reoriented everything to proper coords, still trying to get sprite size correct
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22818f983d
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@ -94,7 +94,7 @@ if __name__=="__main__":
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pygame.init()
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pygame.display.set_caption("Spinny")
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window = pygame.display.set_mode((900, 900))
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window = pygame.display.set_mode((1500, 900))
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resolutionDownscaling = 2
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pygame.display.flip()
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@ -103,7 +103,7 @@ if __name__=="__main__":
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running = True
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display = False
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thisEarth = deepcopy(Planet.Earth)
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sat = OrbitingBody(Point(config()["earthRadius"] * 2, 0, 0), Point(0,0,0), "BoSLOO", 3, thisEarth)
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sat = OrbitingBody(Point(0, config()["earthRadius"] * 2, 0), Point(0,0,0), "BoSLOO", 3, thisEarth)
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orbitlines = []
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renderObjects = [thisEarth, sat, orbitlines]
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imageThread = threading.Thread()
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@ -116,7 +116,7 @@ if __name__=="__main__":
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if not display:
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display = True
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camera = Camera(window, Point(0, 0, 2 * config()["earthRadius"]), thisEarth, renderObjects)
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camera = Camera(window, Point(5 * config()["earthRadius"], 0, 0), thisEarth, renderObjects)
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camera.renderFrame()
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pygame.display.flip()
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else:
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31
renderer.py
31
renderer.py
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@ -11,9 +11,13 @@ class Point:
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self.vector = numpy.array([x, y, z])
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def polar(self):
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if self.vector[0] == 0:
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self.vector[0] = 0.1
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if self.vector[2] == 0:
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self.vector[2] = 0.1
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rho = math.sqrt(self.vector[0] ** 2 + self.vector[1] ** 2 + self.vector[2] ** 2)
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theta = math.atan(self.vector[2]/self.vector[0])
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phi = math.acos((self.vector[1])/(rho))
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theta = math.atan(self.vector[1]/self.vector[0])
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phi = math.acos(self.vector[2]/rho)
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return [rho, theta, phi]
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def magnitude(self):
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@ -92,9 +96,9 @@ class PlanetSprite(pygame.sprite.Sprite):
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winWidth, winHeight = camera.surface.get_size()
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distance = Point.subtract(camera.location, self.parentPlanet.location).magnitude()
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widthHalf = self.parentPlanet.radius
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angle = numpy.arctan(widthHalf/distance) #the angle from center to edge of the sphere, from the camera
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sizeAsPercent = numpy.degrees(angle)/camera.hFOV
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self.sideLength = int(winWidth*sizeAsPercent)
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angle = numpy.degrees(numpy.arctan(widthHalf/distance)) #the angle from center to edge of the sphere, from the camera
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sizeAsPercent = angle/camera.hFOV
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self.sideLength = int(winWidth*sizeAsPercent*2)
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self.image = pygame.transform.scale(self.image, (self.sideLength, self.sideLength))
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self.rect = self.image.get_rect()
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self.rect.center = (winWidth/2, winHeight/2)
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@ -110,13 +114,12 @@ class PlanetSprite(pygame.sprite.Sprite):
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class Camera:
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"""Object which will be used to paint pixels on screen."""
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def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 60, vFOV = 60):
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def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 45):
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self.surface = surface
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self.objects = objects
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self.location = location
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self.target = target
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self.hFOV = hFOV
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self.vFOV = vFOV
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self.spriteGroup = pygame.sprite.Group()
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self.spriteGroup.add(PlanetSprite(self, self.target))
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@ -145,8 +148,8 @@ class Camera:
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lineToCamera = Line(obj.location, self.location)
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intersectPoint = lineToCamera.intersectWithPlane(screenPlane)
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if intersectPoint is not None:
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intersectPoint = Point.add(intersectPoint, Point(int(winWidth/2), int(winHeight/2), 0))
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pygame.draw.circle(screenSurface, (255,255,150), (int(intersectPoint.vector[0]), int(intersectPoint.vector[1])), obj.displaySize)
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intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2))) #x is meaningless here
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pygame.draw.circle(screenSurface, (255,255,150), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), obj.displaySize)
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elif isinstance(obj, list):
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for orbitline in obj:
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@ -154,11 +157,8 @@ class Camera:
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lineToCamera = Line(orbitline.location, self.location)
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intersectPoint = lineToCamera.intersectWithPlane(screenPlane)
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if intersectPoint is not None:
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intersectPoint = Point.add(intersectPoint, Point(int(winWidth/2), int(winHeight/2), 0))
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pygame.draw.circle(screenSurface, orbitline.color, (int(intersectPoint.vector[0]), int(intersectPoint.vector[1])), 1)
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screenSurface = pygame.transform.flip(screenSurface, False, True)
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intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
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pygame.draw.circle(screenSurface, orbitline.color, (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 1)
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#generate text
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rho, theta, phi = sat.location.polar()
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@ -168,10 +168,9 @@ class Camera:
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0 == 0
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#textSurface, rect = font.render(f"Speed: {round(sat.velocity.magnitude())} m/s \nAltitude: {round(rho - target.radius)} m", False, (255,255,255))
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font.render_to(screenSurface, (0,0), f"Speed: {round(sat.velocity.magnitude())} m/s", (255,255,255))
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font.render_to(screenSurface, (0,0), f"Speed: {round(sat.velocity.magnitude()/1000,3)} km/s", (255,255,255))
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font.render_to(screenSurface, (0,20), f"Altitude: {round((rho - self.target.radius)/1000)} km", (255,255,255))
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self.surface.fill((0,0,0))
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self.surface.blit(screenSurface, (0,0))
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