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
10 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
11 from .rays import RayPolyManager
13 LIGHT_FILTER = pymunk.ShapeFilter(
14 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
15 LIGHT_CATEGORY | FITTINGS_CATEGORY),
16 categories=LIGHT_CATEGORY)
18 FITTINGS_FILTER = pymunk.ShapeFilter(
19 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
20 LIGHT_CATEGORY | FITTINGS_CATEGORY),
21 categories=FITTINGS_CATEGORY)
23 # Just match lights, nothing else
24 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
27 class LightManager(object):
28 """ Manages a set of lights. """
30 def __init__(self, space, gamestate):
33 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
34 for light in self._lights:
35 light.add(self._space)
37 def toggle_nearest(self, *args, **kw):
38 light = self.nearest(*args, **kw)
42 def nearest(self, pos, surfpos=False, max_distance=1.0):
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
52 def lit_by(self, pos, surfpos=False, max_distance=0.0):
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]
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]
71 def render_light(self, surface):
72 for light in self._lights:
73 light.render_light(surface)
75 def render_fittings(self, surface):
76 for light in self._lights:
77 light.render_fitting(surface)
80 for light in self._lights:
84 class BaseLight(object):
85 """ Common light functionality. """
90 "blue": (0, 255, 255),
91 "yellow": (255, 255, 0),
92 "white": (255, 255, 255),
99 self, colour, position, intensity=1.0,
100 radius_limits=(None, None), angle_limits=(None, None)):
102 self.position = pymunk.Vec2d(position)
104 self.intensity = intensity
105 self.radius_limits = radius_limits
106 self.angle_limits = angle_limits
107 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
108 self.fitting = pymunk.Circle(self.body, 10.0, self.position)
109 self.fitting.filter = FITTINGS_FILTER
110 self.body.light = self
111 self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
114 def load(cls, config):
116 light_type = kw.pop("type")
118 c for c in cls.__subclasses__()
119 if c.__name__.lower() == light_type]
120 return light_class(**kw)
122 def add(self, space):
123 if self.body.space is not None:
124 space.remove(self.body, *self.body.shapes)
125 self.ray_manager.generate_rays(space, self.position)
126 self.ray_manager.set_angle_limits(self.angle_limits)
127 ray_shapes = self.ray_manager.polys()
128 space.add(self.body, self.fitting, *ray_shapes)
130 def shapes_for_ray_polys(self, ray_polys):
134 self.on = not self.on
136 def _cached_surfaces(self, surface):
137 radius_mask = self._surface_cache.get('radius_mask')
138 if radius_mask is None:
139 radius_mask = self._surface_cache['radius_mask'] = (
140 pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
142 ray_mask = self._surface_cache.get('ray_mask')
144 ray_mask = self._surface_cache['ray_mask'] = (
145 pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
147 overlay_surf = self._surface_cache.get('overlay_surf')
148 if overlay_surf is None:
149 overlay_surf = self._surface_cache['overlay_surf'] = (
150 pygame.surface.Surface(
151 surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
153 return radius_mask, ray_mask, overlay_surf
155 def render_light(self, surface):
159 radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
160 white, black = (255, 255, 255), (0, 0, 0)
163 for pygame_poly in self.ray_manager.pygame_polys(surface):
164 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
165 pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
167 radius_mask.fill(black)
168 centre = pymunk.pygame_util.to_pygame(self.position, surface)
169 max_radius = self.radius_limits[1] or 50.0
170 min_radius = self.radius_limits[0] or 0
171 width = max_radius - min_radius
173 radius_mask, white, centre, int(max_radius), int(width))
175 radius_mask, white, (centre[0] + 1, centre[1]),
176 int(max_radius), int(width))
178 ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
179 ray_mask.set_colorkey(black)
181 light_colour = self.COLOURS[self.colour]
182 intensity = int(255 * self.intensity)
183 light_colour = light_colour + (intensity,)
185 overlay_surf.blit(ray_mask, (0, 0), None)
186 overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
188 surface.blit(overlay_surf, (0, 0), None)
190 def render_fitting(self, surface):
192 surface, (255, 255, 0),
193 pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
194 int(self.fitting.radius))
200 class SpotLight(BaseLight):
201 def __init__(self, **kw):
202 kw.pop("direction", None)
203 kw.pop("spread", None)
204 self.angular_velocity = kw.pop("angular_velocity", None)
205 super(SpotLight, self).__init__(**kw)
208 if self.angular_velocity:
209 start, end = self.angle_limits
210 start = (start + self.angular_velocity) % 360.0
211 end = (end + self.angular_velocity) % 360.0
212 self.angle_limits = (start, end)
213 self.ray_manager.set_angle_limits(self.angle_limits)