Beispiel #1
0
    def __init__(self, *args, **kwargs):
        ViewTowers.__init__(self, *args, **kwargs)

        # ignore keys set by viewer
        for key in self.getAllAccepting():
            if key in ("s", "escape"):
                continue
            self.ignore(key)
        self.permanent_events = self.getAllAccepting()

        # global variables
        self.text_bg = (1, 1, 1, 0.7)
        self.font = self.loader.loadFont('cmr12.egg')
        self.question = (
            "Use the mouse to indicate the direction that "
            "the tower will fall.")
        self.feedback_time = 3.0
        self.buffer_time = 0.75

        # create text
        self.create_all_text()

        # create direction line
        self.line = LineSegs()
        self.line_node = None
        self.angle = None

        alight = AmbientLight('alight3')
        alight.setColor((0.8, 0.8, 0.8, 1))
        self.line_light = self.lights.attachNewNode(alight)
    def __init__(self, *args, **kwargs):
        ViewTowers.__init__(self, *args, **kwargs)

        # ignore keys set by viewer
        for key in self.getAllAccepting():
            if key in ("s", "escape"):
                continue
            self.ignore(key)
        self.permanent_events = self.getAllAccepting()

        # global variables
        self.text_bg = (1, 1, 1, 0.7)
        self.font = self.loader.loadFont("cmr12.egg")
        self.question = "Use the mouse to indicate the direction that " "the tower will fall."
        self.feedback_time = 3.0
        self.buffer_time = 0.75

        # create text
        self.create_all_text()

        # create direction line
        self.line = LineSegs()
        self.line_node = None
        self.angle = None

        alight = AmbientLight("alight3")
        alight.setColor((0.8, 0.8, 0.8, 1))
        self.line_light = self.lights.attachNewNode(alight)
Beispiel #3
0
class Lighting:
  def __init__(self, ancestor = None):
    print "____________________________________________________"
    print "Class Lights"
    self.ancestor = ancestor

    #Initialize bg colour
    colour = (0.2, 0.2, 0.6)
    base.setBackgroundColor(*colour)
    base.camLens.setFar(1000.0)

    self.alight = AmbientLight('ambient_light')
    self.alight.setColor(Vec4(0.7, 0.7, 0.7, 1))
    self.alnp = base.render.attachNewNode(self.alight)
    base.render.setLight(self.alnp)

    self.plight = PointLight('sunlight')
    self.plight.setColor(Vec4(2.5, 2.5, 2.5, 1))
    self.plnp = base.render.attachNewNode(self.plight)
    self.plnp.setPos(50, 0, 300)
    self.plnp.lookAt(self.ancestor.terrain.root)
    base.render.setLight(self.plnp)

    # Initialize linear fog
    self.fog = Fog("Fog object")
    self.fog.setMode(Fog.MLinear)
    self.fog.setLinearRange(14.0,40.0)
    self.fog.setColor(*colour)
Beispiel #4
0
 def __init__(self):
     
     # Display nodes creation
     self.patches_node    = render.attachNewNode("patches_node")
     self.agents_node     = render.attachNewNode("agents_node")
     self.lines_node      = render.attachNewNode("lines_node")
     self.light_node      = render.attachNewNode("light_node")
     self.floor_node      = render.attachNewNode("floor_node")
     self.frame_node      = render.attachNewNode("frame_node")
     self.env_node        = render.attachNewNode("env_node")
     
     # Light settings
     self.light = True
     self.dlight = PointLight("dlight")
     self.dlight.setColor(Vec4(.8,.8,.5,1))
     self.dlnp = render.attachNewNode(self.dlight)
     self.dlnp.setPos(0,100,100)
     render.setLight(self.dlnp)
     
     ambientLight = AmbientLight("ambientLight")
     ambientLight.setColor(Vec4(.4, .4, .4, 1))
     render.setLight(render.attachNewNode(ambientLight))
     
     #self.create_floor(121, 121, "grass_floor") 
     self.create_frame(121, 121, 0) 
     self.add_model(self.env_node, "env", (60,60,-0.5), 200)
     self.fill_env()
     
     taskMgr.add(self.game_loop, "game_loop")
     taskMgr.add(self.close_window, "close_window")
 def create( self ):
     lightAttrib = LightAttrib.makeAllOff()
     
     #create ambient light
     ambientLight = AmbientLight( "ambientLight" )
     ambientLight.setColor( self.ambientColor )
     lightAttrib = lightAttrib.addLight( ambientLight )
     
     render.attachNewNode( ambientLight.upcastToPandaNode() ) 
     self.ambientLight = ambientLight
     
     #default light settings
     """colors = [ Vec4(1,0,0,0), Vec4(0,1,0,0), Vec4(0,0,1,0), Vec4(1,1,0,0) ]
     directions = [ Vec3(1,0,0), Vec3(0,1,0), Vec3(-1,0,0), Vec3(0,-1,0) ]
     intensities = [ 3.0, 0.1, 3.0, 0.1 ]"""
     
     colors = [ Vec4(1,1,1,0), Vec4(0,1,0,0), Vec4(0,0,1,0), Vec4(1,1,0,0) ]
     # basic 3+1 point lighting
     directions = [ Vec3(0,1,-0.2), Vec3(0,1,0), Vec3(-1,0.3,0), Vec3(0,-1,0) ]
     intensities = [ 1.0, 0.0, 0.5, 0.0 ]
     
     #add directional lights
     self.directionalLights = []
     
     for i in range(4):
         self.directionalLights.append( ShaderDirectionalLight( colors[i], directions[i], intensities[i], i ) )
         lightAttrib = self.directionalLights[i].create( lightAttrib )
     
     #set light attributes
     render.node().setAttrib( lightAttrib )
Beispiel #6
0
 def __init__(self):
     ShowBase.__init__(self)
     
     wp = WindowProperties()
     wp.setSize(850, 480)
     wp.setTitle("GAME")
     base.win.requestProperties(wp)
     
     bgg = BlockGeometryGenerator()
     
     blocks = []
     
     for x in xrange(1):
         for y in xrange(512):
             for z in xrange(64):
                 bid = random.randint(0, 255)
                 blocks.append(bid)
                 bgg.GenerateBlockGeometry(x, y, z, Block(bid), [0])
                 #blocks[x * 512 * 64 + y * 64 + z] = 1
         print x
         
     ambientLight = AmbientLight('ambientLight')
     ambientLight.setColor(Vec4(0.2, 0.2, 0.2, 1))
     ambientLightNP = render.attachNewNode(ambientLight)
     render.setLight(ambientLightNP)
Beispiel #7
0
	def init_node_path(self):
		if self.node_path:
			self.parent.node_path_mesh.clearLight(self.node_path)
			self.node_path.remove()
		from pandac.PandaModules import AmbientLight
		alight = AmbientLight('alight')
		alight.setColor(VBase4(*[x / 127.0 for x in self.color] + [1.0]))
		self.node_path = self.parent.node_path_mesh.attachNewNode(alight)
		self.parent.node_path_mesh.setLight(self.node_path)
Beispiel #8
0
 def setLight(self):
     pLight = PointLight('pLight')
     plnp = base.render.attachNewNode(pLight)
     plnp.setPos(37, 10, 15)
     alight = AmbientLight('alight')
     alight.setColor(VBase4(0.2, 0.25, 0.25, 1))
     alnp = base.render.attachNewNode(alight)
     base.render.setLight(plnp)
     base.render.setLight(alnp)
Beispiel #9
0
 def loadStars(self):
     ambientlight = AmbientLight('alight')
     ambientlight.setColor(Vec4(1, 1, 1, 0))
     lightnode = render.attachNewNode(ambientlight)
     self.stars = loader.loadModel("stars.bam")
     self.stars.setLight(lightnode)
     self.stars.setScale(1000)
     self.stars.setPos(0, 0, 0)
     self.stars.reparentTo(render)
     self.starsRotation = self.stars.getQuat()
Beispiel #10
0
 def loadStars(self):
   ambientlight = AmbientLight('alight')
   ambientlight.setColor( Vec4(1, 1, 1, 0) )
   lightnode = render.attachNewNode(ambientlight)
   self.stars = loader.loadModel("stars.bam")
   self.stars.setLight(lightnode)
   self.stars.setScale(1000)
   self.stars.setPos(0,0,0)
   self.stars.reparentTo(render)
   self.starsRotation = self.stars.getQuat()
Beispiel #11
0
    def set_lighting(self):
        dlight = DirectionalLight('dlight')
        dlnp = self.render.attachNewNode(dlight)
        dlnp.setHpr(45,-45,0)
        self.render.setLight(dlnp)

        ambientLight = AmbientLight('ambientLight')
        ambientLight.setColor(VBase4(0.5, 0.5, 0.5, 1))
        ambientLightNP = render.attachNewNode(ambientLight)
        self.render.setLight(ambientLightNP)
Beispiel #12
0
	def setupLight( self ):
		#Default lightAttrib with no lights
		#self.lightAttrib = LightAttrib.makeAllOff() 
		
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( Vec4( .1, .1, .1, 1 ) )
		self.alnp = render.attachNewNode(self.ambientLight)
		render.setLight(self.alnp)
		
		self.heightfield.mHeightFieldNode.setLightOff()
		
		self.ambientLight2 = AmbientLight( "ambientLight2" )
		#Set the color of the ambient light
		self.ambientLight2.setColor( Vec4( .1, .1, .1, 1 ) )
		self.al2np = render.attachNewNode(self.ambientLight2)
		self.heightfield.mHeightFieldNode.setLight(self.al2np)
		
		self.dlight = DirectionalLight('dlight')
		self.dlight.setColor(VBase4(1.0, 1.0, 0.6, 1))
		self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
		self.dlnp.setHpr(-90, -30, 0)
		self.heightfield.mHeightFieldNode.setLight(self.dlnp)
		
