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
15 LIGHT_FILTER = pymunk.ShapeFilter(
16 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
17 LIGHT_CATEGORY | FITTINGS_CATEGORY),
18 categories=LIGHT_CATEGORY)
20 FITTINGS_FILTER = pymunk.ShapeFilter(
21 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
22 LIGHT_CATEGORY | FITTINGS_CATEGORY),
23 categories=FITTINGS_CATEGORY)
25 # Just match lights, nothing else
26 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
29 class LightManager(object):
30 """ Manages a set of lights. """
32 def __init__(self, space, gamestate):
35 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
36 for light in self._lights:
37 light.add(self._space)
39 def toggle_nearest(self, *args, **kw):
40 light = self.nearest(*args, **kw)
44 def nearest(self, pos, surfpos=False, max_distance=1.0):
46 surface = pygame.display.get_surface()
47 pos = pymunk.pygame_util.from_pygame(pos, surface)
48 point_info = self._space.point_query_nearest(
49 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
50 if point_info is not None:
51 return point_info.shape.body.light
54 def lit_by(self, pos, surfpos=False, max_distance=0.0):
56 surface = pygame.display.get_surface()
57 pos = pymunk.pygame_util.from_pygame(pos, surface)
58 point_info_list = self._space.point_query(
59 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
60 lights = [p.shape.body.light for p in point_info_list]
61 return [light for light in lights if light.on]
63 def light_query(self, shape):
64 """Query the lights by shape"""
65 old_filter = shape.filter
66 # We need to restrict matches to only the lights
67 shape.filter = LIT_BY_FILTER
68 shape_info_list = self._space.shape_query(shape)
69 shape.filter = old_filter
70 lights = [p.shape.body.light for p in shape_info_list]
71 return [light for light in lights if light.on]
73 def render_light(self, surface):
74 for light in self._lights:
75 light.render_light(surface)
77 def render_fittings(self, surface):
78 for light in self._lights:
79 light.render_fitting(surface)
82 for light in self._lights:
86 class BaseLight(object):
87 """ Common light functionality. """
92 "blue": (0, 255, 255),
93 "yellow": (255, 255, 0),
94 "white": (255, 255, 255),
101 self, colour, position, intensity=1.0,
102 radius_limits=(None, None), angle_limits=None):
104 self.position = pymunk.Vec2d(position)
106 self.intensity = intensity
107 self.radius_limits = radius_limits
108 self.angle_limits = angle_limits
109 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
110 self.fitting = pymunk.Circle(self.body, 10.0, self.position)
111 self.fitting.filter = FITTINGS_FILTER
112 self.body.light = self
113 self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
116 def load(cls, config):
118 light_type = kw.pop("type")
120 c for c in cls.__subclasses__()
121 if c.__name__.lower() == light_type]
122 return light_class(**kw)
124 def add(self, space):
125 if self.body.space is not None:
126 space.remove(self.body, *self.body.shapes)
127 self.ray_manager.generate_rays(space, self.position)
128 self.ray_manager.set_angle_limits(self.angle_limits)
129 ray_shapes = self.ray_manager.polys()
130 space.add(self.body, self.fitting, *ray_shapes)
132 def shapes_for_ray_polys(self, ray_polys):
136 self.on = not self.on
138 def _cached_surfaces(self, surface):
139 radius_mask = self._surface_cache.get('radius_mask')
140 if radius_mask is None:
141 radius_mask = self._surface_cache['radius_mask'] = (
142 pygame.surface.Surface(
143 surface.get_size(), pgl.SWSURFACE)).convert()
145 ray_mask = self._surface_cache.get('ray_mask')
147 ray_mask = self._surface_cache['ray_mask'] = (
148 pygame.surface.Surface(
149 surface.get_size(), pgl.SWSURFACE)).convert()
151 overlay_surf = self._surface_cache.get('overlay_surf')
152 if overlay_surf is None:
153 overlay_surf = self._surface_cache['overlay_surf'] = (
154 pygame.surface.Surface(
155 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
157 return radius_mask, ray_mask, overlay_surf
159 def render_light(self, surface):
163 dt = DetailedTimer("render_light")
165 dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
167 max_radius = self.radius_limits[1] or 50.0
168 min_radius = self.radius_limits[0] or 0
171 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
172 dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
173 dest_rect.move_ip(- max_radius, - max_radius)
175 white, black = (255, 255, 255), (0, 0, 0)
177 radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
178 radius_mask.set_clip(dest_rect)
179 ray_mask.set_clip(dest_rect)
180 overlay_surf.set_clip(dest_rect)
183 for pygame_poly in self.ray_manager.pygame_polys(surface):
184 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
185 pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
186 dt.lap("ray mask rendered")
188 radius_mask.fill(black)
189 centre = pymunk.pygame_util.to_pygame(self.position, surface)
191 radius_mask, white, centre, int(max_radius), 0)
193 radius_mask, black, centre, int(min_radius), 0)
194 dt.lap("radius mask rendered")
196 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGB_MULT)
197 ray_mask.set_colorkey(black)
198 dt.lap("blitted radius mask to ray mask")
200 light_colour = self.COLOURS[self.colour]
201 intensity = int(255 * self.intensity)
202 light_colour = light_colour + (intensity,)
204 overlay_surf.blit(ray_mask, dest_rect, dest_rect)
205 dt.lap("blitted ray mask to overlay")
206 overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
207 dt.lap("coloured overlay")
209 surface.blit(overlay_surf, dest_rect, dest_rect)
210 dt.lap("blitted surface")
213 def render_fitting(self, surface):
215 surface, (255, 255, 0),
216 pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
217 int(self.fitting.radius))
223 class SpotLight(BaseLight):
224 def __init__(self, **kw):
225 kw.pop("direction", None)
226 kw.pop("spread", None)
227 self.angular_velocity = kw.pop("angular_velocity", None)
228 super(SpotLight, self).__init__(**kw)
231 if self.angular_velocity:
232 start, end = self.angle_limits
233 start = (start + self.angular_velocity) % 360.0
234 end = (end + self.angular_velocity) % 360.0
235 self.angle_limits = (start, end)
236 self.ray_manager.set_angle_limits(self.angle_limits)