X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=2c691fefa9b508b53a07872eadff5702fff1e8f9;hb=91a4b8b363cb25c8fe30a4c49bae171c508c7b0e;hp=52031419611eff93d23f0c68e6daf221520d05c0;hpb=5e8b94cbf022d8bd105bf6df97eaaea7c9905133;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 5203141..2c691fe 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -1,18 +1,28 @@ """ May it be a light for you in dark places, when all other lights go out. """ -import time - import pymunk import pymunk.pygame_util +import pygame.display import pygame.draw -from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG +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, + 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) + +# Just match lights, nothing else +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 @@ -32,8 +42,8 @@ def screen_rays(pos): yield pymunk.Vec2d(x, bottom) +@debug_timer("lights.calculate_ray_polys") def calculate_ray_polys(space, body, position): - start_time = time.time() position = pymunk.Vec2d(position) vertices = [position] ray_polys = [] @@ -54,14 +64,62 @@ def calculate_ray_polys(space, body, position): vertices = trial_poly.get_vertices() + [point] if len(vertices) > 2: ray_polys.append(pymunk.Poly(body, vertices)) - end_time = time.time() - if DEBUG: - print( - "calculate_ray_polys: %d polys, %g seconds" % - (len(ray_polys), end_time - start_time)) return ray_polys +class LightManager(object): + """ Manages a set of lights. """ + + def __init__(self, space, gamestate): + self._space = space + self._lights = [ + BaseLight.load(cfg) for cfg in gamestate.station["lights"]] + for light in self._lights: + light.add(self._space) + + def toggle_nearest(self, *args, **kw): + light = self.nearest(*args, **kw) + if light: + light.toggle() + + def nearest(self, pos, surfpos=False, max_distance=1.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info = self._space.point_query_nearest( + pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)) + if point_info is not None: + return point_info.shape.body.light + return None + + def lit_by(self, pos, surfpos=False, max_distance=0.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info_list = self._space.point_query( + pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY)) + lights = [p.shape.body.light for p in point_info_list] + return [light for light in lights if light.on] + + def light_query(self, shape): + """Query the lights by shape""" + old_filter = shape.filter + # We need to restrict matches to only the lights + shape.filter = LIT_BY_FILTER + shape_info_list = self._space.shape_query(shape) + shape.filter = old_filter + lights = [p.shape.body.light for p in shape_info_list] + return [light for light in lights if light.on] + + def render_light(self, surface): + for light in self._lights: + light.render_light(surface) + + def render_fittings(self, surface): + for light in self._lights: + light.render_fitting(surface) + + class BaseLight(object): """ Common light functionality. """ @@ -73,23 +131,18 @@ class BaseLight(object): "white": (255, 255, 255), } - def __init__(self, colour, position): - self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) + def __init__( + self, colour, position, intensity=1.0, + radius_limits=(None, None), angle_limits=(None, None)): 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.shapes_for_ray_polys( - calculate_ray_polys(space, self.body, self.position)) - for shape in shapes: - shape.filter = LIGHT_FILTER - space.add(self.body, *shapes) - - def shapes_for_ray_polys(self, space): - raise NotImplementedError( - "Lights should implement .determine_ray_polys.") + self.position = pymunk.Vec2d(position) + self.on = True + self.intensity = intensity + self.radius_limits = radius_limits + 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.body.light = self @classmethod def load(cls, config): @@ -100,39 +153,83 @@ class BaseLight(object): if c.__name__.lower() == light_type] return light_class(**kw) - -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 + 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) def shapes_for_ray_polys(self, ray_polys): return ray_polys - def render(self, surface): - pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.position, surface), 5) + def toggle(self): + self.on = not self.on def render_light(self, surface): - subsurface = surface.copy() - light_colour = self.COLOURS[self.colour] + 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( - 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) - - -class Lamp(BaseLight): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + 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) + 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) + + light_colour = self.COLOURS[self.colour] + overlay = surface.copy() + overlay.fill(light_colour) + raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT) + + mask2 = surface.copy() + mask2.set_alpha(255) + mask2.blit(raypoly_mask, (0, 0), None) + + mask2.set_alpha(int(255 * self.intensity)) + + surface.blit(mask2, (0, 0), None) + + def render_fitting(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, **kw): + kw.pop("direction", None) + kw.pop("spread", None) + super(SpotLight, self).__init__(**kw)