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"""
The controller for altering arena lighting provided by a DirectionalLight and a Background.
Currently doesn't support:
- Timed pre-match lighting changes
"""
from __future__ import annotations
from typing import NamedTuple
from controller import Node, Supervisor
MATCH_LIGHTING_INTENSITY = 1.5
DEFAULT_LUMINOSITY = 1
class FromEnd(NamedTuple):
"""
Represents a time relative to the end of the match.
Negative values are times before the end of the match. 0 is the last frame
of the video. All positive values will only appear in the post-match image.
"""
time: float
class ArenaLighting(NamedTuple):
"""Represents a lighting configuration for the arena."""
light_def: str
intensity: float
colour: tuple[float, float, float] = (1, 1, 1)
class LightingEffect(NamedTuple):
"""Represents a lighting effect to be applied to the arena."""
start_time: float | FromEnd
fade_time: float | None = None
lighting: ArenaLighting = ArenaLighting('SUN', intensity=MATCH_LIGHTING_INTENSITY)
luminosity: float = DEFAULT_LUMINOSITY
name: str = ""
def __repr__(self) -> str:
light = self.lighting
lights_info = [
f"({light.light_def}, int={light.intensity}, col={light.colour})"
]
return (
f"<LightingEffect: {self.name!r}, "
f"start={self.start_time}, fade={self.fade_time}, "
f"lum={self.luminosity}, "
f"{', '.join(lights_info)}"
">"
)
class LightingStep(NamedTuple):
"""Represents a step in a lighting fade."""
timestep: int
light_node: Node
intensity: float | None
colour: tuple[float, float, float] | None
luminosity: float | None
name: str | None = None
CUE_STACK = [
LightingEffect(
0,
lighting=ArenaLighting('SUN', intensity=0.2),
luminosity=0.05,
name="Pre-set",
),
LightingEffect(
0,
fade_time=1.5,
lighting=ArenaLighting('SUN', intensity=MATCH_LIGHTING_INTENSITY),
luminosity=1,
name="Fade-up",
),
LightingEffect(
FromEnd(0), # This time runs this cue as the last frame of the video
lighting=ArenaLighting('SUN', intensity=1, colour=(0.8, 0.1, 0.1)),
luminosity=0.1,
name="End of match",
),
LightingEffect(
FromEnd(1),
lighting=ArenaLighting('SUN', intensity=MATCH_LIGHTING_INTENSITY),
luminosity=DEFAULT_LUMINOSITY,
name="Post-match image",
),
]
class LightingControl:
"""Controller for managing lighting effects in the arena."""
def __init__(self, supervisor: Supervisor, duration: int) -> None:
self._robot = supervisor
self._final_timestep = duration
self.timestep = self._robot.getBasicTimeStep()
self.ambient_node = supervisor.getFromDef('AMBIENT')
# fetch all nodes used in effects, any missing nodes will be flagged here
light_names = set(effect.lighting.light_def for effect in CUE_STACK)
self.lights = {
name: supervisor.getFromDef(name)
for name in light_names
}
missing_lights = [name for name, light in self.lights.items() if light is None]
if missing_lights:
raise ValueError(f"Missing light nodes: {missing_lights}")
# Convert FromEnd times to absolute times
cue_stack = self.convert_from_end_times(CUE_STACK)
self.lighting_steps = self.generate_lighting_steps(cue_stack)
def convert_from_end_times(self, cue_stack: list[LightingEffect]) -> list[LightingEffect]:
"""Convert FromEnd times to absolute times."""
new_cue_stack = []
end_time = (self._final_timestep * self.timestep) / 1000
# @ 25 fps the last 5 timesteps are not included in the video
start_of_frame_offset = self.timestep * 6 / 1000
for cue in cue_stack:
if isinstance(cue.start_time, FromEnd):
abs_time = end_time + cue.start_time.time - start_of_frame_offset
new_cue_stack.append(cue._replace(start_time=abs_time))
else:
new_cue_stack.append(cue)
return new_cue_stack
def generate_lighting_steps(self, cue_stack: list[LightingEffect]) -> list[LightingStep]:
"""Expand the cue stack into a list of lighting steps."""
