X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=f34d32d889c926a37fd0e1ab29e819a2cc016a5c;hb=e591704cd4ae4a35d88d3ddcad51c3c025c241db;hp=9f0005d1bb377e7fd3d49b663880feb6eba2d23e;hpb=8dbb5023b0bac0e31d81dcd3817f259e161176e5;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 9f0005d..f34d32d 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -38,6 +38,11 @@ class LightManager(object): 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: @@ -91,32 +96,40 @@ 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), } + # 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, None), angle_limits=None): + 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.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.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): kw = config.copy() @@ -129,31 +142,25 @@ class BaseLight(object): 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 + 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_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() + 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 - 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 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: @@ -161,20 +168,17 @@ class BaseLight(object): 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) + 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, ray_mask = self._cached_surfaces(surface) + 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) @@ -183,12 +187,8 @@ class BaseLight(object): 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) + centre = self.ray_manager.pygame_position(surface) pygame.draw.circle( radius_mask, light_colour, centre, int(max_radius), 0) pygame.draw.circle( @@ -205,20 +205,31 @@ class BaseLight(object): def get_image(self): if self._image is None: fitting_colour = self.COLOURS[self.colour] - self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_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 - 32, ry - 32), None, 0) + 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): + 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) @@ -227,8 +238,5 @@ class SpotLight(BaseLight): 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) + self.ray_manager.rotate_degrees(self.angular_velocity) + self.ray_manager.update_shapes()