Re: Collision of rotated rectangles without pygame

2010-12-07 Thread Ian
On Dec 7, 4:11 pm, Steve Holden wrote: > >>> timeit.timeit(fm) > 0.58099985122680664 > >>> timeit.timeit(fd) > 0.5524577636719 > > Of course it's possible that the random number generation is dominating, I think that it is. Moving the random number generation out into setup: >>> t1 = timeit

Re: Collision of rotated rectangles without pygame

2010-12-07 Thread Steve Holden
On 12/7/2010 9:53 AM, John Nagle wrote: > On 12/5/2010 2:49 PM, Martin Manns wrote: >> Hello, >> >> I am looking for a Python library for 2D collision checks of rotated >> rectangles. Currently, I have found vizier 0.5b that is based on pygame. >> >> Since I do not want to add a pygame dependency t

Re: Collision of rotated rectangles without pygame

2010-12-07 Thread Martin Manns
On Tue, 07 Dec 2010 00:53:27 -0800 John Nagle wrote: > On 12/5/2010 2:49 PM, Martin Manns wrote: > Probably because you seem to be trying to compute the intersection > point for coincident lines, which is not well-defined. I found the problem: pygame returns one pixel more for the right bor

Re: Collision of rotated rectangles without pygame

2010-12-07 Thread John Nagle
On 12/5/2010 2:49 PM, Martin Manns wrote: Hello, I am looking for a Python library for 2D collision checks of rotated rectangles. Currently, I have found vizier 0.5b that is based on pygame. Since I do not want to add a pygame dependency to my app, I replaced the pygame.rect.Rect by a wxPython

Re: Collision of rotated rectangles without pygame

2010-12-05 Thread Martin Manns
On Sun, 5 Dec 2010 23:49:36 +0100 Martin Manns wrote: > Is my replacement of the rectangle object wrong or is vizier not > working correctly with pygame as well? Answering my first question: Vizier works O.K. with pygame. I am unsure what I did wrong in the rect replacement though. Cheers Ma