Beispiel #1
0
def generate_map(wad_file, map_lump, settings):

    print ''
    print '[{}]'.format(map_lump)
    map_data = MapData(wad_file, map_lump)
    
    if settings.config == None:
        if map_data.is_hexen:
            configuration = 'zdoom'
        else:
            configuration = 'doom'
    else:
        configuration = settings.config
            
    print 'Using "{}" configuration...'.format(configuration)
    config_data = Config('doompath.json', configuration)
    
    print 'Map setup...'
    map_data.setup(config_data)

    print 'Detecting walkable space...'
    nav_grid = Grid()
    nav_grid.create(config_data, map_data, settings.resolution)
    if settings.write_grid == True:
        dest_file = get_side_filename(settings.wad, map_lump, 'dpg')
        nav_grid.write(dest_file)
        
    print 'Generating navigation mesh...'
    nav_mesh = Mesh()
    nav_mesh.create(nav_grid, map_data, config_data, settings.max_area_size, settings.max_area_size_merged)
    
    print 'Writing navigation mesh...'
    dest_file = get_side_filename(settings.wad, map_lump, 'dpm')
    nav_mesh.write(dest_file)
    
    return True
Beispiel #2
0
    def loop_init(self):
        wad_file = 'test/mega_map07.wad'
        map_lump = 'MAP07'
        mesh_file = 'test/mega_map07_map07.dpm'
        configuration = None
        
        print 'Loading map...'
        wad_file = wad.WADReader(wad_file)            
        self.map_data = MapData(wad_file, map_lump)
        
        # Load dataset for map.
        if configuration == None:
            if self.map_data.is_hexen:
                configuration = 'zdoom'
            else:
                configuration = 'doom'
        print 'Loading {} configuration...'.format(configuration)
        self.config = Config('doompath.json', configuration)
        
        print 'Map setup...'
        self.map_data.setup(self.config)
        
        #print 'Creating navigation grid...'
        #self.nav_grid = Grid()
        
        print 'Reading navigation mesh...'
        self.nav_mesh = Mesh()
        self.nav_mesh.read(mesh_file, self.map_data)
        
        self.map_data.blockmap.generate_areas(self.nav_mesh)
        self.map_data.blockmap.prune_empty()

        print 'Creating display...'
        pygame.init()
        self.screen = pygame.display.set_mode((1280, 720))
        self.camera = camera.Camera(0, 0, 1280, 720, 1.0)
        self.center_map()
        
        #render.render_grid_init(self.nav_grid)
        
        self.pathfinder = pathfind.Pathfinder(self.nav_mesh)
        
        return True
Beispiel #3
0
class Loop(object):
    
    def __init__(self):
        self.screen = None
        self.camera = None
        self.map_data = None
        self.config = None
        self.nav_grid = None
        self.nav_mesh = None
        
        self.pathfinder = None
        self.path = None
        self.point_start = None
        self.point_end = None
        
        pygame.font.init()
        self.font = pygame.font.Font('04b_03__.ttf', 8)
        
        self.mouse = Mouse()
        self.keys = [False] * 512
                
        
    def loop_init(self):
        wad_file = 'test/mega_map07.wad'
        map_lump = 'MAP07'
        mesh_file = 'test/mega_map07_map07.dpm'
        configuration = None
        
        print 'Loading map...'
        wad_file = wad.WADReader(wad_file)            
        self.map_data = MapData(wad_file, map_lump)
        
        # Load dataset for map.
        if configuration == None:
            if self.map_data.is_hexen:
                configuration = 'zdoom'
            else:
                configuration = 'doom'
        print 'Loading {} configuration...'.format(configuration)
        self.config = Config('doompath.json', configuration)
        
        print 'Map setup...'
        self.map_data.setup(self.config)
        
        #print 'Creating navigation grid...'
        #self.nav_grid = Grid()
        
        print 'Reading navigation mesh...'
        self.nav_mesh = Mesh()
        self.nav_mesh.read(mesh_file, self.map_data)
        
        self.map_data.blockmap.generate_areas(self.nav_mesh)
        self.map_data.blockmap.prune_empty()

        print 'Creating display...'
        pygame.init()
        self.screen = pygame.display.set_mode((1280, 720))
        self.camera = camera.Camera(0, 0, 1280, 720, 1.0)
        self.center_map()
        
        #render.render_grid_init(self.nav_grid)
        
        self.pathfinder = pathfind.Pathfinder(self.nav_mesh)
        
        return True
    
    
    def benchmark_pathfinder(self):
        random.seed(1751987)
        start = Vector3()
        end = Vector3()
        for _ in range(5000):
            start.x = random.randint(self.map_data.min.x, self.map_data.max.x)
            start.y = random.randint(self.map_data.min.y, self.map_data.max.y)
            start.z = self.map_data.get_floor_z(start.x, start.y)
            
            end.x = random.randint(self.map_data.min.x, self.map_data.max.x)
            end.y = random.randint(self.map_data.min.y, self.map_data.max.y)
            end.z = self.map_data.get_floor_z(end.x, end.y)
            
            path = self.pathfinder.find(start, end)
            if path is not None and self.pathfinder.nodes_visited > 0:
                efficiency = round((len(path) / float(self.pathfinder.nodes_visited)) * 100, 1)
                print 'Visited {} areas, path is {} areas. {} distance. {}% efficiency.'.format(self.pathfinder.nodes_visited, len(path), self.pathfinder.distance, efficiency)
        
        
    def loop_start(self):
        update_display = True
        
        while True:
            event = pygame.event.wait()
            
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE] == True:
                break
                
