highlight .no { color: #60add5 } /* Name.Constant */
.highlight .nd { color: #555555; font-weight: bold } /* Name.Decorator */
.highlight .ni { color: #d55537; font-weight: bold } /* Name.Entity */
.highlight .ne { color: #007020 } /* Name.Exception */
.highlight .nf { color: #06287E } /* Name.Function */
.highlight .nf { color: #06287e } /* Name.Function */
.highlight .nl { color: #002070; font-weight: bold } /* Name.Label */
.highlight .nn { color: #0E84B5; font-weight: bold } /* Name.Namespace */
.highlight .nn { color: #0e84b5; font-weight: bold } /* Name.Namespace */
.highlight .nt { color: #062873; font-weight: bold } /* Name.Tag */
.highlight .nv { color: #BB60D5 } /* Name.Variable */
.highlight .nv { color: #bb60d5 } /* Name.Variable */
.highlight .ow { color: #007020; font-weight: bold } /* Operator.Word */
.highlight .w { color: #BBB } /* Text.Whitespace */
.highlight .w { color: #bbbbbb } /* Text.Whitespace */
.highlight .mb { color: #208050 } /* Literal.Number.Bin */
.highlight .mf { color: #208050 } /* Literal.Number.Float */
.highlight .mh { color: #208050 } /* Literal.Number.Hex */
.highlight .mi { color: #208050 } /* Literal.Number.Integer */
.highlight .mo { color: #208050 } /* Literal.Number.Oct */
.highlight .sa { color: #4070A0 } /* Literal.String.Affix */
.highlight .sb { color: #4070A0 } /* Literal.String.Backtick */
.highlight .sc { color: #4070A0 } /* Literal.String.Char */
.highlight .dl { color: #4070A0 } /* Literal.String.Delimiter */
.highlight .sd { color: #4070A0; font-style: italic } /* Literal.String.Doc */
.highlight .s2 { color: #4070A0 } /* Literal.String.Double */
.highlight .se { color: #4070A0; font-weight: bold } /* Literal.String.Escape */
.highlight .sh { color: #4070A0 } /* Literal.String.Heredoc */
.highlight .si { color: #70A0D0; font-style: italic } /* Literal.String.Interpol */
.highlight .sx { color: #C65D09 } /* Literal.String.Other */
.highlight .sa { color: #4070a0 } /* Literal.String.Affix */
.highlight .sb { color: #4070a0 } /* Literal.String.Backtick */
.highlight .sc { color: #4070a0 } /* Literal.String.Char */
.highlight .dl { color: #4070a0 } /* Literal.String.Delimiter */
.highlight .sd { color: #4070a0; font-style: italic } /* Literal.String.Doc */
.highlight .s2 { color: #4070a0 } /* Literal.String.Double */
.highlight .se { color: #4070a0; font-weight: bold } /* Literal.String.Escape */
.highlight .sh { color: #4070a0 } /* Literal.String.Heredoc */
.highlight .si { color: #70a0d0; font-style: italic } /* Literal.String.Interpol */
.highlight .sx { color: #c65d09 } /* Literal.String.Other */
.highlight .sr { color: #235388 } /* Literal.String.Regex */
.highlight .s1 { color: #4070A0 } /* Literal.String.Single */
.highlight .s1 { color: #4070a0 } /* Literal.String.Single */
.highlight .ss { color: #517918 } /* Literal.String.Symbol */
.highlight .bp { color: #007020 } /* Name.Builtin.Pseudo */
.highlight .fm { color: #06287E } /* Name.Function.Magic */
.highlight .vc { color: #BB60D5 } /* Name.Variable.Class */
.highlight .vg { color: #BB60D5 } /* Name.Variable.Global */
.highlight .vi { color: #BB60D5 } /* Name.Variable.Instance */
.highlight .vm { color: #BB60D5 } /* Name.Variable.Magic */
.highlight .fm { color: #06287e } /* Name.Function.Magic */
.highlight .vc { color: #bb60d5 } /* Name.Variable.Class */
.highlight .vg { color: #bb60d5 } /* Name.Variable.Global */
.highlight .vi { color: #bb60d5 } /* Name.Variable.Instance */
.highlight .vm { color: #bb60d5 } /* Name.Variable.Magic */
.highlight .il { color: #208050 } /* Literal.Number.Integer.Long */

View file

@ -513,11 +513,9 @@ const Search = {
// perform the search on the required terms
searchTerms.forEach((word) => {
const files = [];
// find documents, if any, containing the query word in their text/title term indices
// use Object.hasOwnProperty to avoid mismatching against prototype properties
const arr = [
{ files: terms.hasOwnProperty(word) ? terms[word] : undefined, score: Scorer.term },
{ files: titleTerms.hasOwnProperty(word) ? titleTerms[word] : undefined, score: Scorer.title },
{ files: terms[word], score: Scorer.term },
{ files: titleTerms[word], score: Scorer.title },
];
// add support for partial matches
if (word.length > 2) {
@ -549,9 +547,8 @@ const Search = {
// set score for the word in each file
recordFiles.forEach((file) => {
if (!scoreMap.has(file)) scoreMap.set(file, new Map());
const fileScores = scoreMap.get(file);
fileScores.set(word, record.score);
if (!scoreMap.has(file)) scoreMap.set(file, {});
scoreMap.get(file)[word] = record.score;
});
});
@ -590,7 +587,7 @@ const Search = {
break;
// select one (max) score for the file.
const score = Math.max(...wordList.map((w) => scoreMap.get(file).get(w)));
const score = Math.max(...wordList.map((w) => scoreMap.get(file)[w]));
// add result to the result list
results.push([
docNames[file],

View file

@ -7,7 +7,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Dynamic Bindings &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />
@ -104,11 +104,11 @@ Therefore I personally recommend the static ones.
But the dynamic bindings have the advantage that you dont need to compile anything to install. You just need a Raylib DLL.</p>
</div>
<p>The API is exactly the same as the static one documented here. (Therefore you cant have both modules installed at once.) The only difference is you cant do:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">raylib</span><span class="w"> </span><span class="kn">import</span> <span class="o">*</span>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">raylib</span> <span class="kn">import</span> <span class="o">*</span>
</pre></div>
</div>
<p>Instead you have to do:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">raylib</span><span class="w"> </span><span class="kn">import</span> <span class="n">rl</span>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">raylib</span> <span class="kn">import</span> <span class="n">rl</span>
</pre></div>
</div>
<p>Then you access the functions with <code class="docutils literal notranslate"><span class="pre">rl.</span></code> prefix.</p>

