punyverse/punyverse/entity.py
Quantum 8b070726c3 Significantly clean up model loader.
Temporarily disabled the cython version since improvements will be later backported.
2018-08-29 02:18:10 -04:00

382 lines
13 KiB
Python

import random
from math import sqrt, pi
from pyglet.gl import *
# noinspection PyUnresolvedReferences
from six.moves import range
from punyverse.glgeom import compile, glMatrix, glRestore, belt, Sphere, Disk
from punyverse.model import model_list, load_model
from punyverse.orbit import KeplerOrbit
from punyverse.texture import get_best_texture, load_clouds
G = 6.67384e-11 # Gravitation Constant
class Entity(object):
background = False
def __init__(self, name, location, rotation=(0, 0, 0), direction=(0, 0, 0)):
self.name = name
self.location = location
self.rotation = rotation
self.direction = direction
def update(self):
x, y, z = self.location
dx, dy, dz = self.direction
self.location = x + dx, y + dy, z + dz
def collides(self, x, y, z):
return False
def draw(self, options):
raise NotImplementedError()
class Asteroid(Entity):
def __init__(self, asteroid_id, location, direction):
super(Asteroid, self).__init__('Asteroid', location, direction=direction)
self.asteroid_id = asteroid_id
def update(self):
super(Asteroid, self).update()
rx, ry, rz = self.rotation
# Increment all axis to 'spin'
self.rotation = rx + 1, ry + 1, rz + 1
def draw(self, options):
with glMatrix(self.location, self.rotation), glRestore(GL_CURRENT_BIT):
glCallList(self.asteroid_id)
class AsteroidManager(object):
def __init__(self):
self.asteroids = []
def __bool__(self):
return bool(self.asteroids)
__nonzero__ = __bool__
def load(self, file):
self.asteroids.append(model_list(load_model(file), 5, 5, 5, (0, 0, 0)))
def new(self, location, direction):
return Asteroid(random.choice(self.asteroids), location, direction)
class Belt(Entity):
def __init__(self, name, world, info):
self.world = world
x = world.evaluate(info.get('x', 0))
y = world.evaluate(info.get('y', 0))
z = world.evaluate(info.get('z', 0))
radius = world.evaluate(info.get('radius', 0))
cross = world.evaluate(info.get('cross', 0))
count = int(world.evaluate(info.get('count', 0)))
scale = info.get('scale', 1)
longitude = info.get('longitude', 0)
inclination = info.get('inclination', 0)
argument = info.get('argument', 0)
rotation = info.get('period', 31536000)
models = info['model']
if not isinstance(models, list):
models = [models]
objects = [model_list(load_model(model), info.get('sx', scale), info.get('sy', scale),
info.get('sz', scale), (0, 0, 0)) for model in models]
self.belt_id = compile(belt, radius, cross, objects, count)
self.rotation_angle = 360.0 / rotation if rotation else 0
super(Belt, self).__init__(name, (x, y, z), (inclination, longitude, argument))
def update(self):
super(Belt, self).update()
pitch, yaw, roll = self.rotation
self.rotation = pitch, self.world.tick * self.rotation_angle % 360, roll
def draw(self, options):
with glMatrix(self.location, self.rotation), glRestore(GL_CURRENT_BIT):
glCallList(self.belt_id)
class Sky(Entity):
background = True
def __init__(self, world, info):
pitch = world.evaluate(info.get('pitch', 0))
yaw = world.evaluate(info.get('yaw', 0))
roll = world.evaluate(info.get('roll', 0))
super(Sky, self).__init__('Sky', (0, 0, 0), (pitch, yaw, roll))
self.world = world
self.texture = get_best_texture(info['texture'])
division = info.get('division', 30)
self.sphere = Sphere(info.get('radius', 1000000), division, division)
def draw(self, options):
cam = self.world.cam
with glMatrix((-cam.x, -cam.y, -cam.z), self.rotation), glRestore(GL_TEXTURE_BIT | GL_ENABLE_BIT):
glEnable(GL_CULL_FACE)
glEnable(GL_TEXTURE_2D)
glDisable(GL_LIGHTING)
