Remove unused pos arg.
[tabakrolletjie.git] / tabakrolletjie / rays.py
index f893828112a8084157fe353ea2e2a37b124c19d8..a475d8fb27bb6c680a90555cad7dc2a4f6043954 100644 (file)
@@ -2,6 +2,8 @@
 
 import math
 
 
 import math
 
+import pygame.rect
+
 import pymunk
 import pymunk.autogeometry
 import pymunk.pygame_util
 import pymunk
 import pymunk.autogeometry
 import pymunk.pygame_util
@@ -10,7 +12,7 @@ from .constants import SCREEN_SIZE
 from .utils import debug_timer
 
 
 from .utils import debug_timer
 
 
-def screen_rays(pos):
+def screen_rays():
     """ 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.
     """ 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.
@@ -38,7 +40,7 @@ def calculate_ray_polys(space, position, light_filter):
     vertices = [position]
     start, end = None, None
     ray_polys = []
     vertices = [position]
     start, end = None, None
     ray_polys = []
-    for ray in screen_rays(position):
+    for ray in screen_rays():
         info = space.segment_query_first(position, ray, 1, light_filter)
         point = ray if info is None else info.point
         vertices.append(point)
         info = space.segment_query_first(position, ray, 1, light_filter)
         point = ray if info is None else info.point
         vertices.append(point)
@@ -50,15 +52,14 @@ def calculate_ray_polys(space, position, light_filter):
             query_prev = trial_poly.point_query(end)
             query_pos = trial_poly.point_query(position)
             if query_prev.distance < -0.01 or query_pos.distance < -0.01:
             query_prev = trial_poly.point_query(end)
             query_pos = trial_poly.point_query(position)
             if query_prev.distance < -0.01 or query_pos.distance < -0.01:
-                ray_polys.append(RayPoly(
-                    start - position, end - position, vertices[:-1]))
+                ray_polys.append(RayPoly(position, vertices[:-1]))
                 start = vertices[-1]
                 vertices = [position, start]
             else:
                 vertices = trial_poly.get_vertices()
         end = point
     if len(vertices) > 2:
                 start = vertices[-1]
                 vertices = [position, start]
             else:
                 vertices = trial_poly.get_vertices()
         end = point
     if len(vertices) > 2:
-        ray_polys.append(RayPoly(start, end, vertices))
+        ray_polys.append(RayPoly(position, vertices))
     return ray_polys
 
 
     return ray_polys
 
 
@@ -76,77 +77,170 @@ def to_pymunk_radians(deg):
 
 
 class RayPolyManager(object):
 
 
 class RayPolyManager(object):
-    def __init__(self, body, ray_filter):
-        self._body = body
-        self._ray_filter = ray_filter
-        self._rays = []
-        self._angle_limits = (None, None)
+    def __init__(
+            self, body, position, ray_filter, radius_limits, direction,
+            spread):
+        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)
+        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._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 set_space(self, space):
+        self._space = space
+        self._rays = calculate_ray_polys(
+            self._space, self._position, self._ray_filter)
         self._poly_cache = None
         self._poly_cache = None
-        self._pygame_poly_cache = None
 
 
-    def generate_rays(self, space, position):
-        self._rays = calculate_ray_polys(space, position, self._ray_filter)
+    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 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 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
         self._poly_cache = None
-        self._pygame_poly_cache = None
 
 
-    def set_angle_limits(self, angle_limits):
-        start, end = angle_limits
-        self._angle_limits = (
-            to_pymunk_radians(start), to_pymunk_radians(end))
+    @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._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
         self._poly_cache = None
-        self._pygame_poly_cache = None
 
     def polys(self):
         if self._poly_cache is None:
 
     def polys(self):
         if self._poly_cache is None:
-            print "===="
-            self._poly_cache = [
-                rp.poly(self._body, self._ray_filter) for rp in self._rays
-                if rp.within_limits(*self._angle_limits)
-            ]
-            print "===="
-
+            self._poly_cache = poly_cache = []
+            for rp in self._rays:
+                poly = rp.poly(self._start, self._end)
+                if poly:
+                    poly.body = self._body
+                    poly.filter = self._ray_filter
+                    poly_cache.append(poly)
         return self._poly_cache
 
         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):
     def pygame_polys(self, surface):
-        if self._pygame_poly_cache is None:
-            print "REGEN ...", self._angle_limits
-            self._pygame_poly_cache = [
-                [
-                    pymunk.pygame_util.to_pygame(v, surface)
-                    for v in poly.get_vertices()
-                ]
-                for poly in self.polys()
-            ]
-        return self._pygame_poly_cache
+        return [
+            [pymunk.pygame_util.to_pygame(v, surface)
+             for v in poly.get_vertices()]
+            for poly in self.polys()
+        ]
 
 
 class RayPoly(object):
 
 
 class RayPoly(object):
-    def __init__(self, start_vec, end_vec, vertices):
-        self.start = start_vec  # vector from position to first point
-        self.end = end_vec  # vector from position to last point
-        self.vertices = vertices
-
-    def poly(self, body, filter):
-        shape = pymunk.Poly(body, self.vertices)
-        shape.filter = filter
-        return shape
-
-    def within_limits(self, start_limit, end_limit):
-        if start_limit is None or end_limit is None:
-            return True
-        print "----"
-        print "LIM: ", start_limit, end_limit
-        print "ANG: ", self.start.angle, self.end.angle
-        n1 = self.start.normalized()
-        n2 = self.end.normalized()
-        s = pymunk.Vec2d(1, 0).rotated(start_limit)
-        e = pymunk.Vec2d(1, 0).rotated(end_limit)
-        n1bet = s.dot(e) < s.dot(n1) and s.dot(e) < s.dot(n1)
-        n2bet = s.dot(e) < e.dot(n2) and s.dot(e) < e.dot(n2)
-        print "DOTS n1: ", n1.dot(n2), n1.dot(s), n2.dot(s)
-        print "DOTS n2: ", n1.dot(n2), n1.dot(e), n2.dot(e)
-        print "BET: ", n1bet, n2bet
-        if n1bet:
-            print "TRUE\n----"
-            return True
-        return False
+    def __init__(self, position, vertices):
+        self.position = position  # pointy end of the conical polygon
+        self.vertices = vertices  # all vertices in the polygon
+
+    def _between(self, v, start, end):
+        if start < end:
+            return start <= v <= end
+        return (start <= v) or (v <= end)
+
+    def poly(self, start, end):
+        trial = pymunk.Poly(None, self.vertices)
+        trial.update(pymunk.Transform.identity())
+
+        if start is None or end is None:
+            return trial  # no limits
+
+        start_info = trial.segment_query(
+            self.position + 1250 * start, self.position + 0.1 * start, 0)
+        end_info = trial.segment_query(
+            self.position + 1250 * end, self.position + 0.1 * end, 0)
+
+        vertices = self.vertices[:]
+        vertices = [
+            v for v in vertices
+            if self._between((v - self.position).angle, start.angle, end.angle)
+        ]
+        if start_info.shape is not None:
+            vertices.append(start_info.point)
+        if end_info.shape is not None:
+            vertices.append(end_info.point)
+        vertices.append(self.position)
+
+        poly = pymunk.Poly(None, vertices)
+        if len(poly.get_vertices()) < 3:
+            return None
+        return poly