View file

@ -6,7 +6,7 @@
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Index &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

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@ -7,7 +7,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Raylib Python &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

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@ -6,7 +6,7 @@
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Python Module Index &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

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@ -6,7 +6,7 @@
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Search &mdash; Raylib Python documentation</title>
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=03e43079" />
<link rel="stylesheet" type="text/css" href="_static/pygments.css?v=fa44fd50" />
<link rel="stylesheet" type="text/css" href="_static/css/theme.css?v=e59714d7" />
<link rel="stylesheet" type="text/css" href="_static/graphviz.css?v=4ae1632d" />

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@ -186,10 +186,12 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256
PHYSAC_MAX_BODIES: int = 64
PHYSAC_MAX_MANIFOLDS: int = 4096
PHYSAC_MAX_VERTICES: int = 24
PHYSAC_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 20
PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 100
PHYSAC_PENETRATION_ALLOWANCE: float = 0.05
PHYSAC_PENETRATION_CORRECTION: float = 0.4
PHYSAC_PI: float = 3.141592653589793
PHYSAC_DEG2RAD = PHYSAC_PI / 180.0
PHYSAC_FLT_MAX: float = 3.402823466e+38
PHYSAC_EPSILON: float = 1e-06
GLFW_VERSION_MAJOR: int = 3

