further updates to renderer
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95f71c3430
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@ -44,7 +44,7 @@ class Planet:
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self.name = name
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self.mass = mass
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self.radius = radius
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self.rotationPercentage = 0.00
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self.rotationPercentage = 0.04
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self.rotationPeriod = rotationPeriod
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def rotate(self, timeDelta:"Seconds"):
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@ -69,6 +69,10 @@ class DecayPoint(DisplayPoint):
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self.currentDecayTick = 0
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self.color = (max((self.color[0]-5, 0)), max((self.color[1]-5, 0)), max((self.color[2]-5, 0)))
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def copy(self):
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"""returns a distinct copy of the point"""
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return DecayPoint(self.location, self.color)
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Planet.Earth = Planet("Earth", config()["earthMass"], config()["earthRadius"], 86400)
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def physicsUpdate(objects, orbitlines, deltaTime):
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@ -116,7 +120,7 @@ if __name__=="__main__":
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pygame.display.flip()
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else:
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if not imageThread.is_alive():
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imageThread = threading.Thread(target=camera.renderImage, args=(sat,))
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imageThread = threading.Thread(target=camera.renderImage, args=(sat, thisEarth, orbitlines))
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imageThread.start()
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display = False
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window.fill((0,0,0))
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@ -131,9 +131,10 @@ class Camera:
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self.surface.blit(screenSurface, (0,0))
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def renderImage(self, sat:"OrbitingBody"):
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def renderImage(self, sat:"OrbitingBody", planet:"Planet", points):
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"""generates a single image and saves it to disk"""
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frozenSat = sat.location
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rotValue = math.modf(planet.rotationPercentage * 12)[0] * 3.14159 / 6 #get percentage of 1/12 of a revolution
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winWidth, winHeight = self.surface.get_size()
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winDistance = winWidth * numpy.cos(numpy.radians(self.hFOV)/2) / 2 #distance for a virtual screen to exist in-space to give the correct FOV
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vecToCenter = Point.subtract(self.target.location, self.location)
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@ -175,7 +176,7 @@ class Camera:
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continue
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try:
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long = math.modf((math.acos(xPrime / self.target.radius) / (3.141592/6.0)))[0] #pi/6 = 30 degrees
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long = math.modf(((math.acos((xPrime) / self.target.radius)) / (3.141592/6.0)))[0] #pi/6 = 30 degrees
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except:
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screenSurface.set_at((column, row), (20,20,20))
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continue
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