Merge branch 'dr_game/gen_img'

This commit is contained in:
shenjack 2023-07-24 10:30:19 +08:00
commit 640cc27e34
Signed by: shenjack
GPG Key ID: 7B1134A979775551
15 changed files with 467 additions and 223 deletions

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@ -264,7 +264,7 @@ class ClientWindow(Window):
def start_game(self) -> None:
self.set_icon(pyglet.image.load('assets/textures/icon.png'))
try:
pyglet.app.event_loop.run(1 / self.main_config['runtime']['fps'])
pyglet.app.run(1 / self.main_config['runtime']['fps'])
except KeyboardInterrupt:
self.logger.warning("==========client stop. KeyboardInterrupt info==========")
traceback.print_exc()

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@ -1,3 +1,5 @@
<div style="text-align: center;">
# Difficult Rocket
中文 | [English](./docs/README-en.md)
@ -119,6 +121,8 @@ setuptools-rust >= 1.6.0
- [@Billchyi](https://github.com/Billchyi) : 文档矫正
- [@MSDNicrosoft](https://github.com/MSDNicrosoft) : 优化代码
</div>
## 相关链接
## 关于分享协议

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@ -7,8 +7,8 @@ fonts_folder = "assets/fonts"
[window]
style = "None"
width = 1301
height = 970
width = 1112
height = 793
visible = true
gui_scale = 1
caption = "Difficult Rocket v{DR_version}"

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@ -2,8 +2,67 @@
# DR game/DR rs 更新日志
- 最新版本号
- DR game: 0.3.1.3
- DR rs: 0.2.17.0
- DR game: 0.3.2.0
- DR rs: 0.2.20.2
## 20230724 DR rs 0.2.20.2
### Fix
- [#49](https://github.com/shenjackyuanjie/Difficult-Rocket/issues/49)
- missing field `touchingGround`
- SR1 says: `touchingGround` field is NOT Required
- make them happy
- SR1 说: `touchingGround` 字段也是可选的
- 让他们开心
- 我就看看我能发多少个 issue
## 20230724 DR rs 0.2.20.1
### Fix
- [#48](https://github.com/shenjackyuanjie/Difficult-Rocket/issues/48)
- `missing field version`
- SR1 says: `version` field is NOT Required
- make them happy
- SR1 说: `version` 字段也是可选的
- 让他们开心
- 我谢谢您啊 Jundroo
- 我就看看我能发多少个 issue
## 20230724 DR rs 0.2.20.0
### Fix
- [#47](https://github.com/shenjackyuanjie/Difficult-Rocket/issues/47)
- `editorAngle field is Option<i32>`
- SR1 says: `editorAngle` field is Optional
- make them happy
- SR1 说: `editorAngle` 字段是可选的
- 让他们开心
## 20230721 DR rs 0.2.19.0
### Add
- `PySR1Ship`
- `as_list`
## 20230721 DR game 0.3.2.0
### BUG Fix
- [#46](https://github.com/shenjackyuanjie/Difficult-Rocket/issues/46)
- 渲染偏移 bug
## 20230721 DR rs 0.2.18.0
### Add
- 导出了 export
- `PySR1PartData`
- `PySaveStatus`
- `map_ptype_textures(part_type: str) -> str`
## 20230721 DR rs 0.2.17.0