		# Now we create a spotlight. Spotlights light objects in a given cone
		# They are good for simulating things like flashlights
		self.spotlight = Spotlight( "spotlight" )
		self.spotlight.setColor( Vec4( .9, .9, .9, 1 ) )
		#The cone of a spotlight is controlled by it's lens. This creates the lens
		self.spotlight.setLens( PerspectiveLens() )
		#This sets the Field of View (fov) of the lens, in degrees for width and
		#height. The lower the numbers, the tighter the spotlight.
		self.spotlight.getLens().setFov( 30, 30 )
		# Attenuation controls how the light fades with distance. The numbers are
		# The three values represent the three constants (constant, linear, and
		# quadratic) in the internal lighting equation. The higher the numbers the
		# shorter the light goes.
		self.spotlight.setAttenuation( Vec3( 0.0, 0.0075, 0.0 ) ) 
		# This exponent value sets how soft the edge of the spotlight is. 0 means a
		# hard edge. 128 means a very soft edge.
		self.spotlight.setExponent( 60.0 )
		# Unlike our previous lights, the spotlight needs a position in the world
		# We are attaching it to the camera so that it will appear is if we are
		# holding a flashlight, but it can be attached to any NodePath
		#
		# When attaching a spotlight to a NodePath, you must use the
		# upcastToLensNode function or Panda will crash
		#camera.attachNewNode( self.spotlight.upcastToLensNode() ) 
		self.spnp = camera.attachNewNode( self.spotlight.upcastToLensNode() )
		render.setLight(self.spnp)
		self.heightfield.mHeightFieldNode.setLight(self.spnp)
Beispiel #13
0
 def setupLights(self):
     lAttrib = LightAttrib.makeAllOff()
     ambientLight = AmbientLight( "ambientLight" )
     ambientLight.setColor( Vec4(.4, .4, .35, 1) )
     lAttrib = lAttrib.addLight( ambientLight )
     directionalLight = DirectionalLight( "directionalLight" )
     directionalLight.setDirection( Vec3( 0, 8, -2.5 ) )
     directionalLight.setColor( Vec4( 0.9, 0.8, 0.9, 1 ) )
     lAttrib = lAttrib.addLight( directionalLight )
     render.attachNewNode( directionalLight.upcastToPandaNode() ) 
     render.attachNewNode( ambientLight.upcastToPandaNode() ) 
     render.node().setAttrib( lAttrib )
Beispiel #14
0
	def setupLights(self):
		lAttrib = LightAttrib.makeAllOff()
		ambientLight = AmbientLight( "ambientLight" )
		ambientLight.setColor( Vec4(.6, .6, .55, 1) )
		lAttrib = lAttrib.addLight( ambientLight )
		directionalLight = DirectionalLight( "directionalLight" )
		directionalLight.setDirection( Vec3( 0, 8, -2.5 ) )
		directionalLight.setColor( Vec4( 0.9, 0.8, 0.9, 1 ) )
		lAttrib = lAttrib.addLight( directionalLight )
		#set lighting on teapot so steam doesn't get affected
		#self.t.attachNewNode( directionalLight.upcastToPandaNode() )
		self.t.attachNewNode( directionalLight ) 
		#self.t.attachNewNode( ambientLight.upcastToPandaNode() )
		self.t.attachNewNode( ambientLight) 
		self.t.node().setAttrib( lAttrib )
Beispiel #15
0
    def loadLights(self):

        plight = AmbientLight('my plight')
        plight.setColor(VBase4(0.12, 0.12, 0.12, 1))
        self.plnp = self.render.attachNewNode(plight)
        self.render.setLight(self.plnp)

        light4 = PointLight('pointlight3')
        plnp4 = self.render.attachNewNode(light4)
        plnp4.setPos(10, 0, 8)
    
        light5 = PointLight('pointlight5')
        self.plnp5 = self.render.attachNewNode(light5)
        self.plnp5.setPos(10,0, 8)
        self.render.setLight(self.plnp5)
Beispiel #16
0
    def _set_light_sources(self):
        light_positions = [(1, -1, 1), (-1, -5, 1)]
        intensity = 0.8
        for l_pos in light_positions:
            plight = PointLight('plight')
            plight.setColor(VBase4(intensity, intensity, intensity, 1))
            plnp = render.attachNewNode(plight)
            plnp.setPos(l_pos[0], l_pos[1], l_pos[2])
            render.setLight(plnp)
        light = AmbientLight('')
        light.setColor(VBase4(0.4, 0.4, 0.4, 1))
        light_np = render.attachNewNode(light)
        light_np.setPos(0, 0, 0)
        render.setLight(light_np)

        pass
Beispiel #17
0
    def __init__(self):
        ShowBase.__init__(self)
        base.setFrameRateMeter(True)
        # base.disableMouse()

        # initialise the lights
        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        # Initialise the Ode world
        self.world = OdeWorld()
        self.world.setGravity(0, 0, -9.81)

        # load the models

        # environment
        self.environ = self.loader.loadModel("data/models/Plane")
        # Reparent the model to render.
        self.environ.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.environ.setScale(10, 10, 10)
        self.environ.setPos(0, 0, 0)

        # racer
        self.glider = self.loader.loadModel("data/models/vehicle01")
        # Reparent the model to render.
        self.glider.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.glider.setScale(1, 1, 1)
        self.glider.setPos(0, 0, 50)

        self.myBody = OdeBody(self.world)
        self.myBody.setPosition(self.glider.getPos(render))
        self.myBody.setQuaternion(self.glider.getQuat(render))
        self.myMass = OdeMass()
        self.myMass.setBox(11340, 1, 1, 1)
        self.myBody.setMass(self.myMass)

        # set up the camera
        base.camera.reparentTo(self.glider)
        base.camera.setPos(0, -30, 10)
        base.camera.lookAt(self.glider)

        # add physics to taskmgr
        taskMgr.add(self.physicsTask, 'physics')
    def initAnchor(self):
        self.anchor = loader.loadModel(self.main.modeld + "planet")
        self.anchor.reparentTo(self.main.systemNP)
        self.anchor.setScale(15)
        self.anchor_tex = loader.loadTexture(self.main.modeld + "anchor.jpg")
        self.anchor.setTexture(self.anchor_tex)
        self.anchor_sp = self.main.getPlist()[0]  # anchor가 선택한 행성 (혹은 항성)
        self.anchor.setPos(self.anchor_sp.getPos())
        self.anchor.setZ(self.anchor_sp.getZ() + 2 * self.anchor_sp.getScale().getX())

        al = AmbientLight("d")
        al.setColor(VBase4(1, 1, 1, 1))
        alnp = self.anchor.attachNewNode(al)
        self.anchor.setLight(alnp)

        self.anchor_spin = self.anchor.hprInterval(3.0, VBase3(360, 0, 0))
        self.anchor_spin.loop()
 def buildAmbientLight(self, color):
     """
 Builds a Panda3D Ambient Light with the specified color.
 """
     alight = render.attachNewNode(AmbientLight("Ambient"))
     alight.node().setColor(Vec4(*color))
     render.setLight(alight)
     return alight
Beispiel #20
0
 def _set_light_sources(self):
     light_positions = [(1,-1,1),(-1,-5,1)]
     intensity = 0.8
     for l_pos in light_positions:
         plight = PointLight('plight')
         plight.setColor(VBase4(intensity, intensity, intensity, 1))
         plnp = render.attachNewNode(plight)
         plnp.setPos(l_pos[0], l_pos[1], l_pos[2])
         render.setLight(plnp)
     light = AmbientLight('')
     light.setColor(VBase4(0.4,0.4,0.4,1))
     light_np = render.attachNewNode(light)
     light_np.setPos(0,0,0)
     render.setLight(light_np)
     
     
     pass
Beispiel #21
0
    def __init__(self, game):
        super(World, self).__init__()

        self.game = game


        self.things = []


        #initialize the rendering
        self.renderer = self.game.render
        self.initFog()

        #FIXME do better lighting
        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        alnp = self.renderer.attachNewNode(alight)
        self.renderer.setLight(alnp)

        #initialize a hud
        self.hud = HUD()
        self.add(self.hud)

        #physics
        self.world = OdeWorld()
        self.world.setGravity(0,  -20, 0) #FIXME (0,-9.81) would be realistic physics

        self.world.initSurfaceTable(1)
        self.world.setSurfaceEntry(0, 0, 0.6, 0.0, 9.1, 0.9, 0.00001, 1.0, 0.02) #FIXME I have no idea what this means

        self.space = OdeSimpleSpace()
        self.space.setAutoCollideWorld(self.world)
        self.contactGroup = OdeJointGroup()
        self.space.setAutoCollideJointGroup(self.contactGroup)

        #constrain to 2d
        self.plane = OdePlane2dJoint(self.world)

        self.timeAccumulator = 0
        self.dt = 1.0 / 60.0

        #give it a player
        self.player = Player(self, Point3(0,10,0))
        self.add(self.player)
        self.game.taskMgr.add(self.player.move, "movePlayer")
Beispiel #22
0
 def __init__(self):
     super(SimViewer, self).__init__()
     # Make a window.
     size = (700, 520)
     self.create_output(size, "SimViewer")
     self.output.setClearColor((0.0, 0.0, 0.0, 1.0))
     # Lights node
     self.lights = NodePath('lights')
     # Create a spotlight
     slight = Spotlight('slight')
     slight.setScene(self.root)
     slight.setShadowCaster(True, 2**11, 2**11)
     # Set shadow mask, so we can exclude objects from casting shadows
     self.shadow_mask = BitMask32.bit(2)
     slight.setCameraMask(self.shadow_mask)
     c = 1.4
     slight.setColor((c, c, c, 1.0))
     slight.getLens().setNearFar(4, 100)
     slight.getLens().setFov(45)
     slnp = self.lights.attachNewNode(slight)
     slnp.setPos((7, 10, 40))
     slnp.lookAt(2, 0, 1.5)
     self.root.setLight(slnp)
     # Create an ambient light.
     alight = AmbientLight('alight')
     c = 0.6
     alight.setColor((c, c, c, 1.0))
     alnp = self.lights.attachNewNode(alight)
     self.root.setLight(alnp)
     self.lights.reparentTo(self.root)
     # Set auto shading for shadows.
     self.root.setShaderAuto()
     # Set antialiasing on.
     self.root.setAntialias(AntialiasAttrib.MAuto)
     # Camera.
     lens = PerspectiveLens()
     self.lens = lens
     self.lens.setNearFar(0.1, 1000.)
     self.lens.setFov((40, 30))
     self.cameras = self.root.attachNewNode('cameras')
     self.camera = self.make_camera(self.output, lens=self.lens)
     self.camera.setPos(15, 44, 3.)
     self.camera.setPos(15, 35, 15.)
     self.camera.lookAt(0, 0, 1.)
    def __init__(self, filters):

        self.skybox = SkyBox()
        self.sun = Sun(filters)
        self.clouds = CloudLayer()
        self.fog = DistanceFog()
        #self.addDirectLight()
        self.dayLength = 120  #in seconds
        self.setTime(800.0)
        self.previousTime = 0
        self.nightSkip = True
        self.paused = False

        ambient = Vec4(0.55, 0.65, 1.0, 1)  #bright for hdr
        alight = AmbientLight('alight')
        alight.setColor(ambient)
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)
        render.setShaderInput('alight0', alnp)
    def __init__(self):
        # initialise ODE
        world = OdeWorld()
        #world.setGravity(0.0, 0.0, -9.81)
        world.setGravity(0.0, 0.0, 0.0)
        
        self.grid = DirectGrid(2000, 20, parent=render)
        self.grid.setZ(-0.001)
        setSky("bluesky")

        # lights
        sunlight = DirectionalLight("sun")
        sunlight.setColor(Vec4(1.0, 0.9, 0.8, 1))
        sunnp = render.attachNewNode(sunlight)
        sunnp.setP(-60)
        render.setLight(sunnp)

        alight = AmbientLight("alight")
        alight.setColor(Vec4(0.6, 0.6, 0.8, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        #render.setShaderAuto(True)