glCullFace(GL_FRONT)
glBindTexture(GL_TEXTURE_2D, self.texture)
self.sphere.draw()
class Body(Entity):
def __init__(self, name, world, info, parent=None):
self.world = world
self.parent = parent
self.satellites = []
x = world.evaluate(info.get('x', 0))
y = world.evaluate(info.get('y', 0))
z = world.evaluate(info.get('z', 0))
pitch = world.evaluate(info.get('pitch', 0))
yaw = world.evaluate(info.get('yaw', 0))
roll = world.evaluate(info.get('roll', 0))
rotation = world.evaluate(info.get('rotation', 86400))
self.mass = info.get('mass')
orbit_distance = float(world.evaluate(info.get('orbit_distance', world.au)))
self.orbit_show = orbit_distance * 1.25
self.orbit_blend = orbit_distance / 4
self.orbit_opaque = orbit_distance
super(Body, self).__init__(name, (x, y, z), (pitch, yaw, roll))
self.initial_roll = roll
self.orbit = None
self.orbit_speed = None
if parent:
# Semi-major axis when actually displayed in virtual space
distance = world.evaluate(info.get('distance', 100))
# Semi-major axis used to calculate orbital speed
sma = world.evaluate(info.get('sma', distance))
if hasattr(parent, 'mass') and parent.mass is not None:
period = 2 * pi * sqrt((sma * 1000) ** 3 / (G * parent.mass))
self.orbit_speed = 360.0 / period
if not rotation: # Rotation = 0 assumes tidal lock
rotation = period
else:
self.orbit_speed = info.get('orbit_speed', 1)
self.orbit = KeplerOrbit(distance / world.length, info.get('eccentricity', 0), info.get('inclination', 0),
info.get('longitude', 0), info.get('argument', 0))
self.rotation_angle = 360.0 / rotation if rotation else 0
# Orbit calculation
self.orbit_id = None
self.orbit_cache = None
def update(self):
super(Body, self).update()
pitch, yaw, roll = self.rotation
roll = (self.initial_roll + self.world.tick * self.rotation_angle) % 360
self.rotation = pitch, yaw, roll
if self.orbit:
px, py, pz = self.parent.location
x, z, y = self.orbit.orbit(self.world.tick * self.orbit_speed % 360)
self.location = (x + px, y + py, z + pz)
for satellite in self.satellites:
satellite.update()
def get_orbit(self):
if not self.orbit:
return
# Cache key is the three orbital plane parameters and eccentricity
cache = (self.orbit.eccentricity, self.orbit.longitude, self.orbit.inclination, self.orbit.argument)
if self.orbit_cache == cache:
return self.orbit_id
if self.orbit_id is not None:
glDeleteLists(self.orbit_id, 1)
id = glGenLists(1)
glNewList(id, GL_COMPILE)
glBegin(GL_LINE_LOOP)
for theta in range(360):
x, z, y = self.orbit.orbit(theta)
glVertex3f(x, y, z)
glEnd()
glEndList()
self.orbit_id = id
self.orbit_cache = cache
return id
def _draw_orbits(self, distance):
with glMatrix(self.parent.location), glRestore(GL_ENABLE_BIT | GL_LINE_BIT | GL_CURRENT_BIT):
glDisable(GL_LIGHTING)
solid = distance < self.parent.orbit_opaque
glColor4f(1, 1, 1, 1 if solid else (1 - (distance - self.parent.orbit_opaque) / self.parent.orbit_blend))
if not solid:
glEnable(GL_BLEND)
glLineWidth(1)
glCallList(self.get_orbit())
def draw(self, options):
self._draw(options)
if options.orbit and self.orbit:
dist = self.world.cam.distance(*self.parent.location)
if dist < self.parent.orbit_show:
self._draw_orbits(dist)
for satellite in self.satellites:
satellite.draw(options)
def _draw(self, options):
raise NotImplementedError()
def collides(self, x, y, z):
return self._collides(x, y, z) or any(satellite.collides(x, y, z) for satellite in self.satellites)
def _collides(self, x, y, z):
return False
class SphericalBody(Body):
def __init__(self, name, world, info, parent=None):
super(SphericalBody, self).__init__(name, world, info, parent)
self.radius = world.evaluate(info.get('radius', world.length)) / world.length
division = info.get('division', max(min(int(self.radius / 8), 60), 10))