steps: list[LightingStep] = []
# Generate current values for all lights
current_values = {
name: LightingStep(
0,
light,
light.getField('intensity').getSFFloat(), # type: ignore[attr-defined]
light.getField('color').getSFColor(), # type: ignore[attr-defined]
0,
)
for name, light in self.lights.items()
}
current_luminosity = self.ambient_node.getField('luminosity').getSFFloat() # type: ignore[attr-defined]
for cue in cue_stack:
# Get the current state of the light with the current luminosity
current_state = current_values[cue.lighting.light_def]
current_state = current_state._replace(luminosity=current_luminosity)
expanded_cue = self.expand_lighting_fade(cue, current_state)
# Update current values from the last step of the cue
current_values[cue.lighting.light_def] = expanded_cue[-1]
current_luminosity = expanded_cue[-1].luminosity
steps.extend(expanded_cue)
steps.sort(key=lambda x: x.timestep)
# TODO optimise steps to remove duplicate steps
return steps
def expand_lighting_fade(
self,
cue: LightingEffect,
current_state: LightingStep,
) -> list[LightingStep]:
"""Expand a fade effect into a list of steps."""
fades = []
assert isinstance(cue.start_time, (float, int)), \
"FromEnd times should be converted to absolute times"
cue_start = int((cue.start_time * 1000) / self.timestep)
if cue.fade_time is None:
# no fade, just set values
return [LightingStep(
cue_start,
self.lights[cue.lighting.light_def],
cue.lighting.intensity,
cue.lighting.colour,
cue.luminosity,
cue.name
)]
assert current_state.intensity is not None, "Current intensity should be set"
assert current_state.colour is not None, "Current colour should be set"
assert current_state.luminosity is not None, "Current luminosity should be set"
fade_steps = int((cue.fade_time * 1000) / self.timestep)
if fade_steps == 0:
fade_steps = 1
intensity_step = (cue.lighting.intensity - current_state.intensity) / fade_steps
colour_step = [
(cue.lighting.colour[0] - current_state.colour[0]) / fade_steps,
(cue.lighting.colour[1] - current_state.colour[1]) / fade_steps,
(cue.lighting.colour[2] - current_state.colour[2]) / fade_steps,
]
luminosity_step = (cue.luminosity - current_state.luminosity) / fade_steps
for step in range(fade_steps):
fades.append(
LightingStep(
cue_start + step,
self.lights[cue.lighting.light_def],
current_state.intensity + intensity_step * step,
(
current_state.colour[0] + (colour_step[0] * step),
current_state.colour[1] + (colour_step[1] * step),
current_state.colour[2] + (colour_step[2] * step),
),
current_state.luminosity + luminosity_step * step,
cue.name if step == 0 else None,
)
)
# Replace the last step with the final values
fades.pop()
fades.append(LightingStep(
cue_start + fade_steps,
self.lights[cue.lighting.light_def],
cue.lighting.intensity,
cue.lighting.colour,
cue.luminosity,
))
return fades
def set_luminosity(self, luminosity: float) -> None:
"""Set the luminosity of the ambient node."""
self.ambient_node.getField('luminosity').setSFFloat(float(luminosity)) # type: ignore[attr-defined]
def set_node_intensity(self, node: Node, intensity: float) -> None:
"""Set the intensity of a node."""
node.getField('intensity').setSFFloat(float(intensity)) # type: ignore[attr-defined]
def set_node_colour(self, node: Node, colour: tuple[float, float, float]) -> None:
"""Set the colour of a node."""
node.getField('color').setSFColor(list(colour)) # type: ignore[attr-defined]
def service_lighting(self, current_timestep: int) -> int:
"""Service the lighting effects for the current timestep."""
index = 0
if current_timestep >= self._final_timestep and self.lighting_steps:
# Run all remaining steps
current_timestep = self.lighting_steps[-1].timestep
while (
len(self.lighting_steps) > index
and self.lighting_steps[index].timestep == current_timestep
):
lighting_step = self.lighting_steps[index]
if lighting_step.name is not None:
print(
f"Running lighting effect: {lighting_step.name} @ "
f"{current_timestep * self.timestep / 1000}"
)
if lighting_step.intensity is not None:
self.set_node_intensity(lighting_step.light_node, lighting_step.intensity)
if lighting_step.colour is not None:
self.set_node_colour(lighting_step.light_node, lighting_step.colour)
if lighting_step.luminosity is not None:
self.set_luminosity(lighting_step.luminosity)
index += 1
# Remove all steps that have been processed
self.lighting_steps = self.lighting_steps[index:]
if self.lighting_steps:
return self.lighting_steps[0].timestep - current_timestep
else:
return -1