        ## initialise physics engine
        #base.enableParticles()

        # load our plane(s)
        base.player = Aeroplane("griffin", world=world)
        base.player_camera = views.PlaneCamera(base.player)
        self.control = controls.PlaneFlight()

        # load some others
        #pirate1 = Aeroplane("griffin")
        #pirate1.node.setPosHpr(-15, -20, 12, -10, -10, 20)

        #pirate2 = Aeroplane("griffin")
        #pirate2.node.setPosHpr(18, -30, 6, 5, -5, -5)

        # set default camera
        base.player.hud = gui.HUD(base.player, base.camera)
        base.player.hud.update()
        self.control.activate()
Beispiel #25
0
 def setupLights( self ):
     # create a point light
     plight = PointLight('plight')
     # set its color
     plight.setColor(VBase4( 0.2, 0.2, 0.2, 1 ) )
     # attach it to the render as a new node
     # 'upcast' to a node otherwise Panda will crash
     # heard this will change in version 1.1.?
     plnp = render.attachNewNode( plight )
     # set the position of the node
     plnp.setPos( 0, 0, 0 )
     # set the light or 'turn' it on
     render.setLight( plnp )
     # the following code makes the 'shadows' less black or dark
     # same as above but we create a ambient light that affects all faces
     alight = AmbientLight( 'alight' ) # light
     alight.setColor( VBase4( 0.2, 0.2, 0.2, 1 ) ) # color
     alnp = render.attachNewNode( alight ) # attach
     render.setLight( alnp ) # turn on
    def __init__(self, filters):

        self.skybox = SkyBox()
        self.sun = Sun(filters)
        self.clouds = CloudLayer()
        self.fog = DistanceFog()
        #self.addDirectLight()
        self.dayLength = 120 #in seconds
        self.setTime(800.0)
        self.previousTime = 0
        self.nightSkip = True
        self.paused = False

        ambient = Vec4(0.55, 0.65, 1.0, 1) #bright for hdr
        alight = AmbientLight('alight')
        alight.setColor(ambient)
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)
        render.setShaderInput('alight0', alnp)
Beispiel #27
0
	def __init__(self):
		ShowBase.__init__(self)

		# ambient light, so we can see colors on models
		alight = AmbientLight('alight')
		alight.setColor(VBase4(1, 1, 1, 1))
		alnp = render.attachNewNode(alight)
		render.setLight(alnp)

		# this piece of code loads a model, and places it at (1,3,0)
		# it will be visible as soon as the program is started
		self.cityModel = self.loader.loadModel('models/City.egg')
		self.cityModel.setPos(1, 3, 0)

		# reparenting to "render" causes it to be displayed (render is the
		# root of the object tree
		self.cityModel.reparentTo(self.render)

		self.taskMgr.add(self.move_city, "move_city")
Beispiel #28
0
    def __init__(self):
        ShowBase.__init__(self)

        # ambient light, so we can see colors on models
        alight = AmbientLight('alight')
        alight.setColor(VBase4(1, 1, 1, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        # this piece of code loads a model, and places it at (1,3,0)
        # it will be visible as soon as the program is started
        self.cityModel = self.loader.loadModel('models/City.egg')
        self.cityModel.setPos(1, 3, 0)

        # reparenting to "render" causes it to be displayed (render is the
        # root of the object tree
        self.cityModel.reparentTo(self.render)

        self.taskMgr.add(self.move_city, "move_city")
Beispiel #29
0
    def create(self):
        lightAttrib = LightAttrib.makeAllOff()

        #create ambient light
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(self.ambientColor)
        lightAttrib = lightAttrib.addLight(ambientLight)

        render.attachNewNode(ambientLight.upcastToPandaNode())
        self.ambientLight = ambientLight

        #default light settings
        """colors = [ Vec4(1,0,0,0), Vec4(0,1,0,0), Vec4(0,0,1,0), Vec4(1,1,0,0) ]
        directions = [ Vec3(1,0,0), Vec3(0,1,0), Vec3(-1,0,0), Vec3(0,-1,0) ]
        intensities = [ 3.0, 0.1, 3.0, 0.1 ]"""

        colors = [
            Vec4(1, 1, 1, 0),
            Vec4(0, 1, 0, 0),
            Vec4(0, 0, 1, 0),
            Vec4(1, 1, 0, 0)
        ]
        # basic 3+1 point lighting
        directions = [
            Vec3(0, 1, -0.2),
            Vec3(0, 1, 0),
            Vec3(-1, 0.3, 0),
            Vec3(0, -1, 0)
        ]
        intensities = [1.0, 0.0, 0.5, 0.0]

        #add directional lights
        self.directionalLights = []

        for i in range(4):
            self.directionalLights.append(
                ShaderDirectionalLight(colors[i], directions[i],
                                       intensities[i], i))
            lightAttrib = self.directionalLights[i].create(lightAttrib)

        #set light attributes
        render.node().setAttrib(lightAttrib)
Beispiel #30
0
class AmbLight:
    """Creates a simple ambient light"""
    def __init__(self, manager, xml):
        self.light = PAmbientLight('alight')
        self.lightNode = render.attachNewNode(self.light)

        self.reload(manager, xml)

    def reload(self, manager, xml):
        color = xml.find('color')
        if color != None:
            self.light.setColor(
                VBase4(float(color.get('r')), float(color.get('g')),
                       float(color.get('b')), 1.0))

    def start(self):
        render.setLight(self.lightNode)

    def stop(self):
        render.clearLight(self.lightNode)
Beispiel #31
0
    def startGame(self):
        '''
        Start the game
        '''

        base.enableParticles()
        # self.p = ParticleEffect()
        # self.loadParticleConfig('./data.parcticles/blowout_fire.ptf')
        # Start of the code from steam.ptf
        # self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig('./data/particles/blowout_test.ptf')
        # Sets particles to birth relative to the teapot, but to render at toplevel
        self.p.start(render)
        self.p.setPos(0.000, 0.000, 0)

        # Load the Lights
        ambilight = AmbientLight('ambilight')
        ambilight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        render.setLight(render.attachNewNode(ambilight))
Beispiel #32
0
class AmbLight:
  """Creates a simple ambient light"""
  def __init__(self,manager,xml):
    self.light = PAmbientLight('alight')
    self.lightNode = render.attachNewNode(self.light)

    self.reload(manager,xml)


  def reload(self,manager,xml):
    color = xml.find('color')
    if color!=None:
      self.light.setColor(VBase4(float(color.get('r')), float(color.get('g')), float(color.get('b')), 1.0))


  def start(self):
    render.setLight(self.lightNode)

  def stop(self):
    render.clearLight(self.lightNode)
Beispiel #33
0
    def __init__(self, gameManager, gameData, *args, **kwargs):
        BaseState.__init__(self, gameManager, *args, **kwargs)

        self._gameData = gameData

        self._gameData.scene.reparentTo(render)

        base.camera.display()

        plight = PointLight('plight')
        plight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        plnp = self._gameData.scene.attachNewNode(plight)
        plnp.setPos(10, 20, 0)
        self._gameData.scene.setLight(plnp)

        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        alnp = self._gameData.scene.attachNewNode(alight)
        self._gameData.scene.setLight(alnp)

        self.addTask(self.updateTask, 'globalUpdate')
Beispiel #34
0
    def setupLight(self):
        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        self.ambientLightNP = render.attachNewNode(self.ambientLight.upcastToPandaNode())
        render.setLight(self.ambientLightNP)

        self.dlight = DirectionalLight("dlight")
        self.dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
        self.dlnp.setHpr(0, -30, 0)
        render.setLight(self.dlnp)
        """
Beispiel #35
0
 def SetupLights(self):
     a = 0.5
     d = 0.2
     ambientLight = AmbientLight('ambientLight')
     ambientLight.setColor(Vec4(a, a, a, 1))
     ambientLightNP = render.attachNewNode(ambientLight)
     render.setLight(ambientLightNP)
     
     dir = [Vec3(1, 1, 1), Vec3(-1, -0.5, -1), Vec3(-0.5, -1, -1)]
     for i in xrange(3):
         directionalLight = DirectionalLight("directionalLight")
         directionalLight.setDirection(dir[i])
         directionalLight.setColor(Vec4(d, d, d, 1))
         render.setLight(render.attachNewNode(directionalLight))
     
     myFog = Fog("Fog Name")
     myFog.setColor(*Globals.SKY_COLOR)
     myFog.setLinearRange(40, 70)
     base.camera.attachNewNode(myFog)
     render.setFog(myFog)
     
     base.setBackgroundColor(*Globals.SKY_COLOR)
Beispiel #36
0
 def __init__(
         self,
         name=NAME_DEFAULT,
         pos=POS_DEFAULT,
         heading=HEADING_DEFAULT,
         vel=VEL_DEFAULT,
         acc=ACC_DEFAULT  # player controlled acceleration. Can be 0.0 - 1.0
 ):
     """@param name string"""
     self.name = name
     self.pos = pos
     self.vel = vel
     self.acc = acc
     self.heading = heading
     self.rotateLeft = False
     self.rotateRight = False
     self.visualNode = self.createVisualNode(self.pos)
     self.bullets = []
     self.collisionHandler = colHandler
     self.collisions = []
     self.collisionSphere = OdeSphereGeom(4)
     self.collisionSphere.setCategoryBits(BitMask32(0xffffffff))
     self.collisionSphere.setCollideBits(BitMask32(0xffffffff))
     self.collisionSphere.setPosition(pos[0], pos[1], 0)
     self.forces = []
     self.mass = 1.0
     self.health = Ship.HEALTH
     self.isAlive = True
     self.shootingSound = loader.loadSfx('anti_tank_gun_single_shot.mp3')
     self.destroySound = loader.loadSfx('large_explosion.mp3')
     self.bulletHitSound = loader.loadSfx(
         'explosion_loud_internal_explosion_very_reverberant.mp3')
     self.collisionSound = loader.loadSfx('car_door_close.mp3')
     self.bulletParent = NodePath("Bullet Parent")
     self.bulletParent.reparentTo(render)
     self.bulletAmbientLight = AmbientLight('Bullet Light')
     self.bulletAmbientLight.setColor(Vec4(.0, .1, .2, .0))
     lightnode = render.attachNewNode(self.bulletAmbientLight)
     self.bulletParent.setLight(lightnode)
	def setupLighting(self, sizeVector, centerPos):
		x, y, z = centerPos
		sx, sy, sz = (Vec3(sizeVector) * 0.8)

		# Point lights, one in each ceiling corner.
		for i in (x-sx, x+sx):
			for j in (y-sy, y+sy):
				for k in (z+sz,):
					self.addPointLight((i, j, k))

		# Ambient light.
		c = 0.4
		lightA = AmbientLight("light-ambient")
		lightA.setColor(VBase4(c, c, c, 1))
		lightANode = render.attachNewNode(lightA)
		render.setLight(lightANode)

