X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=7620c480915c1e8b5bc2226ba1ec64028a7631f9;hb=64eb98f7a836957edacbc8346802c7d91dc0b962;hp=92b66e0a8d4b91907fdec632724e00b0ffa9fba8;hpb=d4d66b09aeef6f9973b15e8cc6d04883a9f6f339;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 92b66e0..7620c48 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -2,25 +2,77 @@ """ import pymunk +import pymunk.pygame_util +import pygame.draw + +from .constants import SCREEN_SIZE, LIGHT_CATEGORY +from .utils import debug_timer + +LIGHT_FILTER = pymunk.ShapeFilter( + mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY, + categories=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 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.on = True self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) self.colour = colour self.position = position - def add_to_space(self, space): - 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.") - @classmethod def load(cls, config): kw = config.copy() @@ -30,6 +82,42 @@ 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 + space.add(self.body, *shapes) + + def shapes_for_ray_polys(self, ray_polys): + return ray_polys + + def toggle(self): + self.on = not self.on + + 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: + 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) + + def render_fittings(self, surface): + pygame.draw.circle( + surface, (255, 255, 0), + pymunk.pygame_util.to_pygame(self.position, surface), 5) + class SpotLight(BaseLight): def __init__( @@ -37,6 +125,7 @@ class SpotLight(BaseLight): super(SpotLight, self).__init__(colour, position) self.direction = direction self.spread = spread + self.i = 0 class Lamp(BaseLight):