Ejemplo n.º 1
0
 def create_terrain_shader(self):
     #         control4 = HeightColorMap('colormap',
     #                 [
     #                  ColormapLayer(0.00, top=LRGBColor(0, 0.1, 0.24)),
     #                  ColormapLayer(0.40, top=LRGBColor(0, 0.1, 0.24)),
     #                  ColormapLayer(0.49, top=LRGBColor(0, 0.6, 0.6)),
     #                  ColormapLayer(0.50, bottom=LRGBColor(0.9, 0.8, 0.6), top=LRGBColor(0.5, 0.4, 0.3)),
     #                  ColormapLayer(0.80, top=LRGBColor(0.2, 0.3, 0.1)),
     #                  ColormapLayer(0.90, top=LRGBColor(0.7, 0.6, 0.4)),
     #                  ColormapLayer(1.00, bottom=LRGBColor(1, 1, 1), top=LRGBColor(1, 1, 1)),
     #                 ])
     appearance = DetailMap(self.ralph_config.control,
                            self.heightmap,
                            create_normals=True)
     data_source = [
         HeightmapDataSource(self.heightmap),
         HeightmapDataSource(self.biome, normals=False),
         TextureDictionaryDataSource(self.terrain_appearance)
     ]
     if settings.hardware_tessellation:
         tessellation_control = ConstantTessellationControl()
     else:
         tessellation_control = None
     self.terrain_shader = BasicShader(
         appearance=appearance,
         tessellation_control=tessellation_control,
         vertex_control=DisplacementVertexControl(self.heightmap),
         data_source=data_source)
     self.terrain_shader.add_shadows(
         ShaderShadowMap('caster', None, self.shadow_caster,
                         use_bias=False))
Ejemplo n.º 2
0
    def create_terrain_shader(self):
#         control4 = HeightColorMap('colormap',
#                 [
#                  ColormapLayer(0.00, top=LRGBColor(0, 0.1, 0.24)),
#                  ColormapLayer(0.40, top=LRGBColor(0, 0.1, 0.24)),
#                  ColormapLayer(0.49, top=LRGBColor(0, 0.6, 0.6)),
#                  ColormapLayer(0.50, bottom=LRGBColor(0.9, 0.8, 0.6), top=LRGBColor(0.5, 0.4, 0.3)),
#                  ColormapLayer(0.80, top=LRGBColor(0.2, 0.3, 0.1)),
#                  ColormapLayer(0.90, top=LRGBColor(0.7, 0.6, 0.4)),
#                  ColormapLayer(1.00, bottom=LRGBColor(1, 1, 1), top=LRGBColor(1, 1, 1)),
#                 ])
        appearance = DetailMap(self.terrain_control, self.heightmap, create_normals=True)
        data_source = [HeightmapDataSource(self.heightmap, PatchedGpuTextureSource, filtering=HeightmapDataSource.F_none),
                       HeightmapDataSource(self.biome, PatchedGpuTextureSource, filtering=HeightmapDataSource.F_none),
                       TextureDictionaryDataSource(self.terrain_appearance, TextureDictionaryDataSource.F_hash)]
        if settings.allow_tesselation:
            tesselation_control = ConstantTesselationControl(invert_v=False)
        else:
            tesselation_control = None
        if self.fog is not None:
            after_effects = [Fog(**self.fog)]
        else:
            after_effects = None
        self.terrain_shader = BasicShader(appearance=appearance,
                                          tesselation_control=tesselation_control,
                                          geometry_control=DisplacementGeometryControl(self.heightmap),
                                          data_source=data_source,
                                          after_effects=after_effects)
Ejemplo n.º 3
0
 def decode(cls, data):
     if settings.hardware_instancing:
         default = 'gpu'
     else:
         default = 'cpu'
     (populator_type, populator_data) = cls.get_type_and_data(data, default)
     populator = None
     density = data.get('density', 250)
     density /= 1000000.0
     max_instances = data.get('max-instances', 1000)
     min_lod = data.get('min-lod', 0)
     shape, extra = ShapeYamlParser.decode(populator_data.get('shape', None))
     appearance = populator_data.get('appearance', None)
     if appearance is None:
         if isinstance(shape, MeshShape):
             appearance = 'model'
         else:
             appearance = 'textures'
     appearance = AppearanceYamlParser.decode(appearance)
     vertex_control = VertexControlYamlParser.decode(populator_data.get('vertex', None))
     shader = BasicShader(#lighting_model=lighting_model,
                          #scattering=scattering,
                          vertex_control=vertex_control,
                          use_model_texcoord=not extra.get('create-uv', False))
     object_template = ShapeObject('template', shape=shape, appearance=appearance, shader=shader)
     placer = PlacerYamlParser.decode(populator_data.get('placer', None))
     if populator_type == 'cpu':
         populator = CpuTerrainPopulator(object_template, density, max_instances, placer, min_lod)
     elif populator_type == 'gpu':
         populator = GpuTerrainPopulator(object_template, density, max_instances, placer, min_lod)
     else:
         print("Unknown populator", populator_type, populator_data)
     return populator
Ejemplo n.º 4
0
 def create_object(self):
     tree_shape = MeshShape('ralph-data/models/trees/tree1', panda=True, scale=False)
     tree_appearance = ModelAppearance()
     if self.terrain.fog is not None:
         after_effects = [Fog(**self.terrain.fog)]
     else:
         after_effects = None
     tree_shader = BasicShader(geometry_control=TreeAnimControl(), after_effects=after_effects)
     tree = TerrainObject(shape=tree_shape, appearance = tree_appearance, shader=tree_shader)
     tree.set_parent(self.terrain)
     return tree
Ejemplo n.º 5
0
 def create_object(self):
     rock_shape = MeshShape('ralph-data/models/rock1', panda=True, scale=False)
     rock_appearance = ModelAppearance()
     if self.terrain.fog is not None:
         after_effects = [Fog(**self.terrain.fog)]
     else:
         after_effects = None
     rock_shader = BasicShader(after_effects=after_effects)
     rock = TerrainObject(shape=rock_shape, appearance=rock_appearance, shader=rock_shader)
     rock.set_parent(self.terrain)
     #bounds = self.rock.instance.getTightBounds()
     #offset = (bounds[1] - bounds[0]) / 2
     #offsets[count] = Vec4F(x, y, height - offset[2] * scale, scale)
     return rock
Ejemplo n.º 6
0
    def __init__(self):
        CosmoniumBase.__init__(self)

        config = RalphConfigParser()
        (self.noise, self.biome_noise, self.terrain_control, self.terrain_appearance, self.water, self.fog) = config.load_and_parse('ralph-data/ralph.yaml')