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@ -1,7 +1,6 @@
from enum import IntEnum
class ConfigFlags(IntEnum):
"""System/Window config flags."""
FLAG_VSYNC_HINT = 64
FLAG_FULLSCREEN_MODE = 2
FLAG_WINDOW_RESIZABLE = 4
@ -20,7 +19,6 @@ class ConfigFlags(IntEnum):
FLAG_INTERLACED_HINT = 65536
class TraceLogLevel(IntEnum):
"""Trace log level."""
LOG_ALL = 0
LOG_TRACE = 1
LOG_DEBUG = 2
@ -31,7 +29,6 @@ class TraceLogLevel(IntEnum):
LOG_NONE = 7
class KeyboardKey(IntEnum):
"""Keyboard keys (US keyboard layout)."""
KEY_NULL = 0
KEY_APOSTROPHE = 39
KEY_COMMA = 44
@ -144,7 +141,6 @@ class KeyboardKey(IntEnum):
KEY_VOLUME_DOWN = 25
class MouseButton(IntEnum):
"""Mouse buttons."""
MOUSE_BUTTON_LEFT = 0
MOUSE_BUTTON_RIGHT = 1
MOUSE_BUTTON_MIDDLE = 2
@ -154,7 +150,6 @@ class MouseButton(IntEnum):
MOUSE_BUTTON_BACK = 6
class MouseCursor(IntEnum):
"""Mouse cursor."""
MOUSE_CURSOR_DEFAULT = 0
MOUSE_CURSOR_ARROW = 1
MOUSE_CURSOR_IBEAM = 2
@ -168,7 +163,6 @@ class MouseCursor(IntEnum):
MOUSE_CURSOR_NOT_ALLOWED = 10
class GamepadButton(IntEnum):
"""Gamepad buttons."""
GAMEPAD_BUTTON_UNKNOWN = 0
GAMEPAD_BUTTON_LEFT_FACE_UP = 1
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2
@ -189,7 +183,6 @@ class GamepadButton(IntEnum):
GAMEPAD_BUTTON_RIGHT_THUMB = 17
class GamepadAxis(IntEnum):
"""Gamepad axis."""
GAMEPAD_AXIS_LEFT_X = 0
GAMEPAD_AXIS_LEFT_Y = 1
GAMEPAD_AXIS_RIGHT_X = 2
@ -198,7 +191,6 @@ class GamepadAxis(IntEnum):
GAMEPAD_AXIS_RIGHT_TRIGGER = 5
class MaterialMapIndex(IntEnum):
"""Material map index."""
MATERIAL_MAP_ALBEDO = 0
MATERIAL_MAP_METALNESS = 1
MATERIAL_MAP_NORMAL = 2
@ -212,7 +204,6 @@ class MaterialMapIndex(IntEnum):
MATERIAL_MAP_BRDF = 10
class ShaderLocationIndex(IntEnum):
"""Shader location index."""
SHADER_LOC_VERTEX_POSITION = 0
SHADER_LOC_VERTEX_TEXCOORD01 = 1
SHADER_LOC_VERTEX_TEXCOORD02 = 2
@ -244,7 +235,6 @@ class ShaderLocationIndex(IntEnum):
SHADER_LOC_BONE_MATRICES = 28
class ShaderUniformDataType(IntEnum):
"""Shader uniform data type."""
SHADER_UNIFORM_FLOAT = 0
SHADER_UNIFORM_VEC2 = 1
SHADER_UNIFORM_VEC3 = 2
@ -256,14 +246,12 @@ class ShaderUniformDataType(IntEnum):
SHADER_UNIFORM_SAMPLER2D = 8
class ShaderAttributeDataType(IntEnum):
"""Shader attribute data types."""
SHADER_ATTRIB_FLOAT = 0
SHADER_ATTRIB_VEC2 = 1
SHADER_ATTRIB_VEC3 = 2
SHADER_ATTRIB_VEC4 = 3
class PixelFormat(IntEnum):
"""Pixel formats."""
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
@ -290,7 +278,6 @@ class PixelFormat(IntEnum):
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
class TextureFilter(IntEnum):
"""Texture parameters: filter mode."""
TEXTURE_FILTER_POINT = 0
TEXTURE_FILTER_BILINEAR = 1
TEXTURE_FILTER_TRILINEAR = 2
@ -299,14 +286,12 @@ class TextureFilter(IntEnum):
TEXTURE_FILTER_ANISOTROPIC_16X = 5
class TextureWrap(IntEnum):
"""Texture parameters: wrap mode."""
TEXTURE_WRAP_REPEAT = 0
TEXTURE_WRAP_CLAMP = 1
TEXTURE_WRAP_MIRROR_REPEAT = 2
TEXTURE_WRAP_MIRROR_CLAMP = 3
class CubemapLayout(IntEnum):
"""Cubemap layouts."""
CUBEMAP_LAYOUT_AUTO_DETECT = 0
CUBEMAP_LAYOUT_LINE_VERTICAL = 1
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2
@ -314,13 +299,11 @@ class CubemapLayout(IntEnum):
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4
class FontType(IntEnum):
"""Font type, defines generation method."""
FONT_DEFAULT = 0
FONT_BITMAP = 1
FONT_SDF = 2
class BlendMode(IntEnum):
"""Color blending modes (pre-defined)."""
BLEND_ALPHA = 0
BLEND_ADDITIVE = 1
BLEND_MULTIPLIED = 2
@ -331,7 +314,6 @@ class BlendMode(IntEnum):
BLEND_CUSTOM_SEPARATE = 7
class Gesture(IntEnum):
"""Gesture."""
GESTURE_NONE = 0
GESTURE_TAP = 1
GESTURE_DOUBLETAP = 2
@ -345,7 +327,6 @@ class Gesture(IntEnum):
GESTURE_PINCH_OUT = 512
class CameraMode(IntEnum):
"""Camera system modes."""
CAMERA_CUSTOM = 0
CAMERA_FREE = 1
CAMERA_ORBITAL = 2
@ -353,43 +334,36 @@ class CameraMode(IntEnum):
CAMERA_THIRD_PERSON = 4
class CameraProjection(IntEnum):
"""Camera projection."""
CAMERA_PERSPECTIVE = 0
CAMERA_ORTHOGRAPHIC = 1
class NPatchLayout(IntEnum):
"""N-patch layout."""
NPATCH_NINE_PATCH = 0
NPATCH_THREE_PATCH_VERTICAL = 1
NPATCH_THREE_PATCH_HORIZONTAL = 2
class GuiState(IntEnum):
"""Gui control state."""
STATE_NORMAL = 0
STATE_FOCUSED = 1
STATE_PRESSED = 2
STATE_DISABLED = 3
class GuiTextAlignment(IntEnum):
"""Gui control text alignment."""
TEXT_ALIGN_LEFT = 0
TEXT_ALIGN_CENTER = 1
TEXT_ALIGN_RIGHT = 2
class GuiTextAlignmentVertical(IntEnum):
"""Gui control text alignment vertical."""
TEXT_ALIGN_TOP = 0
TEXT_ALIGN_MIDDLE = 1
TEXT_ALIGN_BOTTOM = 2
class GuiTextWrapMode(IntEnum):
"""Gui control text wrap mode."""
TEXT_WRAP_NONE = 0
TEXT_WRAP_CHAR = 1
TEXT_WRAP_WORD = 2
class GuiControl(IntEnum):
"""Gui controls."""
DEFAULT = 0
LABEL = 1
BUTTON = 2
@ -408,7 +382,6 @@ class GuiControl(IntEnum):
STATUSBAR = 15
class GuiControlProperty(IntEnum):
"""Gui base properties for every control."""
BORDER_COLOR_NORMAL = 0
BASE_COLOR_NORMAL = 1
TEXT_COLOR_NORMAL = 2
@ -426,7 +399,6 @@ class GuiControlProperty(IntEnum):
TEXT_ALIGNMENT = 14
class GuiDefaultProperty(IntEnum):
"""DEFAULT extended properties."""
TEXT_SIZE = 16
TEXT_SPACING = 17
LINE_COLOR = 18
@ -436,20 +408,16 @@ class GuiDefaultProperty(IntEnum):
TEXT_WRAP_MODE = 22
class GuiToggleProperty(IntEnum):
"""Toggle/ToggleGroup."""
GROUP_PADDING = 16
class GuiSliderProperty(IntEnum):
"""Slider/SliderBar."""
SLIDER_WIDTH = 16
SLIDER_PADDING = 17
class GuiProgressBarProperty(IntEnum):
"""ProgressBar."""
PROGRESS_PADDING = 16
class GuiScrollBarProperty(IntEnum):
"""ScrollBar."""
ARROWS_SIZE = 16
ARROWS_VISIBLE = 17
SCROLL_SLIDER_PADDING = 18
@ -458,32 +426,26 @@ class GuiScrollBarProperty(IntEnum):
SCROLL_SPEED = 21
class GuiCheckBoxProperty(IntEnum):
"""CheckBox."""
CHECK_PADDING = 16
class GuiComboBoxProperty(IntEnum):
"""ComboBox."""
COMBO_BUTTON_WIDTH = 16
COMBO_BUTTON_SPACING = 17
class GuiDropdownBoxProperty(IntEnum):
"""DropdownBox."""
ARROW_PADDING = 16
DROPDOWN_ITEMS_SPACING = 17
DROPDOWN_ARROW_HIDDEN = 18
DROPDOWN_ROLL_UP = 19
class GuiTextBoxProperty(IntEnum):
"""TextBox/TextBoxMulti/ValueBox/Spinner."""
TEXT_READONLY = 16
class GuiSpinnerProperty(IntEnum):
"""Spinner."""
SPIN_BUTTON_WIDTH = 16
SPIN_BUTTON_SPACING = 17
class GuiListViewProperty(IntEnum):
"""ListView."""
LIST_ITEMS_HEIGHT = 16
LIST_ITEMS_SPACING = 17
SCROLLBAR_WIDTH = 18
@ -491,7 +453,6 @@ class GuiListViewProperty(IntEnum):
LIST_ITEMS_BORDER_WIDTH = 20
class GuiColorPickerProperty(IntEnum):
"""ColorPicker."""
COLOR_SELECTOR_SIZE = 16
HUEBAR_WIDTH = 17
HUEBAR_PADDING = 18
@ -499,7 +460,6 @@ class GuiColorPickerProperty(IntEnum):
HUEBAR_SELECTOR_OVERFLOW = 20
class GuiIconName(IntEnum):
"""."""
ICON_NONE = 0
ICON_FOLDER_FILE_OPEN = 1
ICON_FILE_SAVE_CLASSIC = 2