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@ -9,49 +9,81 @@ from .lib import *
from typing import TYPE_CHECKING, Dict, Tuple, Optional, List
if TYPE_CHECKING:
def test_call(py_obj) -> bool:
""" 这里展示的代码实际上就是实际的等效实现 """
py_obj.draw()
return True
def get_version_str() -> str: ...
def part_list_read_test(file_name: Optional[str] = "./assets/builtin/PartList.xml") -> None: ...
def read_ship_test(path: Optional[str] = "./assets/builtin/dock1.xml") -> None: ...
def get_version_str() -> str:
"""
获取版本号
:return: 版本号
"""
class SR1PartType_rs:
""" 用于从 rust 中读取 SR1PartType
def part_list_read_test(file_name: Optional[str] = "./assets/builtin/PartList.xml") -> None:
"""
PartList 读取测试
:param file_name:
"""
def read_ship_test(path: Optional[str] = "./assets/builtin/dock1.xml") -> None:
"""
飞船存档读取测试
:param path:
:return:
"""
def map_ptype_textures(part_type: str) -> str:
"""
获取零件的贴图 (写死的)
:param part_type:
:return:
"""
class SR1PartType_rs: # NOQA
"""
用于从 rust 中读取 SR1PartType
不能从 Python 端创建
自带一些可从 Python 端读取的属性 (实际上就是一个接口)
"""
@property
def name(self) -> str:
""" 零件的名字 """
@property
def description(self) -> str:
""" 零件的描述 """
@property
def mass(self) -> float:
""" 零件的质量 """
@property
def width(self) -> int:
""" 零件的宽度 """
@property
def height(self) -> int:
""" 零件的高度 """
@property
def friction(self) -> float:
""" 零件的摩擦系数 """
@property
def hidden(self) -> bool:
""" 零件是否隐藏 """
class SR1PartList_rs:
class SR1PartList_rs: # NOQA
""" 用于从 rust 中读取 SR1PartList """
def __init__(self, file_name: Optional[str] = "./assets/builtin/PartList.xml",
list_name: Optional[str] = 'NewPartList'): ...
@ -59,63 +91,111 @@ if TYPE_CHECKING:
def get_part_type(self, name: str) -> SR1PartType_rs: ...
class SR1PartData_rs:
""" 用于从 rust 中读取 SR1PartData (其实好像也没啥用哈)
class SR1PartData_rs: # NOQA
"""
用于从 rust 中读取 SR1PartData (其实好像也没啥用哈)
"""
@property
def id(self) -> int: ...
@property
def part_type_id(self) -> str: ...
@property
def pos(self) -> Tuple[float, float]: ...
@property
def x(self) -> float: ...
@property
def y(self) -> float: ...
@property
def activate(self) -> bool: ...
@property
def angle(self) -> float: ...
@property
def angle_r(self) -> float: ...
@property
def angle_v(self) -> float: ...
@property
def explode(self) -> bool: ...
@property
def flip_x(self) -> bool: ...
@property
def flip_y(self) -> bool: ...
class SaveStatus_rs:
class SaveStatus_rs: # NOQA
def __init__(self, save_default: Optional[bool] = False) -> None: ...
class SR1Ship_rs:
class SR1Ship_rs: # NOQA
""" 用于高效且省内存的读取 SR1Ship """
def __init__(self,
file_path: Optional[str] = './assets/builtin/dock1.xml',
part_list: Optional[SR1PartList_rs] = None,
ship_name: Optional[str] = 'NewShip'): ...
ship_name: Optional[str] = 'NewShip'):
"""
读取 SR1Ship
:raise ValueError: 读取失败
:param file_path:
:param part_list:
:param ship_name:
"""
@property
def name(self) -> str: ...
@property
def description(self) -> str: ...
@property
def lift_off(self) -> bool: ...
@property
def touch_ground(self) -> bool: ...
@property
def img_pos(self) -> Tuple[int, int, int, int]: ...
""" -x -y +x +y 左下右上 """
def mass(self) -> float:
""" 获取整搜船的质量 """
@property
def connection(self) -> List[Tuple[int, int, int, int]]: ...
"""获取所有连接信息"""
def get_part_box(self, part_id: int) -> Optional[Tuple[Tuple[int, int], Tuple[int, int]]]: ...
def img_pos(self) -> Tuple[int, int, int, int]:
""" -x -y +x +y 左下右上 """
@property
def connection(self) -> List[Tuple[int, int, int, int]]:
"""获取所有连接信息"""
def get_part_box(self, part_id: int) -> Optional[Tuple[Tuple[int, int], Tuple[int, int]]]:
"""获取所有零件的盒子"""
def as_list(self) -> List[Tuple[SR1PartType_rs, SR1PartData_rs]]:
"""用于返回一个包含所有已连接零件的列表"""
def as_dict(self) -> Dict[int, List[Tuple[SR1PartType_rs, SR1PartData_rs]]]:
"""用于返回一个包含所有已连接零件的字典"""
def save(self, file_path: str, save_status: Optional[SaveStatus_rs] = None) -> None: ...
class Console_rs:
class Console_rs: # NOQA
def __init__(self) -> None: ...
def start(self) -> None: ...
def stop(self) -> bool: ...
def get_command(self) -> Optional[str]: ...
def new_command(self) -> bool: ...

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@ -116,7 +116,7 @@ dependencies = [
[[package]]
name = "difficult_rocket_rs"
version = "0.2.17"
version = "0.2.20"
dependencies = [
"pyo3",
"quick-xml",

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@ -1,8 +1,11 @@
[package]
name = "difficult_rocket_rs"
version = "0.2.17"
version = "0.2.20"
edition = "2021"
license-file = '../../LICENSE'
authors = [
"shenjackyuanjie <3695888@qq.com>"
]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

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@ -12,7 +12,7 @@ package_path = 'Difficult_Rocket_rs'
setup(
name='Difficult_Rocket_rs',
version="0.2.16.0",
version="0.2.18.0",
author='shenjackyuanjie',
author_email='3695888@qq.com',
rust_extensions=[RustExtension(target="Difficult_Rocket_rs.Difficult_Rocket_rs",

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@ -24,7 +24,7 @@ enum LoadState {
}
#[pyfunction]
fn get_version_str() -> String { "0.2.17.0".to_string() }
fn get_version_str() -> String { "0.2.20.2".to_string() }
#[pyfunction]
fn test_call(py_obj: &PyAny) -> PyResult<bool> {
@ -43,9 +43,12 @@ fn module_init(_py: Python<'_>, m: &PyModule) -> PyResult<()> {
m.add_function(wrap_pyfunction!(sr1_data::part_list::read_part_list_py, m)?)?;
m.add_function(wrap_pyfunction!(sr1_data::ship::py_raw_ship_from_file, m)?)?;
m.add_function(wrap_pyfunction!(python::data::load_and_save_test, m)?)?;
m.add_function(wrap_pyfunction!(python::data::py_map_ptype_textures, m)?)?;
m.add_class::<python::data::PySR1Ship>()?;
m.add_class::<python::data::PySR1PartList>()?;
m.add_class::<python::data::PySR1PartType>()?;
m.add_class::<python::data::PySR1PartData>()?;
m.add_class::<python::data::PySaveStatus>()?;
m.add_class::<python::console::PyConsole>()?;
Ok(())
}

