X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Frays.py;h=ac51802d2d91315aa2eb5ef07be175b62e1ef89c;hb=da0dc03472ab119b77a4706c6a4d3d581e37b50d;hp=32ae1a749bbb86c539e8c46e95709eb0292bd0d0;hpb=d1ce675ad194a6edc1d6b3eded34fd120f77131f;p=tabakrolletjie.git diff --git a/tabakrolletjie/rays.py b/tabakrolletjie/rays.py index 32ae1a7..ac51802 100644 --- a/tabakrolletjie/rays.py +++ b/tabakrolletjie/rays.py @@ -2,34 +2,36 @@ import math +import pygame.rect + import pymunk import pymunk.autogeometry import pymunk.pygame_util -from .constants import SCREEN_SIZE from .utils import debug_timer -def screen_rays(pos): +def screen_rays(pos, bounding_radius): """ 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 + r = int(bounding_radius) + left, right = int(pos.x) - r, int(pos.x) + r + bottom, top = int(pos.y) - r, int(pos.y) + r step = 1 - for y in range(0, h, step): + for y in range(bottom, top + 1, step): yield pymunk.Vec2d(left, y) - for x in range(0, w, step): + for x in range(left, right + 1, step): yield pymunk.Vec2d(x, top) - for y in range(top, -1, -step): + for y in range(top, bottom - 1, -step): yield pymunk.Vec2d(right, y) - for x in range(right, -1, -step): + for x in range(right, left - 1, -step): yield pymunk.Vec2d(x, bottom) @debug_timer("rays.calculate_ray_polys") -def calculate_ray_polys(space, position, light_filter): +def calculate_ray_polys(space, position, bounding_radius, 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. @@ -38,7 +40,7 @@ def calculate_ray_polys(space, position, light_filter): vertices = [position] start, end = None, None ray_polys = [] - for ray in screen_rays(position): + for ray in screen_rays(position, bounding_radius): info = space.segment_query_first(position, ray, 1, light_filter) point = ray if info is None else info.point vertices.append(point) @@ -75,27 +77,126 @@ def to_pymunk_radians(deg): class RayPolyManager(object): - def __init__(self, body, ray_filter): + def __init__( + self, body, position, ray_filter, radius_limits, direction, + spread, bounding_radius): self._body = body # light's body + self._position = pymunk.Vec2d(position) # light's position self._ray_filter = ray_filter # light filter self._rays = [] # list of RayPolys + self._direction = None # normal vector for direction self._start = None # normal vector in direction of start angle limit self._end = None # normal vector in direction of end angle limit + self._set_angle_limits(direction, spread) + self._bounding_radius = None # absolute maximum radius + if direction: + self.direction = direction # Update direction + self._max_radius = None # maximum radius in pixels + self._min_radius = None # minimum radius in pixels + self._set_radius_limits(radius_limits) + self._set_bounding_radius(bounding_radius) + self._old_poly_cache = None # last polys added to the space self._poly_cache = None # list of pymunk.Polys for rays + self._space = None # space the rays form part of - def generate_rays(self, space, position): - self._rays = calculate_ray_polys(space, position, self._ray_filter) + def set_space(self, space): + self._space = space + self._rays = calculate_ray_polys( + self._space, self._position, self._bounding_radius, + self._ray_filter) self._poly_cache = None - def set_angle_limits(self, angle_limits): - if angle_limits is None: + def update_shapes(self): + if self._old_poly_cache: + self._space.remove(*self._old_poly_cache) + new_polys = self._old_poly_cache = self.polys() + self._space.add(*new_polys) + + @property + def position(self): + return self._position + + @property + def max_radius(self): + return self._max_radius + + @max_radius.setter + def max_radius(self, value): + self._max_radius = value or 0.0 + + @property + def min_radius(self): + return self._min_radius + + @min_radius.setter + def min_radius(self, value): + self._min_radius = value or 0.0 + + def serialize(self): + """ Return the required information from the ray_manager """ + if self._direction is None: + direction = None + spread = None + else: + direction = self._direction.angle_degrees + spread = math.degrees(self.spread) + return { + "radius_limits": (self._min_radius, self._max_radius), + "direction": direction, + "spread": spread, + } + + def reaches(self, position): + distance = self.position.get_distance(position) + return (self._min_radius <= distance <= self._max_radius) + + def _set_radius_limits(self, radius_limits): + if radius_limits is None or not radius_limits[0]: + self._min_radius = 0 + else: + self._min_radius = radius_limits[0] + if radius_limits is None or not radius_limits[1]: + self._max_radius = 50.0 + else: + self._max_radius = radius_limits[1] + + def _set_bounding_radius(self, bounding_radius): + if bounding_radius is None: + bounding_radius = self._max_radius + self._bounding_radius = bounding_radius + + def rotatable(self): + return self._direction is not None + + @property + def direction(self): + if self._direction is None: + return 0 + return self._direction.angle_degrees + + @direction.setter + def direction(self, degrees): + spread = self._direction.get_angle_between(self._start) + self._direction.angle_degrees = degrees + self._start = self._direction.rotated(spread) + self._end = self._direction.rotated(-spread) + self._poly_cache = None + + @property + def spread(self): + if not self._direction: + return 2 * math.pi + return math.fabs(self._start.get_angle_between(self._end)) + + def _set_angle_limits(self, direction, spread): + if direction is None or spread is None: + self._direction = 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._direction = pymunk.Vec2d(1, 0) + self._start = self._direction.rotated_degrees(-spread/2.) + self._end = self._direction.rotated_degrees(spread/2.) self._poly_cache = None def polys(self): @@ -109,6 +210,17 @@ class RayPolyManager(object): poly_cache.append(poly) return self._poly_cache + def pygame_position(self, surface): + return pymunk.pygame_util.to_pygame(self._position, surface) + + def pygame_rect(self, surface): + half_width = self.max_radius + rect_width = half_width * 2 + rect_x, rect_y = pymunk.pygame_util.to_pygame(self._position, surface) + dest_rect = pygame.rect.Rect(rect_x, rect_y, rect_width, rect_width) + dest_rect.move_ip(-half_width, -half_width) + return dest_rect + def pygame_polys(self, surface): return [ [pymunk.pygame_util.to_pygame(v, surface)