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@ -1,101 +0,0 @@
"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Music playing (streaming)
Example complexity rating: [] 1/4
Example originally created with raylib 1.3, last time updated with raylib 4.0
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
This source has been converted from C raylib examples to Python.
"""
import pyray as rl
from pathlib import Path
THIS_DIR = Path(__file__).resolve().parent
# ------------------------------------------------------------------------------------
# Program main entry point
# ------------------------------------------------------------------------------------
def main():
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width,
screen_height,
"raylib [audio] example - music playing (streaming)",
)
rl.init_audio_device() # Initialize audio device
music = rl.load_music_stream(str(THIS_DIR / "resources/country.mp3"))
rl.play_music_stream(music)
time_played = 0.0 # Time played normalized [0.0f..1.0f]
pause = False # Music playing paused
rl.set_target_fps(30) # Set our game to run at 30 frames-per-second
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
rl.update_music_stream(music) # Update music buffer with new stream data
# Restart music playing (stop and play)
if rl.is_key_pressed(rl.KEY_SPACE):
rl.stop_music_stream(music)
rl.play_music_stream(music)
# Pause/Resume music playing
if rl.is_key_pressed(rl.KEY_P):
pause = not pause
if pause:
rl.pause_music_stream(music)
else:
rl.resume_music_stream(music)
# Get normalized time played for current music stream
time_played = rl.get_music_time_played(music) / rl.get_music_time_length(music)
if time_played > 1.0:
time_played = 1.0 # Make sure time played is no longer than music
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.draw_text("MUSIC SHOULD BE PLAYING!", 255, 150, 20, rl.LIGHTGRAY)
rl.draw_rectangle(200, 200, 400, 12, rl.LIGHTGRAY)
rl.draw_rectangle(200, 200, int(time_played * 400.0), 12, rl.MAROON)
rl.draw_rectangle_lines(200, 200, 400, 12, rl.GRAY)
rl.draw_text("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, rl.LIGHTGRAY)
rl.draw_text("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, rl.LIGHTGRAY)
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
rl.unload_music_stream(music) # Unload music stream buffers from RAM
rl.close_audio_device() # Close audio device (music streaming is automatically stopped)
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------
if __name__ == "__main__":
main()

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@ -1,67 +0,0 @@
"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Sound loading and playing
Example complexity rating: [] 1/4
Example originally created with raylib 1.1, last time updated with raylib 3.5
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
This source has been converted from C raylib examples to Python.
"""
import pyray as rl
from pathlib import Path
# Get the directory where this script is located
THIS_DIR = Path(__file__).resolve().parent
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width, screen_height, "raylib [audio] example - sound loading and playing"
)
rl.init_audio_device() # Initialize audio device
# Load WAV audio file using proper path resolution
fx_wav = rl.load_sound(str(THIS_DIR / "resources/sound.wav"))
# Load OGG audio file using proper path resolution
fx_ogg = rl.load_sound(str(THIS_DIR / "resources/target.ogg"))
rl.set_target_fps(60) # Set our game to run at 60 frames-per-second
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
rl.play_sound(fx_wav) # Play WAV sound
if rl.is_key_pressed(rl.KeyboardKey.KEY_ENTER):
rl.play_sound(fx_ogg) # Play OGG sound
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.draw_text("Press SPACE to PLAY the WAV sound!", 200, 180, 20, rl.LIGHTGRAY)
rl.draw_text("Press ENTER to PLAY the OGG sound!", 200, 220, 20, rl.LIGHTGRAY)
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
rl.unload_sound(fx_wav) # Unload sound data
rl.unload_sound(fx_ogg) # Unload sound data
rl.close_audio_device() # Close audio device
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------

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@ -1,86 +0,0 @@
"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Playing sound multiple times
Example complexity rating: [] 2/4
Example originally created with raylib 4.6, last time updated with raylib 4.6
Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
This source has been converted from C raylib examples to Python.
"""
from typing import List
import pyray as rl
from pathlib import Path
# Get the directory where this script is located
THIS_DIR = Path(__file__).resolve().parent
MAX_SOUNDS = 10
sound_array: List[rl.Sound] = []
current_sound = 0
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width, screen_height, "raylib [audio] example - playing sound multiple times"
)
rl.init_audio_device() # Initialize audio device
# Load the sound list
sound_array.append(
rl.load_sound(str(THIS_DIR / "resources/sound.wav"))
) # Load WAV audio file into the first slot as the 'source' sound
# this sound owns the sample data
for i in range(1, MAX_SOUNDS):
sound_array.append(
rl.load_sound_alias(sound_array[0])
) # Load an alias of the sound into slots 1-9
# These do not own the sound data, but can be played
current_sound = 0 # Set the sound list to the start
rl.set_target_fps(60) # Set our game to run at 60 frames-per-second
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
rl.play_sound(sound_array[current_sound]) # Play the next open sound slot
current_sound += 1 # Increment the sound slot
if (
current_sound >= MAX_SOUNDS
): # If the sound slot is out of bounds, go back to 0
current_sound = 0
# Note: a better way would be to look at the list for the first sound that is not playing and use that slot
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.draw_text("Press SPACE to PLAY a WAV sound!", 200, 180, 20, rl.LIGHTGRAY)
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
for i in range(1, MAX_SOUNDS):
rl.unload_sound_alias(sound_array[i]) # Unload sound aliases
rl.unload_sound(sound_array[0]) # Unload source sound data
rl.close_audio_device() # Close audio device
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------

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@ -1,112 +0,0 @@
"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Playing spatialized 3D sound
Example complexity rating: [] 2/4
Example originally created with raylib 5.5, last time updated with raylib 5.5
Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
This source has been converted from C raylib examples to Python.
"""
import pyray as rl
import math
from pathlib import Path
# Get the directory where this script is located
THIS_DIR = Path(__file__).resolve().parent
# Sound positioning function
def set_sound_position(listener, sound, position, max_dist):
# Calculate direction vector and distance between listener and sound source
direction = rl.vector3_subtract(position, listener.position)
distance = rl.vector3_length(direction)
# Apply logarithmic distance attenuation and clamp between 0-1
attenuation = 1.0 / (1.0 + (distance / max_dist))
attenuation = rl.clamp(attenuation, 0.0, 1.0)
# Calculate normalized vectors for spatial positioning
normalized_direction = rl.vector3_normalize(direction)
forward = rl.vector3_normalize(
rl.vector3_subtract(listener.target, listener.position)
)
right = rl.vector3_normalize(rl.vector3_cross_product(listener.up, forward))
# Reduce volume for sounds behind the listener
dot_product = rl.vector3_dot_product(forward, normalized_direction)
if dot_product < 0.0:
attenuation *= 1.0 + dot_product * 0.5
# Set stereo panning based on sound position relative to listener
pan = 0.5 + 0.5 * rl.vector3_dot_product(normalized_direction, right)
# Apply final sound properties
rl.set_sound_volume(sound, attenuation)
rl.set_sound_pan(sound, pan)
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width, screen_height, "raylib [audio] example - Playing spatialized 3D sound"
)
rl.init_audio_device()
sound = rl.load_sound(str(THIS_DIR / "resources/coin.wav"))
camera = rl.Camera3D(
(0, 5, 5),
(0, 0, 0),
(0, 1, 0),
60.0,
rl.CameraProjection.CAMERA_PERSPECTIVE,
)
rl.disable_cursor()
rl.set_target_fps(60)
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close():
# Update
# ----------------------------------------------------------------------------------
rl.update_camera(camera, rl.CameraMode.CAMERA_FREE)
th = rl.get_time()
sphere_pos = rl.Vector3(5.0 * math.cos(th), 0.0, 5.0 * math.sin(th))
set_sound_position(camera, sound, sphere_pos, 20.0)
if not rl.is_sound_playing(sound):
rl.play_sound(sound)
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.begin_mode_3d(camera)
rl.draw_grid(10, 2)
rl.draw_sphere(sphere_pos, 0.5, rl.RED)
rl.end_mode_3d()
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
rl.unload_sound(sound)
rl.close_audio_device() # Close audio device
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------