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@ -9,14 +9,20 @@
pub mod data {
use std::collections::HashMap;
use pyo3::exceptions::PyValueError;
use pyo3::prelude::*;
use crate::sr1_data::part_list::RawPartList;
use crate::types::math::{Point2D, Rotatable};
use crate::types::sr1::{get_max_box, SR1PartData, SR1PartListTrait};
use crate::types::sr1::{get_max_box, map_ptype_textures, SR1PartData, SR1PartListTrait};
use crate::types::sr1::{IdType, SaveStatus};
use crate::types::sr1::{SR1PartList, SR1PartType, SR1Ship};
#[pyfunction]
#[pyo3(signature = (part_type))]
#[pyo3(name = "map_ptype_textures")]
pub fn py_map_ptype_textures(part_type: String) -> String { map_ptype_textures(part_type) }
#[pyclass]
#[pyo3(name = "SaveStatus_rs")]
#[derive(Clone, Debug)]
@ -137,6 +143,9 @@ pub mod data {
#[getter]
fn get_angle(&self) -> f64 { self.data.angle }
#[getter]
fn get_angle_r(&self) -> f64 { self.data.angle_degrees() }
#[getter]
fn get_angle_v(&self) -> f64 { self.data.angle_v }
@ -162,14 +171,19 @@ pub mod data {
impl PySR1Ship {
#[new]
#[pyo3(text_signature = "(file_path = './assets/builtin/dock1.xml', part_list = None, ship_name = 'NewShip')")]
fn new(file_path: String, part_list: Option<PySR1PartList>, ship_name: Option<String>) -> Self {
let mut ship = SR1Ship::from_file(file_path, Some(ship_name.unwrap_or("new ship".to_string()))).unwrap();
let part_list = match part_list {
Some(part_list) => part_list.data,
None => SR1PartList::from_file("./assets/builtin/PartList.xml".to_string()).unwrap(),
};
ship.parse_part_list_to_part(&part_list);
Self { ship, part_list }
fn new(file_path: String, part_list: Option<PySR1PartList>, ship_name: Option<String>) -> PyResult<Self> {
let ship = SR1Ship::from_file(file_path.clone(), Some(ship_name.unwrap_or("new ship".to_string())));
match ship {
Some(mut ship) => {
let part_list = match part_list {
Some(part_list) => part_list.data,
None => SR1PartList::from_file("./assets/builtin/PartList.xml".to_string()).unwrap(),
};
ship.parse_part_list_to_part(&part_list);
Ok(Self { ship, part_list })
}
None => Err(PyValueError::new_err(format!("Parse ship failed! {}", file_path))),
}
}
#[getter]
@ -221,8 +235,20 @@ pub mod data {
connections
}
fn as_dict(&self) -> HashMap<i64, Vec<(PySR1PartType, PySR1PartData)>> {
let mut parts: HashMap<i64, Vec<(PySR1PartType, PySR1PartData)>> = HashMap::new();
fn as_list(&self) -> Vec<(PySR1PartType, PySR1PartData)> {
let mut parts: Vec<(PySR1PartType, PySR1PartData)> = Vec::new();
for part_data in self.ship.parts.iter() {
if let Some(part_type) = self.part_list.get_part_type(&part_data.part_type_id) {
let part_type = PySR1PartType::new(part_type.clone());
let py_part_data = PySR1PartData::new(part_data.clone());
parts.push((part_type, py_part_data));
}
}
parts
}
fn as_dict(&self) -> HashMap<IdType, Vec<(PySR1PartType, PySR1PartData)>> {
let mut parts: HashMap<IdType, Vec<(PySR1PartType, PySR1PartData)>> = HashMap::new();
for part_data in self.ship.parts.iter() {
if let Some(part_type) = self.part_list.get_part_type(&part_data.part_type_id) {
let part_type = PySR1PartType::new(part_type.clone());

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@ -377,7 +377,7 @@ pub mod ship {
use super::part_list::SR1PartTypeEnum;
use crate::types::sr1::{i8_to_bool, SR1PartDataTrait, SR1PartTypeAttr, SR1ShipTrait};
use crate::types::sr1::{i8_to_bool, option_i8_to_option_bool, SR1PartDataTrait, SR1PartTypeAttr, SR1ShipTrait};
use crate::types::sr1::{IdType, SR1PartData, SR1PartDataAttr, SR1Ship};
#[derive(Debug, Serialize, Deserialize, Clone)]
@ -387,11 +387,15 @@ pub mod ship {
pub parts: Parts,
#[serde(rename = "Connections")]
pub connects: Connections,
pub version: i32,
pub version: Option<i32>, // Option for https://github.com/shenjackyuanjie/Difficult-Rocket/issues/48
// SR1 says version is also optional, let them happy
// it's always 1
#[serde(rename = "liftedOff")]
pub lift_off: i8,
#[serde(rename = "touchingGround")]
pub touch_ground: i8,
pub touch_ground: Option<i8>, // Option for https://github.com/shenjackyuanjie/Difficult-Rocket/issues/49
// SR1 says it's optional, let them happy
// NOT always 0
#[serde(rename = "DisconnectedParts")]
pub disconnected: Option<DisconnectedParts>,
}
@ -422,7 +426,8 @@ pub mod ship {
pub x: f64,
pub y: f64,
#[serde(rename = "editorAngle")]
pub editor_angle: i32,
pub editor_angle: Option<i32>, // Option for https://github.com/shenjackyuanjie/Difficult-Rocket/issues/47
// SR1 says it's optional, let them happy
pub angle: f64,
#[serde(rename = "angleV")]
pub angle_v: f64,
@ -515,12 +520,6 @@ pub mod ship {
pub child_part: IdType,
}
impl Part {
/// 根据 Part 的原始数据猜测 Part 的类型
/// jundroo 我日你先人
fn guess_part_type(&self) -> SR1PartTypeEnum { todo!() }
}
impl SR1PartDataTrait for Part {
fn to_sr_part_data(&self) -> SR1PartData {
let attr = SR1PartDataAttr::from_raw(&self, None, true);
@ -534,7 +533,7 @@ pub mod ship {
angle_v: self.angle_v.to_owned(),
flip_x: i8_to_bool(self.flip_x.unwrap_or(0_i8)),
flip_y: i8_to_bool(self.flip_y.unwrap_or(0_i8)),
editor_angle: self.editor_angle.to_owned(),
editor_angle: self.editor_angle.unwrap_or(0_i32),
part_type,
part_type_id: self.part_type_id.clone(),
active: i8_to_bool(self.activated.unwrap_or(0_i8)),
@ -576,11 +575,11 @@ pub mod ship {
SR1Ship {
name: name.unwrap_or("NewShip".to_string()),
description: "".to_string(),
version: self.version,
version: self.version.unwrap_or(1_i32),
parts,
connections,
lift_off: i8_to_bool(self.lift_off.to_owned()),
touch_ground: i8_to_bool(self.touch_ground.to_owned()),
touch_ground: option_i8_to_option_bool(self.touch_ground.to_owned()).unwrap_or(true),
disconnected,
}
}

