1 """ May it be a light for you in dark places, when all other lights go out.
5 import pymunk.pygame_util
8 import pygame.locals as pgl
11 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
12 from .rays import RayPolyManager
13 from .utils import DetailedTimer
14 from .loader import loader
15 from .transforms import Multiply
17 LIGHT_FILTER = pymunk.ShapeFilter(
18 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
19 LIGHT_CATEGORY | FITTINGS_CATEGORY),
20 categories=LIGHT_CATEGORY)
22 FITTINGS_FILTER = pymunk.ShapeFilter(
23 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24 LIGHT_CATEGORY | FITTINGS_CATEGORY),
25 categories=FITTINGS_CATEGORY)
27 # Just match lights, nothing else
28 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
31 class LightManager(object):
32 """ Manages a set of lights. """
34 def __init__(self, space, gamestate):
37 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
38 for light in self._lights:
39 light.add(self._space)
41 def toggle_nearest(self, *args, **kw):
42 light = self.nearest(*args, **kw)
46 def nearest(self, pos, surfpos=False, max_distance=1.0):
48 surface = pygame.display.get_surface()
49 pos = pymunk.pygame_util.from_pygame(pos, surface)
50 point_info = self._space.point_query_nearest(
51 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
52 if point_info is not None:
53 return point_info.shape.body.light
56 def lit_by(self, pos, surfpos=False, max_distance=0.0):
58 surface = pygame.display.get_surface()
59 pos = pymunk.pygame_util.from_pygame(pos, surface)
60 point_info_list = self._space.point_query(
61 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
62 lights = [p.shape.body.light for p in point_info_list]
63 return [light for light in lights if light.on]
65 def light_query(self, shape):
66 """Query the lights by shape"""
67 old_filter = shape.filter
68 # We need to restrict matches to only the lights
69 shape.filter = LIT_BY_FILTER
70 shape_info_list = self._space.shape_query(shape)
71 shape.filter = old_filter
72 lights = [p.shape.body.light for p in shape_info_list]
73 return [light for light in lights if light.on]
75 def render_light(self, surface):
76 for light in self._lights:
77 light.render_light(surface)
79 def render_fittings(self, surface):
80 for light in self._lights:
81 light.render_fitting(surface)
84 for light in self._lights:
88 class BaseLight(object):
89 """ Common light functionality. """
94 "blue": (0, 255, 255),
95 "yellow": (255, 255, 0),
96 "white": (255, 255, 255),
105 self, colour, position, intensity=1.0,
106 radius_limits=(None, None), angle_limits=None):
108 self.position = pymunk.Vec2d(position)
110 self.intensity = intensity
111 self.radius_limits = radius_limits
112 self.angle_limits = angle_limits
113 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
114 self.fitting = pymunk.Circle(self.body, 10.0, self.position)
115 self.fitting.filter = FITTINGS_FILTER
116 self.body.light = self
117 self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
121 def load(cls, config):
123 light_type = kw.pop("type")
125 c for c in cls.__subclasses__()
126 if c.__name__.lower() == light_type]
127 return light_class(**kw)
129 def add(self, space):
130 if self.body.space is not None:
131 space.remove(self.body, *self.body.shapes)
132 self.ray_manager.generate_rays(space, self.position)
133 self.ray_manager.set_angle_limits(self.angle_limits)
134 ray_shapes = self.ray_manager.polys()
135 space.add(self.body, self.fitting, *ray_shapes)
137 def shapes_for_ray_polys(self, ray_polys):
141 self.on = not self.on
143 def _cached_surfaces(self, surface):
144 radius_mask = self._surface_cache.get('radius_mask')
145 if radius_mask is None:
146 radius_mask = self._surface_cache['radius_mask'] = (
147 pygame.surface.Surface(
148 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
150 ray_mask = self._surface_cache.get('ray_mask')
152 ray_mask = self._surface_cache['ray_mask'] = (
153 pygame.surface.Surface(
154 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
156 return radius_mask, ray_mask
158 def render_light(self, surface):
162 dt = DetailedTimer("render_light")
164 dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
166 max_radius = self.radius_limits[1] or 50.0
167 min_radius = self.radius_limits[0] or 0
170 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
171 dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
172 dest_rect.move_ip(- max_radius, - max_radius)
174 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
176 radius_mask, ray_mask = self._cached_surfaces(surface)
177 radius_mask.set_clip(dest_rect)
178 ray_mask.set_clip(dest_rect)
181 for pygame_poly in self.ray_manager.pygame_polys(surface):
182 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
183 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
184 dt.lap("ray mask rendered")
186 light_colour = self.COLOURS[self.colour]
187 intensity = int(255 * self.intensity)
188 light_colour = light_colour + (intensity,)
190 radius_mask.fill(black)
191 centre = pymunk.pygame_util.to_pygame(self.position, surface)
193 radius_mask, light_colour, centre, int(max_radius), 0)
195 radius_mask, black, centre, int(min_radius), 0)
196 dt.lap("radius mask rendered")
198 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
199 dt.lap("blitted radius mask to ray mask")
201 surface.blit(ray_mask, dest_rect, dest_rect)
202 dt.lap("blitted surface")
206 if self._image is None:
207 fitting_colour = self.COLOURS[self.colour]
208 self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_colour))
211 def render_fitting(self, surface):
212 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
213 surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
219 class SpotLight(BaseLight):
220 FITTING_IMG = "spotlight.png"
222 def __init__(self, **kw):
223 kw.pop("direction", None)
224 kw.pop("spread", None)
225 self.angular_velocity = kw.pop("angular_velocity", None)
226 super(SpotLight, self).__init__(**kw)
229 if self.angular_velocity:
230 start, end = self.angle_limits
231 start = (start + self.angular_velocity) % 360.0
232 end = (end + self.angular_velocity) % 360.0
233 self.angle_limits = (start, end)
234 self.ray_manager.set_angle_limits(self.angle_limits)