X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=e546b292851510f5b3452d68b1a1d63b7f7c9608;hb=8cce42a8cf2e7a4af99a199f4e24f3ac6c94f654;hp=e69de29bb2d1d6434b8b29ae775ad8c2e48c5391;hpb=f3600c28cd6e96abe7c0916860b0cc56b444545f;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index e69de29..e546b29 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -0,0 +1,245 @@ +""" May it be a light for you in dark places, when all other lights go out. +""" + +import pymunk +import pymunk.pygame_util +import pygame.display +import pygame.draw +import pygame.locals as pgl +import pygame.rect + +from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY +from .rays import RayPolyManager +from .utils import DetailedTimer +from .loader import loader +from .transforms import Multiply + +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. """ + + COLOURS = { + "red": (255, 0, 0), + "green": (0, 255, 0), + "blue": (0, 255, 255), + "yellow": (255, 255, 0), + "white": (255, 255, 255), + } + + FITTING_IMG = None + + # cached surfaces + _surface_cache = {} + + 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) + self._image = None + + @classmethod + def load(cls, config): + kw = config.copy() + light_type = kw.pop("type") + [light_class] = [ + c for c in cls.__subclasses__() + 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) + + 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)).convert_alpha() + + 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)).convert_alpha() + + return radius_mask, ray_mask + + def render_light(self, surface): + if not self.on: + return + + dt = DetailedTimer("render_light") + dt.start() + dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end)) + + max_radius = self.radius_limits[1] or 50.0 + min_radius = self.radius_limits[0] or 0 + + rw = max_radius * 2 + rx, ry = pymunk.pygame_util.to_pygame(self.position, surface) + dest_rect = pygame.rect.Rect(rx, ry, rw, rw) + dest_rect.move_ip(- max_radius, - max_radius) + + white, black = (255, 255, 255, 255), (0, 0, 0, 0) + + radius_mask, ray_mask = self._cached_surfaces(surface) + radius_mask.set_clip(dest_rect) + ray_mask.set_clip(dest_rect) + + 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.polygon(ray_mask, white, pygame_poly, 1) + dt.lap("ray mask rendered") + + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) + + radius_mask.fill(black) + centre = pymunk.pygame_util.to_pygame(self.position, surface) + pygame.draw.circle( + radius_mask, light_colour, centre, int(max_radius), 0) + pygame.draw.circle( + radius_mask, black, centre, int(min_radius), 0) + dt.lap("radius mask rendered") + + ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) + dt.lap("blitted radius mask to ray mask") + + surface.blit(ray_mask, dest_rect, dest_rect) + dt.lap("blitted surface") + dt.end() + + def get_image(self): + if self._image is None: + fitting_colour = self.COLOURS[self.colour] + self._image = loader.load_image( + "48", self.FITTING_IMG, + transform=Multiply(colour=fitting_colour)) + return self._image + + def render_fitting(self, surface): + rx, ry = pymunk.pygame_util.to_pygame(self.position, surface) + surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0) + + def tick(self): + pass + + +class Lamp(BaseLight): + FITTING_IMG = "lamp.png" + + def __init__(self, **kw): + kw.pop("direction", None) + kw.pop("spread", None) + super(Lamp, self).__init__(**kw) + + +class SpotLight(BaseLight): + FITTING_IMG = "spotlight.png" + + 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)