X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=f34d32d889c926a37fd0e1ab29e819a2cc016a5c;hb=e591704cd4ae4a35d88d3ddcad51c3c025c241db;hp=2590e310bc3247680ce13eef5f2bea7b1fdc7964;hpb=0183ccdfe81d661a768895326d45cb77b1c90fa6;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 2590e31..f34d32d 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -3,11 +3,16 @@ import pymunk import pymunk.pygame_util +import pygame.display import pygame.draw +import pygame.locals as pgl +import pygame.rect -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 +from .utils import DetailedTimer +from .loader import loader +from .transforms import Multiply LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -19,48 +24,70 @@ FITTINGS_FILTER = pymunk.ShapeFilter( 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 add_light(self, cfg): + light = BaseLight.load(cfg) + self._lights.append(light) + 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 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 + 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): @@ -69,18 +96,39 @@ class BaseLight(object): COLOURS = { "red": (255, 0, 0), "green": (0, 255, 0), - "blue": (0, 255, 255), + "blue": (0, 0, 255), + "cyan": (0, 255, 255), "yellow": (255, 255, 0), "white": (255, 255, 255), } - def __init__(self, colour, position): + # defaults + RAY_MANAGER = RayPolyManager + FITTING_IMG = None + FITTING_RADIUS = 24.0 + + # cached surfaces + _surface_cache = {} + + def __init__( + self, colour, position, intensity=1.0, radius_limits=None, + angle_limits=None): self.colour = colour - self.position = pymunk.Vec2d(position) self.on = True + self.intensity = intensity self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) - self.fitting = pymunk.Circle(self.body, 10.0, self.position) self.body.light = self + self.ray_manager = self.RAY_MANAGER( + self.body, position, ray_filter=LIGHT_FILTER, + radius_limits=radius_limits, angle_limits=angle_limits) + self.fitting = pymunk.Circle( + self.body, self.FITTING_RADIUS, self.ray_manager.position) + self.fitting.filter = FITTINGS_FILTER + self._image = None + + @property + def position(self): + return self.ray_manager.position @classmethod def load(cls, config): @@ -94,54 +142,101 @@ 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) - - def shapes_for_ray_polys(self, ray_polys): - return ray_polys + space.add(self.body, self.fitting) + self.ray_manager.set_space(space) + self.ray_manager.update_shapes() def toggle(self): self.on = not self.on + def _cached_surface(self, name, surface): + surf = self._surface_cache.get(name) + if surf is None: + surf = self._surface_cache[name] = pygame.surface.Surface( + surface.get_size(), pgl.SWSURFACE + ).convert_alpha() + return surf + + def light_colour(self): + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + return light_colour + (intensity,) + 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: - 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) - def render_fittings(self, surface): + dt = DetailedTimer("render_light") + dt.start() + + max_radius = self.ray_manager.max_radius + min_radius = self.ray_manager.min_radius + dest_rect = self.ray_manager.pygame_rect(surface) + + white, black = (255, 255, 255, 255), (0, 0, 0, 0) + light_colour = self.light_colour() + + radius_mask = self._cached_surface('radius_mask', surface) + radius_mask.set_clip(dest_rect) + ray_mask = self._cached_surface('ray_mask', surface) + 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") + + radius_mask.fill(black) + centre = self.ray_manager.pygame_position(surface) + pygame.draw.circle( + radius_mask, light_colour, centre, int(max_radius), 0) pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.fitting.offset, surface), - int(self.fitting.radius)) + 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") -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 + 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 = self.ray_manager.pygame_position(surface) + surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0) + + def tick(self): + pass class Lamp(BaseLight): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + 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: + self.ray_manager.rotate_degrees(self.angular_velocity) + self.ray_manager.update_shapes()