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@ -24,6 +24,29 @@ pub mod sr1 {
pub type IdType = i64;
pub type ConnectionsType = Vec<(Vec<SR1PartData>, Option<Vec<Connection>>)>;
#[inline]
pub fn radians_map_to_degrees(angle: f64) -> f64 {
// match angle {
// 0.0 => 0.,
// 1.570796 => 270.,
// 3.141593 => 180.,
// 4.712389 => 90.,
// _ => {
// angle.to_degrees()
// }
// }
#[allow(clippy::approx_constant)]
if angle == 1.570796 {
270.
} else if angle == 3.141593 {
180.
} else if angle == 4.712389 {
90.
} else {
angle.to_degrees()
}
}
#[allow(unused)]
#[inline]
pub fn map_ptype_textures(ptype: String) -> String {
@ -447,7 +470,7 @@ pub mod sr1 {
id: self.id,
x: self.x,
y: self.y,
editor_angle: self.editor_angle,
editor_angle: Some(self.editor_angle),
angle: self.angle,
angle_v: self.angle_v,
flip_x: Some(bool_to_i8(self.flip_x)),
@ -506,6 +529,8 @@ pub mod sr1 {
}
pos_box
}
pub fn angle_degrees(&self) -> f64 { radians_map_to_degrees(self.angle) }
}
#[derive(Debug, Clone)]
@ -683,8 +708,15 @@ pub mod sr1 {
return None;
}
// 解析为 RawShip
let ship: RawShip = RawShip::from_file(file_name).unwrap();
Some(ship.to_sr_ship(ship_name))
let ship: Option<RawShip> = RawShip::from_file(file_name);
match ship {
Some(ship) => {
// 解析为 SR1Ship
let sr_ship = ship.to_sr_ship(ship_name);
Some(sr_ship)
}
None => None,
}
}
pub fn parse_part_list_to_part(&mut self, part_list: &SR1PartList) {
@ -945,9 +977,9 @@ pub mod sr1 {
RawShip {
parts: RawParts { parts },
connects: connections,
version: self.version,
version: Some(self.version),
lift_off: bool_to_i8(self.lift_off),
touch_ground: bool_to_i8(self.touch_ground),
touch_ground: Some(bool_to_i8(self.touch_ground)),
disconnected,
}
}

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@ -16,7 +16,7 @@ from Difficult_Rocket.api.mod import ModInfo
from Difficult_Rocket.client import ClientWindow
from Difficult_Rocket.api.types import Options, Version
DR_rust_version = Version("0.2.17.0") # DR_mod 的 Rust 编写部分的兼容版本
DR_rust_version = Version("0.2.20.2") # DR_mod 的 Rust 编写部分的兼容版本
logger = logging.getLogger('client.dr_game')
@ -53,7 +53,7 @@ DR_mod_runtime = _DR_mod_runtime()
class DR_mod(ModInfo): # NOQA
mod_id = "difficult_rocket_mod"
name = "Difficult Rocket mod"
version = Version("0.3.1.2")
version = Version("0.3.2.0")
writer = "shenjackyuanjie"
link = "shenjack.top"
@ -81,7 +81,7 @@ class DR_mod(ModInfo): # NOQA
else:
self.config.flush_option()
logger.info("on_load")
logger.info(self.as_markdown())
logger.info(f"\n{self.as_markdown()}")
return True
def on_client_start(self, game: Game, client: ClientWindow):