		# Fog.
		fog = Fog("fog")
		fog.setColor(1, 1, 1)
		fog.setExpDensity(0.002)
		render.setFog(fog)
Beispiel #38
0
 def init_lights(self):
     from pandac.PandaModules import AmbientLight, DirectionalLight
     from pandac.PandaModules import ShadeModelAttrib
     # Set flat shading
     flatShade = ShadeModelAttrib.make(ShadeModelAttrib.MFlat)
     self.nodePath.setAttrib(flatShade)
     # Create directional light
     dlight1 = DirectionalLight('dlight1')
     dlight1.setColor(VBase4(1.0, 1.0, 1.0, 1.0))
     dlnp1 = self.nodePath.attachNewNode(dlight1)
     dlnp1.setHpr(-10, -30, 0)
     self.nodePath.setLight(dlnp1)
     # Create second directional light
     dlight2 = DirectionalLight('dlight2')
     dlight2.setColor(VBase4(0.0, 0.1, 0.2, 1.0))
     dlnp2 = self.nodePath.attachNewNode(dlight2)
     dlnp2.setHpr(170, 0, 0)
     self.nodePath.setLight(dlnp2)
     # Create ambient light
     alight = AmbientLight('alight')
     alight.setColor(VBase4(0.3, 0.3, 0.3, 1.0))
     alnp = self.nodePath.attachNewNode(alight)
     self.nodePath.setLight(alnp)
    def __init__(self):
        
        base.setBackgroundColor(0, 0, 0)
        render.setAntialias(AntialiasAttrib.MMultisample, 1)

        #Lighting
#        dirLight = DirectionalLight("directional")
#        dirLight.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
#        dirNode = render.attachNewNode(dirLight)
#        dirNode.setHpr(60, 0, 90)
#        render.setLight(dirNode)
        
        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.5, 0.5, 0.75, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)
        render.setShaderAuto()
    
        self.sky = loader.loadModel("models/environment/solar_sky_sphere")
        self.sky_tex = loader.loadTexture("models/environment/universe.png")
        self.sky.setTexture(self.sky_tex, 1)
        self.sky.reparentTo(render)
        self.sky.setScale(UNIVERSE_SCALE*5)
Beispiel #40
0
 def init_lights(self):
     from pandac.PandaModules import AmbientLight, DirectionalLight
     from pandac.PandaModules import ShadeModelAttrib
     # Set flat shading
     flatShade = ShadeModelAttrib.make(ShadeModelAttrib.MFlat)
     self.nodePath.setAttrib(flatShade)
     # Create directional light
     dlight1 = DirectionalLight('dlight1')
     dlight1.setColor(VBase4(1.0, 1.0, 1.0, 1.0))
     dlnp1 = self.nodePath.attachNewNode(dlight1)
     dlnp1.setHpr(-10, -30, 0)
     self.nodePath.setLight(dlnp1)
     # Create second directional light
     dlight2 = DirectionalLight('dlight2')
     dlight2.setColor(VBase4(0.0, 0.1, 0.2, 1.0))
     dlnp2 = self.nodePath.attachNewNode(dlight2)
     dlnp2.setHpr(170, 0, 0)
     self.nodePath.setLight(dlnp2)
     # Create ambient light
     alight = AmbientLight('alight')
     alight.setColor(VBase4(0.3, 0.3, 0.3, 1.0))
     alnp = self.nodePath.attachNewNode(alight)
     self.nodePath.setLight(alnp)
Beispiel #41
0
    def setLights(self):
        # Ambient Light
        ambientLight = AmbientLight('ambientLight')
        ambientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        ambientLightNP = render.attachNewNode(ambientLight.upcastToPandaNode())
        render.setLight(ambientLightNP)

        # Directional light 01
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLightNP = render.attachNewNode(
            directionalLight.upcastToPandaNode())
        directionalLightNP.setPos(10, -20, 20)
        directionalLightNP.lookAt(0, 0, 0)
        render.setLight(directionalLightNP)

        # Directional light 02
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLightNP = render.attachNewNode(
            directionalLight.upcastToPandaNode())
        directionalLightNP.lookAt(0, 0, 0)
        directionalLightNP.setPos(10, 20, 20)
        render.setLight(directionalLightNP)
Beispiel #42
0
class Ship:

    NAME_DEFAULT = "unnamed"
    POS_DEFAULT = (0, 30)
    VEL_DEFAULT = (0, 0)
    ACC_DEFAULT = 0.0  # 0.0 - 1.0
    HEADING_DEFAULT = -90.0
    ACC_COEFFICIENT = 35.0  # This is how much acceleration affects speed
    ROTATION_SPEED = 200
    MODEL_ROTATION_OFFSET = (0.0, 0.0, -5.0)
    HEALTH = 10.0
    BULLET_OFFSET = 5.0  # This is how far ahead the bullet spawns at
    BULLET_SPEED = 200
    BULLET_SHIP_SPEED_CORRELATION = 40.0
    BULLET_MAX_LIFE_TIME = 100
    BULLET_DAMAGE = 1.0
    PLANET_DAMAGE = 0.5
    SPEED_MAX = 50.0

    def __init__(
            self,
            name=NAME_DEFAULT,
            pos=POS_DEFAULT,
            heading=HEADING_DEFAULT,
            vel=VEL_DEFAULT,
            acc=ACC_DEFAULT  # player controlled acceleration. Can be 0.0 - 1.0
    ):
        """@param name string"""
        self.name = name
        self.pos = pos
        self.vel = vel
        self.acc = acc
        self.heading = heading
        self.rotateLeft = False
        self.rotateRight = False
        self.visualNode = self.createVisualNode(self.pos)
        self.bullets = []
        self.collisionHandler = colHandler
        self.collisions = []
        self.collisionSphere = OdeSphereGeom(4)
        self.collisionSphere.setCategoryBits(BitMask32(0xffffffff))
        self.collisionSphere.setCollideBits(BitMask32(0xffffffff))
        self.collisionSphere.setPosition(pos[0], pos[1], 0)
        self.forces = []
        self.mass = 1.0
        self.health = Ship.HEALTH
        self.isAlive = True
        self.shootingSound = loader.loadSfx('anti_tank_gun_single_shot.mp3')
        self.destroySound = loader.loadSfx('large_explosion.mp3')
        self.bulletHitSound = loader.loadSfx(
            'explosion_loud_internal_explosion_very_reverberant.mp3')
        self.collisionSound = loader.loadSfx('car_door_close.mp3')
        self.bulletParent = NodePath("Bullet Parent")
        self.bulletParent.reparentTo(render)
        self.bulletAmbientLight = AmbientLight('Bullet Light')
        self.bulletAmbientLight.setColor(Vec4(.0, .1, .2, .0))
        lightnode = render.attachNewNode(self.bulletAmbientLight)
        self.bulletParent.setLight(lightnode)

    def createVisualNode(self, pos=(0, 0)):
        # modelNode is the actualy ship model
        modelNode = loader.loadModel("indicator.bam")
        # visualNode is the node we operate on to move and rotate the ship
        visualNode = NodePath('Ship: ' + self.name)
        visualNode.setPos(tupleToVec3(pos))
        visualNode.setHpr(Vec3(0, -90, 90))
        # TODO: add scale parameter to this or some other aggregator class
        visualNode.setScale(1)
        # Reparent the actual modelNode to the visualNode
        modelNode.reparentTo(visualNode)
        # Offset the model node relative to the parent
        modelNode.setPos(tripleToVec3(Ship.MODEL_ROTATION_OFFSET))
        visualNode.reparentTo(render)
        return visualNode

    def applyForce(self, force):
        self.forces.append(force)

    def setCollisionHandler(self, handler):
        self.collisionHandler = handler

    def addCollision(self, col):
        self.collisions.append(col)
        self.collisionSound.play()

    def getCollisions(self):
        return self.collisions

    def getVisualNode(self):
        return self.visualNode

    def getMass(self):
        return self.mass

    def isVisible(self):
        result = False
        visualNode = self.getVisualNode()
        # To be visible the ship has to be not hidden and has to have render as
        # the master parent (aka getTop).
        result = (not visualNode.isHidden()) and (visualNode.getTop()
                                                  == render)
        return result

    def setPos(self, pos):
        self.pos = pos

    def getPos(self):
        return self.pos

    def setVel(self, vel):
        self.vel = vel
        self.momentum = vel

    def getVel(self):
        return self.vel

    def getAcc(self):
        return self.acc

    def getHeading(self):
        return self.heading

    def shoot(self):
        # TODO: add proper unit tests!
        angle = self.heading * math.pi / 180.0
        headingX = math.cos(angle)
        headingY = math.sin(angle)
        offset = Vec3(headingX, headingY, 0) * Ship.BULLET_OFFSET
        shipPos = self.getPos()
        bulletPos = (offset[0] + shipPos[0], offset[1] + shipPos[1], offset[2])

        bulletVisual = loader.loadModel("bullet.bam")
        bulletVisual.setPos(tupleToVec3(bulletPos))
        bulletVisual.setHpr(tupleToVec3((self.heading + 90, 180)))
        bulletVisual.setScale(1.5)
        bulletVisual.reparentTo(self.bulletParent)

        # Create physics for bullet
        collisionSphere = OdeSphereGeom(1.5)
        collisionSphere.setCategoryBits(BitMask32(0xffffffff))
        collisionSphere.setCollideBits(BitMask32(0xffffffff))
        collisionSphere.setPosition(bulletPos[0], bulletPos[1], bulletPos[2])

        shipVel = self.getVel()

        bullet = {
            'vel': (headingX * Ship.BULLET_SPEED +
                    shipVel[0] / Ship.BULLET_SHIP_SPEED_CORRELATION,
                    headingY * Ship.BULLET_SPEED +
                    shipVel[1] / Ship.BULLET_SHIP_SPEED_CORRELATION),
            'visual':
            bulletVisual,
            'physical':
            collisionSphere,
            'isAlive':
            True,
            'timeToLive':
            Ship.BULLET_MAX_LIFE_TIME
        }
        self.bullets.append(bullet)
        self.shootingSound.play()

    def bulletHit(self):
        self.health -= Ship.BULLET_DAMAGE
        if self.health <= 0:
            self.destroy()
        self.bulletHitSound.play()

    def planetHit(self):
        self.health -= Ship.PLANET_DAMAGE
        if self.health <= 0.0:
            self.destroy()
        self.bulletHitSound.play()

    def destroyBullet(self, bullet):
        bullet['visual'].removeNode()
        #bullet['physical'].destroy()
        bullet['physical'].disable()
        # If the "bullet['physical'].destroy()" line is giving errors use the
        # following one instead:
        #bullet['physical'].disable()
        self.bullets.remove(bullet)
        bullet = None

    def destroy(self):
        self.isAlive = False
        self.visualNode.hide()
        self.destroySound.play()

    def thrustOn(self):
        self.acc = 1.0

    def thrustOff(self):
        self.acc = 0.0

    def rotateLeftOn(self):
        self.rotateLeft = True

    def rotateLeftOff(self):
        self.rotateLeft = False

    def isRotatingLeft(self):
        return self.rotateLeft

    def rotateRightOn(self):
        self.rotateRight = True

    def rotateRightOff(self):
        self.rotateRight = False

    def isRotatingRight(self):
        return self.rotateRight

    def update(self, deltaTime):
        """@param deltaTime float, how many seconds have passed since last tick"""
        # TODO: refactor the updating code into different methods

