X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=f34d32d889c926a37fd0e1ab29e819a2cc016a5c;hb=e591704cd4ae4a35d88d3ddcad51c3c025c241db;hp=92b66e0a8d4b91907fdec632724e00b0ffa9fba8;hpb=d4d66b09aeef6f9973b15e8cc6d04883a9f6f339;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 92b66e0..f34d32d 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -2,24 +2,133 @@ """ 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 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 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, 0, 255), + "cyan": (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) + # 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.on = True + self.intensity = intensity + self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) + 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 - def determine_ray_polys(self, space): - raise NotImplementedError( - "Lights should implement .determine_ray_polys.") + @property + def position(self): + return self.ray_manager.position @classmethod def load(cls, config): @@ -30,16 +139,104 @@ 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) + space.add(self.body, self.fitting) + self.ray_manager.set_space(space) + self.ray_manager.update_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 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 + + 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( + 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 = 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()