Merge branch 'master' of ctpug.org.za:tabakrolletjie
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 2ab02b6e91061469ce58c81af4deaeb2c5bcf58b..2952da5c86680eada28d63130e425bf017179e87 100644 (file)
@@ -101,27 +101,34 @@ class BaseLight(object):
         "white": (255, 255, 255),
     }
 
+    # defaults
+    RAY_MANAGER = RayPolyManager
     FITTING_IMG = None
+    FITTING_RADIUS = 24.0
 
     # cached surfaces
     _surface_cache = {}
 
     def __init__(
-            self, colour, position, intensity=1.0,
-            radius_limits=(None, None), angle_limits=None):
+            self, colour, position, intensity=1.0, radius_limits=None,
+            angle_limits=None):
         self.colour = colour
-        self.position = pymunk.Vec2d(position)
         self.on = True
         self.intensity = intensity
-        self.radius_limits = radius_limits
-        self.angle_limits = angle_limits
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
-        self.fitting = pymunk.Circle(self.body, 24.0, self.position)
-        self.fitting.filter = FITTINGS_FILTER
         self.body.light = self
-        self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
+        self.ray_manager = self.RAY_MANAGER(
+            self.body, position, ray_filter=LIGHT_FILTER,
+            radius_limits=radius_limits, angle_limits=angle_limits)
+        self.fitting = pymunk.Circle(
+            self.body, self.FITTING_RADIUS, self.ray_manager.position)
+        self.fitting.filter = FITTINGS_FILTER
         self._image = None
 
+    @property
+    def position(self):
+        return self.ray_manager.position
+
     @classmethod
     def load(cls, config):
         kw = config.copy()
@@ -134,31 +141,25 @@ class BaseLight(object):
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
-        self.ray_manager.generate_rays(space, self.position)
-        self.ray_manager.set_angle_limits(self.angle_limits)
-        ray_shapes = self.ray_manager.polys()
-        space.add(self.body, self.fitting, *ray_shapes)
-
-    def shapes_for_ray_polys(self, ray_polys):
-        return ray_polys
+        space.add(self.body, self.fitting)
+        self.ray_manager.set_space(space)
+        self.ray_manager.update_shapes()
 
     def toggle(self):
         self.on = not self.on
 
-    def _cached_surfaces(self, surface):
-        radius_mask = self._surface_cache.get('radius_mask')
-        if radius_mask is None:
-            radius_mask = self._surface_cache['radius_mask'] = (
-                pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
-
-        ray_mask = self._surface_cache.get('ray_mask')
-        if ray_mask is None:
-            ray_mask = self._surface_cache['ray_mask'] = (
-                pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
+    def _cached_surface(self, name, surface):
+        surf = self._surface_cache.get(name)
+        if surf is None:
+            surf = self._surface_cache[name] = pygame.surface.Surface(
+                surface.get_size(), pgl.SWSURFACE
+            ).convert_alpha()
+        return surf
 
-        return radius_mask, ray_mask
+    def light_colour(self):
+        light_colour = self.COLOURS[self.colour]
+        intensity = int(255 * self.intensity)
+        return light_colour + (intensity,)
 
     def render_light(self, surface):
         if not self.on:
@@ -166,20 +167,17 @@ class BaseLight(object):
 
         dt = DetailedTimer("render_light")
         dt.start()
-        dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
-
-        max_radius = self.radius_limits[1] or 50.0
-        min_radius = self.radius_limits[0] or 0
 
-        rw = max_radius * 2
-        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
-        dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
-        dest_rect.move_ip(- max_radius, - max_radius)
+        max_radius = self.ray_manager.max_radius
+        min_radius = self.ray_manager.min_radius
+        dest_rect = self.ray_manager.pygame_rect(surface)
 
         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+        light_colour = self.light_colour()
 
-        radius_mask, ray_mask = self._cached_surfaces(surface)
+        radius_mask = self._cached_surface('radius_mask', surface)
         radius_mask.set_clip(dest_rect)
+        ray_mask = self._cached_surface('ray_mask', surface)
         ray_mask.set_clip(dest_rect)
 
         ray_mask.fill(black)
@@ -188,12 +186,8 @@ class BaseLight(object):
             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
         dt.lap("ray mask rendered")
 
-        light_colour = self.COLOURS[self.colour]
-        intensity = int(255 * self.intensity)
-        light_colour = light_colour + (intensity,)
-
         radius_mask.fill(black)
-        centre = pymunk.pygame_util.to_pygame(self.position, surface)
+        centre = self.ray_manager.pygame_position(surface)
         pygame.draw.circle(
             radius_mask, light_colour, centre, int(max_radius), 0)
         pygame.draw.circle(
@@ -216,7 +210,7 @@ class BaseLight(object):
         return self._image
 
     def render_fitting(self, surface):
-        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+        rx, ry = self.ray_manager.pygame_position(surface)
         surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
 
     def tick(self):
@@ -243,8 +237,5 @@ class SpotLight(BaseLight):
 
     def tick(self):
         if self.angular_velocity:
-            start, end = self.angle_limits
-            start = (start + self.angular_velocity) % 360.0
-            end = (end + self.angular_velocity) % 360.0
-            self.angle_limits = (start, end)
-            self.ray_manager.set_angle_limits(self.angle_limits)
+            self.ray_manager.rotate_degrees(self.angular_velocity)
+            self.ray_manager.update_shapes()