Hi again Nirav! Yes, but the number of pixels involved makes it too time consuming. Also, I'll be using OpenGL to render the polygons which means I have to copy the pixels to RAM or use occlusion tests, neither of which are optimal.
/Peter On 2008-10-07 (Tue) 15:03, Nirav Patel wrote: > Peter, > > If the polygons are Surfaces or can be turned into Surfaces, they can > be turned into Masks to do pixel collision. Though, I may be > misunderstanding what you are trying to do. > > Nirav > > On Tue, Oct 7, 2008 at 11:21 AM, Peter Gebauer > <[EMAIL PROTECTED]> wrote: > > Hey Nirav! > > > > Yep, but as I said, I need to find colliding polygons, not pixels. > > > > /Peter > > > > On 2008-10-06 (Mon) 12:05, Nirav Patel wrote: > >> Peter, > >> > >> There are some new functions in SVN in the mask module. New ones > >> since 1.8.1 that could be useful for collision are: > >> > >> Mask.overlap_mask - Returns a mask of the overlapping pixels > >> Mask.draw - Draws a mask onto another > >> Mask.erase - Erases a mask from another > >> Mask.count - Returns the number of set pixels > >> Mask.centroid - Returns the centroid of the pixels in a Mask > >> Mask.angle - Returns the orientation of the pixels > >> Mask.connected_component - Returns a mask of a connected region of pixels. > >> > >> The mask module does pixel collisions pretty quickly. I think on > >> modern systems it shouldn't be a significant difference (compared to > >> say, blitting) between using pixel perfect detection and something > >> like the seperating axis theorem. > >> > >> Nirav > >> > >> On Mon, Oct 6, 2008 at 11:27 AM, Peter Gebauer > >> <[EMAIL PROTECTED]> wrote: > >> > Hey guys! > >> > > >> > I've been looking around for various libraries that handle > >> > intersection/colliding polygons/line segments, I'm just wondering if/when > >> > there will be polygon shapes and additional collision testing functions > >> > that can be used seemlessly with the old rect and mask libraries that > >> > already exist in PyGame? > >> > > >> > /Peter > >> > > >> > > >