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@ -25,10 +25,10 @@ SetTargetFPS(60)
while not WindowShouldClose():
# Update
# ----------------------------------------------------------------------
UpdatePhysics() # Update physics system
if IsKeyPressed(KEY_R): # Reset physics system
ClosePhysics()
InitPhysics()
ResetPhysics()
floor = CreatePhysicsBodyRectangle((SCREEN_WIDTH/2, SCREEN_HEIGHT), 500, 100, 10)
floor.enabled = False

2
physac

@ -1 +1 @@
Subproject commit 587b63926010593eedf29ef74e3aa22c1a507925
Subproject commit 4a8e17f263fb8e1150b3fbafc96f880c7d7a4833

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@ -126,7 +126,7 @@ def _make_struct_constructor_function(struct):
or isinstance(arg, (array, bytes, bytearray, memoryview)))):
arg = ffi.from_buffer(field[1].type, arg)
modified_args.append(arg)
s = ffi.new(f"{struct} *", modified_args)[0]
s = ffi.new(f"struct {struct} *", modified_args)[0]
global_weakkeydict[s] = modified_args
return s

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@ -1 +1 @@
Subproject commit 15afe89aff2fc7da96ab5de80bde7f6186971cde
Subproject commit 26548c10620c4ae6937cf8b506c777a006b33c16

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@ -24,14 +24,8 @@ import platform
import sys
import subprocess
import time
from pathlib import Path
THIS_DIR = Path(__file__).resolve().parent
REPO_ROOT = THIS_DIR.parent
RAYLIB_PLATFORM = os.getenv("RAYLIB_PLATFORM", "Desktop")
ENABLE_WAYLAND_DRM_LEASING = os.getenv("ENABLE_WAYLAND_DRM_LEASING")
def check_raylib_installed():
return subprocess.run(['pkg-config', '--exists', 'raylib'], text=True, stdout=subprocess.PIPE).returncode == 0
@ -48,17 +42,6 @@ def get_the_lib_path():
return subprocess.run(['pkg-config', '--variable=libdir', 'raylib'], text=True,
stdout=subprocess.PIPE).stdout.strip()
def get_specified_libs(lib_target):
libs = subprocess.run(['pkg-config', '--libs', lib_target], text=True,
stdout=subprocess.PIPE).stdout.strip().split()
if libs == "":
raise ValueError(f"Failed to get specified libs ({lib_target})")
print(f"{lib_target}: {libs}")
return libs
def get_lib_flags():
return subprocess.run(['pkg-config', '--libs', 'raylib'], text=True,
stdout=subprocess.PIPE).stdout.strip().split()
@ -196,11 +179,7 @@ def build_unix():
if RAYLIB_PLATFORM=="SDL":
extra_link_args += ['-lX11','-lSDL2']
elif RAYLIB_PLATFORM=="DRM":
extra_link_args += get_specified_libs("egl")
extra_link_args += get_specified_libs("gbm")
if ENABLE_WAYLAND_DRM_LEASING != "":
extra_link_args += get_specified_libs("wayland-client")
extra_link_args += ['-lEGL', '-lgbm']
else:
extra_link_args += ['-lX11']
extra_compile_args = ["-Wno-incompatible-pointer-types", "-D_CFFI_NO_LIMITED_API"]
@ -221,13 +200,13 @@ def build_unix():
def build_windows():
print("BUILDING FOR WINDOWS")
ffibuilder.cdef((THIS_DIR / "raylib.h.modified").read_text())
ffibuilder.cdef(open("raylib/raylib.h.modified").read())
if RAYLIB_PLATFORM=="Desktop":
ffibuilder.cdef((THIS_DIR / "glfw3.h.modified").read_text())
ffibuilder.cdef((THIS_DIR / "rlgl.h.modified").read_text())
ffibuilder.cdef((THIS_DIR / "raygui.h.modified").read_text())
ffibuilder.cdef((THIS_DIR / "physac.h.modified").read_text())
ffibuilder.cdef((THIS_DIR / "raymath.h.modified").read_text())
ffibuilder.cdef(open("raylib/glfw3.h.modified").read())
ffibuilder.cdef(open("raylib/rlgl.h.modified").read())
ffibuilder.cdef(open("raylib/raygui.h.modified").read())
ffibuilder.cdef(open("raylib/physac.h.modified").read())
ffibuilder.cdef(open("raylib/raymath.h.modified").read())
ffi_includes = """
#include "raylib.h"
@ -245,7 +224,6 @@ def build_windows():
#define RAYGUI_SUPPORT_RICONS
#include "raygui.h"
#define PHYSAC_IMPLEMENTATION
#define PHYSAC_NO_THREADS
#include "physac.h"
"""
libraries = ['raylib', 'gdi32', 'shell32', 'user32', 'OpenGL32', 'winmm']
@ -258,10 +236,10 @@ def build_windows():
extra_compile_args=["/D_CFFI_NO_LIMITED_API"],
py_limited_api=False,
libraries=libraries,
include_dirs=[str(REPO_ROOT / 'raylib-c/src'),
str(REPO_ROOT / 'raylib-c/src/external/glfw/include'),
str(REPO_ROOT / 'raygui/src'),
str(REPO_ROOT / 'physac/src')],
include_dirs=['D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src',
'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src\\external\\glfw\\include',
'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raygui\\src',
'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\physac\\src'],
)

