Remove some hacking.
[tabakrolletjie.git] / tabakrolletjie / rays.py
index 1892edf4febe9e97dd9e26806afed426780c4e9c..e187f3d3c532633540f41b330f68be6f15b38867 100644 (file)
@@ -1,6 +1,9 @@
 """ Light ray manipulation. Pew. Pew. Pew. Wommmm. """
 
+import math
+
 import pymunk
+import pymunk.autogeometry
 import pymunk.pygame_util
 
 from .constants import SCREEN_SIZE
@@ -26,25 +29,115 @@ def screen_rays(pos):
 
 
 @debug_timer("rays.calculate_ray_polys")
-def calculate_ray_polys(space, body, position, light_filter):
+def calculate_ray_polys(space, position, light_filter):
+    """ Calculate a set of convex RayPolys that cover all the areas that light
+        can reach from the given position, taking into account the obstacles
+        present in the space.
+    """
     position = pymunk.Vec2d(position)
     vertices = [position]
+    start, end = None, None
     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:
+        if len(vertices) == 2:
+            start = vertices[1]
+        elif len(vertices) > 3:
             trial_poly = pymunk.Poly(None, vertices)
             trial_poly.update(pymunk.Transform.identity())
-            query_prev = trial_poly.point_query(vertices[-2])
+            query_prev = trial_poly.point_query(end)
             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)
+                ray_polys.append(RayPoly(
+                    start - position, end - position, vertices[:-1]))
+                start = vertices[-1]
+                vertices = [position, start]
             else:
-                vertices = trial_poly.get_vertices() + [point]
+                vertices = trial_poly.get_vertices()
+        end = point
     if len(vertices) > 2:
-        ray_polys.append(pymunk.Poly(body, vertices))
+        ray_polys.append(RayPoly(start, end, vertices))
     return ray_polys
+
+
+def to_pymunk_radians(deg):
+    """ Convert degrees in [0, 360] to radians in (-pi, pi].
+
+        Return None if degrees is None.
+    """
+    if deg is None:
+        return None
+    deg = deg * math.pi / 180.0
+    if deg > math.pi:
+        deg -= 2 * math.pi
+    return deg
+
+
+class RayPolyManager(object):
+    def __init__(self, body, ray_filter):
+        self._body = body
+        self._ray_filter = ray_filter
+        self._rays = []
+        self._angle_limits = (None, None)
+        self._poly_cache = None
+        self._pygame_poly_cache = None
+
+    def generate_rays(self, space, position):
+        self._rays = calculate_ray_polys(space, position, self._ray_filter)
+        self._poly_cache = None
+        self._pygame_poly_cache = None
+
+    def set_angle_limits(self, angle_limits):
+        start, end = angle_limits
+        self._angle_limits = (
+            to_pymunk_radians(start), to_pymunk_radians(end))
+        self._poly_cache = None
+        self._pygame_poly_cache = None
+
+    def polys(self):
+        if self._poly_cache is None:
+            self._poly_cache = [
+                rp.poly(self._body, self._ray_filter) for rp in self._rays
+                if rp.within_limits(*self._angle_limits)
+            ]
+        return self._poly_cache
+
+    def pygame_polys(self, surface):
+        if self._pygame_poly_cache is None:
+            self._pygame_poly_cache = [
+                [
+                    pymunk.pygame_util.to_pygame(v, surface)
+                    for v in poly.get_vertices()
+                ]
+                for poly in self.polys()
+            ]
+        return self._pygame_poly_cache
+
+
+class RayPoly(object):
+    def __init__(self, start_vec, end_vec, vertices):
+        self.start = start_vec  # vector from position to first point
+        self.end = end_vec  # vector from position to last point
+        self.vertices = vertices
+
+    def poly(self, body, filter):
+        shape = pymunk.Poly(body, self.vertices)
+        shape.filter = filter
+        return shape
+
+    def within_limits(self, start_limit, end_limit):
+        if start_limit is None or end_limit is None:
+            return True
+
+        def between(n):
+            if start_limit < end_limit:
+                return start_limit <= n <= end_limit
+            return (start_limit <= n) or (n <= end_limit)
+
+        start_within = between(self.start.angle)
+        end_within = between(self.end.angle)
+        if start_within or end_within:
+            return True
+        return False