X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=84318d15e253616dbe529fcd5a0f0d869e8a1ad2;hb=1a207c0ab976690b60d2a61fa95ff7990f214de1;hp=b22bc35a61e2644766a19656cd4bce6a13131c1f;hpb=e61971bfd252a6ae34255e5878b597bdb818380a;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index b22bc35..84318d1 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -5,10 +5,10 @@ import pymunk import pymunk.pygame_util 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 ^ ( @@ -20,48 +20,8 @@ FITTINGS_FILTER = pymunk.ShapeFilter( LIGHT_CATEGORY | FITTINGS_CATEGORY), categories=FITTINGS_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 +# Just match lights, nothing else +LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY) class LightManager(object): @@ -98,6 +58,16 @@ class LightManager(object): 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) @@ -106,6 +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. """ @@ -118,9 +92,12 @@ class BaseLight(object): "white": (255, 255, 255), } + # cached surfaces + _surface_cache = {} + 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 @@ -129,7 +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): @@ -143,12 +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 @@ -156,57 +133,59 @@ class BaseLight(object): 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 - 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(raypoly_mask, white, pygame_poly, 0) - pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1) - - limits_mask = surface.copy() - limits_mask.fill(black) + 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 - 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) + 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)) - light_colour = self.COLOURS[self.colour] - overlay = surface.copy() - overlay.fill(light_colour) - raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT) + ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT) + ray_mask.set_colorkey(black) - mask2 = surface.copy() - mask2.set_alpha(255) - mask2.blit(raypoly_mask, (0, 0), None) + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) - mask2.set_alpha(int(255 * self.intensity)) + overlay_surf.blit(ray_mask, (0, 0), None) + overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT) - surface.blit(mask2, (0, 0), None) + surface.blit(overlay_surf, (0, 0), None) def render_fitting(self, surface): pygame.draw.circle( @@ -214,9 +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)