Difficult-Rocket/mods/dr_game/sr1_ship.py
2023-07-21 16:00:03 +08:00

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# -------------------------------
# Difficult Rocket
# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
# import math
import time
import random
import logging
import traceback
from pathlib import Path
from defusedxml.ElementTree import parse
from xml.etree.ElementTree import Element, ElementTree
from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
from pyglet.math import Vec4
from pyglet.text import Label
from pyglet.sprite import Sprite
# from pyglet.image import Texture
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Rectangle
# pyglet OpenGL
from pyglet.gl import glViewport
from . import DR_mod_runtime
# Difficult Rocket
from Difficult_Rocket import DR_status
from Difficult_Rocket.utils.translate import Tr
from Difficult_Rocket.api.camera import CenterCamera
from Difficult_Rocket.api.types import Fonts, Options
from Difficult_Rocket.command.line import CommandText
from Difficult_Rocket.client.screen import BaseScreen
from .types import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool
if TYPE_CHECKING:
from Difficult_Rocket.client import ClientWindow
if DR_mod_runtime.use_DR_rust:
from .Difficult_Rocket_rs import (SR1PartList_rs,
SR1Ship_rs)
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 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)
class SR1ShipRender(BaseScreen):
"""用于渲染 sr1 船的类"""
def __init__(self,
main_window: "ClientWindow"):
super().__init__(main_window)
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()
self.dx = 0
self.dy = 0
self.width = main_window.width
self.height = main_window.height
self.main_batch = Batch()
self.part_group = Group(10, parent=main_window.main_group)
self.debug_label = Label(x=20, y=main_window.height - 100, font_size=DR_status.std_font_size,
text='SR1 render!', font_name=Fonts.微软等宽无线,
width=main_window.width - 20, height=20,
anchor_x='left', anchor_y='top',
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_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.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10)
# Optional data
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
# List/Dict data
self.part_data: Dict[int, SR1PartData] = {}
self.parts_sprite: Dict[int, Sprite] = {}
self.part_box_dict: Dict[int, Rectangle] = {}
self.part_line_box: Dict[int, List[Line]] = {}
self.part_line_list: List[Line] = []
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))
def load_xml(self, file_path: str) -> bool:
"""
加载 xml 文件
:param file_path:
:return:
"""
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
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)
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:
"""
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
# rust 渲染
# 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
# cache_sprite.x = cache_sprite.x - cache_sprite.scale_x / 2
# cache_sprite.y = cache_sprite.y - cache_sprite.scale_y / 2
# self.parts_sprite[part.id] = cache_sprite
if DR_mod_runtime.use_DR_rust:
line_box_group = Group(6, parent=self.part_group)
part_debug_box = self.rust_ship.get_part_box(part.id)
if part_debug_box:
# 线框
part_line_box = []
width = 4
color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255),
random.randrange(100, 200))
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[0][1] * 30,
x2=part_debug_box[0][0] * 30, y2=part_debug_box[1][1] * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[1][1] * 30,
x2=part_debug_box[1][0] * 30, y2=part_debug_box[1][1] * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[1][1] * 30,
x2=part_debug_box[1][0] * 30, y2=part_debug_box[0][1] * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
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:
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]]
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,
batch=self.main_batch, group=connect_line_group,
width=1, color=color))
count += 1
if count >= each_count * 3:
count = 0
yield count
self.drawing = False
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))
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
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
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
def draw_batch(self, window: "ClientWindow"):
if self.rendered:
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
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)
def on_draw(self, window: "ClientWindow"):
if self.need_draw:
self.render_ship()
if self.drawing:
try:
next(self.gen_draw)
except GeneratorExit:
self.drawing = False
self.logger.info(sr_tr().sr1.ship.ship.render.done())
self.debug_label.draw()
def on_resize(self, width: int, height: int, window: "ClientWindow"):
self.debug_label.y = height - 100
if not self.rendered:
return
self.render_d_line.x2 = width // 2
self.render_d_line.y2 = height // 2
self.render_option.draw_size = (width, height)
def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"):
if not self.rendered:
return
mouse_dx = x - (window.width / 2)
mouse_dy = y - (window.height / 2)
# 鼠标缩放位置相对于屏幕中心的位置
mouse_dx_d = mouse_dx - self.camera.dx
mouse_dy_d = mouse_dy - self.camera.dy
# 鼠标相对偏移量的偏移量
if scroll_y == 0:
zoom_d = 1
else:
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
# 缩放的变换量
if not (self.camera.zoom == 10 and scroll_y > 0):
if self.camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.camera.zoom
self.camera.zoom = 10
else:
self.camera.zoom *= zoom_d
mouse_dx_d *= (1 - zoom_d)
mouse_dy_d *= (1 - zoom_d)
self.camera.dx += mouse_dx_d
self.camera.dy += mouse_dy_d
def on_command(self, command: CommandText, window: "ClientWindow"):
""" 解析命令 """
self.logger.info(f'command: {command}')
if command.find('render'):
if command.find('reset'):
self.camera.zoom = 1
self.camera.dx = 0
self.camera.dy = 0
self.window_pointer.view = Vec4()
else:
self.need_draw = 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}')
elif command.find('ship'):
if self.rendered:
for index, sprite in self.parts_sprite.items():
sprite.visible = not sprite.visible
elif command.find('get_buf'):
def screenshot(window):
"""
从窗口截图
:param window:
:return:
"""
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))()
glReadPixels(0, 0, window.width, window.height, GL_RGBA, GL_UNSIGNED_BYTE, buf)
return pyglet.image.ImageData(window.width, window.height, format_str, buf)
image_data = screenshot(self.window_pointer)
image_data.save('test.png')
elif command.find('gen_img'):
if not self.rendered:
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)
# 中心点是左上角坐标
img_center = (abs(img_box[0]), abs(img_box[3]))
try:
from PIL import Image
except ImportError:
traceback.print_exc()
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)
img.save(f'test{time.time()}.png', 'PNG')
elif command.find('test'):
if command.find('save'):
if not self.rendered:
return
if not DR_mod_runtime.use_DR_rust:
return
logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship))
self.rust_ship.save('./test-save.xml')
elif command.find('render'):
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:
return
self.camera.dx += dx
self.camera.dy += dy
self.need_update_parts = True
# self.update_parts()
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 __name__ == '__main__':
from objprint import op
op(SR1ShipRender_Option())