        self.tile_density = 64
        self.default_size = 128
        self.max_vertex_size = 64
        self.max_lod = 10

        self.size = 128 * 8
        self.max_distance = 1.001 * self.size * sqrt(2)
        self.noise_size = 512
        self.biome_size = 128
        self.noise_scale = 0.5 * self.size / self.default_size
        self.objects_density = int(25 * (1.0 * self.size / self.default_size) * (1.0 * self.size / self.default_size))
        self.objects_density = 250
        self.height_scale = 100 * 5.0
        self.has_water = True
        self.fullscreen = False
        self.shadow_caster = None
        self.light_angle = None
        self.light_dir = LVector3.up()
        self.vector_to_star = self.light_dir
        self.light_quat = LQuaternion()
        self.light_color = (1.0, 1.0, 1.0, 1.0)
        self.directionalLight = None
        self.shadow_size = self.default_size / 8
        self.shadow_box_length = self.height_scale

        self.observer = RalphCamera(self.cam, self.camLens)
        self.observer.init()

        self.distance_to_obs = float('inf')
        self.height_under = 0.0
        self.scene_position = LVector3()
        self.scene_scale_factor = 1
        self.scene_orientation = LQuaternion()

        #Size of an edge seen from 4 units above
        self.edge_apparent_size = (1.0 * self.size / self.tile_density) / (4.0 * self.observer.pixel_size)
        print("Apparent size:", self.edge_apparent_size)

        self.win.setClearColor((135.0/255, 206.0/255, 235.0/255, 1))

        # This is used to store which keys are currently pressed.
        self.keyMap = {
            "left": 0, "right": 0, "forward": 0, "backward": 0,
            "cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0,
            "sun-left": 0, "sun-right": 0,
            "turbo": 0}

        # Set up the environment
        #
        # Create some lighting
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowCaster(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(self.shadow_size, -self.shadow_box_length / 2.0, self.shadow_box_length / 2.0, -self.light_dir)
            self.shadow_caster.set_pos(self.light_dir * self.shadow_box_length / 2.0)
            self.shadow_caster.bias = 0.1
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor((settings.global_ambient, settings.global_ambient, settings.global_ambient, 1))
        self.directionalLight = DirectionalLight("directionalLight")
        self.directionalLight.setDirection(-self.light_dir)
        self.directionalLight.setColor(self.light_color)
        self.directionalLight.setSpecularColor(self.light_color)
        render.setLight(render.attachNewNode(self.ambientLight))
        render.setLight(render.attachNewNode(self.directionalLight))

        render.setShaderAuto()
        base.setFrameRateMeter(True)

        self.create_terrain()
        self.create_populator()
        self.terrain_shape.set_populator(self.object_collection)
        self.create_tile(0, 0)
        self.skybox_init()

        self.set_light_angle(45)

        # Create the main character, Ralph

        ralphStartPos = LPoint3()
        self.ralph = Actor("ralph-data/models/ralph",
                           {"run": "ralph-data/models/ralph-run",
                            "walk": "ralph-data/models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos + (0, 0, 0.5))
        self.ralph_shape = InstanceShape(self.ralph)
        self.ralph_shape.parent = self
        self.ralph_shape.set_owner(self)
        self.ralph_shape.create_instance()
        self.ralph_appearance = ModelAppearance(self.ralph)
        self.ralph_appearance.set_shadow(self.shadow_caster)
        self.ralph_shader = BasicShader()
        self.ralph_appearance.bake()
        self.ralph_appearance.apply(self.ralph_shape, self.ralph_shader)
        self.ralph_shader.apply(self.ralph_shape, self.ralph_appearance)
        self.ralph_shader.update(self.ralph_shape, self.ralph_appearance)

        # Create a floater object, which floats 2 units above ralph.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.ralph)
        self.floater.setZ(2.0)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("control-q", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", True])
        self.accept("arrow_right", self.setKey, ["right", True])
        self.accept("arrow_up", self.setKey, ["forward", True])
        self.accept("arrow_down", self.setKey, ["backward", True])
        self.accept("shift", self.setKey, ["turbo", True])
        self.accept("a", self.setKey, ["cam-left", True], direct=True)
        self.accept("s", self.setKey, ["cam-right", True], direct=True)
        self.accept("u", self.setKey, ["cam-up", True], direct=True)
        self.accept("u-up", self.setKey, ["cam-up", False])
        self.accept("d", self.setKey, ["cam-down", True], direct=True)
        self.accept("d-up", self.setKey, ["cam-down", False])
        self.accept("o", self.setKey, ["sun-left", True], direct=True)
        self.accept("o-up", self.setKey, ["sun-left", False])
        self.accept("p", self.setKey, ["sun-right", True], direct=True)
        self.accept("p-up", self.setKey, ["sun-right", False])
        self.accept("arrow_left-up", self.setKey, ["left", False])
        self.accept("arrow_right-up", self.setKey, ["right", False])
        self.accept("arrow_up-up", self.setKey, ["forward", False])
        self.accept("arrow_down-up", self.setKey, ["backward", False])
        self.accept("shift-up", self.setKey, ["turbo", False])
        self.accept("a-up", self.setKey, ["cam-left", False])
        self.accept("s-up", self.setKey, ["cam-right", False])
        self.accept("w", self.toggle_water)
        self.accept("h", self.print_debug)
        self.accept("f2", self.connect_pstats)
        self.accept("f3", self.toggle_filled_wireframe)
        self.accept("shift-f3", self.toggle_wireframe)
        self.accept("f5", self.bufferViewer.toggleEnable)
        self.accept("f8", self.terrain_shape.dump_tree)
        self.accept('alt-enter', self.toggle_fullscreen)

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        self.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2)
        self.camera_height = 2.0
        render.set_shader_input("camera", self.camera.get_pos())

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 9)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.ralphGroundCol.setIntoCollideMask(CollideMask.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        # Uncomment this line to see the collision rays
        #self.ralphGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        #self.cTrav.showCollisions(render)