View file

@ -186,10 +186,12 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256
PHYSAC_MAX_BODIES: int = 64
PHYSAC_MAX_MANIFOLDS: int = 4096
PHYSAC_MAX_VERTICES: int = 24
PHYSAC_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 20
PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 100
PHYSAC_PENETRATION_ALLOWANCE: float = 0.05
PHYSAC_PENETRATION_CORRECTION: float = 0.4
PHYSAC_PI: float = 3.141592653589793
PHYSAC_DEG2RAD = PHYSAC_PI / 180.0
PHYSAC_FLT_MAX: float = 3.402823466e+38
PHYSAC_EPSILON: float = 1e-06
GLFW_VERSION_MAJOR: int = 3

View file

@ -1,7 +1,6 @@
from enum import IntEnum
class ConfigFlags(IntEnum):
"""System/Window config flags."""
FLAG_VSYNC_HINT = 64
FLAG_FULLSCREEN_MODE = 2
FLAG_WINDOW_RESIZABLE = 4
@ -20,7 +19,6 @@ class ConfigFlags(IntEnum):
FLAG_INTERLACED_HINT = 65536
class TraceLogLevel(IntEnum):
"""Trace log level."""
LOG_ALL = 0
LOG_TRACE = 1
LOG_DEBUG = 2
@ -31,7 +29,6 @@ class TraceLogLevel(IntEnum):
LOG_NONE = 7
class KeyboardKey(IntEnum):
"""Keyboard keys (US keyboard layout)."""
KEY_NULL = 0
KEY_APOSTROPHE = 39
KEY_COMMA = 44
@ -144,7 +141,6 @@ class KeyboardKey(IntEnum):
KEY_VOLUME_DOWN = 25
class MouseButton(IntEnum):
"""Mouse buttons."""
MOUSE_BUTTON_LEFT = 0
MOUSE_BUTTON_RIGHT = 1
MOUSE_BUTTON_MIDDLE = 2
@ -154,7 +150,6 @@ class MouseButton(IntEnum):
MOUSE_BUTTON_BACK = 6
class MouseCursor(IntEnum):
"""Mouse cursor."""
MOUSE_CURSOR_DEFAULT = 0
MOUSE_CURSOR_ARROW = 1
MOUSE_CURSOR_IBEAM = 2
@ -168,7 +163,6 @@ class MouseCursor(IntEnum):
MOUSE_CURSOR_NOT_ALLOWED = 10
class GamepadButton(IntEnum):
"""Gamepad buttons."""
GAMEPAD_BUTTON_UNKNOWN = 0
GAMEPAD_BUTTON_LEFT_FACE_UP = 1
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2
@ -189,7 +183,6 @@ class GamepadButton(IntEnum):
GAMEPAD_BUTTON_RIGHT_THUMB = 17
class GamepadAxis(IntEnum):
"""Gamepad axis."""
GAMEPAD_AXIS_LEFT_X = 0
GAMEPAD_AXIS_LEFT_Y = 1
GAMEPAD_AXIS_RIGHT_X = 2
@ -198,7 +191,6 @@ class GamepadAxis(IntEnum):
GAMEPAD_AXIS_RIGHT_TRIGGER = 5
class MaterialMapIndex(IntEnum):
"""Material map index."""
MATERIAL_MAP_ALBEDO = 0
MATERIAL_MAP_METALNESS = 1
MATERIAL_MAP_NORMAL = 2
@ -212,7 +204,6 @@ class MaterialMapIndex(IntEnum):
MATERIAL_MAP_BRDF = 10
class ShaderLocationIndex(IntEnum):
"""Shader location index."""
SHADER_LOC_VERTEX_POSITION = 0
SHADER_LOC_VERTEX_TEXCOORD01 = 1
SHADER_LOC_VERTEX_TEXCOORD02 = 2
@ -244,7 +235,6 @@ class ShaderLocationIndex(IntEnum):
SHADER_LOC_BONE_MATRICES = 28
class ShaderUniformDataType(IntEnum):
"""Shader uniform data type."""
SHADER_UNIFORM_FLOAT = 0
SHADER_UNIFORM_VEC2 = 1
SHADER_UNIFORM_VEC3 = 2
@ -256,14 +246,12 @@ class ShaderUniformDataType(IntEnum):
SHADER_UNIFORM_SAMPLER2D = 8
class ShaderAttributeDataType(IntEnum):
"""Shader attribute data types."""
SHADER_ATTRIB_FLOAT = 0
SHADER_ATTRIB_VEC2 = 1
SHADER_ATTRIB_VEC3 = 2
SHADER_ATTRIB_VEC4 = 3
class PixelFormat(IntEnum):
"""Pixel formats."""
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
@ -290,7 +278,6 @@ class PixelFormat(IntEnum):
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
class TextureFilter(IntEnum):
"""Texture parameters: filter mode."""
TEXTURE_FILTER_POINT = 0
TEXTURE_FILTER_BILINEAR = 1
TEXTURE_FILTER_TRILINEAR = 2
@ -299,14 +286,12 @@ class TextureFilter(IntEnum):
TEXTURE_FILTER_ANISOTROPIC_16X = 5
class TextureWrap(IntEnum):
"""Texture parameters: wrap mode."""
TEXTURE_WRAP_REPEAT = 0
TEXTURE_WRAP_CLAMP = 1
TEXTURE_WRAP_MIRROR_REPEAT = 2
TEXTURE_WRAP_MIRROR_CLAMP = 3
class CubemapLayout(IntEnum):
"""Cubemap layouts."""
CUBEMAP_LAYOUT_AUTO_DETECT = 0
CUBEMAP_LAYOUT_LINE_VERTICAL = 1