        # Update the bullets
        # TODO: Add test for this in testUpdate!
        for bullet in self.bullets:
            bullet['timeToLive'] -= 1
            if bullet['timeToLive'] <= 0:
                bullet['isAlive'] = False
            if not bullet['isAlive']:
                self.destroyBullet(bullet)
                continue

            pos = bullet['visual'].getPos()
            bulletPos = Vec3(bullet['vel'][0] * deltaTime + pos[0],
                             bullet['vel'][1] * deltaTime + pos[1], 0)
            bullet['visual'].setPos(bulletPos)
            bullet['physical'].setPosition(bulletPos)

        # If the ship is not alive anymore, we don't move it
        if not self.isAlive:
            return

        # update the heading. Must be done before position updating!
        if self.rotateLeft:
            self.heading = self.heading + Ship.ROTATION_SPEED * deltaTime
        elif self.rotateRight:
            self.heading = self.heading - Ship.ROTATION_SPEED * deltaTime

        for c in self.collisions:
            self.collisionHandler(self, c)
        # update position
        gainedSpeedScalar = self.acc * deltaTime * Ship.ACC_COEFFICIENT
        # convert degrees to radians
        angle = self.heading * math.pi / 180.0
        #correction = math.pi / 2
        deltaVelX = gainedSpeedScalar * math.cos(angle)
        deltaVelY = gainedSpeedScalar * math.sin(angle)

        for f in self.forces:
            deltaVelX += f[0]
            deltaVelY += f[1]
        self.forces = []

        self.vel = (self.vel[0] + deltaVelX, self.vel[1] + deltaVelY)

        # Limit the ship's speed to Ship.SPEED_MAX
        self.limitVelocity()

        deltaPosX = deltaTime * self.vel[0]
        deltaPosY = deltaTime * self.vel[1]
        newPosX = self.pos[0] + deltaPosX
        newPosY = self.pos[1] + deltaPosY
        self.pos = (newPosX, newPosY)

        # Rotate the visual representation of the ship
        self.visualNode.setH(self.heading)
        # Move the actual visual representation
        self.visualNode.setPos(tupleToVec3(self.pos))
        self.collisionSphere.setPosition(self.pos[0], self.pos[1], 0)

    def limitVelocity(self):
        shipVel = self.getVel()
        newVelScalar = tupleLength(shipVel)
        if newVelScalar > Ship.SPEED_MAX:
            newVelScale = Ship.SPEED_MAX / newVelScalar
            newVel = scaleTuple(shipVel, newVelScale)
            self.setVel(newVel)
Beispiel #43
0
class Environment:
    def __init__(self):
        self.cameraPos = base.camera.getPos()

        # create a heightfield
        self.heightfield = heightfield.Heightfield(base.camera)

        if USELIGHT:
            self.setupLight()
        if USESKY:
            self.setupSky()
        if USEFOG:
            self.setupFog()
        if USESOUND:
            self.setupSound()
        if USERAIN:
            from src.rain import rainClass

            self.setupRain()
        if USENIGHT:
            self.setupNight()

    def setupLight(self):
        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        self.ambientLightNP = render.attachNewNode(self.ambientLight.upcastToPandaNode())
        render.setLight(self.ambientLightNP)

        self.dlight = DirectionalLight("dlight")
        self.dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
        self.dlnp.setHpr(0, -30, 0)
        render.setLight(self.dlnp)
        """
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( VBase4( 0.1, 0.1, 0.1, 1 ) )
		#Make the light affect render (ie everything)
		render.setLight(render.attachNewNode(self.ambientLight.upcastToPandaNode()))
		"""

    def setupSky(self):
        self.skyNP = loader.loadModel("data/models/sky.bam.pz")
        self.skyNP.reparentTo(render)
        self.skyNP.setScale(4000, 4000, 1000)
        self.skyNP.setPos(0, 0, 0)
        self.skyNP.setTexture(loader.loadTexture("data/textures/clouds.png"))
        self.skyNP.setShader(loader.loadShader("data/sky.sha"))

        """self.skyFogNP = loader.loadModel( 'data/models/sphere.egg' )
		self.skyFogNP.reparentTo( base.camera )
		self.skyFogNP.setTwoSided( True )
		self.skyFogNP.setScale( 10 )
		self.skyFogNP.setPos( Vec3(0,0,4) )
		self.skyFogNP.setTransparent( True )"""

        sky = Vec4(0.25, 0.5, 1.0, 0.0)  # r, g, b, skip
        sky2 = Vec4(1.0, 1.0, 1.0, 0.0)
        clouds = Vec4(0.004, 0.002, 0.008, 0.010)  # vx, vy, vx, vy
        self.skyNP.setShaderInput("sky", sky)
        self.skyNP.setShaderInput("sky2", sky2)
        self.skyNP.setShaderInput("clouds", clouds)
        render.setShaderInput("time", 0)

    def setupFog(self):
        """defaultExpFogColor = (0.33, 0.5, 1.0)
		self.expFog = Fog("exponentialFog")
		self.expFog.setColor(*defaultExpFogColor)
		self.expFog.setExpDensity(DEFAULTFOG)
		render.setFog(self.expFog)"""

        defaultLinFogColor = (0.165, 0.25, 0.5)
        self.linFog = Fog("linearFog")
        self.linFog.setColor(*defaultLinFogColor)
        self.linFog.setLinearRange(0, linFogMinRange + linFogVarianceRange)
        self.linFog.setLinearFallback(30, 60, 240)
        base.camera.attachNewNode(self.linFog)
        render.setFog(self.linFog)

        base.setBackgroundColor(defaultLinFogColor)

    def setupSound(self):
        self.mySound1 = loader.loadSfx("data/sounds/rainshower.wav")
        self.mySound1.setLoop(True)
        self.mySound1.play()

    def setupRain(self):
        base.enableParticles()
        self.rain = rainClass()
        self.rain.reparentTo(base.camera)
        self.rain.setScale(200)
        self.rain.start(render)

    def setupNight(self):
        taskMgr.doMethodLater(0.05, self.dayNightCycle, "UpdateDayNight")
        taskMgr.doMethodLater(0.05, self.updateScene, "updateScene")

    def dayNightCycle(self, task):

        # print "dayNight", rainStrenght
        if USERAIN:
            rainStrenght = (
                RAINCYCLEFUNC ** ((math.sin(time.time() / (DAYNIGHTCYCLETIME / 24.0)) + 1.0) / 2.0) - 1.0
            ) / (RAINCYCLEFUNC - 1.0)
            self.rain.particle.setBirthRate(max(rainStrenght, 0.01))

        sunPos = time.time() / (DAYNIGHTCYCLETIME / (math.pi * 2)) % (math.pi * 2)
        dayNight = (math.sin(sunPos) + 1.0) / 2.0
        # dayNight = (DAYNIGHTCYCLEFUNC**dayNight-1.0)/(DAYNIGHTCYCLEFUNC-1.0)

        if USELIGHT:
            # print dayNight
            c = (dayNight) / 1.5 + 0.1
            # print dayNight, c	[commented by Finn]
            aLightCol = Vec4(c, c, c, 1)
            # self.ambientLight.setColor( aLightCol )

            self.dlnp.setHpr(0, (sunPos / (2 * math.pi) - 0.5) * 360, 0)

            # Time for clouds shader
        if USESKY:
            render.setShaderInput("time", task.time / 4.0)
            # dayNight = 1.0
            # color for clouds & fog
            # dayNight = ( math.sin(time.time()/DAYNIGHTCYCLETIME) + 1.0 ) / 2.0	# 0.0 for night, 1.0 for day
            sky = Vec4(dayNight / 4.0, dayNight / 2.0, dayNight, 0.0)  # r, g, b, skip
            sky2 = Vec4(dayNight, dayNight, dayNight, 0.0)
            # set colors
            self.skyNP.setShaderInput("sky", sky)
            self.skyNP.setShaderInput("sky2", sky2)

        if USEFOG:
            # expFogColor = dayNight/3.0,dayNight/2.0,dayNight
            # self.expFog.setColor( *expFogColor )
            # self.expFog.setExpDensity(DEFAULTFOG*(NIGHTFOGMULTIPLIER-dayNight*(NIGHTFOGMULTIPLIER-1.0)))
            linFogColor = dayNight / 3.0, dayNight / 2.0, dayNight
            self.linFog.setColor(*linFogColor)
            fogRange = linFogMinRange + linFogVarianceRange * dayNight
            self.linFog.setLinearRange(fogRange / 4.0, fogRange)
            self.linFog.setLinearFallback(fogRange / 8.0, fogRange / 4.0, fogRange)
            base.setBackgroundColor(linFogColor)
        return Task.again

    def updateScene(self, task):
        # set position of the particle system
        if USERAIN:
            self.rain.setPos(base.camera.getPos() + Vec3(0, 0, 200))
        return Task.cont
Beispiel #44
0
        t.grow()
        last[0] = task.time
        # t.leaves.detachNode()
    if last[0] > 10:
        return task.done
    return task.cont
base.taskMgr.add(grow, "growTask")


dlight = DirectionalLight('dlight')

dlnp = render.attachNewNode(dlight)
dlnp.setHpr(0, 0, 0)
render.setLight(dlnp)

alight = AmbientLight('alight')

alnp = render.attachNewNode(alight)
render.setLight(alnp)

# rotating light to show that normals are calculated correctly


def updateLight(task):
    base.camera.setHpr(task.time / 20.0 * 360, 0, 0)

    base.camera.setPos(0, 0, 0)
    base.camera.setPos(base.cam, 0, -80, 15)
    base.camera.setP(-4)

    h = task.time / 10.0 * 360 + 180
Beispiel #45
0
    def __init__(self, manager, xml):
        self.light = PAmbientLight('alight')
        self.lightNode = render.attachNewNode(self.light)

        self.reload(manager, xml)
Beispiel #46
0
    def make_lights(light_spec=None, lname=None):
        """ Create one point light and an ambient light."""
        if lname is None:
            lname = 'lights'
        lights = NodePath(lname)

        if light_spec is None:
            # Create point lights
            plight = PointLight('plight1')
            light = lights.attachNewNode(plight)
            plight.setColor((0.1, 0.1, 0.1, 1.0))
            light.setPos((-2, -6, 4))
            light.lookAt(0, 0, 0)

        # Create ambient light
            alight = AmbientLight('alight')
            alight.setColor((1, 1, 1, 1.0))
            lights.attachNewNode(alight)
        else:
            for lspec in light_spec:
                light_type = lspec['type']
                light_name = lspec['name']
                assert light_type in ['AmbientLight', 'PointLight',  'DirectionalLight', 'SpotLight'], light_type
                if light_type == 'AmbientLight':
                    light = AmbientLight(light_name)
                    light.setColor(lspec['color'])
                    lights.attachNewNode(light)
                elif light_type == 'PointLight':
                    light = PointLight(light_name)
                    lights.attachNewNode(light)
                    light.setColor(lspec['color'])
                    light.setPoint(lspec['pos'])
                elif light_type == 'DirectionalLight':
                    light = DirectionalLight(light_name)
                    lights.attachNewNode(light)
                    light.setColor(lspec['color'])
                    light.setPoint(lspec['pos'])
                    light.setDirection(lspec['direction'])
                    

        return lights
Beispiel #47
0
    def __init__(self):
        """Initialise the scene."""