        #self.terrain_shape.test_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)
        #self.terrain_shape.update_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)
        #self.terrain.shape_updated()
        self.terrain.update_instance(LPoint3d(*self.ralph.getPos()), None)
Ejemplo n.º 7
0
class RoamingRalphDemo(CosmoniumBase):

    def get_local_position(self):
        return base.camera.get_pos()

    def create_terrain_appearance(self):
        self.terrain_appearance.set_shadow(self.shadow_caster)

    def create_terrain_heightmap(self):
        self.heightmap = PatchedHeightmap('heightmap',
                                          self.noise_size,
                                          self.height_scale,
                                          self.size,
                                          self.size,
                                          True,
                                          ShaderHeightmapPatchFactory(self.noise))

    def create_terrain_biome(self):
        self.biome = PatchedHeightmap('biome',
                                      self.biome_size,
                                      1.0,
                                      self.size,
                                      self.size,
                                      False,
                                      ShaderHeightmapPatchFactory(self.biome_noise))

    def create_terrain_shader(self):
#         control4 = HeightColorMap('colormap',
#                 [
#                  ColormapLayer(0.00, top=LRGBColor(0, 0.1, 0.24)),
#                  ColormapLayer(0.40, top=LRGBColor(0, 0.1, 0.24)),
#                  ColormapLayer(0.49, top=LRGBColor(0, 0.6, 0.6)),
#                  ColormapLayer(0.50, bottom=LRGBColor(0.9, 0.8, 0.6), top=LRGBColor(0.5, 0.4, 0.3)),
#                  ColormapLayer(0.80, top=LRGBColor(0.2, 0.3, 0.1)),
#                  ColormapLayer(0.90, top=LRGBColor(0.7, 0.6, 0.4)),
#                  ColormapLayer(1.00, bottom=LRGBColor(1, 1, 1), top=LRGBColor(1, 1, 1)),
#                 ])
        appearance = DetailMap(self.terrain_control, self.heightmap, create_normals=True)
        data_source = [HeightmapDataSource(self.heightmap, PatchedGpuTextureSource, filtering=HeightmapDataSource.F_none),
                       HeightmapDataSource(self.biome, PatchedGpuTextureSource, filtering=HeightmapDataSource.F_none),
                       TextureDictionaryDataSource(self.terrain_appearance, TextureDictionaryDataSource.F_hash)]
        if settings.allow_tesselation:
            tesselation_control = ConstantTesselationControl(invert_v=False)
        else:
            tesselation_control = None
        if self.fog is not None:
            after_effects = [Fog(**self.fog)]
        else:
            after_effects = None
        self.terrain_shader = BasicShader(appearance=appearance,
                                          tesselation_control=tesselation_control,
                                          geometry_control=DisplacementGeometryControl(self.heightmap),
                                          data_source=data_source,
                                          after_effects=after_effects)

    def create_tile(self, x, y):
        self.terrain_shape.add_root_patch(x, y)

    def create_terrain(self):
        self.tile_factory = TileFactory(self.tile_density, self.size, self.has_water, self.water)
        self.terrain_shape = TiledShape(self.tile_factory, self.size, self.max_lod, lod_control=VertexSizeMaxDistancePatchLodControl(self.max_distance, self.max_vertex_size))
        self.create_terrain_heightmap()
        self.create_terrain_biome()
        self.create_terrain_appearance()
        self.create_terrain_shader()
        self.terrain = HeightmapSurface(
                               'surface',
                               0,
                               self.terrain_shape,
                               self.heightmap,
                               self.biome,
                               self.terrain_appearance,
                               self.terrain_shader,
                               self.size,
                               clickable=False,
                               average=True)
        self.terrain.set_parent(self)
        self.terrain.create_instance()

    def toggle_water(self):
        if not self.has_water: return
        self.water.visible = not self.water.visible
        self.terrain_shape.check_settings()

    def get_height(self, position):
        height = self.terrain.get_height(position)
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    #Used by populator
    def get_height_patch(self, patch, u, v):
        height = self.terrain.get_height_patch(patch, u, v)
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    def skybox_init(self):
        skynode = base.cam.attachNewNode('skybox')
        self.skybox = loader.loadModel('ralph-data/models/rgbCube')
        self.skybox.reparentTo(skynode)

        self.skybox.setTextureOff(1)
        self.skybox.setShaderOff(1)
        self.skybox.setTwoSided(True)
        # make big enough to cover whole terrain, else there'll be problems with the water reflections
        self.skybox.setScale(1.5* self.size)
        self.skybox.setBin('background', 1)
        self.skybox.setDepthWrite(False)
        self.skybox.setDepthTest(False)
        self.skybox.setLightOff(1)
        self.skybox.setShaderOff(1)
        self.skybox.setFogOff(1)

        #self.skybox.setColor(.55, .65, .95, 1.0)
        self.skybox_color = LColor(pow(0.5, 1/2.2), pow(0.6, 1/2.2), pow(0.7, 1/2.2), 1.0)
        self.skybox.setColor(self.skybox_color)

    def objects_density_for_patch(self, patch):
        scale = 1 << patch.lod
        return int(self.objects_density / scale + 1.0)

    def create_populator(self):
        if settings.allow_instancing:
            TerrainPopulator = GpuTerrainPopulator
        else:
            TerrainPopulator = CpuTerrainPopulator
        self.rock_collection = TerrainPopulator(RockFactory(self), self.objects_density_for_patch, self.objects_density, RandomObjectPlacer(self))
        self.tree_collection = TerrainPopulator(TreeFactory(self), self.objects_density_for_patch, self.objects_density, RandomObjectPlacer(self))
        self.object_collection = MultiTerrainPopulator()
        self.object_collection.add_populator(self.rock_collection)
        self.object_collection.add_populator(self.tree_collection)

    def set_light_angle(self, angle):
        self.light_angle = angle
        self.light_quat.setFromAxisAngleRad(angle * pi / 180, LVector3.forward())
        self.light_dir = self.light_quat.xform(LVector3.up())
        cosA = self.light_dir.dot(LVector3.up())
        self.vector_to_star = self.light_dir
        if self.shadow_caster is not None:
            self.shadow_caster.set_direction(-self.light_dir)
        if self.directionalLight is not None:
            self.directionalLight.setDirection(-self.light_dir)
        if cosA >= 0:
            coef = sqrt(cosA)
            self.light_color = (1, coef, coef, 1)
            self.directionalLight.setColor(self.light_color)
            self.skybox.setColor(self.skybox_color * cosA)
        else:
            self.light_color = (1, 0, 0, 1)
            self.directionalLight.setColor(self.light_color)
            self.skybox.setColor(self.skybox_color * 0)
        self.update()

    def update(self):
        self.object_collection.update_instance()
        self.terrain.update_instance(None, None)

    def apply_instance(self, instance):
        pass

    def create_instance_delayed(self):
        pass

    def get_apparent_radius(self):
        return 0

    def get_name(self):
        return "terrain"

    def is_emissive(self):
        return False

    def __init__(self):
        CosmoniumBase.__init__(self)

        config = RalphConfigParser()
        (self.noise, self.biome_noise, self.terrain_control, self.terrain_appearance, self.water, self.fog) = config.load_and_parse('ralph-data/ralph.yaml')

