176 lines
5.3 KiB
Python
Executable File
176 lines
5.3 KiB
Python
Executable File
#!/usr/bin/env python3
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try:
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from numpy import complex256
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except ImportError:
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from numpy import complex128 as complex256
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print("Warning! Cannot use full precision!")
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from time import time_ns, sleep
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from cmath import exp, pi
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import pygame
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import pygame.freetype
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from gyro import *
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from lines import *
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def deg2rad(rA): return rA/180*PI
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I = complex256(complex(0,1))
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WHITE = (255,255,255)
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BLACK = (0,0,0)
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OFFSET = 0.015625
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PI = pi
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ROT = cNorm(exp(deg2rad(2)*I))
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IROT = 1/ROT
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F = 5 * 10**7
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F_ = 10**9
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gOrigin = GyroVector(complex256(0),1)
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SKY = (127,127,255)
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GROUND = (102, 51, 0)
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class Segment:
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def __init__(self,bA,cA,cB,trColor):
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self.isFinite = bA
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self.pointA = cA
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self.pointB = cB
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self.color = trColor
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class DrawnSegment:
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def __init__(self,height,color):
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self.height = height
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self.color = color
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level = [
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Segment(True,.6,I*.6,(255,0,0)),
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Segment(True,.6,-I*.6,(0,255,0)),
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Segment(True,-.6,-I*.6,(0,0,255)),
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Segment(True,-.6,I*.6,(255,255,0))
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]
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def draw(level,gPlayer,fov,res):
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drawn = list()
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irot = exp(fov/res*I)
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iprot = gPlayer.cRot
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for i in range(res):
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m = DrawnSegment(0,BLACK)
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rot = irot**(i-(res/2)) * iprot
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for j in level:
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#tA = MobiusAdd(j.pointA,-gPlayer.cPos)
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#tB = MobiusAdd(j.pointB,-gPlayer.cPos)
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try: # Function "LineIntersection" faults from time to time
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cInt = MobiusInt(j.pointA,j.pointB,gPlayer.cPos,rot)
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except ZeroDivisionError:
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continue
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if cDot(rot,MobiusAdd(cInt,-gPlayer.cPos)) > 0:
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continue
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rDist = MobiusDist(cInt,gPlayer.cPos)
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if not (j.isFinite and cBetween(j.pointA,j.pointB,cInt)):
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continue
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if (1 - m.height) > rDist:
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m = DrawnSegment(1-rDist,j.color)
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drawn.append(m)
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return drawn
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def cap(rN):
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if rN < 0:
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return 0
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return rN
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def renderDebugInfo(gPlayer, clock, fontSize = 18):
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font = pygame.freetype.Font(None, fontSize)
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font_fg = (255, 255, 255)
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font_bg = (255, 255, 255, 80)
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fps_surf = font.render("FPS: " + str(int(clock.get_fps())), font_fg, font_bg)[0]
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cPos_surf = font.render("cPos: " + str(gPlayer.cPos), font_fg, font_bg)[0]
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cRot_surf = font.render("cRot: " + str(gPlayer.cRot), font_fg, font_bg)[0]
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return fps_surf, cPos_surf, cRot_surf
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def make_wall(wall_buffer):
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if (len(wall_buffer) != 2):
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print('Warning: wall buffer not contains 2 points.')
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return
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level.append(
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Segment(True, wall_buffer[0], wall_buffer[1], (23,74,183))
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)
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def mainLoop():
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gPlayer = GyroVector(0,1)
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display = pygame.display.set_mode((1280,720))
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clock = pygame.time.Clock()
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fontSize = 18
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debugInfo = True
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wall_buffer = []
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while True:
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#framestart = time_ns()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return True
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_q:
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gPlayer.cRot *= -1
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if event.key == pygame.K_F3:
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debugInfo = not debugInfo
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if event.key == pygame.K_F2:
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if (len(wall_buffer) == 1):
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wall_buffer.append(gPlayer.cPos)
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make_wall(wall_buffer)
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wall_buffer.clear()
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else:
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wall_buffer.append(gPlayer.cPos)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_d]:
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gPlayer.rotate(ROT)
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if keys[pygame.K_a]:
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gPlayer.rotate(IROT)
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if keys[pygame.K_w]:
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gPlayer -= GyroVector(OFFSET * gPlayer.cRot, 1)
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if keys[pygame.K_s]:
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gPlayer += GyroVector(OFFSET * gPlayer.cRot, 1)
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display.fill(WHITE)
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#pygame.draw.rect(display,BLACK, c_tr(Poincare2Klein(gPlayer.cPos) * -100) + (100,100),0)
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drawn = draw(level,gPlayer,PI/2,320)
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pygame.draw.rect(display,SKY, (0,0,1280,360))
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pygame.draw.rect(display,GROUND, (0,360,1280,360))
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n = 0
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for i in drawn:
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pygame.draw.rect(display,i.color, (n,int((1 - cap(i.height)) * 360),8,int(cap(i.height) * 1280)))
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n += 4
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if debugInfo:
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fps_surf, cPos_surf, cRot_surf = renderDebugInfo(gPlayer, clock, fontSize)
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display.blit(fps_surf, (0, 0))
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display.blit(cPos_surf, (0, fps_surf.get_height()))
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display.blit(cRot_surf, (0, fps_surf.get_height() + fontSize))
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for i in level:
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a = complex(Poincare2Klein(MobiusAdd(i.pointA,-gPlayer.cPos)))
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b = complex(Poincare2Klein(MobiusAdd(i.pointB,-gPlayer.cPos)))
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pygame.draw.line(display, WHITE, (a.real * 100 + 100, (a.imag * 100 + 200)), (b.real * 100 + 100, (b.imag * 100 + 200)))
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pygame.display.update()
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#frameend = time_ns()
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clock.tick()
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#sleep((frameend-framestart) / F_)
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return True
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def main():
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pygame.init()
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pygame.display.set_caption('P3HE')
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if not pygame.get_init():
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return False
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retstatus = mainLoop()
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return retstatus
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if __name__ == "__main__":
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if not main():
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print("An error occured")
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