        # Show the framerate
        base.setFrameRateMeter(True)

        # Initialise terrain:
        # Make 4 terrain nodepath objects with different hilliness values
        # and arrange them side-by-side in a 2x2 grid, giving a big terrain
        # with variable hilly and flat areas.

        color = (0.6, 0.8, 0.5, 1)  # Bright green-ish
        scale = 12
        height = 18  # FIXME: For now we are raising the terrain so it
        # floats above the sea to prevent lakes from
        # appearing (but you still get them sometimes)

        t1 = Terrain(color=color,
                     scale=scale,
                     trees=0.7,
                     pos=P.Point3(0, 0, height))
        t1.prime.reparentTo(render)
        t2 = Terrain(color=color,
                     scale=scale,
                     h=24,
                     pos=P.Point3(32 * scale, 0, height),
                     trees=0.5)
        t2.prime.reparentTo(render)
        t3 = Terrain(color=color,
                     scale=scale,
                     h=16,
                     pos=P.Point3(32 * scale, 32 * scale, height),
                     trees=0.3)
        t3.prime.reparentTo(render)
        t4 = Terrain(color=color,
                     scale=scale,
                     h=2,
                     pos=P.Point3(0, 32 * scale, height),
                     trees=0.9)
        t4.prime.reparentTo(render)

        #tnp1.setPos(tnp1,-32,-32,terrainHeight)

        # Initialise sea
        sea = Sea()

        # Initialise skybox.
        self.box = loader.loadModel("models/skybox/space_sky_box.x")
        self.box.setScale(6)
        self.box.reparentTo(render)

        # Initialise characters
        self.characters = []
        self.player = C.Character(model='models/eve',
                                  run='models/eve-run',
                                  walk='models/eve-walk')
        self.player.prime.setZ(100)
        self.player._pos = SteerVec(32 * 12 + random.random() * 100,
                                    32 * 12 + random.random() * 100)
        self.player.maxforce = 0.4
        self.player.maxspeed = 0.55
        EdgeScreenTracker(self.player.prime, dist=200)  # Setup camera
        for i in range(0, 11):
            self.characters.append(C.Character())
            self.characters[i].prime.setZ(100)
            self.characters[i].wander()
            self.characters[i].maxforce = 0.3
            self.characters[i].maxspeed = 0.2
            self.characters[i]._pos = SteerVec(32 * 12 + random.random() * 100,
                                               32 * 12 + random.random() * 100)

        C.setContainer(
            ContainerSquare(pos=SteerVec(32 * 12, 32 * 12), radius=31 * 12))

        #C.toggleAnnotation()

        # Initialise keyboard controls.
        self.accept("c", C.toggleAnnotation)
        self.accept("escape", sys.exit)

        # Setup CollisionRay and CollisionHandlerQueue for mouse picking.
        self.pickerQ = P.CollisionHandlerQueue()
        self.picker = camera.attachNewNode(
            P.CollisionNode('Picker CollisionNode'))
        self.picker.node().addSolid(P.CollisionRay())
        # We want the picker ray to collide with the floor and nothing else.
        self.picker.node().setFromCollideMask(C.floorMASK)
        self.picker.setCollideMask(P.BitMask32.allOff())
        base.cTrav.addCollider(self.picker, self.pickerQ)
        try:
            handler.addCollider(self.picker, camera)
        except:
            pass
        self.accept('mouse1', self.onClick)

        # Set the far clipping plane to be far enough away that we can see the
        # skybox.
        base.camLens.setFar(10000)

        # Initialise lighting
        self.alight = AmbientLight('alight')
        self.alight.setColor(VBase4(0.35, 0.35, 0.35, 1))
        self.alnp = render.attachNewNode(self.alight)
        render.setLight(self.alnp)

        self.dlight = DirectionalLight('dlight')
        self.dlight.setColor(VBase4(0.4, 0.4, 0.4, 1))
        self.dlnp = render.attachNewNode(self.dlight)
        self.dlnp.setHpr(45, -45, 0)
        render.setLight(self.dlnp)

        self.plight = PointLight('plight')
        self.plight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.plnp = render.attachNewNode(self.plight)
        self.plnp.setPos(160, 160, 50)

        self.slight = Spotlight('slight')
        self.slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        self.slight.setLens(lens)
        self.slnp = render.attachNewNode(self.slight)
        self.slnp.setPos(-20, -20, 20)
        self.slnp.lookAt(50, 50, 0)

        # Initialise some scene-wide exponential fog
        colour = (0.5, 0.8, 0.8)
        self.expfog = Fog("Scene-wide exponential Fog object")
        self.expfog.setColor(*colour)
        self.expfog.setExpDensity(0.0005)
        render.setFog(self.expfog)
        base.setBackgroundColor(*colour)

        # Add a task for this Plant to the global task manager.
        self.stepcount = 0
        taskMgr.add(self.step, "Plant step task")
Beispiel #48
0
 def loadLight(self):  #Sets the lights
     plight = AmbientLight('my plight')
     light = self.parserClass.userConfig.getfloat('display', 'light')
     plight.setColor(VBase4(light, light, light, 0.5))
     plnp = render.attachNewNode(plight)
     render.setLight(plnp)
Beispiel #49
0
class FreeBLiTZ(ShowBase):
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor,
                                       self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle,
                                      self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')

        def foo(entry):
            print 'You are in the zone'

        def bar(entry):
            print 'You are not in the zone'

        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor,
                               self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle,
                               self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone,
                               self.zone_handler)
        #self.cTrav.showCollisions(self.stage)

    def create_stanchions(self):
        from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
        self.stanchions = self.stage.findAllMatches('**/=Stanchion')
        for stanchion in self.stanchions:
            geomnode = stanchion.node()
            radius = float(stanchion.getTag('Stanchion'))
            geom = geomnode.getGeom(0)
            vdata = geom.getVertexData()
            for gp in range(geom.getNumPrimitives()):
                vreader = GeomVertexReader(vdata, 'vertex')
                prim = geom.getPrimitive(gp)
                prim = prim.decompose()
                for p in range(prim.getNumPrimitives()):
                    start = prim.getPrimitiveStart(p)
                    end = prim.getPrimitiveEnd(p)
                    vertices = []
                    for v in range(start, end):
                        vi = prim.getVertex(v)
                        vreader.setRow(vi)
                        vertex = vreader.getData3f()
                        vertices.append(vertex)
                    vertices.append(vertices[0])
                    for i in range(1, len(vertices)):
                        a, b = vertices[i - 1], vertices[i]
                        stanchion_np = stanchion.attachNewNode(
                            CollisionNode('stanchion'))
                        print 'creating cyl with radius %f from %s to %s' % (
                            radius, a, b)
                        stanchion_np.node().addSolid(
                            CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2],
                                          radius))
                        stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
            geomnode.removeAllGeoms()

    def begin_look(self):
        self.look = True

    def end_look(self):
        self.look = False
        self.prev_pos = None

    def MouseTask(self, task):
        if self.mouseWatcherNode.hasMouse():
            (x, y) = self.mouseWatcherNode.getMouse()
            if self.prev_pos:
                if self.look or self.active_char.spinning:
                    h_diff = (x - self.prev_pos[0]) * 180
                    p_diff = (y - self.prev_pos[1]) * 90
                    new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
                    self.char_rig.setH(new_h)
                    self.cam.setP(self.cam.getP() + p_diff)
                    self.active_char.spin(new_h)
            self.prev_pos = (x, y)
        return task.cont
Beispiel #50
0
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor,
                                       self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle,
                                      self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')

        def foo(entry):
            print 'You are in the zone'

        def bar(entry):
            print 'You are not in the zone'

        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor,
                               self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle,
                               self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone,
                               self.zone_handler)
Beispiel #51
0
        task.last = task.time
        self.keybControl(dt)
        base.cam.setY(self.avatar.getY() - self.camdistY)
        if self.steer2d:
            base.cam.setX(self.avatar.getX())
            base.cam.setZ(self.avatar.getZ() + self.camdistZ)
        base.cam.lookAt(self.avatar)

        return Task.cont


#=========================================================================
# Main
#=========================================================================

alight = AmbientLight('alight')
alight.setColor((.3, .3, .3, 1))
alnp = render.attachNewNode(alight)
render.setLight(alnp)

dlight = DirectionalLight('dlight')
lv = .6
dlight.setColor((lv, lv, lv, 1))
dlnp = render.attachNewNode(dlight)
render.setLight(dlnp)
dlnp.setPos(0, -20, 35)
dlnp.lookAt(0, 0, 0)

DO = DirectObject()
DO.accept('c', toggle_collisions)
DO.accept('h', toggle_info)
Beispiel #52
0
    def startGame(self):
        '''
        Start the game
        '''
        # Create the Track

        self.track = trackgen3d.Track3d(1000, 800, 600, 200, 5)

        self.trackmesh = NodePath(self.track.createRoadMesh())
        tex = loader.loadTexture('data/textures/street.png')
        self.trackmesh.setTexture(tex)

        self.trackmesh2 = NodePath(self.track.createUninterpolatedRoadMesh())
        self.trackmesh2.setTexture(tex)
        # nodePath.setTwoSided(True)

        self.trackmesh.reparentTo(render)

        # LICHT
        self.plight = PointLight('kkkplight')
        self.plight.setColor(VBase4(21, 0, 0, 1))
        self.plnp = NodePath(self.plight)
        self.plnp.reparentTo(render)
        self.plnp.setPos(0, 0, 2000)
        self.plnp.node().setAttenuation(Point3(0, 0, 1))
        self.plnp.setScale(.5, .5, .5)