        self.tile_density = 64
        self.default_size = 128
        self.max_vertex_size = 64
        self.max_lod = 10

        self.size = 128 * 8
        self.max_distance = 1.001 * self.size * sqrt(2)
        self.noise_size = 512
        self.biome_size = 128
        self.noise_scale = 0.5 * self.size / self.default_size
        self.objects_density = int(25 * (1.0 * self.size / self.default_size) * (1.0 * self.size / self.default_size))
        self.objects_density = 250
        self.height_scale = 100 * 5.0
        self.has_water = True
        self.fullscreen = False
        self.shadow_caster = None
        self.light_angle = None
        self.light_dir = LVector3.up()
        self.vector_to_star = self.light_dir
        self.light_quat = LQuaternion()
        self.light_color = (1.0, 1.0, 1.0, 1.0)
        self.directionalLight = None
        self.shadow_size = self.default_size / 8
        self.shadow_box_length = self.height_scale

        self.observer = RalphCamera(self.cam, self.camLens)
        self.observer.init()

        self.distance_to_obs = float('inf')
        self.height_under = 0.0
        self.scene_position = LVector3()
        self.scene_scale_factor = 1
        self.scene_orientation = LQuaternion()

        #Size of an edge seen from 4 units above
        self.edge_apparent_size = (1.0 * self.size / self.tile_density) / (4.0 * self.observer.pixel_size)
        print("Apparent size:", self.edge_apparent_size)

        self.win.setClearColor((135.0/255, 206.0/255, 235.0/255, 1))

        # This is used to store which keys are currently pressed.
        self.keyMap = {
            "left": 0, "right": 0, "forward": 0, "backward": 0,
            "cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0,
            "sun-left": 0, "sun-right": 0,
            "turbo": 0}

        # Set up the environment
        #
        # Create some lighting
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowCaster(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(self.shadow_size, -self.shadow_box_length / 2.0, self.shadow_box_length / 2.0, -self.light_dir)
            self.shadow_caster.set_pos(self.light_dir * self.shadow_box_length / 2.0)
            self.shadow_caster.bias = 0.1
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor((settings.global_ambient, settings.global_ambient, settings.global_ambient, 1))
        self.directionalLight = DirectionalLight("directionalLight")
        self.directionalLight.setDirection(-self.light_dir)
        self.directionalLight.setColor(self.light_color)
        self.directionalLight.setSpecularColor(self.light_color)
        render.setLight(render.attachNewNode(self.ambientLight))
        render.setLight(render.attachNewNode(self.directionalLight))

        render.setShaderAuto()
        base.setFrameRateMeter(True)

        self.create_terrain()
        self.create_populator()
        self.terrain_shape.set_populator(self.object_collection)
        self.create_tile(0, 0)
        self.skybox_init()

        self.set_light_angle(45)

        # Create the main character, Ralph

        ralphStartPos = LPoint3()
        self.ralph = Actor("ralph-data/models/ralph",
                           {"run": "ralph-data/models/ralph-run",
                            "walk": "ralph-data/models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos + (0, 0, 0.5))
        self.ralph_shape = InstanceShape(self.ralph)
        self.ralph_shape.parent = self
        self.ralph_shape.set_owner(self)
        self.ralph_shape.create_instance()
        self.ralph_appearance = ModelAppearance(self.ralph)
        self.ralph_appearance.set_shadow(self.shadow_caster)
        self.ralph_shader = BasicShader()
        self.ralph_appearance.bake()
        self.ralph_appearance.apply(self.ralph_shape, self.ralph_shader)
        self.ralph_shader.apply(self.ralph_shape, self.ralph_appearance)
        self.ralph_shader.update(self.ralph_shape, self.ralph_appearance)

        # Create a floater object, which floats 2 units above ralph.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.ralph)
        self.floater.setZ(2.0)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("control-q", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", True])
        self.accept("arrow_right", self.setKey, ["right", True])
        self.accept("arrow_up", self.setKey, ["forward", True])
        self.accept("arrow_down", self.setKey, ["backward", True])
        self.accept("shift", self.setKey, ["turbo", True])
        self.accept("a", self.setKey, ["cam-left", True], direct=True)
        self.accept("s", self.setKey, ["cam-right", True], direct=True)
        self.accept("u", self.setKey, ["cam-up", True], direct=True)
        self.accept("u-up", self.setKey, ["cam-up", False])
        self.accept("d", self.setKey, ["cam-down", True], direct=True)
        self.accept("d-up", self.setKey, ["cam-down", False])
        self.accept("o", self.setKey, ["sun-left", True], direct=True)
        self.accept("o-up", self.setKey, ["sun-left", False])
        self.accept("p", self.setKey, ["sun-right", True], direct=True)
        self.accept("p-up", self.setKey, ["sun-right", False])
        self.accept("arrow_left-up", self.setKey, ["left", False])
        self.accept("arrow_right-up", self.setKey, ["right", False])
        self.accept("arrow_up-up", self.setKey, ["forward", False])
        self.accept("arrow_down-up", self.setKey, ["backward", False])
        self.accept("shift-up", self.setKey, ["turbo", False])
        self.accept("a-up", self.setKey, ["cam-left", False])
        self.accept("s-up", self.setKey, ["cam-right", False])
        self.accept("w", self.toggle_water)
        self.accept("h", self.print_debug)
        self.accept("f2", self.connect_pstats)
        self.accept("f3", self.toggle_filled_wireframe)
        self.accept("shift-f3", self.toggle_wireframe)
        self.accept("f5", self.bufferViewer.toggleEnable)
        self.accept("f8", self.terrain_shape.dump_tree)
        self.accept('alt-enter', self.toggle_fullscreen)

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        self.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2)
        self.camera_height = 2.0
        render.set_shader_input("camera", self.camera.get_pos())

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 9)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.ralphGroundCol.setIntoCollideMask(CollideMask.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        # Uncomment this line to see the collision rays
        #self.ralphGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        #self.cTrav.showCollisions(render)

        #self.terrain_shape.test_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)
        #self.terrain_shape.update_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)
        #self.terrain.shape_updated()
        self.terrain.update_instance(LPoint3d(*self.ralph.getPos()), None)

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # Get the time that elapsed since last frame.  We multiply this with
        # the desired speed in order to find out with which distance to move
        # in order to achieve that desired speed.
        dt = globalClock.getDt()