self.light_source = info.get('light_source', False)
self.texture = get_best_texture(info['texture'])
self.sphere = Sphere(self.radius, division, division)
self.atmosphere = None
self.clouds = None
self.ring = 0
if 'atmosphere' in info:
atmosphere_data = info['atmosphere']
atm_size = world.evaluate(atmosphere_data.get('diffuse_size', None))
atm_texture = atmosphere_data.get('diffuse_texture', None)
cloud_texture = atmosphere_data.get('cloud_texture', None)
if cloud_texture is not None:
self.cloud_texture = get_best_texture(cloud_texture, loader=load_clouds)
self.clouds = Sphere(self.radius + 2, division, division)
if atm_texture is not None:
self.atm_texture = get_best_texture(atm_texture, clamp=True)
self.atmosphere = Disk(self.radius, self.radius + atm_size, 30)
if 'ring' in info:
distance = world.evaluate(info['ring'].get('distance', self.radius * 1.2))
size = world.evaluate(info['ring'].get('size', self.radius / 2))
pitch, yaw, roll = self.rotation
pitch = world.evaluate(info['ring'].get('pitch', pitch))
yaw = world.evaluate(info['ring'].get('yaw', yaw))
roll = world.evaluate(info['ring'].get('roll', roll))
self.ring_rotation = pitch, yaw, roll
self.ring_texture = get_best_texture(info['ring'].get('texture', None), clamp=True)
self.ring = Disk(distance, distance + size, 30)
def _draw_sphere(self, fv4=GLfloat * 4):
with glMatrix(self.location, self.rotation), glRestore(GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT):
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.texture)
if self.light_source:
glDisable(GL_LIGHTING)
else:
glDisable(GL_BLEND)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fv4(1, 1, 1, 0))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(1, 1, 1, 0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 125)
self.sphere.draw()
def _draw_atmosphere(self, glMatrixBuffer=GLfloat * 16):
with glMatrix(self.location), glRestore(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT):
matrix = glMatrixBuffer()
glGetFloatv(GL_MODELVIEW_MATRIX, matrix)
matrix[0: 3] = [1, 0, 0]
matrix[4: 7] = [0, 1, 0]
matrix[8:11] = [0, 0, 1]
glLoadMatrixf(matrix)
glDisable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glDisable(GL_CULL_FACE)
glBindTexture(GL_TEXTURE_2D, self.atm_texture)
self.atmosphere.draw()
def _draw_clouds(self):
with glMatrix(self.location, self.rotation), glRestore(GL_ENABLE_BIT | GL_TEXTURE_BIT):
glEnable(GL_BLEND)
glEnable(GL_ALPHA_TEST)
glEnable(GL_CULL_FACE)
glDisable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
glCullFace(GL_BACK)
glBindTexture(GL_TEXTURE_2D, self.cloud_texture)
self.clouds.draw()
def _draw_rings(self):
with glMatrix(self.location, self.ring_rotation), glRestore(GL_ENABLE_BIT | GL_TEXTURE_BIT):
glDisable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glDisable(GL_CULL_FACE)
glBindTexture(GL_TEXTURE_2D, self.ring_texture)
self.ring.draw()
def _draw(self, options):
self._draw_sphere()
if options.atmosphere and self.atmosphere:
self._draw_atmosphere()
if options.cloud and self.clouds:
self._draw_clouds()
if self.ring:
self._draw_rings()
def _collides(self, x, y, z):
ox, oy, oz = self.location
dx, dy, dz = x - ox, y - oy, z - oz
distance = sqrt(dx * dx + dy * dy + dz * dz)
return distance <= self.radius
class ModelBody(Body):
def __init__(self, name, world, info, parent=None):
super(ModelBody, self).__init__(name, world, info, parent)
scale = info.get('scale', 1)
self.object_id = model_list(load_model(info['model']), info.get('sx', scale), info.get('sy', scale),
info.get('sz', scale), (0, 0, 0))
def _draw(self, options):
with glMatrix(self.location, self.rotation), glRestore(GL_CURRENT_BIT):
glCallList(self.object_id)