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@ -5,6 +5,7 @@
# -------------------------------
# import math
import re
import time
import random
import logging
@ -21,6 +22,7 @@ from pyglet.sprite import Sprite
# from pyglet.image import Texture
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Rectangle
from pyglet.image import Framebuffer, Texture
# pyglet OpenGL
from pyglet.gl import glViewport
@ -40,44 +42,29 @@ if TYPE_CHECKING:
if DR_mod_runtime.use_DR_rust:
from .Difficult_Rocket_rs import (SR1PartList_rs,
SR1Ship_rs)
SR1Ship_rs,
SR1PartData_rs,
SR1PartType_rs,
map_ptype_textures)
logger = logging.getLogger('client.dr_game_sr1_ship')
logger.level = logging.DEBUG
sr_tr = Tr(lang_path=Path(__file__).parent / 'lang')
def get_sr1_part(part_xml: Element) -> Optional[SR1PartData]:
if part_xml.tag != 'Part':
return None
# print(f"tag: {part.tag} attrib: {part.attrib}")
part_id = int(part_xml.attrib.get('id'))
part_type = part_xml.attrib.get('partType')
part_x = float(part_xml.attrib.get('x'))
part_y = float(part_xml.attrib.get('y'))
part_activate = xml_bool(part_xml.attrib.get('activated'))
part_angle = float(part_xml.attrib.get('angle'))
part_angle_v = float(part_xml.attrib.get('angleV'))
part_editor_angle = int(part_xml.attrib.get('editorAngle'))
part_flip_x = xml_bool(part_xml.attrib.get('flippedX'))
part_flip_y = xml_bool(part_xml.attrib.get('flippedY'))
part_explode = xml_bool(part_xml.attrib.get('exploded'))
if part_type not in SR1PartTexture.part_type_sprite:
part_textures = None
else:
part_textures = SR1PartTexture.get_textures_from_type(part_type)
return SR1PartData(x=part_x, y=part_y, id=part_id, p_type=part_type,
active=part_activate, angle=part_angle, angle_v=part_angle_v,
editor_angle=part_editor_angle, flip_x=part_flip_x,
flip_y=part_flip_y, explode=part_explode, textures=part_textures)
class SR1ShipRenderStatus(Options): # NOQA
name = "SR1ShipRenderStatus"
# main status
draw_done: bool = False
draw_call: bool = False
update_call: bool = False
focus: bool = True
moving: bool = False
class SR1ShipRender_Option(Options): # NOQA
# debug option
debug_d_pos: bool = False
debug_mouse_pos: bool = False
debug_mouse_d_pos: bool = False
draw_size: Tuple[int, int] = (100, 100)
# debug status
draw_d_pos: bool = False
draw_mouse_pos: bool = False
draw_mouse_d_pos: bool = False
class SR1ShipRender(BaseScreen):
@ -89,14 +76,16 @@ class SR1ShipRender(BaseScreen):
self.logger = logger
logger.info(sr_tr().mod.info.setup.start())
load_start_time = time.time_ns()
self.rendered = False
self.focus = True
self.need_draw = False
self.drawing = False
self.need_update_parts = False
self.render_option = SR1ShipRender_Option()
# status
self.status = SR1ShipRenderStatus()
self.dx = 0
self.dy = 0
self.width = main_window.width - 100
self.height = main_window.height - 100
self.buffer = Framebuffer()
self.render_texture = Texture.create(self.width, self.height)
self.buffer.attach_texture(self.render_texture)
self.main_batch = Batch()
self.part_group = Group(10, parent=main_window.main_group)
@ -108,36 +97,45 @@ class SR1ShipRender(BaseScreen):
batch=self.main_batch, group=Group(5, parent=self.part_group))
self.render_d_line = Line(0, 0, 0, 0, width=5, color=(200, 200, 10, 255),
batch=self.main_batch, group=Group(5, parent=self.part_group))
self.render_d_line.visible = self.render_option.debug_mouse_d_pos
self.render_d_line.visible = self.status.draw_d_pos
self.render_d_label = Label('debug label NODATA', font_name=Fonts.微软等宽无线,
x=main_window.width / 2, y=main_window.height / 2)
self.render_d_label.visible = self.render_option.debug_d_pos
self.render_d_label.visible = self.status.draw_d_pos
self.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10)
# Optional data
self.textures: SR1Textures = SR1Textures()
self.gen_draw: Optional[Generator] = None
self.textures: Union[SR1Textures, None] = None
self.xml_name: Optional[str] = None # 准备移除, 更换为基于 rust 的 xml 解析
self.xml_doc: Optional[ElementTree] = None # 准备移除, 更换为基于 rust 的 xml 解析
self.xml_root: Optional[Element] = None # 准备移除, 更换为基于 rust 的 xml 解析
self.rust_ship: Optional[SR1Ship_rs] = None
self.ship_name: Optional[str] = None
# List/Dict data
self.part_data: Dict[int, SR1PartData] = {}
self.parts_sprite: Dict[int, Sprite] = {}
self.parts_sprite: Dict[int, List[Sprite]] = {}
self.part_box_dict: Dict[int, Rectangle] = {}
self.part_line_box: Dict[int, List[Line]] = {}
self.part_line_list: List[Line] = []
load_end_time = time.time_ns()
logger.info(sr_tr().mod.info.setup.use_time().format((load_end_time - load_start_time) / 1000000000))
self.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10)
if DR_mod_runtime.use_DR_rust:
self.rust_parts = None
