X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Frays.py;h=32ae1a749bbb86c539e8c46e95709eb0292bd0d0;hb=4db6751987e27976328db096f934cec83d4dd4c0;hp=f7e69cc32d36b27c502daeba340ab307adaa32c5;hpb=178df0c1aeb419ebedf9db25c599d5e92e564542;p=tabakrolletjie.git diff --git a/tabakrolletjie/rays.py b/tabakrolletjie/rays.py index f7e69cc..32ae1a7 100644 --- a/tabakrolletjie/rays.py +++ b/tabakrolletjie/rays.py @@ -1,5 +1,7 @@ """ Light ray manipulation. Pew. Pew. Pew. Wommmm. """ +import math + import pymunk import pymunk.autogeometry import pymunk.pygame_util @@ -26,8 +28,12 @@ def screen_rays(pos): yield pymunk.Vec2d(x, bottom) -@debug_timer("rays.calculate_ray_polys", True) +@debug_timer("rays.calculate_ray_polys") def calculate_ray_polys(space, position, light_filter): + """ Calculate a set of convex RayPolys that cover all the areas that light + can reach from the given position, taking into account the obstacles + present in the space. + """ position = pymunk.Vec2d(position) vertices = [position] start, end = None, None @@ -44,46 +50,107 @@ def calculate_ray_polys(space, position, light_filter): query_prev = trial_poly.point_query(end) query_pos = trial_poly.point_query(position) if query_prev.distance < -0.01 or query_pos.distance < -0.01: - ray_polys.append(RayPoly(start, end, vertices[:-1])) + ray_polys.append(RayPoly(position, vertices[:-1])) start = vertices[-1] vertices = [position, start] else: vertices = trial_poly.get_vertices() end = point if len(vertices) > 2: - ray_polys.append(RayPoly(start, end, vertices)) + ray_polys.append(RayPoly(position, vertices)) return ray_polys +def to_pymunk_radians(deg): + """ Convert degrees in [0, 360] to radians in (-pi, pi]. + + Return None if degrees is None. + """ + if deg is None: + return None + deg = deg * math.pi / 180.0 + if deg > math.pi: + deg -= 2 * math.pi + return deg + + class RayPolyManager(object): def __init__(self, body, ray_filter): - self._body = body - self._ray_filter = ray_filter - self._rays = [] + self._body = body # light's body + self._ray_filter = ray_filter # light filter + self._rays = [] # list of RayPolys + self._start = None # normal vector in direction of start angle limit + self._end = None # normal vector in direction of end angle limit + self._poly_cache = None # list of pymunk.Polys for rays def generate_rays(self, space, position): self._rays = calculate_ray_polys(space, position, self._ray_filter) + self._poly_cache = None + + def set_angle_limits(self, angle_limits): + if angle_limits is None: + self._start = None + self._end = None + else: + self._start = pymunk.Vec2d(1, 0).rotated( + to_pymunk_radians(angle_limits[0])) + self._end = pymunk.Vec2d(1, 0).rotated( + to_pymunk_radians(angle_limits[1])) + self._poly_cache = None def polys(self): - return [rp.poly(self._body, self._ray_filter) for rp in self._rays] + if self._poly_cache is None: + self._poly_cache = poly_cache = [] + for rp in self._rays: + poly = rp.poly(self._start, self._end) + if poly: + poly.body = self._body + poly.filter = self._ray_filter + poly_cache.append(poly) + return self._poly_cache def pygame_polys(self, surface): - return [rp.pygame_poly(surface) for rp in self._rays] + return [ + [pymunk.pygame_util.to_pygame(v, surface) + for v in poly.get_vertices()] + for poly in self.polys() + ] class RayPoly(object): - def __init__(self, start, end, vertices): - self.start = start - self.end = end - self.vertices = vertices + def __init__(self, position, vertices): + self.position = position # pointy end of the conical polygon + self.vertices = vertices # all vertices in the polygon - def poly(self, body, filter): - shape = pymunk.Poly(body, self.vertices) - shape.filter = filter - return shape + def _between(self, v, start, end): + if start < end: + return start <= v <= end + return (start <= v) or (v <= end) - def pygame_poly(self, surface): - return [ - pymunk.pygame_util.to_pygame(v, surface) - for v in self.vertices + def poly(self, start, end): + trial = pymunk.Poly(None, self.vertices) + trial.update(pymunk.Transform.identity()) + + if start is None or end is None: + return trial # no limits + + start_info = trial.segment_query( + self.position + 1250 * start, self.position + 0.1 * start, 0) + end_info = trial.segment_query( + self.position + 1250 * end, self.position + 0.1 * end, 0) + + vertices = self.vertices[:] + vertices = [ + v for v in vertices + if self._between((v - self.position).angle, start.angle, end.angle) ] + if start_info.shape is not None: + vertices.append(start_info.point) + if end_info.shape is not None: + vertices.append(end_info.point) + vertices.append(self.position) + + poly = pymunk.Poly(None, vertices) + if len(poly.get_vertices()) < 3: + return None + return poly