1 """ May it be a light for you in dark places, when all other lights go out.
5 import pymunk.pygame_util
8 import pygame.locals as pgl
11 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
12 from .rays import RayPolyManager
13 from .utils import DetailedTimer
14 from .loader import loader
16 LIGHT_FILTER = pymunk.ShapeFilter(
17 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
18 LIGHT_CATEGORY | FITTINGS_CATEGORY),
19 categories=LIGHT_CATEGORY)
21 FITTINGS_FILTER = pymunk.ShapeFilter(
22 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
23 LIGHT_CATEGORY | FITTINGS_CATEGORY),
24 categories=FITTINGS_CATEGORY)
26 # Just match lights, nothing else
27 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
30 class LightManager(object):
31 """ Manages a set of lights. """
33 def __init__(self, space, gamestate):
36 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
37 for light in self._lights:
38 light.add(self._space)
40 def toggle_nearest(self, *args, **kw):
41 light = self.nearest(*args, **kw)
45 def nearest(self, pos, surfpos=False, max_distance=1.0):
47 surface = pygame.display.get_surface()
48 pos = pymunk.pygame_util.from_pygame(pos, surface)
49 point_info = self._space.point_query_nearest(
50 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
51 if point_info is not None:
52 return point_info.shape.body.light
55 def lit_by(self, pos, surfpos=False, max_distance=0.0):
57 surface = pygame.display.get_surface()
58 pos = pymunk.pygame_util.from_pygame(pos, surface)
59 point_info_list = self._space.point_query(
60 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
61 lights = [p.shape.body.light for p in point_info_list]
62 return [light for light in lights if light.on]
64 def light_query(self, shape):
65 """Query the lights by shape"""
66 old_filter = shape.filter
67 # We need to restrict matches to only the lights
68 shape.filter = LIT_BY_FILTER
69 shape_info_list = self._space.shape_query(shape)
70 shape.filter = old_filter
71 lights = [p.shape.body.light for p in shape_info_list]
72 return [light for light in lights if light.on]
74 def render_light(self, surface):
75 for light in self._lights:
76 light.render_light(surface)
78 def render_fittings(self, surface):
79 for light in self._lights:
80 light.render_fitting(surface)
83 for light in self._lights:
87 class BaseLight(object):
88 """ Common light functionality. """
93 "blue": (0, 255, 255),
94 "yellow": (255, 255, 0),
95 "white": (255, 255, 255),
104 self, colour, position, intensity=1.0,
105 radius_limits=(None, None), angle_limits=None):
107 self.position = pymunk.Vec2d(position)
109 self.intensity = intensity
110 self.radius_limits = radius_limits
111 self.angle_limits = angle_limits
112 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
113 self.fitting = pymunk.Circle(self.body, 10.0, self.position)
114 self.fitting.filter = FITTINGS_FILTER
115 self.body.light = self
116 self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
120 def load(cls, config):
122 light_type = kw.pop("type")
124 c for c in cls.__subclasses__()
125 if c.__name__.lower() == light_type]
126 return light_class(**kw)
128 def add(self, space):
129 if self.body.space is not None:
130 space.remove(self.body, *self.body.shapes)
131 self.ray_manager.generate_rays(space, self.position)
132 self.ray_manager.set_angle_limits(self.angle_limits)
133 ray_shapes = self.ray_manager.polys()
134 space.add(self.body, self.fitting, *ray_shapes)
136 def shapes_for_ray_polys(self, ray_polys):
140 self.on = not self.on
142 def _cached_surfaces(self, surface):
143 radius_mask = self._surface_cache.get('radius_mask')
144 if radius_mask is None:
145 radius_mask = self._surface_cache['radius_mask'] = (
146 pygame.surface.Surface(
147 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
149 ray_mask = self._surface_cache.get('ray_mask')
151 ray_mask = self._surface_cache['ray_mask'] = (
152 pygame.surface.Surface(
153 surface.get_size(), pgl.SWSURFACE)).convert_alpha()
155 return radius_mask, ray_mask
157 def render_light(self, surface):
161 dt = DetailedTimer("render_light")
163 dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
165 max_radius = self.radius_limits[1] or 50.0
166 min_radius = self.radius_limits[0] or 0
169 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
170 dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
171 dest_rect.move_ip(- max_radius, - max_radius)
173 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
175 radius_mask, ray_mask = self._cached_surfaces(surface)
176 radius_mask.set_clip(dest_rect)
177 ray_mask.set_clip(dest_rect)
180 for pygame_poly in self.ray_manager.pygame_polys(surface):
181 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
182 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
183 dt.lap("ray mask rendered")
185 light_colour = self.COLOURS[self.colour]
186 intensity = int(255 * self.intensity)
187 light_colour = light_colour + (intensity,)
189 radius_mask.fill(black)
190 centre = pymunk.pygame_util.to_pygame(self.position, surface)
192 radius_mask, light_colour, centre, int(max_radius), 0)
194 radius_mask, black, centre, int(min_radius), 0)
195 dt.lap("radius mask rendered")
197 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
198 dt.lap("blitted radius mask to ray mask")
200 surface.blit(ray_mask, dest_rect, dest_rect)
201 dt.lap("blitted surface")
205 if self._image is None:
206 self._image = loader.load_image("64", self.FITTING).copy()
207 fitting_colour = self.COLOURS[self.colour]
208 self._image.fill(fitting_colour, None, pgl.BLEND_RGBA_MULT)
211 def render_fitting(self, surface):
212 rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
213 surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
219 class SpotLight(BaseLight):
220 FITTING = "spotlight.png"
222 def __init__(self, **kw):
223 kw.pop("direction", None)
224 kw.pop("spread", None)
225 self.angular_velocity = kw.pop("angular_velocity", None)
226 super(SpotLight, self).__init__(**kw)
229 if self.angular_velocity:
230 start, end = self.angle_limits
231 start = (start + self.angular_velocity) % 360.0
232 end = (end + self.angular_velocity) % 360.0
233 self.angle_limits = (start, end)
234 self.ray_manager.set_angle_limits(self.angle_limits)