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        if self.keyMap["cam-left"]:
            self.camera.setX(self.camera, -20 * dt)
        if self.keyMap["cam-right"]:
            self.camera.setX(self.camera, +20 * dt)
        if self.keyMap["cam-up"]:
            self.camera_height *= (1 + 2 * dt)
        if self.keyMap["cam-down"]:
            self.camera_height *= (1 - 2 * dt)
        if self.camera_height < 1.0:
            self.camera_height = 1.0

        if self.keyMap["sun-left"]:
            self.set_light_angle(self.light_angle + 30 * dt)
        if self.keyMap["sun-right"]:
            self.set_light_angle(self.light_angle - 30 * dt)

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        delta = 25
        if self.keyMap["turbo"]:
            delta *= 10
        if self.keyMap["left"]:
            self.ralph.setH(self.ralph.getH() + 300 * dt)
        if self.keyMap["right"]:
            self.ralph.setH(self.ralph.getH() - 300 * dt)
        if self.keyMap["forward"]:
            self.ralph.setY(self.ralph, -delta * dt)
        if self.keyMap["backward"]:
            self.ralph.setY(self.ralph, delta * dt)

        #self.limit_pos(self.ralph)

        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if self.keyMap["forward"] or self.keyMap["backward"] or self.keyMap["left"] or self.keyMap["right"]:
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - self.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if camdist > 10.0:
            self.camera.setPos(self.camera.getPos() + camvec * (camdist - 10))
            camdist = 10.0
        if camdist < 5.0:
            self.camera.setPos(self.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Normally, we would have to call traverse() to check for collisions.
        # However, the class ShowBase that we inherit from has a task to do
        # this for us, if we assign a CollisionTraverser to self.cTrav.
        self.cTrav.traverse(render)

        if False:
            # Adjust ralph's Z coordinate.  If ralph's ray hit anything, put
            # him back where he was last frame.

            entries = list(self.ralphGroundHandler.getEntries())
            entries.sort(key=lambda x: x.getSurfacePoint(render).getZ())

            if len(entries) > 0:
                self.ralph.setPos(startpos)
        ralph_height = self.get_height(self.ralph.getPos())
        self.ralph.setZ(ralph_height)

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, whichever is greater.

        camera_height = self.get_height(self.camera.getPos()) + 1.0
        if camera_height < ralph_height + self.camera_height:
            self.camera.setZ(ralph_height + self.camera_height)
        else:
            self.camera.setZ(camera_height)
        #self.limit_pos(self.camera)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.
        self.camera.lookAt(self.floater)

        #self.shadow_caster.set_pos(self.ralph.get_pos())
        self.shadow_caster.set_pos(self.ralph.get_pos() - camvec * camdist + camvec * self.shadow_size / 2)

        render.set_shader_input("camera", self.camera.get_pos())
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()

        if self.isMoving:
            #self.terrain_shape.test_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)
            pass#self.terrain_shape.update_lod(LPoint3d(*self.ralph.getPos()), self.distance_to_obs, self.pixel_size, self.terrain_appearance)

        self.object_collection.update_instance()
        self.terrain.update_instance(LPoint3d(*self.ralph.getPos()), None)
        return task.cont

    def print_debug(self):
        print("Height:", self.get_height(self.ralph.getPos()), self.terrain.get_height(self.ralph.getPos()))
        print("Ralph:", self.ralph.get_pos())
        print("Camera:", base.camera.get_pos())
Ejemplo n.º 8
0
    def __init__(self, args):
        self.app_config = RalphAppConfig()
        CosmoniumBase.__init__(self)

        settings.color_picking = False
        settings.scale = 1.0
        settings.use_inv_scaling = False

        if args.config is not None:
            self.config_file = args.config
        else:
            self.config_file = 'ralph-data/ralph.yaml'
        self.splash = NoSplash()
        self.ralph_config = RalphConfigParser()
        if self.ralph_config.load_and_parse(self.config_file) is None:
            sys.exit(1)

        self.has_water = True
        self.water = self.ralph_config.water

        if self.ralph_config.physics.enable:
            self.physics = Physics(self.ralph_config.physics.debug)
            self.physics.enable()
            self.physics.set_gravity(self.ralph_config.physics.gravity)
        else:
            self.physics = None
        self.physic_objects = []

        self.fullscreen = False
        self.shadow_caster = None
        self.set_ambient(0.3)

        self.cam.node().set_camera_mask(BaseObject.DefaultCameraMask
                                        | BaseObject.NearCameraMask)
        self.observer = CameraHolder(self.camera, self.camLens)
        self.observer.init()

        self.distance_to_obs = 2.0  #Can not be 0 !
        self.height_under = 0.0
        self.scene_position = LVector3d()
        self.scene_scale_factor = 1
        self.scene_rel_position = LVector3d()
        self.scene_orientation = LQuaternion()
        self.model_body_center_offset = LVector3d()
        self.world_body_center_offset = LVector3d()
        self._local_position = LPoint3d()
        self.context = self
        self.oid_color = 0
        self.oid_texture = None
        #Needed for create_light to work
        self.nearest_system = self
        self.star = self
        self.primary = None
        self.size = self.ralph_config.tile_size  #TODO: Needed by populator

        self.skybox = RaphSkyBox()
        self.skybox.init(self.ralph_config)
        self.skybox.set_light_angle(45)
        self.vector_to_star = -self.skybox.light_dir

        self.vector_to_obs = base.camera.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowMap(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(
                self.ralph_config.shadow_size,
                -self.ralph_config.shadow_box_length / 2.0,
                self.ralph_config.shadow_box_length / 2.0,
                -self.vector_to_star)
            self.shadow_caster.set_pos(self.vector_to_star *
                                       self.ralph_config.shadow_box_length /
                                       2.0)
            self.shadow_caster.snap_cam = True
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(
            (settings.global_ambient, settings.global_ambient,
             settings.global_ambient, 1))
        render.setLight(render.attachNewNode(self.ambientLight))

        base.setFrameRateMeter(True)

        self.create_terrain()
        for component in self.ralph_config.layers:
            self.terrain.add_component(component)
            self.terrain_shape.add_linked_object(component)

        if self.ralph_config.fog_parameters is not None:
            self.fog = Fog(**self.ralph_config.fog_parameters)
            self.terrain.add_after_effect(self.fog)
            self.skybox.set_fog(self.fog)
        else:
            self.fog = None
        self.surface = self.terrain_object

        self.create_instance()
        self.create_tile(0, 0)