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2
@ -314,13 +299,11 @@ class CubemapLayout(IntEnum):
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4
class FontType(IntEnum):
"""Font type, defines generation method."""
FONT_DEFAULT = 0
FONT_BITMAP = 1
FONT_SDF = 2
class BlendMode(IntEnum):
"""Color blending modes (pre-defined)."""
BLEND_ALPHA = 0
BLEND_ADDITIVE = 1
BLEND_MULTIPLIED = 2
@ -331,7 +314,6 @@ class BlendMode(IntEnum):
BLEND_CUSTOM_SEPARATE = 7
class Gesture(IntEnum):
"""Gesture."""
GESTURE_NONE = 0
GESTURE_TAP = 1
GESTURE_DOUBLETAP = 2
@ -345,7 +327,6 @@ class Gesture(IntEnum):
GESTURE_PINCH_OUT = 512
class CameraMode(IntEnum):
"""Camera system modes."""
CAMERA_CUSTOM = 0
CAMERA_FREE = 1
CAMERA_ORBITAL = 2
@ -353,43 +334,36 @@ class CameraMode(IntEnum):
CAMERA_THIRD_PERSON = 4
class CameraProjection(IntEnum):
"""Camera projection."""
CAMERA_PERSPECTIVE = 0
CAMERA_ORTHOGRAPHIC = 1
class NPatchLayout(IntEnum):
"""N-patch layout."""
NPATCH_NINE_PATCH = 0
NPATCH_THREE_PATCH_VERTICAL = 1
NPATCH_THREE_PATCH_HORIZONTAL = 2
class GuiState(IntEnum):
"""Gui control state."""
STATE_NORMAL = 0
STATE_FOCUSED = 1
STATE_PRESSED = 2
STATE_DISABLED = 3
class GuiTextAlignment(IntEnum):
"""Gui control text alignment."""
TEXT_ALIGN_LEFT = 0
TEXT_ALIGN_CENTER = 1
TEXT_ALIGN_RIGHT = 2
class GuiTextAlignmentVertical(IntEnum):
"""Gui control text alignment vertical."""
TEXT_ALIGN_TOP = 0
TEXT_ALIGN_MIDDLE = 1
TEXT_ALIGN_BOTTOM = 2
class GuiTextWrapMode(IntEnum):
"""Gui control text wrap mode."""
TEXT_WRAP_NONE = 0
TEXT_WRAP_CHAR = 1
TEXT_WRAP_WORD = 2
class GuiControl(IntEnum):
"""Gui controls."""
DEFAULT = 0
LABEL = 1
BUTTON = 2
@ -408,7 +382,6 @@ class GuiControl(IntEnum):
STATUSBAR = 15
class GuiControlProperty(IntEnum):
"""Gui base properties for every control."""
BORDER_COLOR_NORMAL = 0
BASE_COLOR_NORMAL = 1
TEXT_COLOR_NORMAL = 2
@ -426,7 +399,6 @@ class GuiControlProperty(IntEnum):
TEXT_ALIGNMENT = 14
class GuiDefaultProperty(IntEnum):
"""DEFAULT extended properties."""
TEXT_SIZE = 16
TEXT_SPACING = 17
LINE_COLOR = 18
@ -436,20 +408,16 @@ class GuiDefaultProperty(IntEnum):
TEXT_WRAP_MODE = 22
class GuiToggleProperty(IntEnum):
"""Toggle/ToggleGroup."""
GROUP_PADDING = 16
class GuiSliderProperty(IntEnum):
"""Slider/SliderBar."""
SLIDER_WIDTH = 16
SLIDER_PADDING = 17
class GuiProgressBarProperty(IntEnum):
"""ProgressBar."""
PROGRESS_PADDING = 16
class GuiScrollBarProperty(IntEnum):
"""ScrollBar."""
ARROWS_SIZE = 16
ARROWS_VISIBLE = 17
SCROLL_SLIDER_PADDING = 18
@ -458,32 +426,26 @@ class GuiScrollBarProperty(IntEnum):
SCROLL_SPEED = 21
class GuiCheckBoxProperty(IntEnum):
"""CheckBox."""
CHECK_PADDING = 16
class GuiComboBoxProperty(IntEnum):
"""ComboBox."""
COMBO_BUTTON_WIDTH = 16
COMBO_BUTTON_SPACING = 17
class GuiDropdownBoxProperty(IntEnum):
"""DropdownBox."""
ARROW_PADDING = 16
DROPDOWN_ITEMS_SPACING = 17
DROPDOWN_ARROW_HIDDEN = 18
DROPDOWN_ROLL_UP = 19
class GuiTextBoxProperty(IntEnum):
"""TextBox/TextBoxMulti/ValueBox/Spinner."""
TEXT_READONLY = 16
class GuiSpinnerProperty(IntEnum):
"""Spinner."""
SPIN_BUTTON_WIDTH = 16
SPIN_BUTTON_SPACING = 17
class GuiListViewProperty(IntEnum):
"""ListView."""
LIST_ITEMS_HEIGHT = 16
LIST_ITEMS_SPACING = 17
SCROLLBAR_WIDTH = 18
@ -491,7 +453,6 @@ class GuiListViewProperty(IntEnum):
LIST_ITEMS_BORDER_WIDTH = 20
class GuiColorPickerProperty(IntEnum):
"""ColorPicker."""
COLOR_SELECTOR_SIZE = 16
HUEBAR_WIDTH = 17
HUEBAR_PADDING = 18
@ -499,7 +460,6 @@ class GuiColorPickerProperty(IntEnum):
HUEBAR_SELECTOR_OVERFLOW = 20
class GuiIconName(IntEnum):
"""."""
ICON_NONE = 0
ICON_FOLDER_FILE_OPEN = 1
ICON_FILE_SAVE_CLASSIC = 2

