Move ray manipulation into a separate module.
[tabakrolletjie.git] / tabakrolletjie / lights.py
1 """ May it be a light for you in dark places, when all other lights go out.
2 """
3
4 import pymunk
5 import pymunk.pygame_util
6 import pygame.display
7 import pygame.draw
8 import pygame.locals as pgl
9
10 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
11 from .rays import calculate_ray_polys
12
13 LIGHT_FILTER = pymunk.ShapeFilter(
14     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
15         LIGHT_CATEGORY | FITTINGS_CATEGORY),
16     categories=LIGHT_CATEGORY)
17
18 FITTINGS_FILTER = pymunk.ShapeFilter(
19     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
20         LIGHT_CATEGORY | FITTINGS_CATEGORY),
21     categories=FITTINGS_CATEGORY)
22
23 # Just match lights, nothing else
24 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
25
26
27 class LightManager(object):
28     """ Manages a set of lights. """
29
30     def __init__(self, space, gamestate):
31         self._space = space
32         self._lights = [
33             BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
34         for light in self._lights:
35             light.add(self._space)
36
37     def toggle_nearest(self, *args, **kw):
38         light = self.nearest(*args, **kw)
39         if light:
40             light.toggle()
41
42     def nearest(self, pos, surfpos=False, max_distance=1.0):
43         if surfpos:
44             surface = pygame.display.get_surface()
45             pos = pymunk.pygame_util.from_pygame(pos, surface)
46         point_info = self._space.point_query_nearest(
47             pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
48         if point_info is not None:
49             return point_info.shape.body.light
50         return None
51
52     def lit_by(self, pos, surfpos=False, max_distance=0.0):
53         if surfpos:
54             surface = pygame.display.get_surface()
55             pos = pymunk.pygame_util.from_pygame(pos, surface)
56         point_info_list = self._space.point_query(
57             pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
58         lights = [p.shape.body.light for p in point_info_list]
59         return [light for light in lights if light.on]
60
61     def light_query(self, shape):
62         """Query the lights by shape"""
63         old_filter = shape.filter
64         # We need to restrict matches to only the lights
65         shape.filter = LIT_BY_FILTER
66         shape_info_list = self._space.shape_query(shape)
67         shape.filter = old_filter
68         lights = [p.shape.body.light for p in shape_info_list]
69         return [light for light in lights if light.on]
70
71     def render_light(self, surface):
72         for light in self._lights:
73             light.render_light(surface)
74
75     def render_fittings(self, surface):
76         for light in self._lights:
77             light.render_fitting(surface)
78
79
80 class BaseLight(object):
81     """ Common light functionality. """
82
83     COLOURS = {
84         "red": (255, 0, 0),
85         "green": (0, 255, 0),
86         "blue": (0, 255, 255),
87         "yellow": (255, 255, 0),
88         "white": (255, 255, 255),
89     }
90
91     # cached surfaces
92     _surface_cache = {}
93
94     def __init__(
95             self, colour, position, intensity=1.0,
96             radius_limits=(None, None), angle_limits=(None, None)):
97         self.colour = colour
98         self.position = pymunk.Vec2d(position)
99         self.on = True
100         self.intensity = intensity
101         self.radius_limits = radius_limits
102         self.angle_limits = angle_limits
103         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
104         self.fitting = pymunk.Circle(self.body, 10.0, self.position)
105         self.body.light = self
106
107     @classmethod
108     def load(cls, config):
109         kw = config.copy()
110         light_type = kw.pop("type")
111         [light_class] = [
112             c for c in cls.__subclasses__()
113             if c.__name__.lower() == light_type]
114         return light_class(**kw)
115
116     def add(self, space):
117         if self.body.space is not None:
118             space.remove(self.body, *self.body.shapes)
119         shapes = self.shapes_for_ray_polys(
120             calculate_ray_polys(space, self.body, self.position, LIGHT_FILTER))
121         for shape in shapes:
122             shape.filter = LIGHT_FILTER
123         self.fitting.filter = FITTINGS_FILTER
124         space.add(self.body, self.fitting, *shapes)
125
126     def shapes_for_ray_polys(self, ray_polys):
127         return ray_polys
128
129     def toggle(self):
130         self.on = not self.on
131
132     def _cached_surfaces(self, surface):
133         radius_mask = self._surface_cache.get('radius_mask')
134         if radius_mask is None:
135             radius_mask = self._surface_cache['radius_mask'] = (
136                 pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
137
138         ray_mask = self._surface_cache.get('ray_mask')
139         if ray_mask is None:
140             ray_mask = self._surface_cache['ray_mask'] = (
141                 pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
142
143         overlay_surf = self._surface_cache.get('overlay_surf')
144         if overlay_surf is None:
145             overlay_surf = self._surface_cache['overlay_surf'] = (
146                 pygame.surface.Surface(
147                     surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
148
149         return radius_mask, ray_mask, overlay_surf
150
151     def render_light(self, surface):
152         if not self.on:
153             return
154
155         radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
156         white, black = (255, 255, 255), (0, 0, 0)
157
158         ray_mask.fill(black)
159         for shape in self.body.shapes:
160             if shape is self.fitting:
161                 continue
162             pygame_poly = [
163                 pymunk.pygame_util.to_pygame(v, surface) for v in
164                 shape.get_vertices()]
165             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
166             pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
167
168         radius_mask.fill(black)
169         centre = pymunk.pygame_util.to_pygame(self.position, surface)
170         max_radius = self.radius_limits[1] or 50.0
171         min_radius = self.radius_limits[0] or 0
172         width = max_radius - min_radius
173         pygame.draw.circle(
174             radius_mask, white, centre, int(max_radius), int(width))
175         pygame.draw.circle(
176             radius_mask, white, (centre[0] + 1, centre[1]),
177             int(max_radius), int(width))
178
179         ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
180         ray_mask.set_colorkey(black)
181
182         light_colour = self.COLOURS[self.colour]
183         intensity = int(255 * self.intensity)
184         light_colour = light_colour + (intensity,)
185
186         overlay_surf.blit(ray_mask, (0, 0), None)
187         overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
188
189         surface.blit(overlay_surf, (0, 0), None)
190
191     def render_fitting(self, surface):
192         pygame.draw.circle(
193             surface, (255, 255, 0),
194             pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
195             int(self.fitting.radius))
196
197
198 class SpotLight(BaseLight):
199     def __init__(self, **kw):
200         kw.pop("direction", None)
201         kw.pop("spread", None)
202         super(SpotLight, self).__init__(**kw)