        # Create the main character, Ralph

        self.ralph_shape = ActorShape("ralph-data/models/ralph", {
            "run": "ralph-data/models/ralph-run",
            "walk": "ralph-data/models/ralph-walk"
        },
                                      auto_scale_mesh=False,
                                      rotation=quaternion_from_euler(
                                          180, 0, 0),
                                      scale=(0.2, 0.2, 0.2))
        self.ralph_appearance = ModelAppearance(vertex_color=True,
                                                material=False)
        self.ralph_shader = BasicShader()
        self.ralph_shader.add_shadows(
            ShaderShadowMap('caster', None, self.shadow_caster, use_bias=True))

        self.ralph_shape_object = ShapeObject('ralph',
                                              self.ralph_shape,
                                              self.ralph_appearance,
                                              self.ralph_shader,
                                              clickable=False)
        self.ralph = RalphShip('ralph', self.ralph_shape_object, 1.5,
                               self.ralph_config.physics.enable)
        frame = CartesianSurfaceReferenceFrame(LPoint3d())
        frame.set_parent_body(self)
        self.ralph.set_frame(frame)
        self.ralph.create_own_shadow_caster = False

        self.camera_controller = SurfaceFollowCameraController()
        #self.camera_controller = FixedCameraController()
        self.camera_controller.activate(self.observer, self.ralph)
        self.camera_controller.set_body(self)
        self.camera_controller.set_camera_hints(distance=5, max=1.5)

        self.controller = RalphControl(self.skybox, self)
        self.controller.register_events()

        self.mover = CartesianSurfaceBodyMover(self.ralph)
        self.mover.activate()
        self.nav = ControlNav(self.mover)
        self.nav.register_events(self)
        self.nav.speed = 25
        self.nav.rot_step_per_sec = 2

        #TEMPORARY
        self.ralph.update(0, 0)
        self.camera_controller.update(0, 0)
        self.mover.update()
        self.ralph.update_obs(self.observer)
        self.ralph.check_visibility(self.observer.pixel_size)
        self.ralph.check_and_update_instance(self.observer.get_camera_pos(),
                                             self.observer.get_camera_rot(),
                                             None)
        self.ralph.create_light()
        if self.ralph_config.physics.enable:
            for physic_object in self.physic_objects:
                physic_object.update(self.observer)

        taskMgr.add(self.move, "moveTask")

        # Set up the camera
        self.distance_to_obs = self.camera.get_z() - self.get_height(
            self.camera.getPos())
        render.set_shader_input("camera", self.camera.get_pos())

        self.terrain.update_instance(self.observer.get_camera_pos(), None)
Ejemplo n.º 9
0
class RoamingRalphDemo(CosmoniumBase):
    def create_terrain_appearance(self):
        self.terrain_appearance = self.ralph_config.appearance

    def create_terrain_heightmap(self):
        self.heightmap = PatchedHeightmap(
            'heightmap',
            self.ralph_config.heightmap_size,
            self.ralph_config.height_scale,
            self.ralph_config.tile_size,
            self.ralph_config.tile_size,
            True,
            ShaderHeightmapPatchFactory(self.ralph_config.heightmap),
            self.ralph_config.interpolator,
            max_lod=self.ralph_config.heightmap_max_lod)
        #TODO: should be set using a method or in constructor
        self.heightmap.global_scale = 1.0 / self.ralph_config.noise_scale

    def create_terrain_biome(self):
        self.biome = PatchedHeightmap(
            'biome', self.ralph_config.biome_size, 1.0,
            self.ralph_config.tile_size, self.ralph_config.tile_size, False,
            ShaderHeightmapPatchFactory(self.ralph_config.biome))

    def create_terrain_shader(self):
        #         control4 = HeightColorMap('colormap',
        #                 [
        #                  ColormapLayer(0.00, top=LRGBColor(0, 0.1, 0.24)),
        #                  ColormapLayer(0.40, top=LRGBColor(0, 0.1, 0.24)),
        #                  ColormapLayer(0.49, top=LRGBColor(0, 0.6, 0.6)),
        #                  ColormapLayer(0.50, bottom=LRGBColor(0.9, 0.8, 0.6), top=LRGBColor(0.5, 0.4, 0.3)),
        #                  ColormapLayer(0.80, top=LRGBColor(0.2, 0.3, 0.1)),
        #                  ColormapLayer(0.90, top=LRGBColor(0.7, 0.6, 0.4)),
        #                  ColormapLayer(1.00, bottom=LRGBColor(1, 1, 1), top=LRGBColor(1, 1, 1)),
        #                 ])
        appearance = DetailMap(self.ralph_config.control,
                               self.heightmap,
                               create_normals=True)
        data_source = [
            HeightmapDataSource(self.heightmap),
            HeightmapDataSource(self.biome, normals=False),
            TextureDictionaryDataSource(self.terrain_appearance)
        ]
        if settings.hardware_tessellation:
            tessellation_control = ConstantTessellationControl()
        else:
            tessellation_control = None
        self.terrain_shader = BasicShader(
            appearance=appearance,
            tessellation_control=tessellation_control,
            vertex_control=DisplacementVertexControl(self.heightmap),
            data_source=data_source)
        self.terrain_shader.add_shadows(
            ShaderShadowMap('caster', None, self.shadow_caster,
                            use_bias=False))

    def create_tile(self, x, y):
        self.terrain_shape.add_root_patch(x, y)

    def create_terrain(self):
        self.create_terrain_heightmap()
        self.create_terrain_biome()
        self.tile_factory = TileFactory(
            self.heightmap, self.ralph_config.tile_density,
            self.ralph_config.tile_size, self.ralph_config.height_scale,
            self.has_water, self.water, self.ralph_config.physics.enable,
            self.physics)
        self.terrain_shape = TiledShape(
            self.tile_factory, self.ralph_config.tile_size,
            VertexSizeMaxDistancePatchLodControl(
                self.ralph_config.max_distance,
                self.ralph_config.max_vertex_size,
                density=settings.patch_constant_density,
                max_lod=self.ralph_config.max_lod))
        self.create_terrain_appearance()
        self.create_terrain_shader()
        self.terrain_object = HeightmapSurface('surface',
                                               0,
                                               self.terrain_shape,
                                               self.heightmap,
                                               self.biome,
                                               self.terrain_appearance,
                                               self.terrain_shader,
                                               self.ralph_config.tile_size,
                                               clickable=False,
                                               follow_mesh=True)
        self.terrain = CompositeShapeObject()
        self.terrain.add_component(self.terrain_object)
        self.terrain_object.set_parent(self)
        self.terrain.set_owner(self)
        self.terrain.set_parent(self)

    def create_instance(self):
        self.terrain.create_instance()
        #TODO: Should do init correctly
        WaterNode.z = self.water.level
        WaterNode.observer = self.observer
        if self.has_water:
            WaterNode.create_cam()

    def spawn_box(self):
        if not self.ralph_config.physics.enable: return
        if self.ralph_config.physics.model is None: return
        box = PhysicsBox(self.ralph_config.physics.model, self.physics,
                         self.ralph_config.physics.mass,
                         self.ralph_config.physics.limit)
        box.create_instance(self.ralph)
        self.physic_objects.append(box)

    def toggle_water(self):
        if not self.has_water: return
        self.water.visible = not self.water.visible
        if self.water.visible:
            WaterNode.create_cam()
        else:
            WaterNode.remove_cam()
        self.terrain_shape.check_settings()

    def get_height(self, position):
        height = self.terrain_object.get_height_at(position[0], position[1])
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    def get_height_under(self, position):
        return self.get_height(position)