View file

@ -4,8 +4,8 @@
*
* DESCRIPTION:
*
* Physac is a small 2D physics library written in pure C. The engine uses a fixed time-step thread loop
* to simluate physics. A physics step contains the following phases: get collision information,
* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
* to simulate physics. A physics step contains the following phases: get collision information,
* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
* bodies with a position vector to be used in any 3D rendering API.
*
@ -16,49 +16,41 @@
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define PHYSAC_STATIC (defined by default)
* The generated implementation will stay private inside implementation file and all
* internal symbols and functions will only be visible inside that file.
*
* #define PHYSAC_NO_THREADS
* The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
* It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
*
* #define PHYSAC_STANDALONE
* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user (check library implementation for further details).
*
* #define PHYSAC_DEBUG
* Traces log messages when creating and destroying physics bodies and detects errors in physics
* calculations and reference exceptions; it is useful for debug purposes
* Show debug traces log messages about physic bodies creation/destruction, physic system errors,
* some calculations results and NULL reference exceptions.
*
* #define PHYSAC_AVOID_TIMMING_SYSTEM
* Disables internal timming system, used by UpdatePhysics() to launch timmed physic steps,
* it allows just running UpdatePhysics() automatically on a separate thread at a desired time step.
* In case physics steps update needs to be controlled by user with a custom timming mechanism,
* just define this flag and the internal timming mechanism will be avoided, in that case,
* timming libraries are neither required by the module.
*
* #define PHYSAC_MALLOC()
* #define PHYSAC_CALLOC()
* #define PHYSAC_FREE()
* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
*
* COMPILATION:
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
* Use the following code to compile with GCC:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99
*
* Use the following code to compile:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -lwinmm -std=c99
*
* VERY THANKS TO:
* - raysan5: helped with library design
* - ficoos: added support for Linux
* - R8D8: added support for Linux
* - jubalh: fixed implementation of time calculations
* - a3f: fixed implementation of time calculations
* - define-private-public: added support for OSX
* - pamarcos: fixed implementation of physics steps
* - noshbar: fixed some memory leaks
* VERSIONS HISTORY:
* 1.1 (20-Jan-2021) @raysan5: Library general revision
* Removed threading system (up to the user)
* Support MSVC C++ compilation using CLITERAL()
* Review DEBUG mechanism for TRACELOG() and all TRACELOG() messages
* Review internal variables/functions naming for consistency
* Allow option to avoid internal timming system, to allow app manage the steps
* 1.0 (12-Jun-2017) First release of the library
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2016-2025 Victor Fisac (github: @victorfisac)
* Copyright (c) 2016-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -76,41 +68,39 @@
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
// #define PHYSAC_STATIC
// #define PHYSAC_NO_THREADS
// #define PHYSAC_STANDALONE
// #define PHYSAC_DEBUG
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// Allow custom memory allocators
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for PHYSAC_STANDALONE usage
// Data Types Structure Definition
//----------------------------------------------------------------------------------
typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType;
typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType;
// Previously defined to be used in PhysicsShape struct as circular dependencies
typedef struct PhysicsBodyData *PhysicsBody;
// Mat2 type (used for polygon shape rotation matrix)
typedef struct Mat2 {
// Matrix2x2 type (used for polygon shape rotation matrix)
typedef struct Matrix2x2 {
float m00;
float m01;
float m10;
float m11;
} Mat2;
typedef struct PolygonData {
unsigned int vertexCount; // Current used vertex and normals count
Vector2 positions[24]; // Polygon vertex positions vectors
Vector2 normals[24]; // Polygon vertex normals vectors
} PolygonData;
} Matrix2x2;
typedef struct PhysicsVertexData {
unsigned int vertexCount; // Vertex count (positions and normals)
Vector2 positions[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex positions vectors
Vector2 normals[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex normals vectors
} PhysicsVertexData;
typedef struct PhysicsShape {
PhysicsShapeType type; // Physics shape type (circle or polygon)
PhysicsBody body; // Shape physics body reference
float radius; // Circle shape radius (used for circle shapes)
Mat2 transform; // Vertices transform matrix 2x2
PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
PhysicsShapeType type; // Shape type (circle or polygon)
PhysicsBody body; // Shape physics body data pointer
PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes)
float radius; // Shape radius (used for circle shapes)
Matrix2x2 transform; // Vertices transform matrix 2x2
} PhysicsShape;
typedef struct PhysicsBodyData {
unsigned int id; // Reference unique identifier
unsigned int id; // Unique identifier
bool enabled; // Enabled dynamics state (collisions are calculated anyway)
Vector2 position; // Physics body shape pivot
Vector2 velocity; // Current linear velocity applied to position
@ -128,10 +118,10 @@ typedef struct PhysicsBodyData {
bool useGravity; // Apply gravity force to dynamics
bool isGrounded; // Physics grounded on other body state
bool freezeOrient; // Physics rotation constraint
PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals)
PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform)
} PhysicsBodyData;
typedef struct PhysicsManifoldData {
unsigned int id; // Reference unique identifier
unsigned int id; // Unique identifier
PhysicsBody bodyA; // Manifold first physics body reference
PhysicsBody bodyB; // Manifold second physics body reference
float penetration; // Depth of penetration from collision
@ -145,25 +135,29 @@ typedef struct PhysicsManifoldData {
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
extern /* Functions visible from other files*/ void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread
extern /* Functions visible from other files*/ void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
extern /* Functions visible from other files*/ void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
extern /* Functions visible from other files*/ bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled
extern /* Functions visible from other files*/ void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
extern /* Functions visible from other files*/ void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
extern /* Functions visible from other files*/ void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
extern /* Functions visible from other files*/ void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
extern /* Functions visible from other files*/ int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
extern /* Functions visible from other files*/ PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
extern /* Functions visible from other files*/ int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
extern /* Functions visible from other files*/ int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
extern /* Functions visible from other files*/ Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
extern /* Functions visible from other files*/ void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
extern /* Functions visible from other files*/ void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body
extern /* Functions visible from other files*/ void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread
// Physics system management
void InitPhysics(void); // Initializes physics system
void UpdatePhysics(void); // Update physics system
void ResetPhysics(void); // Reset physics system (global variables)
void ClosePhysics(void); // Close physics system and unload used memory
void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
// Physic body creation/destroy
PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body
// Physic body forces
void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
// Query physics info
PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
/***********************************************************************************
*
* PHYSAC IMPLEMENTATION

View file

@ -3,7 +3,7 @@
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:

View file

@ -1,30 +0,0 @@
{
pkgs ? import <nixpkgs> { },
}: pkgs.mkShell {
buildInputs = with pkgs; [
python3
cmake
clang-tools
pkg-config
wayland-scanner
wayland
libGL
libgbm
libdrm
xorg.libXi
xorg.libXcursor
xorg.libXrandr
xorg.libXinerama
xorg.libX11
];
shellHook = ''
export LD_LIBRARY_PATH="${pkgs.lib.makeLibraryPath [ pkgs.xorg.libX11 pkgs.libGL ]}:$LD_LIBRARY_PATH"
if [ ! -d ".venv" ]; then
python3 -m venv .venv
fi
source .venv/bin/activate
'';
}

View file

@ -7,8 +7,6 @@ import pyray as pr
pr.init_window(800, 450, "Raylib texture test")
pr.set_target_fps(60)
test_typedef_init = pr.Texture2D() # Texture2D is typedef for Texture
image = pr.gen_image_color(800, 400, (0,0,0,255) )
texture = pr.load_texture_from_image(image)
pr.update_texture(texture, image.data)