        # self.plnp.setHpr(0,-90,0)
        # print plight.getAttenuation()
        # plnp.setPos(-10, -800, 20)
        render.setLight(self.plnp)

        self.accept("w", self.setA, [100])
        self.accept("s", self.setA, [-10])
        self.accept("e", self.setB, [10])
        self.accept("d", self.setB, [-10])
        self.accept("r", self.setC, [100])
        self.accept("f", self.setC, [-100])

        self.accept("z", self.setRotation, [0, 10])
        self.accept("h", self.setRotation, [0, -10])
        self.accept("u", self.setRotation, [1, 10])
        self.accept("j", self.setRotation, [1, -10])
        self.accept("i", self.setRotation, [2, 10])
        self.accept("k", self.setRotation, [2, -10])

        self.accept("n", self.setExponent, [-50])
        self.accept("m", self.setExponent, [50])

        # load our model
        tron = loader.loadModel("data/models/vehicles/vehicle02")
        self.tron = tron
        # self.tron.loadAnims({"running":"models/tron_anim"})
        tron.reparentTo(render)
        tron.setPos(0, 0, 15)
        tron.setHpr(0, -90, 0)
        # nodePath2 = self.render.attachNewNode(self.track.createBorderLeftMesh())
        # tex2 = loader.loadTexture('data/textures/border.png')
        # nodePath2.setTexture(tex2)
        #
        # nodePath3 = self.render.attachNewNode(self.track.createBorderRightMesh())
        # tex2 = loader.loadTexture('data/textures/border.png')
        # nodePath3.setTexture(tex2)
        ring = loader.loadModel("data/models/ring.egg")
        ring.setScale(24)
        ring.setZ(-25)
        ring.setY(100)
        ring.setTransparency(TransparencyAttrib.MAlpha)
        ring.reparentTo(render)

        # Load the Lights
        ambilight = AmbientLight('ambilight')
        ambilight.setColor(VBase4(0.8, 0.8, 0.8, 1))
        render.setLight(render.attachNewNode(ambilight))
Beispiel #53
0
    def collectPlayer(self, task):
        '''
        Wait until all players are ready
        '''
        if len(self._players) > 0 and self.player_buttonpressed[0] < task.time:
            if self._players[0].device.boost and self.countdown <= 0:
                loading = False
                for player in self._players:
                    if player.vehicle.model_loading:
                        loading = True
                        break
                self._notify.debug("Loading vehicle: %s" % (loading))
                if not loading:
                    taskMgr.remove("selectVehicle")
                    self.track = trackgen3d.Track3d(1000, 1800, 1600, 1200,
                                                    5)  # len(self._players))
                    self.streetPath = render.attachNewNode(
                        self.track.createRoadMesh())
                    # self.borderleftPath = render.attachNewNode(self.track.createBorderLeftMesh())
                    self.borderleftPath = render.attachNewNode(
                        self.track.createBorderLeftMesh())
                    self.borderrightPath = render.attachNewNode(
                        self.track.createBorderRightMesh())
                    self.borderleftcollisionPath = NodePath(
                        self.track.createBorderLeftCollisionMesh())
                    self.borderrightcollisionPath = NodePath(
                        self.track.createBorderRightCollisionMesh())
                    # #self.borderPath = render.attachNewNode(self.track.createBorderMesh())

                    textures = ["tube", "tube2", "street"]
                    tex = textures[random.randint(0, len(textures) - 1)]
                    roadtex = loader.loadTexture('data/textures/' + tex +
                                                 '.png')
                    bordertex = loader.loadTexture('data/textures/border.png')
                    self.streetPath.setTexture(roadtex)
                    self.borderleftPath.setTexture(bordertex)
                    self.borderrightPath.setTexture(bordertex)

                    # self.streetPath = loader.loadModel('data/models/Street.egg')
                    # self.streetPath = loader.loadModel('data/models/Street.egg')
                    # tex = loader.loadTexture('data/models/StreetTex.png')
                    # self.nodePath.setTexture(tex)

                    self._parent.startGame(self.streetPath,
                                           self.borderleftPath,
                                           self.borderrightPath,
                                           self.track.trackpoints,
                                           self.borderleftcollisionPath,
                                           self.borderrightcollisionPath)
                    return task.done

        for device in self.unusedDevices:
            if device.boost:
                self.countdown = COUNTDOWN_START
                self.player_buttonpressed.append(0)
                self._parent.addPlayer(device)

                # Set the PlayerCam to the Vehicle select menu Node
                vehicleSelectNode = NodePath("VehicleSelectNode")
                self._players[-1].camera.camera.reparentTo(vehicleSelectNode)

                # Light, that casts shadows
                plight = Spotlight('plight')
                plight.setColor(VBase4(10.0, 10.0, 10.0, 1))
                if (base.win.getGsg().getSupportsBasicShaders() != 0):
                    pass
                    # plight.setShadowCaster(True, 2048, 2048)#enable shadows for this light ##TODO wegen Linux

                # Light
                plight.getLens().setFov(80)
                plnp = vehicleSelectNode.attachNewNode(plight)
                plnp.setPos(2, -10, 10)
                plnp.lookAt(0, 0, 0)
                vehicleSelectNode.setLight(plnp)
                # vehicleSelectNode.setShaderAuto()#enable autoshader so we can use shadows

                # Light
                ambilight = AmbientLight('ambilight')
                ambilight.setColor(VBase4(0.2, 0.2, 0.2, 1))
                vehicleSelectNode.setLight(
                    vehicleSelectNode.attachNewNode(ambilight))
                self.platform.instanceTo(
                    vehicleSelectNode)  # Load the platform

                # instance shown text
                self.countdown_node.instanceTo(
                    vehicleSelectNode)  # Instance the Countdown
                self.loading.instanceTo(
                    vehicleSelectNode)  # Show the Loading-Text
                self.attributes.copyTo(vehicleSelectNode).hide()
                self._players[-1].vehicle.model_loading = True

                # start loading the model
                loader.loadModel(self.vehicle_list[0],
                                 callback=self._players[-1].setVehicle)
                self._notify.debug("Loading initial vehicle: %s" %
                                   (self.vehicle_list[0]))
                self.unusedDevices.remove(device)
                self.player_buttonpressed[-1] = task.time + self.KEY_DELAY

                # Add the Skybox
                skybox = loader.loadModel("data/models/skybox.egg")
                t = Texture()
                t.load(PNMImage("data/textures/skybox_hangar.png"))
                skybox.setTexture(t)
                skybox.setBin("background", 1)
                skybox.setDepthWrite(0)
                skybox.setDepthTest(0)
                skybox.setLightOff()
                skybox.setScale(10000)
                skybox.reparentTo(vehicleSelectNode)

        for player in self._players:
            if self.player_buttonpressed[self._players.index(
                    player)] < task.time:
                if player.device.use_item:
                    self.countdown = COUNTDOWN_START
                    self._notify.debug("Removing player: %s" % (player))
                    self.unusedDevices.append(player.device)
                    self.player_buttonpressed.pop(self._players.index(player))
                    self._parent.removePlayer(player)
        return task.cont
Beispiel #54
0
class environmentClass:
	def __init__( self, cameraPos, heightfield ):
		self.cameraPos = cameraPos
		self.heightfield = heightfield
		
		if USELIGHT:
			self.setupLight()
		if USESKY:
			self.setupSky()
		if USEFOG:
			self.setupFog()
		if USESOUND:
			self.setupSound()
		if USERAIN:
			self.setupRain()
		
		#taskMgr.doMethodLater(DAYNIGHTCYCLETIME/60.0, self.dayNightCycle, 'UpdateDayNight')
		taskMgr.doMethodLater(0.1, self.dayNightCycle, 'UpdateDayNight')
		taskMgr.doMethodLater(0.1, self.updateScene, 'updateScene' )
	
	def setupSound( self ):
		self.mySound1 = loader.loadSfx("data/sounds/rainshower.wav")
		self.mySound1.setLoop(True)
		self.mySound1.play()
	
	def setupSky( self ):
		self.skyNP = loader.loadModel( 'data/models/sky.bam.pz' )
		self.skyNP.reparentTo( render )
		self.skyNP.setScale( 4000, 4000, 1000 )
		self.skyNP.setPos( 0, 0, 0 )
		self.skyNP.setTexture( loader.loadTexture( 'data/textures/clouds.png' ) )
		self.skyNP.setShader( loader.loadShader( 'data/sky.sha' ) )
		
		'''self.skyFogNP = loader.loadModel( 'data/models/sphere.egg' )
		self.skyFogNP.reparentTo( base.camera )
		self.skyFogNP.setTwoSided( True )
		self.skyFogNP.setScale( 10 )
		self.skyFogNP.setPos( Vec3(0,0,4) )
		self.skyFogNP.setTransparent( True )'''
		
		sky		= Vec4( 0.25, 0.5, 1.0, 0.0 )					 # r, g, b, skip
		sky2 = Vec4( 1.0, 1.0, 1.0, 0.0 ) 
		clouds = Vec4( 0.004, 0.002, 0.008, 0.010 )		# vx, vy, vx, vy
		self.skyNP.setShaderInput( 'sky', sky )
		self.skyNP.setShaderInput( 'sky2', sky2 ) 
		self.skyNP.setShaderInput( 'clouds', clouds )
		render.setShaderInput( 'time', 0 )
	
	def setupLight( self ):
		#Default lightAttrib with no lights
		#self.lightAttrib = LightAttrib.makeAllOff() 
		
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( Vec4( .1, .1, .1, 1 ) )
		self.alnp = render.attachNewNode(self.ambientLight)
		render.setLight(self.alnp)
		
		self.heightfield.mHeightFieldNode.setLightOff()
		
		self.ambientLight2 = AmbientLight( "ambientLight2" )
		#Set the color of the ambient light
		self.ambientLight2.setColor( Vec4( .1, .1, .1, 1 ) )
		self.al2np = render.attachNewNode(self.ambientLight2)
		self.heightfield.mHeightFieldNode.setLight(self.al2np)
		
		self.dlight = DirectionalLight('dlight')
		self.dlight.setColor(VBase4(1.0, 1.0, 0.6, 1))
		self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
		self.dlnp.setHpr(-90, -30, 0)
		self.heightfield.mHeightFieldNode.setLight(self.dlnp)
		
		# Now we create a spotlight. Spotlights light objects in a given cone
		# They are good for simulating things like flashlights
		self.spotlight = Spotlight( "spotlight" )
		self.spotlight.setColor( Vec4( .9, .9, .9, 1 ) )
		#The cone of a spotlight is controlled by it's lens. This creates the lens
		self.spotlight.setLens( PerspectiveLens() )
		#This sets the Field of View (fov) of the lens, in degrees for width and
		#height. The lower the numbers, the tighter the spotlight.
		self.spotlight.getLens().setFov( 30, 30 )
		# Attenuation controls how the light fades with distance. The numbers are
		# The three values represent the three constants (constant, linear, and
		# quadratic) in the internal lighting equation. The higher the numbers the
		# shorter the light goes.
		self.spotlight.setAttenuation( Vec3( 0.0, 0.0075, 0.0 ) ) 
		# This exponent value sets how soft the edge of the spotlight is. 0 means a
		# hard edge. 128 means a very soft edge.
		self.spotlight.setExponent( 60.0 )
		# Unlike our previous lights, the spotlight needs a position in the world
		# We are attaching it to the camera so that it will appear is if we are
		# holding a flashlight, but it can be attached to any NodePath
		#
		# When attaching a spotlight to a NodePath, you must use the
		# upcastToLensNode function or Panda will crash
		#camera.attachNewNode( self.spotlight.upcastToLensNode() ) 
		self.spnp = camera.attachNewNode( self.spotlight.upcastToLensNode() )
		render.setLight(self.spnp)
		self.heightfield.mHeightFieldNode.setLight(self.spnp)
		#self.lightAttrib = self.lightAttrib.addLight( self.spotlight )
		