            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.mouse.buttons[event.button] = True
            elif event.type == pygame.MOUSEBUTTONUP:
                self.mouse.buttons[event.button] = False
                
                if event.button == 1:
                    self.place_path_point(self.mouse.map_pos.x, self.mouse.map_pos.y)
                    update_display = True
                
            elif event.type == pygame.MOUSEMOTION:
                self.mouse.pos.x = event.pos[0]
                self.mouse.pos.y = event.pos[1]
                
                self.mouse.map_pos.x, self.mouse.map_pos.y = self.camera.screen_to_map(event.pos[0], event.pos[1])
                self.mouse.map_pos.x = int(self.mouse.map_pos.x)
                self.mouse.map_pos.y = int(self.mouse.map_pos.y)
                update_display = True
                
                if self.mouse.buttons[3] == True:
                    self.camera.move_relative(event.rel[0] / self.camera.zoom, event.rel[1] / self.camera.zoom)
                    update_display = True
                
            elif event.type == pygame.KEYDOWN:
                self.keys[event.key] = True
            elif event.type == pygame.KEYUP:
                self.keys[event.key] = False
                
            if self.mouse.buttons[4] == True:
                self.camera.set_zoom(self.camera.zoom / 0.92)
                #self.camera.set_center(self.mouse.map_x, self.mouse.map_y)
                update_display = True
            elif self.mouse.buttons[5] == True:
                self.camera.set_zoom(self.camera.zoom * 0.92)
                #self.camera.set_center(self.mouse.map_x, self.mouse.map_y)
                update_display = True
            
            if update_display == True:
                self.update_display()
                update_display = False


    def place_path_point(self, x, y):
        z = self.map_data.get_floor_z(x, y)
        
        if self.point_start is None or self.point_end is not None:
            self.point_start = Vector3(x, y, z)
            self.point_end = None
            
        elif self.point_end is None:
            self.point_end = Vector3(x, y, z)
            
            for area in self.nav_mesh.areas:
                area.path = False
                area.visited = False
            
            self.path = self.pathfinder.find(self.point_start, self.point_end)            
            if self.path is None:
                print 'No path could be found.'
            else:
                efficiency = round((len(self.path) / float(self.pathfinder.nodes_visited)) * 100, 1)
                print 'Visited {} areas, path is {} areas. {} distance. {}% efficiency.'.format(self.pathfinder.nodes_visited, len(self.path), self.pathfinder.distance, efficiency)
                    

    def update_display(self):
        sector = -1
        state = None
        areas = None
        connections = None
        elements = None
        
        #sector = self.map_data.get_sector(self.mouse.map_pos.x, self.mouse.map_pos.y)
        
        self.screen.fill(COLOR_BACKGROUND)
        
        #elements = render.render_nav(self.nav_grid, self.screen, self.camera, self.mouse.map_pos)
        render.render_map(self.map_data, self.screen, self.camera, self.config, sector)
        areas, connections = render.render_mesh(self.nav_mesh, self.map_data, self.screen, self.camera, self.mouse.map_pos)
        #state = self.render_collision_box()
        self.render_debug_text(connections, state, elements, areas)
        
        render.draw_connection_path(self.screen, self.camera, self.point_start, self.point_end, self.path)
        render.draw_point(self.screen, self.camera, self.point_start)
        render.draw_point(self.screen, self.camera, self.point_end)
        
        pygame.display.flip()       
    
    
    def render_collision_box(self):
        x = self.mouse.map_pos.x
        y = self.mouse.map_pos.y
        z = self.map_data.get_floor_z(self.mouse.map_pos.x, self.mouse.map_pos.y)
        pos = Vector3(x, y, z)
        
        radius = self.config.player_radius
        height = self.config.player_height
        collision, state = self.nav_grid.collider.check_position(pos, radius, height)
        
        if collision == False:
            color = COLOR_COLLISION_BOX
        else:
            color = COLOR_COLLISION_BOX_COLLIDE

        x = self.mouse.map_pos.x - self.config.player_radius
        y = self.mouse.map_pos.y - self.config.player_radius
        x, y = self.camera.map_to_screen(x, y)
        size = (self.config.player_radius * 2) * self.camera.zoom
        
        rect = pygame.Rect((x, y), (size, size))
        pygame.draw.rect(self.screen, color, rect, 1)
        
        return state
        

    def render_debug_text(self, connections, state, elements, areas):
        text = '{}, {}'.format(self.mouse.map_pos.x, self.mouse.map_pos.y)
        self.render_text(text, 4, 4)
        
        x = 4
        y = 46
        
        if state is not None:
            text = 'floor z: {}, ceil z: {}, block line: {}, block thing: {}, special sector {}'.format(round(state.floorz, 2), round(state.ceilz, 2), state.blockline, state.blockthing, state.special_sector)
            self.render_text(text, 4, 20)
            y += 18
        
        if elements is not None:
            for element in elements:
                self.render_text(str(element), x, y)
                y += 18
        
        if connections is not None:
            for connection in connections:
                self.render_text(str(connection), x, y)
                y += 18
                
        if areas is not None:
            for area in areas:
                self.render_text(str(area), x, y)
                y += 18
        
        
    def render_text(self, text, x, y):
        surf = self.font.render(text, 0, COLOR_TEXT)
        surf = pygame.transform.scale(surf, (surf.get_width() * 2, surf.get_height() * 2))
        self.screen.blit(surf, (x, y))
        
        
    def center_map(self):
        map_size = max(self.map_data.size.x, self.map_data.size.y)
        display_size = min(1280, 720)
        zoom = float(display_size) / float(map_size) - 0.005

        x = self.map_data.min.x + self.map_data.size.x / 2
        y = self.map_data.min.y + self.map_data.size.y / 2
 
        self.camera.set_zoom(zoom)
        self.camera.set_center(x, y)