self.part_list_rs = SR1PartList_rs('assets/builtin/PartList.xml', 'builtin_part_list')
self.load_xml('assets/builtin/dock1.xml')
load_end_time = time.time_ns()
logger.info(sr_tr().mod.info.setup.use_time().format((load_end_time - load_start_time) / 1000000000))
@property
def size(self) -> Tuple[int, int]:
""" 渲染器的渲染大小 """
return self.width, self.height
@size.setter
def size(self, value: Tuple[int, int]):
if not self.width == value[0] or not self.height == value[1]:
self.width, self.height = value
self.render_texture = Texture.create(self.width, self.height)
self.buffer.attach_texture(self.render_texture)
def load_xml(self, file_path: str) -> bool:
"""
加载 xml 文件
@ -147,58 +145,46 @@ class SR1ShipRender(BaseScreen):
try:
start_time = time.time_ns()
logger.info(sr_tr().sr1.ship.xml.loading().format(file_path))
cache_doc = parse(file_path)
self.xml_doc = cache_doc
self.xml_root = self.xml_doc.getroot()
self.xml_name = file_path
self.ship_name = file_path.split('/')[-1].split('.')[0]
if DR_mod_runtime.use_DR_rust:
self.rust_ship = SR1Ship_rs(file_path, self.part_list_rs, 'a_new_ship')
logger.info(sr_tr().sr1.ship.xml.load_done())
logger.info(sr_tr().sr1.ship.xml.load_time().format(
(time.time_ns() - start_time) / 1000000000))
return True
except Exception as e:
print(e)
except Exception:
traceback.print_exc()
self.logger.error(traceback.format_exc())
return False
def load_textures(self):
"""
初始化纹理加载
:return:
"""
self.textures = SR1Textures()
def gen_sprite(self, part_datas: Dict[int, SR1PartData], each_count: int = 100) -> Generator:
def gen_sprite(self, each_count: int = 100) -> Generator:
"""
生成 sprite
通过生成器减少一次性渲染的压力
:param part_datas: 所有的部件数据
:param each_count: 每次生成的数量 (默认 100) (过大会导致卡顿)
:return: 生成器
"""
count = 0
self.drawing = True
for part_id, part in part_datas.items():
# 下面就是调用 pyglet 去渲染的部分
# render_scale = DR_status.gui_scale # 这个是 DR 的缩放比例 可以调节的
# 在不缩放的情况下XML的1个单位长度对应60个像素
render_x = part.x * 60
render_y = part.y * 60
cache_sprite = Sprite(img=self.textures.get_texture(part.textures),
x=render_x, y=render_y, z=random.random(),
batch=self.main_batch, group=self.part_group)
# 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系OK
# 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑
cache_sprite.rotation = SR1Rotation.get_rotation(part.angle)
if part.flip_x:
cache_sprite.scale_x = -1
if part.flip_y:
cache_sprite.scale_y = -1
self.parts_sprite[part.id] = cache_sprite
self.status.draw_done = False
# rust 渲染
if DR_mod_runtime.use_DR_rust:
cache = self.rust_ship.as_dict()
for p_id, parts in cache.items():
p_id: int
parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
part_group = Group(2, parent=self.part_group)
batch = []
for p_type, p_data in parts:
part_sprite = Sprite(img=self.textures.get_texture(map_ptype_textures(p_data.part_type_id)),
x=p_data.x * 60, y=p_data.y * 60, z=random.random(),
batch=self.main_batch, group=part_group)
part_sprite.rotation = p_data.angle_r
part_sprite.scale_x = -1 if p_data.flip_x else 1
part_sprite.scale_y = -1 if p_data.flip_y else 1
if DR_mod_runtime.use_DR_rust:
batch.append(part_sprite)
line_box_group = Group(6, parent=self.part_group)
part_debug_box = self.rust_ship.get_part_box(part.id)
part_debug_box = self.rust_ship.get_part_box(p_id)
if part_debug_box:
# 线框
part_line_box = []
@ -217,17 +203,17 @@ class SR1ShipRender(BaseScreen):
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[0][1] * 30,
x2=part_debug_box[0][0] * 30, y2=part_debug_box[0][1] * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
self.part_line_box[part.id] = part_line_box
count += 1
if count >= each_count:
count = 0
yield count
if DR_mod_runtime.use_DR_rust:
self.part_line_box[p_id] = part_line_box
self.parts_sprite[p_id] = batch
count += 1
if count >= each_count:
count = 0
yield
connect_line_group = Group(7, parent=self.part_group)
for connect in self.rust_ship.connection:
# 连接线
parent_part_data = self.part_data[connect[2]]
child_part_data = self.part_data[connect[3]]
parent_part_data = cache[connect[2]][0][1]
child_part_data = cache[connect[3]][0][1]
color = (random.randrange(100, 255), random.randrange(0, 255), random.randrange(0, 255), 255)
self.part_line_list.append(Line(x=parent_part_data.x * 60, y=parent_part_data.y * 60,
x2=child_part_data.x * 60, y2=child_part_data.y * 60,
@ -237,84 +223,105 @@ class SR1ShipRender(BaseScreen):
if count >= each_count * 3:
count = 0
yield count
self.drawing = False
