BoSLOO/renderer.py

271 lines
12 KiB
Python

import numpy, pygame, math, os
import pygame.freetype
ASSET_DIR = "Assets"
SPHERE_FOLDER_NAME = "Sphere"
MAPS_FOLDER_NAME = "Maps"
class Point:
"""Numpy 3-vec"""
def __init__(self, x, y, z):
self.vector = numpy.array([x, y, z])
def copy(self):
return Point(self.vector[0], self.vector[1], self.vector[2])
def polar(self):
"""Converts the vector rectangular coordinates to polar coordinates."""
if self.vector[0] == 0:
self.vector[0] = 0.1
if self.vector[2] == 0:
self.vector[2] = 0.1
rho = math.sqrt(int(self.vector[0]) ** 2 + int(self.vector[1]) ** 2 + int(self.vector[2]) ** 2)
theta = math.atan(self.vector[1]/self.vector[0]) #this has a range of -pi/2 to pi/2 but we need 0 to 2pi so more work needed
phi = math.acos(self.vector[2]/rho)
if self.vector[0] < 0:
if self.vector[1] >= 0: #if x is positive, atan is fine. need to check if x is negative, first.
theta += math.pi
else:
theta -= math.pi
return [rho, theta, phi]
def magnitude(self):
return float(numpy.linalg.norm(self.vector))
def normalize(self):
self.vector = self.vector/self.magnitude()
return self
def distanceFromPoint(self, otherPoint:"Point"):
return numpy.linalg.norm(self.vector - otherPoint.vector)
def distanceFromLine(self, line:"Line"):
return numpy.linalg.norm(numpy.cross(line.p2.vector - line.p1.vector, self.vector - line.p1.vector)/numpy.linalg.norm(line.p2.vector - line.p1.vector))
def add(p1, p2):
sum = numpy.add(p1.vector, p2.vector)
return Point(sum[0], sum[1], sum[2])
def subtract(p1, p2):
diff = numpy.subtract(p1.vector, p2.vector)
return Point(diff[0], diff[1], diff[2])
def dot(p1, p2):
return numpy.dot(p1.vector, p2.vector)
def scalarMult(p1, scalar):
mult = p1.vector * scalar
return Point(mult[0], mult[1], mult[2])
Point.zero = Point(0, 0, 0)
class Ray:
def __init__(self, origin:Point, direction:Point):
self.origin = origin
self.direction = direction
class Line:
def __init__(self, p1:Point, p2:Point):
self.p1 = p1
self.p2 = p2
def intersectWithPlane(self, plane):
lineVec = Point.subtract(self.p2, self.p1)
dot = Point.dot(plane.normal, lineVec)
if abs(dot) > 1e-6:
w = Point.subtract(self.p1, plane.point)
fac = -Point.dot(plane.normal, w) / dot
u = Point.scalarMult(lineVec, fac)
return Point.add(self.p1, u)
else:
return None
class Plane:
def __init__(self, point:Point, normal:Point):
self.point = point
self.normal = normal
class PlanetSprite(pygame.sprite.Sprite):
def __init__(self, camera, parentPlanet:"Planet"):
pygame.sprite.Sprite.__init__(self)
#the rotation animation loops every 64th of a rotation, so determine and store the frame number.
self.frames = {}
for imgName in os.listdir(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME)):
if imgName.endswith(".png"):
self.frames[imgName.strip(".png")] = pygame.image.load(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME, imgName)).convert_alpha()
self.parentPlanet = parentPlanet
self.frameNumber = str(round(math.modf(self.parentPlanet.rotationPercentage/100 * 64)[0] * 49) + 1).zfill(4)
self.image = self.frames[self.frameNumber]
self.setSize(camera)
def setSize(self, camera):
winWidth, winHeight = camera.surface.get_size()
#distance = Point.subtract(camera.location, self.parentPlanet.location).magnitude()
#radius = self.parentPlanet.radius
#self.sideLength = int((1/math.tan(numpy.radians(camera.hFOV)/2))*radius/math.sqrt(distance**2 - radius**2)*winWidth/2)
lineToCam = Line(Point.add(self.parentPlanet.location, Point(0, self.parentPlanet.radius,0)), camera.location)
intersectPoint = lineToCam.intersectWithPlane(camera.screenPlane)
radius = intersectPoint.vector[1]
self.sideLength = int(radius*2*600/530)
self.image = pygame.transform.scale(self.image, (self.sideLength, self.sideLength))
self.rect = self.image.get_rect()
self.rect.center = (winWidth/2, winHeight/2)
def update(self):
self.frameNumber = str(round(math.modf(self.parentPlanet.rotationPercentage/100 * 64)[0] * 49) + 1).zfill(4)
self.image = pygame.image.load(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME, f"{self.frameNumber}.png")).convert_alpha()
if self.sideLength is not None:
self.image = pygame.transform.scale(self.image, (self.sideLength, self.sideLength))
class Camera:
"""Object in charge of rendering both the realtime 3D scene and a ground track map."""
def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 60):
self.surface = surface
self.objects = objects
self.location = location
self.target = target
self.hFOV = hFOV
self.spriteGroup = pygame.sprite.Group()
self.pastTrackPoints = []
self.trackSampleRate = 8
self.trackSampleCount = 0
self.mapSurface = pygame.image.load(os.path.join(ASSET_DIR, MAPS_FOLDER_NAME, "rect_color.png"))
self.mapWidth, self.mapHeight = self.mapSurface.get_size()
winWidth, winHeight = self.surface.get_size()
winDistance = winWidth / (2 * math.tan(numpy.radians(self.hFOV/2))) #distance for a virtual screen to exist in-space to give the correct FOV
vecToCenter = Point.subtract(self.target.location, self.location)
vecToCenter.normalize()
self.screenPlane = Plane(Point.add(self.location, Point.scalarMult(vecToCenter, winDistance)), vecToCenter)
self.spriteGroup.add(PlanetSprite(self, self.target))
def isInside(self, planet:"Planet"):
"""returns True if camera is inside the planet."""