		#Finally we set the light attrib to a node. In this case we are using render
		#so that the lights will effect everything, but you could put it on any
		#part of the scene
		#render.node().setAttrib( self.lightAttrib )
		
		# Create and start interval to spin the lights, and a variable to
		# manage them.
		#self.pointLightsSpin = self.pointLightHelper.hprInterval(6, Vec3(360, 0, 0))
		#self.pointLightsSpin.loop()
	
	def setupFog( self ):
		'''defaultExpFogColor = (0.33, 0.5, 1.0)
		self.expFog = Fog("exponentialFog")
		self.expFog.setColor(*defaultExpFogColor)
		self.expFog.setExpDensity(DEFAULTFOG)
		render.setFog(self.expFog)'''
		
		defaultLinFogColor = (0.33, 0.5, 1.0)
		self.linFog = Fog("linearFog")
		self.linFog.setColor(*defaultLinFogColor)
		self.linFog.setLinearRange(0, linFogMinRange + linFogVarianceRange)
		self.linFog.setLinearFallback(30, 60, 240)
		base.camera.attachNewNode(self.linFog)
		render.setFog(self.linFog)
		
		base.setBackgroundColor( defaultLinFogColor )
	
	def setupRain( self ):
		base.enableParticles()
		self.rain = rainClass()
		self.rain.reparentTo( base.camera )
		#self.rain.setPos( 0, 0, 5 )
		self.rain.setScale( 200 )
		#self.rain.particle.setPoolSize( 8192 )
		#self.rain.particle.setBirthRate( 2.000 )
		#self.rain.particle.renderer.setHeadColor(Vec4(1.00, 1.00, 1.00, 0.8))
		#self.rain.particle.renderer.setTailColor(Vec4(1.00, 1.00, 1.00, 0.2))
		self.rain.start( render )
	
	def dayNightCycle( self, task ):
		
		#print "dayNight", rainStrenght
		if USERAIN:
			rainStrenght = (RAINCYCLEFUNC**((math.sin(time.time()/(DAYNIGHTCYCLETIME/24.))+1.0)/2.0)-1.0)/(RAINCYCLEFUNC-1.0)
			self.rain.particle.setBirthRate( max( rainStrenght, 0.01 ) )
		
		sunPos = time.time()/(DAYNIGHTCYCLETIME/(math.pi*2))%(math.pi*2)
		dayNight = (math.sin(sunPos)+1.0)/2.0
		dayNight = (DAYNIGHTCYCLEFUNC**dayNight-1.0)/(DAYNIGHTCYCLEFUNC-1.0)
		
		if USELIGHT:
			#print dayNight
			c = (dayNight)/1.2 + 0.01
			#print dayNight, c	[commented by Finn]
			aLightCol = Vec4( c, c, c, 1 )
			self.ambientLight.setColor( aLightCol )
			
			
			if abs(sunPos/math.pi-1) < 0.5:
				self.dlnp.setHpr(-90, 180 + (dayNight-0.3) * 108, 0)
			else:
				self.dlnp.setHpr(-90, 0 - (dayNight-0.3) * 108, 0)
		
		# Time for clouds shader
		if USESKY:
			render.setShaderInput( 'time', task.time/4.0 )
			#dayNight = 1.0
			# color for clouds & fog
			#dayNight = ( math.sin(time.time()/DAYNIGHTCYCLETIME) + 1.0 ) / 2.0	# 0.0 for night, 1.0 for day
			sky		= Vec4( dayNight/4.0, dayNight/2.0, dayNight, 0.0 )					# r, g, b, skip
			sky2	 = Vec4( dayNight, dayNight, dayNight, 0.0 )
			# set colors
			self.skyNP.setShaderInput( 'sky', sky )
			self.skyNP.setShaderInput( 'sky2', sky2 )
		
		if USEFOG:
			#expFogColor = dayNight/3.0,dayNight/2.0,dayNight
			#self.expFog.setColor( *expFogColor )
			#self.expFog.setExpDensity(DEFAULTFOG*(NIGHTFOGMULTIPLIER-dayNight*(NIGHTFOGMULTIPLIER-1.0)))
			linFogColor = dayNight/3.0,dayNight/2.0,dayNight
			self.linFog.setColor( *linFogColor )
			fogRange = linFogMinRange + linFogVarianceRange*dayNight
			self.linFog.setLinearRange( fogRange/4., fogRange )
			self.linFog.setLinearFallback(fogRange/8., fogRange/4., fogRange)
			base.setBackgroundColor( linFogColor )
		return Task.again
	
	def updateScene( self, task ):
		# set position of the particle system
		if USERAIN:
			self.rain.setPos( base.camera.getPos() + Vec3( 0,0,200) )
		return Task.cont
Beispiel #55
0
	def loadLight(self): #Sets the lights
		plight = AmbientLight('my plight')
		plight.setColor(VBase4(1.0,1.0,1.0,0.5))
		plnp = render.attachNewNode(plight)
		render.setLight(plnp)
Beispiel #56
0
	def addLight(self, type, tag, pos, color, hpr):
		''' Create a light of the given type and assign the given properties.
			Dynamic class instantantiation is difficult due to the Panda module
			layout so we use conditionals
			TODO - support for attenuation.
		'''
		
		LOG.debug("[GXMgr] Adding light of type %s"%type)
		
		if hasattr(pandac.PandaModules, type):
			LOG.debug("[GXMgr] Found light class - %s"%type)
			
			if (type.lower() == 'ambientlight'):
				from pandac.PandaModules import AmbientLight
				l = AmbientLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
			elif (type.lower() == 'directionallight'):
				from pandac.PandaModules import DirectionalLight
				l = DirectionalLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if hpr:
					lnp.setHpr(hpr)
			elif (type.lower() == 'pointlight'):
				from pandac.PandaModules import PointLight
				l = PointLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if pos:
					lnp.setPos(pos)
			elif (type.lower() == 'spotlight'):
				from pandac.PandaModules import Spotlight
				l = Spotlight(tag)
				if lens:
					lightLens = PerspectiveLens()
					l.setLens(lightLens)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if hpr:
					lnp.setHpr(hpr)
				if pos:
					lnp.setPos(pos)
			
			self.lightList.append(lnp)
			render.setLight(lnp)
		else:
			LOG.error("[GXMgr] Unknown light class - %s"%type)
Beispiel #57
0
 def __init__(self):
     ShowBase.__init__(self)
     resize_window = ConfigVariableBool('viewer-resize-window', '#t')
     if resize_window.getValue():
         self.win_size = (800, 800)
     # Black background
     self.win.setClearColor((0.0, 0.0, 0.0, 1.0))
     # Set up lights.
     self.lights = NodePath("lights")
     # Spotlight. Casts shadows.
     slight = Spotlight("slight")
     slight.setScene(self.render)
     slight.setShadowCaster(True, 2**11, 2**11)
     # Set shadow mask, so we can exclude objects from casting shadows
     self.shadow_mask = BitMask32.bit(2)
     slight.setCameraMask(self.shadow_mask)
     slight.setColor((1.2, 1.2, 1.2, 1.))
     slight.getLens().setFov(45)
     slight.getLens().setNearFar(1, 100)
     slnp = self.lights.attachNewNode(slight)
     slnp.setPos((6, 8, 20))
     slnp.lookAt(0, 0, 0)
     self.render.setLight(slnp)
     # Ambient light.
     alight = AmbientLight("alight")
     a = 0.75
     alight.setColor((a, a, a, 1.0))
     #alight.setColor((0.8, 0.8, 0.8, 1.0))
     alnp = self.lights.attachNewNode(alight)
     self.render.setLight(alnp)
     self.lights.reparentTo(self.render)
     # Set auto shading for shadows
     use_shaders = ConfigVariableBool('viewer-use-shaders', '#t')
     if use_shaders.getValue():
         self.render.setShaderAuto()
     # Set antialiasing on
     self.render.setAntialias(AntialiasAttrib.MAuto)
     # Camera
     self.camera_rot = self.render.attachNewNode("camera_rot")
     self.cameras = self.camera_rot.attachNewNode("cameras")
     self.cameras.setPos(14, 32, 9.)
     self.look_at = self.render.attachNewNode("look_at")
     self.look_at.setPos(Point3(2, 0, 1))
     self.cameras.lookAt(self.look_at)
     self.camera.reparentTo(self.cameras)
     # Adjust the camera's lens
     lens = PerspectiveLens()
     self.camLens = lens
     self.camLens.setNearFar(0.01, 1000.0)
     setlens = ConfigVariableBool('viewer-set-cam-lens', '#t')
     if setlens:
         self.cam.node().setLens(self.camLens)
     #
     # Initialize / set variables
     self.sso = None
     self.ssos = []
     self.cache = None
     self.scene = SSO("scene")
     self.scene.reparentTo(self.render)
     # Key callbacks.
     self.accept("shift-control-escape", self.exit)
     self.accept("escape", self.exit)
     self.accept("0", self.reset_sso)
     self.accept("arrow_left", self.prev)
     self.accept("arrow_right", self.next)
     self.accept("page_down", self.prev, [100])
     self.accept("page_up", self.next, [100])
     self.accept("f1", self.toggle_debug)
     self.accept("o", self.physics_once, extraArgs=[1. / 10])
     self.accept("i", self.physics_once, extraArgs=[1. / 10000])
     # Remove existing keyboard tasks.
     self.mandatory_events = ("window-event", "async_loader_0",
                              "render-texture-targets-changed",
                              "shift-control-escape")
     # Task list: name: (key, args)
     events = {
         "physics": ("p", ),
         "repel": ("t", ),
         "bump": ("f", ),
         "rotate": ("r", 20),
         "rotate90": ("h", ),
         "ss_task": ("s", ),
         "ssa_task": ("w", ),
         "bp": ("b", )
     }
     # Add events
     for key, val in events.iteritems():
         call = [key] + list(val[1:])
         self.accept(val[0], self.toggle_task, call)
     # These are the key events that we will never ignore
     self.permanent_events = self.getAllAccepting()
     # These are the key events that we will never ignore
     self.permanent_tasks = [
         task.getName() for task in self.taskMgr.getAllTasks()
     ]
     self.start_time = -1
     self.old_elapsed = 0