250 lines
11 KiB
Python
250 lines
11 KiB
Python
import numpy, pygame, math, os
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import pygame.freetype
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ASSET_DIR = "Assets"
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SPHERE_FOLDER_NAME = "Sphere"
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class Point:
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"""Numpy 3-vec"""
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def __init__(self, x, y, z):
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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[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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return numpy.linalg.norm(self.vector)
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def normalize(self):
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self.vector = self.vector/self.magnitude()
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return self
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def distanceFromPoint(self, otherPoint:"Point"):
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return numpy.linalg.norm(self.vector - otherPoint.vector)
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def distanceFromLine(self, line:"Line"):
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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))
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def add(p1, p2):
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sum = numpy.add(p1.vector, p2.vector)
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return Point(sum[0], sum[1], sum[2])
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def subtract(p1, p2):
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diff = numpy.subtract(p1.vector, p2.vector)
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return Point(diff[0], diff[1], diff[2])
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def dot(p1, p2):
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return numpy.dot(p1.vector, p2.vector)
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def scalarMult(p1, scalar):
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mult = p1.vector * scalar
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return Point(mult[0], mult[1], mult[2])
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Point.zero = Point(0, 0, 0)
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class Ray:
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def __init__(self, origin:Point, direction:Point):
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self.origin = origin
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self.direction = direction
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class Line:
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def __init__(self, p1:Point, p2:Point):
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self.p1 = p1
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self.p2 = p2
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def intersectWithPlane(self, plane):
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lineVec = Point.subtract(self.p2, self.p1)
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dot = Point.dot(plane.normal, lineVec)
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if abs(dot) > 1e-6:
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w = Point.subtract(self.p1, plane.point)
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fac = -Point.dot(plane.normal, w) / dot
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u = Point.scalarMult(lineVec, fac)
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return Point.add(self.p1, u)
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else:
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return None
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class Plane:
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def __init__(self, point:Point, normal:Point):
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self.point = point
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self.normal = normal
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class PlanetSprite(pygame.sprite.Sprite):
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def __init__(self, camera, parentPlanet:"Planet"):
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pygame.sprite.Sprite.__init__(self)
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#the rotation animation loops every 64th of a rotation, so determine and store the frame number.
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self.frames = {}
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for imgName in os.listdir(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME)):
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if imgName.endswith(".png"):
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self.frames[imgName.strip(".png")] = pygame.image.load(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME, imgName)).convert_alpha()
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self.parentPlanet = parentPlanet
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self.frameNumber = str(round(math.modf(self.parentPlanet.rotationPercentage * 64)[0] * 49) + 1).zfill(4)
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self.image = self.frames[self.frameNumber]
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self.setSize(camera)
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def setSize(self, camera):
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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.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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def update(self):
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self.frameNumber = str(round(math.modf(self.parentPlanet.rotationPercentage * 64)[0] * 49) + 1).zfill(4)
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self.image = pygame.image.load(os.path.join(ASSET_DIR, SPHERE_FOLDER_NAME, f"{self.frameNumber}.png")).convert_alpha()
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if self.sideLength is not None:
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self.image = pygame.transform.scale(self.image, (self.sideLength, self.sideLength))
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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 = 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.spriteGroup = pygame.sprite.Group()
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self.spriteGroup.add(PlanetSprite(self, self.target))
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def isInside(self, planet:"Planet"):
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"""returns True if camera is inside the planet."""
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return numpy.linalg.norm(self.location.magnitude) < planet.radius
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def renderFrame(self):
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"""generates a frame and draws it to the surface. Does not update screen; use pygame.display.flip()"""
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font = pygame.freetype.SysFont("Comic Sans MS", 14)
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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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vecToCenter.normalize()
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screenPlane = Plane(Point.add(self.location, Point.scalarMult(vecToCenter, winDistance)), vecToCenter)
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screenSurface = pygame.Surface((winWidth, winHeight))
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screenSurface.fill((10,10,10))
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self.spriteGroup.update()
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self.spriteGroup.draw(screenSurface)
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#pygame uses 0,0 as the top left corner
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for obj in self.objects:
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if type(obj).__name__ == "OrbitingBody":
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sat = obj
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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(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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if orbitline.color != (0,0,0):
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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(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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theta = math.degrees(theta)
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phi = math.degrees(phi)
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if rho < self.target.radius:
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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()/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.blit(screenSurface, (0,0))
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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)[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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vecToCenter.normalize()
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screenPlane = Plane(Point.add(self.location, Point.scalarMult(vecToCenter, winDistance)), vecToCenter)
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screenPlaneOrigin = Point.subtract(screenPlane.point, Point(int(winWidth/2), int(winHeight/2), 0))
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screenSurface = pygame.Surface((winWidth, winHeight))
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#pygame uses 0,0 as the top left corner
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satDistance = -1
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curveCoeff = 1.1
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for column in range(0, winWidth):
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for row in range(0, winHeight):
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#get line in world going through this pixel
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worldLine = Line(self.location, Point.add(screenPlaneOrigin, Point(column, row, 0)))
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#compare distance from center of planet to radius of planet to determine intersection
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dist = frozenSat.distanceFromLine(worldLine)
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if satDistance < 0 or dist < satDistance:
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satDistance = dist
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satPixel = (column, row)
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if self.target.location.distanceFromLine(worldLine) < self.target.radius:
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epsilon = 0.1
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yPrime = min([abs((row + screenPlaneOrigin.vector[1]) * (self.location.vector[2] / winDistance)), self.target.radius])
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yPrimeCurve = yPrime / (self.target.radius * curveCoeff)
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xPrime = min([abs((column + screenPlaneOrigin.vector[0]) * (self.location.vector[2] / winDistance)), self.target.radius])
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xPrimeCurve = xPrime / (self.target.radius * curveCoeff)
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#treat yPrime like it's further from zero than it really is based on xPrime, and vice versa
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yPrime /= math.sin(math.acos(xPrimeCurve))
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xPrime /= math.sin(math.acos(yPrimeCurve))
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try:
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lat = math.modf((math.acos(yPrime / self.target.radius) / (3.141592/12.0)))[0] #pi/12 = 15 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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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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except:
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screenSurface.set_at((column, row), (20,20,20))
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continue
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if -epsilon < lat < epsilon or -epsilon < long < epsilon:
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screenSurface.set_at((column, row), (180,180,180))
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elif -epsilon < lat < epsilon and -epsilon < long < epsilon:
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screenSurface.set_at((column, row), (255,255,255))
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else:
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screenSurface.set_at((column, row), (50,50,50))
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#check if satellite is behind or in front of planet (or unobscured)
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if screenSurface.get_at(satPixel) == (0,0,0):
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circleBorder = 0
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else:
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if self.location.distanceFromPoint(frozenSat) > self.location.distanceFromPoint(self.target.location):
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circleBorder = 2
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else:
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circleBorder = 0
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pygame.draw.circle(screenSurface, (230, 227, 64), satPixel, 4, width = circleBorder)
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screenSurface = pygame.transform.flip(screenSurface, False, True)
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pygame.image.save(screenSurface, "test.png")
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#for row in range(int(-winHeight/2), int(winHeight/2)):
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# for column in range(int(-winWidth/2), int(winWidth/2)):
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# line = Line(self.location, Point(self.location.x + column)) |