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 add_light(self, cfg):
42 light = BaseLight.load(cfg)
43 self._lights.append(light)
44 light.add(self._space)
46 def toggle_nearest(self, *args, **kw):
47 light = self.nearest(*args, **kw)
51 def nearest(self, pos, surfpos=False, max_distance=1.0):
53 surface = pygame.display.get_surface()
54 pos = pymunk.pygame_util.from_pygame(pos, surface)
55 point_info = self._space.point_query_nearest(
56 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
57 if point_info is not None:
58 return point_info.shape.body.light
61 def lit_by(self, pos, surfpos=False, max_distance=0.0):
63 surface = pygame.display.get_surface()
64 pos = pymunk.pygame_util.from_pygame(pos, surface)
65 point_info_list = self._space.point_query(
66 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
67 lights = [p.shape.body.light for p in point_info_list]
68 return [light for light in lights if light.on]
70 def light_query(self, shape):
71 """Query the lights by shape"""
72 old_filter = shape.filter
73 # We need to restrict matches to only the lights
74 shape.filter = LIT_BY_FILTER
75 shape_info_list = self._space.shape_query(shape)
76 shape.filter = old_filter
77 lights = [p.shape.body.light for p in shape_info_list]
78 return [light for light in lights if light.on]
80 def render_light(self, surface):
81 for light in self._lights:
82 light.render_light(surface)
84 def render_fittings(self, surface):
85 for light in self._lights:
86 light.render_fitting(surface)
89 for light in self._lights:
93 class BaseLight(object):
94 """ Common light functionality. """
99 "blue": (0, 255, 255),
100 "yellow": (255, 255, 0),
101 "white": (255, 255, 255),
110 self, colour, position, intensity=1.0,
111 radius_limits=(None, None), angle_limits=None):
113 self.position = pymunk.Vec2d(position)
115 self.intensity = intensity
116 self.radius_limits = radius_limits
117 self.angle_limits = angle_limits
118 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
119 self.fitting = pymunk.Circle(self.body, 10.0, self.position)
120 self.fitting.filter = FITTINGS_FILTER
121 self.body.light = self
122 self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
126 def load(cls, config):
128 light_type = kw.pop("type")
130 c for c in cls.__subclasses__()
131 if c.__name__.lower() == light_type]
132 return light_class(**kw)
134 def add(self, space):
135 if self.body.space is not None:
136 space.remove(self.body, *self.body.shapes)
137 self.ray_manager.generate_rays(space, self.position)
138 self.ray_manager.set_angle_limits(self.angle_limits)
139 ray_shapes = self.ray_manager.polys()
140 space.add(self.body, self.fitting, *ray_shapes)
142 def shapes_for_ray_polys(self, ray_polys):
146 self.on = not self.on
148 def _cached_surfaces(self, surface):
149 radius_mask = self._surface_cache.get('radius_mask')
150 if radius_mask is None:
151 radius_mask = self._surface_cache['radius_mask'] = (
152 pygame.surface.Surface(
153 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
155 ray_mask = self._surface_cache.get('ray_mask')
157 ray_mask = self._surface_cache['ray_mask'] = (
158 pygame.surface.Surface(
159 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
161 return radius_mask, ray_mask
163 def render_light(self, surface):
167 dt = DetailedTimer("render_light")
169 dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
171 max_radius = self.radius_limits[1] or 50.0
172 min_radius = self.radius_limits[0] or 0
175 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
176 dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
177 dest_rect.move_ip(- max_radius, - max_radius)
179 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
181 radius_mask, ray_mask = self._cached_surfaces(surface)
182 radius_mask.set_clip(dest_rect)
183 ray_mask.set_clip(dest_rect)
186 for pygame_poly in self.ray_manager.pygame_polys(surface):
187 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
188 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
189 dt.lap("ray mask rendered")
191 light_colour = self.COLOURS[self.colour]
192 intensity = int(255 * self.intensity)
193 light_colour = light_colour + (intensity,)
195 radius_mask.fill(black)
196 centre = pymunk.pygame_util.to_pygame(self.position, surface)
198 radius_mask, light_colour, centre, int(max_radius), 0)
200 radius_mask, black, centre, int(min_radius), 0)
201 dt.lap("radius mask rendered")
203 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
204 dt.lap("blitted radius mask to ray mask")
206 surface.blit(ray_mask, dest_rect, dest_rect)
207 dt.lap("blitted surface")
211 if self._image is None:
212 fitting_colour = self.COLOURS[self.colour]
213 self._image = loader.load_image(
214 "48", self.FITTING_IMG,
215 transform=Multiply(colour=fitting_colour))
218 def render_fitting(self, surface):
219 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
220 surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
226 class Lamp(BaseLight):
227 FITTING_IMG = "lamp.png"
229 def __init__(self, **kw):
230 kw.pop("direction", None)
231 kw.pop("spread", None)
232 super(Lamp, self).__init__(**kw)
235 class SpotLight(BaseLight):
236 FITTING_IMG = "spotlight.png"
238 def __init__(self, **kw):
239 kw.pop("direction", None)
240 kw.pop("spread", None)
241 self.angular_velocity = kw.pop("angular_velocity", None)
242 super(SpotLight, self).__init__(**kw)
245 if self.angular_velocity:
246 start, end = self.angle_limits
247 start = (start + self.angular_velocity) % 360.0
248 end = (end + self.angular_velocity) % 360.0
249 self.angle_limits = (start, end)
250 self.ray_manager.set_angle_limits(self.angle_limits)