Slightly better ray poly updating.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 285ca2e98def1226e0599335c8b2284995400e3b..84318d15e253616dbe529fcd5a0f0d869e8a1ad2 100644 (file)
@@ -7,9 +7,8 @@ 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 ^ (
@@ -25,49 +24,6 @@ FITTINGS_FILTER = pymunk.ShapeFilter(
 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. """
 
@@ -120,6 +76,10 @@ class LightManager(object):
         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. """
@@ -137,7 +97,7 @@ class BaseLight(object):
 
     def __init__(
             self, colour, position, intensity=1.0,
-            radius_limits=(None, None), angle_limits=(None, None)):
+            radius_limits=(None, None), angle_limits=None):
         self.colour = colour
         self.position = pymunk.Vec2d(position)
         self.on = True
@@ -146,7 +106,9 @@ class BaseLight(object):
         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):
@@ -160,12 +122,10 @@ class BaseLight(object):
     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
@@ -200,12 +160,7 @@ class BaseLight(object):
         white, black = (255, 255, 255), (0, 0, 0)
 
         ray_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()]
+        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)
 
@@ -238,9 +193,21 @@ class BaseLight(object):
             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)