    #Used by populator
    def get_height_patch(self, patch, u, v):
        height = self.terrain_object.get_height_patch(patch, u, v)
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    def get_normals_under(self, position):
        return self.terrain_object.get_normals_at(position[0], position[1])

    def set_ambient(self, ambient):
        settings.global_ambient = clamp(ambient, 0.0, 1.0)
        if settings.srgb:
            corrected_ambient = pow(settings.global_ambient, 2.2)
        else:
            corrected_ambient = settings.global_ambient
        settings.corrected_global_ambient = corrected_ambient
        print("Ambient light level:  %.2f" % settings.global_ambient)

    def incr_ambient(self, ambient_incr):
        self.set_ambient(settings.global_ambient + ambient_incr)

    def update_shader(self):
        self.terrain.update_shader()
        self.ralph.update_shader()

    def get_apparent_radius(self):
        return 0

    def get_min_radius(self):
        return 0

    def get_max_radius(self):
        return 0

    def get_name(self):
        return "terrain"

    def is_emissive(self):
        return False

    def get_local_position(self):
        return LPoint3d()

    def get_sync_rotation(self):
        return LQuaterniond()

    def __init__(self, args):
        self.app_config = RalphAppConfig()
        CosmoniumBase.__init__(self)

        settings.color_picking = False
        settings.scale = 1.0
        settings.use_inv_scaling = False

        if args.config is not None:
            self.config_file = args.config
        else:
            self.config_file = 'ralph-data/ralph.yaml'
        self.splash = NoSplash()
        self.ralph_config = RalphConfigParser()
        if self.ralph_config.load_and_parse(self.config_file) is None:
            sys.exit(1)

        self.has_water = True
        self.water = self.ralph_config.water

        if self.ralph_config.physics.enable:
            self.physics = Physics(self.ralph_config.physics.debug)
            self.physics.enable()
            self.physics.set_gravity(self.ralph_config.physics.gravity)
        else:
            self.physics = None
        self.physic_objects = []

        self.fullscreen = False
        self.shadow_caster = None
        self.set_ambient(0.3)

        self.cam.node().set_camera_mask(BaseObject.DefaultCameraMask
                                        | BaseObject.NearCameraMask)
        self.observer = CameraHolder(self.camera, self.camLens)
        self.observer.init()

        self.distance_to_obs = 2.0  #Can not be 0 !
        self.height_under = 0.0
        self.scene_position = LVector3d()
        self.scene_scale_factor = 1
        self.scene_rel_position = LVector3d()
        self.scene_orientation = LQuaternion()
        self.model_body_center_offset = LVector3d()
        self.world_body_center_offset = LVector3d()
        self._local_position = LPoint3d()
        self.context = self
        self.oid_color = 0
        self.oid_texture = None
        #Needed for create_light to work
        self.nearest_system = self
        self.star = self
        self.primary = None
        self.size = self.ralph_config.tile_size  #TODO: Needed by populator

        self.skybox = RaphSkyBox()
        self.skybox.init(self.ralph_config)
        self.skybox.set_light_angle(45)
        self.vector_to_star = -self.skybox.light_dir

        self.vector_to_obs = base.camera.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowMap(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(
                self.ralph_config.shadow_size,
                -self.ralph_config.shadow_box_length / 2.0,
                self.ralph_config.shadow_box_length / 2.0,
                -self.vector_to_star)
            self.shadow_caster.set_pos(self.vector_to_star *
                                       self.ralph_config.shadow_box_length /
                                       2.0)
            self.shadow_caster.snap_cam = True
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(
            (settings.global_ambient, settings.global_ambient,
             settings.global_ambient, 1))
        render.setLight(render.attachNewNode(self.ambientLight))

        base.setFrameRateMeter(True)

        self.create_terrain()
        for component in self.ralph_config.layers:
            self.terrain.add_component(component)
            self.terrain_shape.add_linked_object(component)

        if self.ralph_config.fog_parameters is not None:
            self.fog = Fog(**self.ralph_config.fog_parameters)
            self.terrain.add_after_effect(self.fog)
            self.skybox.set_fog(self.fog)
        else:
            self.fog = None
        self.surface = self.terrain_object

        self.create_instance()
        self.create_tile(0, 0)

        # Create the main character, Ralph

        self.ralph_shape = ActorShape("ralph-data/models/ralph", {
            "run": "ralph-data/models/ralph-run",
            "walk": "ralph-data/models/ralph-walk"
        },
                                      auto_scale_mesh=False,
                                      rotation=quaternion_from_euler(
                                          180, 0, 0),
                                      scale=(0.2, 0.2, 0.2))
        self.ralph_appearance = ModelAppearance(vertex_color=True,
                                                material=False)
        self.ralph_shader = BasicShader()
        self.ralph_shader.add_shadows(
            ShaderShadowMap('caster', None, self.shadow_caster, use_bias=True))

        self.ralph_shape_object = ShapeObject('ralph',
                                              self.ralph_shape,
                                              self.ralph_appearance,
                                              self.ralph_shader,
                                              clickable=False)
        self.ralph = RalphShip('ralph', self.ralph_shape_object, 1.5,
                               self.ralph_config.physics.enable)
        frame = CartesianSurfaceReferenceFrame(LPoint3d())
        frame.set_parent_body(self)
        self.ralph.set_frame(frame)
        self.ralph.create_own_shadow_caster = False

        self.camera_controller = SurfaceFollowCameraController()
        #self.camera_controller = FixedCameraController()
        self.camera_controller.activate(self.observer, self.ralph)
        self.camera_controller.set_body(self)
        self.camera_controller.set_camera_hints(distance=5, max=1.5)

        self.controller = RalphControl(self.skybox, self)
        self.controller.register_events()

        self.mover = CartesianSurfaceBodyMover(self.ralph)
        self.mover.activate()
        self.nav = ControlNav(self.mover)
        self.nav.register_events(self)
        self.nav.speed = 25
        self.nav.rot_step_per_sec = 2