# python 渲染
# for part_id, part in part_datas.items():
# # 下面就是调用 pyglet 去渲染的部分
# # render_scale = DR_status.gui_scale # 这个是 DR 的缩放比例 可以调节的
# # 在不缩放的情况下XML的1个单位长度对应60个像素
# # render_x = part.x * 60
# # render_y = part.y * 60
# # cache_sprite = Sprite(img=self.textures.get_texture(part.textures),
# # x=render_x, y=render_y, z=random.random(),
# # batch=self.main_batch, group=self.part_group)
# # # 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系
# # # 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑
# # cache_sprite.rotation = SR1Rotation.get_rotation(part.angle)
# # if part.flip_x:
# # cache_sprite.scale_x = -1
# # if part.flip_y:
# # cache_sprite.scale_y = -1
# # self.parts_sprite[part.id] = cache_sprite
#
# if DR_mod_runtime.use_DR_rust:
# count += 1
# if count >= each_count:
# count = 0
# yield count
self.status.draw_done = True
raise GeneratorExit
def render_ship(self):
"""
渲染船
"""
if self.textures is None:
self.load_textures()
logger.info(sr_tr().sr1.ship.ship.load().format(self.xml_name))
self.status.draw_done = False
logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name))
start_time = time.perf_counter_ns()
self.part_data: Dict[int, SR1PartData] = {}
self.parts_sprite: Dict[int, Sprite] = {}
self.part_line_box = {}
self.part_line_list = []
self.camera.zoom = 1.0
self.camera.dx = 0
self.camera.dy = 0
parts = self.xml_root.find('Parts')
for part_xml in parts:
if part_xml.tag != 'Part':
continue # 如果不是部件,则跳过
part = get_sr1_part(part_xml)
if part.id in self.part_data:
print(f'hey! warning! id{part.id}')
self.part_data[part.id] = part
# 调用生成器 减少卡顿
try:
self.gen_draw = self.gen_sprite(self.part_data)
next(self.gen_draw)
except GeneratorExit:
self.drawing = False
self.need_draw = False
self.gen_draw = self.gen_sprite()
if not self.status.draw_done:
next(self.gen_draw)
except (GeneratorExit, StopIteration):
self.status.draw_done = True
self.status.draw_call = False
full_mass = 0
if DR_mod_runtime.use_DR_rust:
for part in self.part_data:
full_mass += self.part_list_rs.get_part_type(self.part_data[part].p_type).mass * 500
full_mass = self.rust_ship.mass
logger.info(sr_tr().sr1.ship.ship.load_time().format(
(time.perf_counter_ns() - start_time) / 1000000000))
logger.info(sr_tr().sr1.ship.ship.info().format(
len(self.part_data), f'{full_mass}kg' if DR_mod_runtime.use_DR_rust else sr_tr().game.require_DR_rs()))
self.rendered = True
len(self.rust_ship.as_list()),
f'{full_mass}kg' if DR_mod_runtime.use_DR_rust else sr_tr().game.require_DR_rs()))
def draw_batch(self, window: "ClientWindow"):
if self.rendered:
if self.status.draw_done:
self.render_d_label.text = f'x: {self.camera.dx} y: {self.camera.dy}'
self.render_d_label.position = self.camera.dx + (self.window_pointer.width / 2), self.camera.dy + (
self.window_pointer.height / 2) + 10, 0 # 0 for z
self.render_d_line.x2 = self.camera.dx
self.render_d_line.y2 = self.camera.dy
self.buffer.bind()
window.clear()
with self.camera:
# glViewport(int(self.camera.dx), int(self.camera.dy), window.width // 2, window.height // 2)
self.main_batch.draw()
# glViewport(0, 0, window.width, window.height)
self.buffer.unbind()
self.render_texture.blit(x=0, y=0, z=0, width=self.width, height=self.height)
def on_draw(self, window: "ClientWindow"):
if self.need_draw:
if self.status.draw_call:
self.render_ship()
if self.drawing:
if not self.status.draw_done:
try:
next(self.gen_draw)
except GeneratorExit:
self.drawing = False
except (GeneratorExit, StopIteration):
self.status.draw_done = True
self.logger.info(sr_tr().sr1.ship.ship.render.done())
except TypeError:
pass
self.debug_label.draw()
def on_resize(self, width: int, height: int, window: "ClientWindow"):
self.debug_label.y = height - 100
if not self.rendered:
if not self.status.draw_done:
return
self.render_d_line.x2 = width // 2
self.render_d_line.y2 = height // 2
self.render_option.draw_size = (width, height)
self.size = width - 100, height - 100
def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"):
if not self.rendered:
if not self.status.draw_done:
return
mouse_dx = x - (window.width / 2)
mouse_dy = y - (window.height / 2)
@ -348,15 +355,16 @@ class SR1ShipRender(BaseScreen):
self.camera.dy = 0
self.window_pointer.view = Vec4()
else:
self.need_draw = True
self.status.draw_call = True
print('应该渲染飞船的')
elif command.find('debug'):
if command.find('delta'):
self.render_d_line.visible = not self.render_d_line.visible
self.render_option.debug_mouse_d_pos = self.render_d_line.visible
self.logger.info(f'sr1 mouse {self.render_option.debug_mouse_d_pos}')
self.status.draw_mouse_d_pos = self.render_d_line.visible
self.logger.info(f'sr1 mouse {self.status.draw_mouse_d_pos}')
elif command.find('ship'):
if self.rendered:
if self.status.draw_done:
for index, sprite in self.parts_sprite.items():
sprite.visible = not sprite.visible
@ -368,8 +376,7 @@ class SR1ShipRender(BaseScreen):
:param window:
:return:
"""
from pyglet.gl import GLubyte, GL_RGBA, GL_UNSIGNED_BYTE, \
glReadPixels
