241 lines
11 KiB
Python

# core/renderer.py
"""Handles all rendering operations."""
import pygame
import math
from config.constants import *
class Renderer:
def __init__(self, screen):
self.screen = screen
def clear_screen(self):
"""Clear the screen with a black background."""
self.screen.fill(BLACK)
def draw_grid(self, camera, showing_grid=True):
"""Draw the reference grid."""
if not showing_grid:
return
# Calculate effective cell size with zoom
effective_cell_size = CELL_SIZE * camera.zoom
# Calculate grid boundaries in world coordinates (centered at 0,0)
grid_world_width = GRID_WIDTH * effective_cell_size
grid_world_height = GRID_HEIGHT * effective_cell_size
# Calculate grid position relative to camera (with grid centered at 0,0)
grid_center_x = SCREEN_WIDTH // 2 - camera.x * camera.zoom
grid_center_y = SCREEN_HEIGHT // 2 - camera.y * camera.zoom
grid_left = grid_center_x - grid_world_width // 2
grid_top = grid_center_y - grid_world_height // 2
grid_right = grid_left + grid_world_width
grid_bottom = grid_top + grid_world_height
# Check if grid is visible on screen
if (grid_right < 0 or grid_left > SCREEN_WIDTH or
grid_bottom < 0 or grid_top > SCREEN_HEIGHT):
return
# Fill the grid area with dark gray background
grid_rect = pygame.Rect(
max(0, grid_left),
max(0, grid_top),
min(SCREEN_WIDTH, grid_right) - max(0, grid_left),
min(SCREEN_HEIGHT, grid_bottom) - max(0, grid_top),
)
if grid_rect.width > 0 and grid_rect.height > 0:
pygame.draw.rect(self.screen, DARK_GRAY, grid_rect)
# Draw grid lines only if zoom is high enough
if effective_cell_size > 4:
self._draw_grid_lines(grid_left, grid_top, grid_right, grid_bottom, effective_cell_size)
def _draw_grid_lines(self, grid_left, grid_top, grid_right, grid_bottom, effective_cell_size):
"""Draw the grid lines."""
vertical_lines = []
horizontal_lines = []
for i in range(max(GRID_WIDTH, GRID_HEIGHT) + 1):
# Vertical lines
if i <= GRID_WIDTH:
line_x = grid_left + i * effective_cell_size
if 0 <= line_x <= SCREEN_WIDTH:
start_y = max(0, grid_top)
end_y = min(SCREEN_HEIGHT, grid_bottom)
if start_y < end_y:
vertical_lines.append(((line_x, start_y), (line_x, end_y)))
# Horizontal lines
if i <= GRID_HEIGHT:
line_y = grid_top + i * effective_cell_size
if 0 <= line_y <= SCREEN_HEIGHT:
start_x = max(0, grid_left)
end_x = min(SCREEN_WIDTH, grid_right)
if start_x < end_x:
horizontal_lines.append(((start_x, line_y), (end_x, line_y)))
# Draw all lines
for start, end in vertical_lines:
pygame.draw.line(self.screen, GRAY, start, end)
for start, end in horizontal_lines:
pygame.draw.line(self.screen, GRAY, start, end)
def render_world(self, world, camera):
"""Render all world objects."""
world.render_all(camera, self.screen)
def render_interaction_radius(self, world, camera, selected_objects, show_radius=False):
"""Render interaction radius and debug vectors for objects."""
if not show_radius:
return
for obj in world.get_objects():
obj_x, obj_y = obj.position.get_position()
radius = obj.interaction_radius
if radius > 0 and camera.is_in_view(obj_x, obj_y, margin=radius):
if selected_objects and obj not in selected_objects:
continue
screen_x, screen_y = camera.world_to_screen(obj_x, obj_y)
screen_radius = int(radius * camera.zoom)
if screen_radius > 0:
# Draw interaction radius circle
pygame.draw.circle(self.screen, RED, (screen_x, screen_y), screen_radius, 1)
# Draw direction arrow
self._draw_direction_arrow(obj, screen_x, screen_y, camera)
# Draw debug vectors
self._draw_debug_vectors(obj, screen_x, screen_y, camera)
def _draw_direction_arrow(self, obj, screen_x, screen_y, camera):
"""Draw direction arrow for an object."""
rotation_angle = obj.rotation.get_rotation()
arrow_length = obj.max_visual_width / 2 * camera.zoom
end_x = screen_x + arrow_length * math.cos(math.radians(rotation_angle))
end_y = screen_y + arrow_length * math.sin(math.radians(rotation_angle))
# Draw arrow line
pygame.draw.line(self.screen, WHITE, (screen_x, screen_y), (end_x, end_y), 2)
# Draw arrowhead
tip_size = DIRECTION_TIP_SIZE * camera.zoom
left_tip_x = end_x - tip_size * math.cos(math.radians(rotation_angle + 150 + 180))
left_tip_y = end_y - tip_size * math.sin(math.radians(rotation_angle + 150 + 180))
right_tip_x = end_x - tip_size * math.cos(math.radians(rotation_angle - 150 + 180))
right_tip_y = end_y - tip_size * math.sin(math.radians(rotation_angle - 150 + 180))
pygame.draw.polygon(
self.screen, WHITE,
[(end_x, end_y), (left_tip_x, left_tip_y), (right_tip_x, right_tip_y)]
)
def _draw_debug_vectors(self, obj, screen_x, screen_y, camera):
"""Draw debug vectors (acceleration, velocity, angular acceleration)."""