return numpy.linalg.norm(self.location.magnitude) < planet.radius
def renderFrame(self, save=False):
"""generates a frame and draws it to the surface. Does not update screen; use pygame.display.flip()"""
font = pygame.freetype.SysFont("Comic Sans MS", 14)
winWidth, winHeight = self.surface.get_size()
frontSurface = pygame.Surface((winWidth, winHeight), pygame.SRCALPHA)
backSurface = pygame.Surface((winWidth, winHeight), pygame.SRCALPHA)
backgroundSurface = pygame.Surface((winWidth, winHeight))
backgroundSurface.fill((15,15,15))
backSurface.fill((0,0,0,0))
frontSurface.fill((0,0,0,0))
#pygame uses 0,0 as the top left corner
for obj in self.objects:
if type(obj).__name__ == "OrbitingBody":
sat = obj
lineToCamera = Line(obj.location, self.location)
intersectPoint = lineToCamera.intersectWithPlane(self.screenPlane)
intersectPoint.vector[2] = -intersectPoint.vector[2]
if intersectPoint is not None:
intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2))) #x is meaningless here
if sat.location.vector[0] < 0:
drawSurface = backSurface
else:
drawSurface = frontSurface
pygame.draw.circle(drawSurface, (255,255,150,255), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), obj.displaySize)
elif isinstance(obj, list):
for orbitline in obj:
if orbitline.color != (0,0,0):
lineToCamera = Line(orbitline.location, self.location)
intersectPoint = lineToCamera.intersectWithPlane(self.screenPlane)
intersectPoint.vector[2] = -intersectPoint.vector[2]
if intersectPoint is not None:
intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
if orbitline.color[3] != 0:
if orbitline.location.vector[0] < 0:
drawSurface = backSurface
else:
drawSurface = frontSurface
pygame.draw.circle(drawSurface, orbitline.color, (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 1)
#DEBUG DOTS
#lineToCam = Line(Point.add(self.target.location, Point(0,self.target.radius,0)), self.location)
#intersectPoint = lineToCam.intersectWithPlane(self.screenPlane)
#intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
#pygame.draw.circle(frontSurface, (255,150,150,255), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 5)
#newLineToCam = Line(Point.add(self.screenPlane.point, Point(0,750,0)), self.location)
#intersectPoint = newLineToCam.intersectWithPlane(self.screenPlane)
#intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
#pygame.draw.circle(screenSurface, (150,255,150), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 5)
#generate text
alt, rawLat, rawLong = sat.latLongAlt()
self.updateTrackList(rawLat, rawLong)
latString = f"Latitude: {round(rawLat,4)}⁰ S" if rawLat >= 0 else f"Latitude: {-round(rawLat,4)}⁰ N"
longString = f"Longitude: {round(rawLong,4)}⁰ E" if rawLong >= 0 else f"Longitude: {-round(rawLong,4)}⁰ W"
font.render_to(backSurface, (0,0), f"Speed: {round(sat.velocity.magnitude()/1000,3)} km/s", (255,255,255))
font.render_to(backSurface, (0,20), f"Altitude: {round((alt)/1000)} km", (255,255,255))
font.render_to(backSurface, (0,50), latString, (255,255,255))
font.render_to(backSurface, (0,70), longString, (255,255,255))
self.spriteGroup.update()
self.spriteGroup.draw(backSurface)
self.surface.blit(backgroundSurface, (0,0))
self.surface.blit(backSurface, (0,0))
self.surface.blit(frontSurface, (0,0))
if save:
pygame.image.save(self.surface, "test.png")
def updateTrackList(self, lat, long):
"""Updates the ground track map list of points."""
if self.trackSampleCount != self.trackSampleRate:
self.trackSampleCount += 1
return
if len(self.pastTrackPoints) > 20000:
self.pastTrackPoints.pop(0)
#latitude is from -90 to 90; longitude is from -180 to 180.
latPercent = (lat + 90)/180
longPercent = (long + 180)/360
lat = self.mapHeight * latPercent
long = self.mapWidth * longPercent
self.pastTrackPoints.append((long, lat))
self.trackSampleCount = 0
def saveGroundTrack(self):
mapSurface = pygame.Surface.copy(self.mapSurface)
sets = []
currStart = 0
for i in range(1,len(self.pastTrackPoints)):
if abs(self.pastTrackPoints[i][0] - self.pastTrackPoints[i-1][0]) > 400:
sets.append(self.pastTrackPoints[currStart:i])
currStart = i
sets.append(self.pastTrackPoints[currStart:])
colors = [(122,255,243), (211,122,255), (222,0,177)]
for i in range(0,len(sets)):
try:
pygame.draw.lines(mapSurface, colors[i%3], False, sets[i], width=5)
#pygame.draw.aalines(mapSurface, colors[i%3], False, [(long, lat+1) for long, lat in sets[i]])
#pygame.draw.aalines(mapSurface, colors[i%3], False, [(long+1, lat) for long, lat in sets[i]])
#pygame.draw.aalines(mapSurface, colors[i%3], False, [(long, lat-1) for long, lat in sets[i]])
#pygame.draw.aalines(mapSurface, colors[i%3], False, [(long-1, lat) for long, lat in sets[i]])
except:
pass
pygame.image.save(mapSurface, "testMap.png")