from pyglet.gl import GLubyte, GL_RGBA, GL_UNSIGNED_BYTE, glReadPixels
import pyglet
format_str = "RGBA"
buf = (GLubyte * (len(format_str) * window.width * window.height))()
@ -379,13 +386,13 @@ class SR1ShipRender(BaseScreen):
image_data = screenshot(self.window_pointer)
image_data.save('test.png')
elif command.find('gen_img'):
if not self.rendered:
if not self.status.draw_done:
return
if not DR_mod_runtime.use_DR_rust:
# 这个功能依赖于 DR rs (简称,我懒得在Python端实现)
return
img_box = self.rust_ship.img_pos
img_size = (img_box[2] - img_box[0] + 1000, img_box[3] - img_box[1] + 1000)
img_size = (img_box[2] - img_box[0], img_box[3] - img_box[1])
# 中心点是左上角坐标
img_center = (abs(img_box[0]), abs(img_box[3]))
try:
@ -395,29 +402,37 @@ class SR1ShipRender(BaseScreen):
print('PIL not found')
return
img = Image.new('RGBA', img_size)
for part, sprite in self.parts_sprite.items():
sprite_img = sprite.image
print(f"sprite_img: {sprite_img} {sprite_img.width} {sprite_img.height}")
img_data = sprite_img.get_image_data()
fmt = img_data.format
if fmt != 'RGB':
fmt = 'RGBA'
pitch = -(img_data.width * len(fmt))
pil_image = Image.frombytes(fmt, (img_data.width, img_data.height), img_data.get_data(fmt, pitch))
pil_image = pil_image.rotate(SR1Rotation.get_rotation(self.part_data[part].angle), expand=True)
if self.part_data[part].flip_y:
pil_image.transpose(Image.FLIP_TOP_BOTTOM)
if self.part_data[part].flip_x:
pil_image.transpose(Image.FLIP_LEFT_RIGHT)
img.paste(pil_image, (
int(self.part_data[part].x * 60 + img_center[0]),
int(-self.part_data[part].y * 60 + img_center[1])),
pil_image)
part_data = self.rust_ship.as_dict()
for part, sprites in self.parts_sprite.items():
for index, sprite in enumerate(sprites):
sprite_img = sprite.image
print(
f"sprite_img: {sprite_img} {part_data[part][index][1].x * 60} {part_data[part][index][1].y * 60}")
img_data = sprite_img.get_image_data()
fmt = img_data.format
if fmt != 'RGB':
fmt = 'RGBA'
pitch = -(img_data.width * len(fmt))
pil_image = Image.frombytes(fmt, (img_data.width, img_data.height), img_data.get_data(fmt, pitch))
pil_image = pil_image.rotate(-SR1Rotation.get_rotation(part_data[part][index][1].angle),
expand=True)
if part_data[part][index][1].flip_y:
pil_image.transpose(Image.FLIP_TOP_BOTTOM)
if part_data[part][index][1].flip_x:
pil_image.transpose(Image.FLIP_LEFT_RIGHT)
img.paste(pil_image, (
int(part_data[part][index][1].x * 60 + img_center[0]),
int(-part_data[part][index][1].y * 60 + img_center[1])))
img.show("???")
img.save(f'test{time.time()}.png', 'PNG')
elif command.find('test'):
if command.find('save'):
if not self.rendered:
if not self.status.draw_done:
return
if not DR_mod_runtime.use_DR_rust:
return
@ -427,21 +442,35 @@ class SR1ShipRender(BaseScreen):
glViewport(0, 0, 1000, 1000)
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: "ClientWindow"):
if not self.focus:
if not self.status.focus:
return
self.camera.dx += dx
self.camera.dy += dy
self.need_update_parts = True
# self.update_parts()
self.status.update_call = True
def on_file_drop(self, x: int, y: int, paths: List[str], window: "ClientWindow"):
for path in paths:
if self.load_xml(path): # 加载成功一个就停下
break
self.render_ship()
if len(paths) > 1:
for path in paths:
try:
self.load_xml(path)
except Exception:
traceback.print_exc()
else:
if Path(paths[0]).is_dir():
for path in Path(paths[0]).glob('*.xml'):
try:
self.load_xml(str(path))
except ValueError:
traceback.print_exc()
if self.load_xml(paths[0]):
self.render_ship()
# for path in paths:
# if self.load_xml(path): # 加载成功一个就停下
# break
# self.render_ship()
if __name__ == '__main__':
from objprint import op
op(SR1ShipRender_Option())
op(SR1ShipRenderStatus())

View File

@ -33,10 +33,8 @@ class SR1PartData:
class SR1Textures(Options):
""" 存储 sr1 的材质 img """
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.flush_option()
for image_name in self.cached_options:
def load_file(self, **kwargs):
for image_name in self.flush_option():
img = load(f'assets/textures/parts/{image_name}.png')
img.anchor_x = img.width // 2
img.anchor_y = img.height // 2
@ -49,8 +47,14 @@ class SR1Textures(Options):
:param name:
:return:
"""
assert name in self.cached_options
return self.cached_options.get(name)
if name in self.cached_options:
return self.cached_options.get(name)
else:
img = load(f'assets/textures/parts/{name}.png')
img.anchor_x = img.width // 2
img.anchor_y = img.height // 2
setattr(self, name, img)
return img
Battery: AbstractImage = None
Beam: AbstractImage = None
@ -134,6 +138,11 @@ class SR1Rotation(Options):
@classmethod
def get_rotation(cls, radian: float) -> float:
"""
实际上就是将弧度转换为角度 (同时自带一个映射表)
:param radian:
:return:
"""
if radian in cls.radian_angle_map:
return cls.radian_angle_map[radian]
else: