Clickable lights.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 81740d88fd2003603c3332323900d120f3f5d283..2590e310bc3247680ce13eef5f2bea7b1fdc7964 100644 (file)
@@ -5,24 +5,82 @@ import pymunk
 import pymunk.pygame_util
 import pygame.draw
 
+from .constants import (
+    SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
+from .utils import debug_timer
+
+LIGHT_FILTER = pymunk.ShapeFilter(
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
+    categories=LIGHT_CATEGORY)
+
+FITTINGS_FILTER = pymunk.ShapeFilter(
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
+    categories=FITTINGS_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 BaseLight(object):
     """ Common light functionality. """
 
+    COLOURS = {
+        "red": (255, 0, 0),
+        "green": (0, 255, 0),
+        "blue": (0, 255, 255),
+        "yellow": (255, 255, 0),
+        "white": (255, 255, 255),
+    }
+
     def __init__(self, colour, position):
-        self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.colour = colour
-        self.position = position
-
-    def add(self, space):
-        if self.body.space is not None:
-            space.remove(self.body, *self.body.shapes)
-        shapes = self.determine_ray_polys(space)
-        space.add(self.body, *shapes)
-
-    def determine_ray_polys(self, space):
-        raise NotImplementedError(
-            "Lights should implement .determine_ray_polys.")
+        self.position = pymunk.Vec2d(position)
+        self.on = True
+        self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
+        self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+        self.body.light = self
 
     @classmethod
     def load(cls, config):
@@ -33,25 +91,54 @@ class BaseLight(object):
             if c.__name__.lower() == light_type]
         return light_class(**kw)
 
+    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)
 
-class SpotLight(BaseLight):
-    def __init__(
-            self, colour="white", position=None, direction=90.0, spread=45.0):
-        super(SpotLight, self).__init__(colour, position)
-        self.direction = direction
-        self.spread = spread
+    def shapes_for_ray_polys(self, ray_polys):
+        return ray_polys
 
-    def determine_ray_polys(self, space):
-        x, y = self.position
-        return [pymunk.Poly(self.body, [
-            self.position, [x + 50, y], [x, y + 50]])]
+    def toggle(self):
+        self.on = not self.on
 
-    def render(self, surface):
+    def render_light(self, surface):
+        if not self.on:
+            return
+        subsurface = surface.copy()
+        light_colour = self.COLOURS[self.colour]
         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(surface, (255, 255, 255), pygame_poly)
+            pygame.draw.polygon(
+                subsurface, light_colour, pygame_poly, 0)
+            pygame.draw.aalines(
+                subsurface, light_colour, True, pygame_poly, 1)
+        subsurface.set_alpha(50)
+        surface.blit(subsurface, (0, 0), None)
+
+    def render_fittings(self, surface):
+        pygame.draw.circle(
+            surface, (255, 255, 0),
+            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
+            int(self.fitting.radius))
+
+
+class SpotLight(BaseLight):
+    def __init__(
+            self, colour="white", position=None, direction=90.0, spread=45.0):
+        super(SpotLight, self).__init__(colour, position)
+        self.direction = direction
+        self.spread = spread
+        self.i = 0
 
 
 class Lamp(BaseLight):