BoSLOO/renderer.py

250 lines
11 KiB
Python

import numpy, pygame, math, os
import pygame.freetype
ASSET_DIR = "Assets"
SPHERE_FOLDER_NAME = "Sphere"
class Point:
"""Numpy 3-vec"""
def __init__(self, x, y, z):
self.vector = numpy.array([x, y, z])
def polar(self):
if self.vector[0] == 0:
self.vector[0] = 0.1
if self.vector[2] == 0:
self.vector[2] = 0.1
rho = math.sqrt(self.vector[0] ** 2 + self.vector[1] ** 2 + self.vector[2] ** 2)
theta = math.atan(self.vector[1]/self.vector[0])
phi = math.acos(self.vector[2]/rho)
return [rho, theta, phi]
def magnitude(self):
return 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 * 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()
widthHalf = self.parentPlanet.radius
angle = numpy.degrees(numpy.arctan(widthHalf/distance)) #the angle from center to edge of the sphere, from the camera
sizeAsPercent = angle/camera.hFOV
self.sideLength = int(winWidth*sizeAsPercent*2)
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 * 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 which will be used to paint pixels on screen."""
def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 45):
self.surface = surface
self.objects = objects
self.location = location
self.target = target
self.hFOV = hFOV
self.spriteGroup = pygame.sprite.Group()
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):
"""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()
winDistance = winWidth * numpy.cos(numpy.radians(self.hFOV)/2) / 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()
screenPlane = Plane(Point.add(self.location, Point.scalarMult(vecToCenter, winDistance)), vecToCenter)
screenSurface = pygame.Surface((winWidth, winHeight))
screenSurface.fill((10,10,10))
self.spriteGroup.update()
self.spriteGroup.draw(screenSurface)
#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(screenPlane)
if intersectPoint is not None:
intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2))) #x is meaningless here
pygame.draw.circle(screenSurface, (255,255,150), (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(screenPlane)
if intersectPoint is not None:
intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
pygame.draw.circle(screenSurface, orbitline.color, (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 1)
#generate text
rho, theta, phi = sat.location.polar()
theta = math.degrees(theta)
phi = math.degrees(phi)
if rho < self.target.radius:
0 == 0
#textSurface, rect = font.render(f"Speed: {round(sat.velocity.magnitude())} m/s \nAltitude: {round(rho - target.radius)} m", False, (255,255,255))
font.render_to(screenSurface, (0,0), f"Speed: {round(sat.velocity.magnitude()/1000,3)} km/s", (255,255,255))
font.render_to(screenSurface, (0,20), f"Altitude: {round((rho - self.target.radius)/1000)} km", (255,255,255))
self.surface.blit(screenSurface, (0,0))
def renderImage(self, sat:"OrbitingBody", planet:"Planet", points):
"""generates a single image and saves it to disk"""
frozenSat = sat.location
rotValue = math.modf(planet.rotationPercentage)[0] * 3.14159 / 6 #get percentage of 1/12 of a revolution
winWidth, winHeight = self.surface.get_size()
winDistance = winWidth * numpy.cos(numpy.radians(self.hFOV)/2) / 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()
screenPlane = Plane(Point.add(self.location, Point.scalarMult(vecToCenter, winDistance)), vecToCenter)
screenPlaneOrigin = Point.subtract(screenPlane.point, Point(int(winWidth/2), int(winHeight/2), 0))
screenSurface = pygame.Surface((winWidth, winHeight))
#pygame uses 0,0 as the top left corner
satDistance = -1
curveCoeff = 1.1
for column in range(0, winWidth):
for row in range(0, winHeight):
#get line in world going through this pixel
worldLine = Line(self.location, Point.add(screenPlaneOrigin, Point(column, row, 0)))
#compare distance from center of planet to radius of planet to determine intersection
dist = frozenSat.distanceFromLine(worldLine)
if satDistance < 0 or dist < satDistance:
satDistance = dist
satPixel = (column, row)
if self.target.location.distanceFromLine(worldLine) < self.target.radius:
epsilon = 0.1
yPrime = min([abs((row + screenPlaneOrigin.vector[1]) * (self.location.vector[2] / winDistance)), self.target.radius])
yPrimeCurve = yPrime / (self.target.radius * curveCoeff)
xPrime = min([abs((column + screenPlaneOrigin.vector[0]) * (self.location.vector[2] / winDistance)), self.target.radius])
xPrimeCurve = xPrime / (self.target.radius * curveCoeff)
#treat yPrime like it's further from zero than it really is based on xPrime, and vice versa
yPrime /= math.sin(math.acos(xPrimeCurve))
xPrime /= math.sin(math.acos(yPrimeCurve))
try:
lat = math.modf((math.acos(yPrime / self.target.radius) / (3.141592/12.0)))[0] #pi/12 = 15 degrees
except:
screenSurface.set_at((column, row), (20,20,20))
continue
try:
long = math.modf(((math.acos((xPrime) / self.target.radius)) / (3.141592/6.0)))[0] #pi/6 = 30 degrees
except:
screenSurface.set_at((column, row), (20,20,20))
continue
if -epsilon < lat < epsilon or -epsilon < long < epsilon:
screenSurface.set_at((column, row), (180,180,180))
elif -epsilon < lat < epsilon and -epsilon < long < epsilon:
screenSurface.set_at((column, row), (255,255,255))
else:
screenSurface.set_at((column, row), (50,50,50))
#check if satellite is behind or in front of planet (or unobscured)
if screenSurface.get_at(satPixel) == (0,0,0):
circleBorder = 0
else:
if self.location.distanceFromPoint(frozenSat) > self.location.distanceFromPoint(self.target.location):
circleBorder = 2
else:
circleBorder = 0
pygame.draw.circle(screenSurface, (230, 227, 64), satPixel, 4, width = circleBorder)
screenSurface = pygame.transform.flip(screenSurface, False, True)
pygame.image.save(screenSurface, "test.png")
#for row in range(int(-winHeight/2), int(winHeight/2)):
# for column in range(int(-winWidth/2), int(winWidth/2)):
# line = Line(self.location, Point(self.location.x + column))