# Draw angular acceleration
if hasattr(obj, 'angular_acceleration'):
self._draw_angular_acceleration(obj, screen_x, screen_y, camera)
# Draw acceleration vector
if hasattr(obj, 'acceleration') and isinstance(obj.acceleration, tuple) and len(obj.acceleration) == 2:
self._draw_acceleration_vector(obj, screen_x, screen_y, camera)
# Draw velocity vector
if hasattr(obj, 'velocity') and isinstance(obj.velocity, tuple) and len(obj.velocity) == 2:
self._draw_velocity_vector(obj, screen_x, screen_y, camera)
def _draw_angular_acceleration(self, obj, screen_x, screen_y, camera):
"""Draw angular acceleration vector."""
rotation_angle = obj.rotation.get_rotation()
arrow_length = obj.max_visual_width / 2 * camera.zoom
end_x = screen_x + arrow_length * math.cos(math.radians(rotation_angle))
end_y = screen_y + arrow_length * math.sin(math.radians(rotation_angle))
angular_acceleration = obj.angular_acceleration
angular_accel_magnitude = abs(angular_acceleration) * ANGULAR_ACCELERATION_SCALE * camera.zoom
angular_direction = rotation_angle + 90 if angular_acceleration >= 0 else rotation_angle - 90
angular_acc_end_x = end_x + angular_accel_magnitude * math.cos(math.radians(angular_direction))
angular_acc_end_y = end_y + angular_accel_magnitude * math.sin(math.radians(angular_direction))
pygame.draw.line(self.screen, LIGHT_BLUE, (end_x, end_y), (angular_acc_end_x, angular_acc_end_y), 2)
# Draw arrowhead
self._draw_arrowhead(angular_acc_end_x, angular_acc_end_y, angular_direction,
ANGULAR_TIP_SIZE * camera.zoom, LIGHT_BLUE)
def _draw_acceleration_vector(self, obj, screen_x, screen_y, camera):
"""Draw acceleration vector."""
acc_x, acc_y = obj.acceleration
acc_magnitude = math.sqrt(acc_x ** 2 + acc_y ** 2)
if acc_magnitude > 0:
acc_direction = math.degrees(math.atan2(acc_y, acc_x))
acc_vector_length = acc_magnitude * ACCELERATION_SCALE * camera.zoom
acc_end_x = screen_x + acc_vector_length * math.cos(math.radians(acc_direction))
acc_end_y = screen_y + acc_vector_length * math.sin(math.radians(acc_direction))
pygame.draw.line(self.screen, RED, (screen_x, screen_y), (acc_end_x, acc_end_y), 2)
self._draw_arrowhead(acc_end_x, acc_end_y, acc_direction,
ARROW_TIP_SIZE * camera.zoom, RED)
def _draw_velocity_vector(self, obj, screen_x, screen_y, camera):
"""Draw velocity vector."""
vel_x, vel_y = obj.velocity
vel_magnitude = math.sqrt(vel_x ** 2 + vel_y ** 2)
if vel_magnitude > 0:
vel_direction = math.degrees(math.atan2(vel_y, vel_x))
vel_vector_length = vel_magnitude * VELOCITY_SCALE * camera.zoom
vel_end_x = screen_x + vel_vector_length * math.cos(math.radians(vel_direction))
vel_end_y = screen_y + vel_vector_length * math.sin(math.radians(vel_direction))
pygame.draw.line(self.screen, BLUE, (screen_x, screen_y), (vel_end_x, vel_end_y), 2)
self._draw_arrowhead(vel_end_x, vel_end_y, vel_direction,
ARROW_TIP_SIZE * camera.zoom, BLUE)
def _draw_arrowhead(self, end_x, end_y, direction, tip_size, color):
"""Draw an arrowhead at the specified position."""
left_tip_x = end_x - tip_size * math.cos(math.radians(direction + 150 + 180))
left_tip_y = end_y - tip_size * math.sin(math.radians(direction + 150 + 180))
right_tip_x = end_x - tip_size * math.cos(math.radians(direction - 150 + 180))
right_tip_y = end_y - tip_size * math.sin(math.radians(direction - 150 + 180))
pygame.draw.polygon(
self.screen, color,
[(end_x, end_y), (left_tip_x, left_tip_y), (right_tip_x, right_tip_y)]
)
def render_selection_rectangle(self, selection_rect):
"""Render the selection rectangle."""
if not selection_rect:
return
left, top, width, height = selection_rect
# Draw semi-transparent fill
s = pygame.Surface((width, height), pygame.SRCALPHA)
s.fill(SELECTION_GRAY)
self.screen.blit(s, (left, top))
# Draw border
pygame.draw.rect(self.screen, SELECTION_BORDER,
pygame.Rect(left, top, width, height), 1)
def render_selected_objects_outline(self, selected_objects, camera):
"""Render blue outline for selected objects."""
for obj in selected_objects:
obj_x, obj_y = obj.position.get_position()
width = obj.max_visual_width if hasattr(obj, "max_visual_width") else 10
screen_x, screen_y = camera.world_to_screen(obj_x, obj_y)
size = camera.get_relative_size(width)
rect = pygame.Rect(screen_x - size // 2, screen_y - size // 2, size, size)
pygame.draw.rect(self.screen, SELECTION_BLUE, rect, 1)