import pymunk.pygame_util
import pygame.display
import pygame.draw
+import pygame.locals as pgl
-from .constants import (
- SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
-from .utils import debug_timer
+from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
+from .rays import RayPolyManager
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
-def screen_rays(pos):
- """ An iterable that returns ordered rays from pos to the edge of the
- screen, starting with the edge point (0, 0) and continuing clockwise
- in pymunk coordinates.
- """
- w, h = SCREEN_SIZE
- left, right, bottom, top = 0, w, 0, h
- step = 1
- for y in range(0, h, step):
- yield pymunk.Vec2d(left, y)
- for x in range(0, w, step):
- yield pymunk.Vec2d(x, top)
- for y in range(top, -1, -step):
- yield pymunk.Vec2d(right, y)
- for x in range(right, -1, -step):
- yield pymunk.Vec2d(x, bottom)
-
-
-@debug_timer("lights.calculate_ray_polys")
-def calculate_ray_polys(space, body, position):
- position = pymunk.Vec2d(position)
- vertices = [position]
- ray_polys = []
- for ray in screen_rays(position):
- info = space.segment_query_first(position, ray, 1, LIGHT_FILTER)
- point = ray if info is None else info.point
- vertices.append(point)
- if len(vertices) > 3:
- trial_poly = pymunk.Poly(None, vertices)
- trial_poly.update(pymunk.Transform.identity())
- query_prev = trial_poly.point_query(vertices[-2])
- query_pos = trial_poly.point_query(position)
- if query_prev.distance < -0.01 or query_pos.distance < -0.01:
- new_poly = pymunk.Poly(body, vertices[:-1])
- vertices = [position, vertices[-1]]
- ray_polys.append(new_poly)
- else:
- vertices = trial_poly.get_vertices() + [point]
- if len(vertices) > 2:
- ray_polys.append(pymunk.Poly(body, vertices))
- return ray_polys
-
-
class LightManager(object):
""" Manages a set of lights. """
for light in self._lights:
light.render_fitting(surface)
+ def tick(self):
+ for light in self._lights:
+ light.tick()
+
class BaseLight(object):
""" Common light functionality. """
"white": (255, 255, 255),
}
+ # cached surfaces
+ _surface_cache = {}
+
def __init__(
self, colour, position, intensity=1.0,
radius_limits=(None, None), angle_limits=(None, None)):
self.angle_limits = angle_limits
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+ self.fitting.filter = FITTINGS_FILTER
self.body.light = self
+ self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
@classmethod
def load(cls, config):
def add(self, space):
if self.body.space is not None:
space.remove(self.body, *self.body.shapes)
- shapes = self.shapes_for_ray_polys(
- calculate_ray_polys(space, self.body, self.position))
- for shape in shapes:
- shape.filter = LIGHT_FILTER
- self.fitting.filter = FITTINGS_FILTER
- space.add(self.body, self.fitting, *shapes)
+ self.ray_manager.generate_rays(space, self.position)
+ self.ray_manager.set_angle_limits(self.angle_limits)
+ ray_shapes = self.ray_manager.polys()
+ space.add(self.body, self.fitting, *ray_shapes)
def shapes_for_ray_polys(self, ray_polys):
return ray_polys
def toggle(self):
self.on = not self.on
+ def _cached_surfaces(self, surface):
+ radius_mask = self._surface_cache.get('radius_mask')
+ if radius_mask is None:
+ radius_mask = self._surface_cache['radius_mask'] = (
+ pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+
+ ray_mask = self._surface_cache.get('ray_mask')
+ if ray_mask is None:
+ ray_mask = self._surface_cache['ray_mask'] = (
+ pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+
+ overlay_surf = self._surface_cache.get('overlay_surf')
+ if overlay_surf is None:
+ overlay_surf = self._surface_cache['overlay_surf'] = (
+ pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
+
+ return radius_mask, ray_mask, overlay_surf
+
def render_light(self, surface):
if not self.on:
return
- raypoly_mask = surface.copy()
- white, black = (255, 255, 255, 255), (0, 0, 0, 0)
- raypoly_mask.fill(black)
- for shape in self.body.shapes:
- if shape is self.fitting:
- continue
- pygame_poly = [
- pymunk.pygame_util.to_pygame(v, surface) for v in
- shape.get_vertices()]
- pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0)
- pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
-
- limits_mask = surface.copy()
- limits_mask.fill(black)
+ radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+ white, black = (255, 255, 255), (0, 0, 0)
+
+ ray_mask.fill(black)
+ for pygame_poly in self.ray_manager.pygame_polys(surface):
+ pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
+ pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
+
+ radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
max_radius = self.radius_limits[1] or 50.0
- box = (centre[0] - max_radius, centre[1] - max_radius,
- max_radius * 2, max_radius * 2)
- width = max_radius - (self.radius_limits[0] or 0)
- box2 = (box[0] + 1,) + tuple(box[1:])
- box3 = (box[0] + 2,) + tuple(box[1:])
- import math
- start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0)
- end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0)
- pygame.draw.arc(
- limits_mask, white, box, start_angle, end_angle, int(width))
- pygame.draw.arc(
- limits_mask, white, box2, start_angle, end_angle, int(width))
- pygame.draw.arc(
- limits_mask, white, box3, start_angle, end_angle, int(width))
-
- import pygame.locals as pgl
- raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN)
- raypoly_mask.set_colorkey(black)
+ min_radius = self.radius_limits[0] or 0
+ width = max_radius - min_radius
+ pygame.draw.circle(
+ radius_mask, white, centre, int(max_radius), int(width))
+ pygame.draw.circle(
+ radius_mask, white, (centre[0] + 1, centre[1]),
+ int(max_radius), int(width))
- light_colour = self.COLOURS[self.colour]
- overlay = surface.copy()
- overlay.fill(light_colour)
- raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
+ ray_mask.set_colorkey(black)
- mask2 = surface.copy()
- mask2.set_alpha(255)
- mask2.blit(raypoly_mask, (0, 0), None)
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ light_colour = light_colour + (intensity,)
- mask2.set_alpha(int(255 * self.intensity))
+ overlay_surf.blit(ray_mask, (0, 0), None)
+ overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
- surface.blit(mask2, (0, 0), None)
+ surface.blit(overlay_surf, (0, 0), None)
def render_fitting(self, surface):
pygame.draw.circle(
pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
int(self.fitting.radius))
+ def tick(self):
+ pass
+
class SpotLight(BaseLight):
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)
+ self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+
+ def tick(self):
+ if self.angular_velocity:
+ start, end = self.angle_limits
+ start = (start + self.angular_velocity) % 360.0
+ end = (end + self.angular_velocity) % 360.0
+ self.angle_limits = (start, end)
+ self.ray_manager.set_angle_limits(self.angle_limits)