X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=84318d15e253616dbe529fcd5a0f0d869e8a1ad2;hb=1a207c0ab976690b60d2a61fa95ff7990f214de1;hp=92b66e0a8d4b91907fdec632724e00b0ffa9fba8;hpb=17c77c62d4679e2002ec49a01e8a3bc39829451b;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 92b66e0..84318d1 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -2,24 +2,113 @@ """ import pymunk +import pymunk.pygame_util +import pygame.display +import pygame.draw +import pygame.locals as pgl + +from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY +from .rays import RayPolyManager + +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) + +# Just match lights, nothing else +LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY) + + +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) + + def tick(self): + for light in self._lights: + light.tick() class BaseLight(object): """ Common light functionality. """ - def __init__(self, colour, position): - self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) - self.colour = colour - self.position = position + COLOURS = { + "red": (255, 0, 0), + "green": (0, 255, 0), + "blue": (0, 255, 255), + "yellow": (255, 255, 0), + "white": (255, 255, 255), + } - def add_to_space(self, space): - space.remove(self.body, **self.body.shapes()) - shapes = self.determine_ray_polys(space) - space.add(self.body, **shapes) + # cached surfaces + _surface_cache = {} - def determine_ray_polys(self, space): - raise NotImplementedError( - "Lights should implement .determine_ray_polys.") + def __init__( + self, colour, position, intensity=1.0, + radius_limits=(None, None), angle_limits=None): + self.colour = colour + 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.fitting.filter = FITTINGS_FILTER + self.body.light = self + self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER) @classmethod def load(cls, config): @@ -30,16 +119,95 @@ 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) + 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) -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 toggle(self): + self.on = not self.on + + def _cached_surfaces(self, surface): + radius_mask = self._surface_cache.get('radius_mask') + if radius_mask is None: + radius_mask = self._surface_cache['radius_mask'] = ( + pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)) + + ray_mask = self._surface_cache.get('ray_mask') + if ray_mask is None: + ray_mask = self._surface_cache['ray_mask'] = ( + pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)) + + overlay_surf = self._surface_cache.get('overlay_surf') + if overlay_surf is None: + overlay_surf = self._surface_cache['overlay_surf'] = ( + pygame.surface.Surface( + surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA)) + + return radius_mask, ray_mask, overlay_surf + + def render_light(self, surface): + if not self.on: + return + + radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface) + white, black = (255, 255, 255), (0, 0, 0) + + ray_mask.fill(black) + 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) + radius_mask.fill(black) + centre = pymunk.pygame_util.to_pygame(self.position, surface) + max_radius = self.radius_limits[1] or 50.0 + min_radius = self.radius_limits[0] or 0 + width = max_radius - min_radius + pygame.draw.circle( + radius_mask, white, centre, int(max_radius), int(width)) + pygame.draw.circle( + radius_mask, white, (centre[0] + 1, centre[1]), + int(max_radius), int(width)) + + ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT) + ray_mask.set_colorkey(black) + + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) + + overlay_surf.blit(ray_mask, (0, 0), None) + overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT) + + surface.blit(overlay_surf, (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)) + + 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) -class Lamp(BaseLight): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + 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)