        #TEMPORARY
        self.ralph.update(0, 0)
        self.camera_controller.update(0, 0)
        self.mover.update()
        self.ralph.update_obs(self.observer)
        self.ralph.check_visibility(self.observer.pixel_size)
        self.ralph.check_and_update_instance(self.observer.get_camera_pos(),
                                             self.observer.get_camera_rot(),
                                             None)
        self.ralph.create_light()
        if self.ralph_config.physics.enable:
            for physic_object in self.physic_objects:
                physic_object.update(self.observer)

        taskMgr.add(self.move, "moveTask")

        # Set up the camera
        self.distance_to_obs = self.camera.get_z() - self.get_height(
            self.camera.getPos())
        render.set_shader_input("camera", self.camera.get_pos())

        self.terrain.update_instance(self.observer.get_camera_pos(), None)

    def move(self, task):
        dt = globalClock.getDt()

        if self.trigger_check_settings:
            self.terrain.check_settings()
            self.trigger_check_settings = False

        self.nav.update(dt)
        self.ralph.update(0, dt)
        self.terrain.update(0, dt)
        self.camera_controller.update(0, dt)
        self.controller.update(0, dt)
        self.mover.update()

        if self.ralph_config.physics.enable:
            to_remove = []
            self.physics.update(0, dt)
            for physic_object in self.physic_objects:
                keep = physic_object.update(self.observer)
                if not keep:
                    to_remove.append(physic_object)
            for physic_object in to_remove:
                self.physic_objects.remove(physic_object)

        #TODO: Proper light management should be added
        self.light_color = self.skybox.light_color
        self.vector_to_star = -self.skybox.light_dir
        if self.shadow_caster is not None:
            self.shadow_caster.set_direction(-self.vector_to_star)
        if False and self.directionalLight is not None:
            self.directionalLight.setDirection(-self.vector_to_star)

        if self.shadow_caster is not None:
            vec = self.ralph_shape.instance.getPos() - self.camera.getPos()
            vec.set_z(0)
            dist = vec.length()
            vec.normalize()
            self.shadow_caster.set_pos(self.ralph_shape.instance.get_pos() -
                                       vec * dist +
                                       vec * self.ralph_config.shadow_size / 2)

        render.set_shader_input("camera", self.camera.get_pos())
        self.vector_to_obs = self.camera.get_pos()
        self.vector_to_obs.normalize()
        self.distance_to_obs = self.observer._local_position.get_z(
        ) - self.get_height(self.observer._local_position)
        self._local_position = LPoint3d()
        self.rel_position = self._local_position - self.observer._local_position
        self.scene_rel_position = self.rel_position
        if settings.camera_at_origin:
            self.scene_position = self.scene_rel_position
        else:
            self.scene_position = LPoint3d()

        self.ralph.update_obs(self.observer)
        self.terrain.update_obs(self.observer)
        self.ralph.check_visibility(self.observer.pixel_size)
        self.ralph.check_and_update_instance(self.observer.get_camera_pos(),
                                             self.observer.get_camera_rot(),
                                             None)
        self.terrain.update_instance(self.observer.get_camera_pos(), None)

        return task.cont

    def print_debug(self):
        print(
            "Height:", self.get_height(self.ralph._local_position),
            self.terrain_object.get_height_at(self.ralph._local_position[0],
                                              self.ralph._local_position[1]))
        print("Ralph:", self.ralph._local_position, self.ralph._frame_position,
              self.ralph._frame_rotation.get_hpr(),
              self.ralph._orientation.get_hpr())
        print("Camera:", self.observer._local_position,
              self.observer._orientation.get_hpr(), self.distance_to_obs)
Ejemplo n.º 10
0
    def __init__(self, args):
        CosmoniumBase.__init__(self)

        if args.config is not None:
            self.config_file = args.config
        else:
            self.config_file = 'ralph-data/ralph.yaml'
        self.splash = RalphSplash()
        self.ralph_config = RalphConfigParser()
        if self.ralph_config.load_and_parse(self.config_file) is None:
            sys.exit(1)
        self.water = self.ralph_config.water

        self.has_water = True
        self.fullscreen = False
        self.shadow_caster = None
        self.light_angle = None
        self.light_dir = LVector3.up()
        self.vector_to_star = self.light_dir
        self.light_quat = LQuaternion()
        self.light_color = (1.0, 1.0, 1.0, 1.0)
        self.directionalLight = None

        self.observer = RalphCamera(self.cam, self.camLens)
        self.observer.init()

        self.distance_to_obs = 2.0  #Can not be 0 !
        self.height_under = 0.0
        self.scene_position = LVector3()
        self.scene_scale_factor = 1
        self.scene_rel_position = LVector3()
        self.scene_orientation = LQuaternion()
        self.model_body_center_offset = LVector3()
        self.world_body_center_offset = LVector3()
        self.context = self
        self.size = self.ralph_config.tile_size  #TODO: Needed by populator

        #Size of an edge seen from 4 units above
        self.edge_apparent_size = (1.0 * self.ralph_config.tile_size /
                                   self.ralph_config.tile_density) / (
                                       4.0 * self.observer.pixel_size)
        print("Apparent size:", self.edge_apparent_size)

        self.win.setClearColor((135.0 / 255, 206.0 / 255, 235.0 / 255, 1))

        # Set up the environment
        #
        # Create some lighting
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowMap(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(
                self.ralph_config.shadow_size,
                -self.ralph_config.shadow_box_length / 2.0,
                self.ralph_config.shadow_box_length / 2.0, -self.light_dir)
            self.shadow_caster.set_pos(
                self.light_dir * self.ralph_config.shadow_box_length / 2.0)
            self.shadow_caster.bias = 0.1
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(
            (settings.global_ambient, settings.global_ambient,
             settings.global_ambient, 1))
        self.directionalLight = DirectionalLight("directionalLight")
        self.directionalLight.setDirection(-self.light_dir)
        self.directionalLight.setColor(self.light_color)
        self.directionalLight.setSpecularColor(self.light_color)
        render.setLight(render.attachNewNode(self.ambientLight))
        render.setLight(render.attachNewNode(self.directionalLight))

        render.setShaderAuto()
        base.setFrameRateMeter(True)

        self.create_terrain()
        for component in self.ralph_config.layers:
            self.terrain.add_component(component)
            self.terrain_shape.add_linked_object(component)

        if self.ralph_config.fog_parameters is not None:
            self.fog = Fog(**self.ralph_config.fog_parameters)
            self.terrain.add_after_effect(self.fog)
        else:
            self.fog = None
        self.surface = self.terrain_object

        self.create_instance()
        self.create_tile(0, 0)
        self.skybox_init()

        self.set_light_angle(45)

        # Create the main character, Ralph

        ralphStartPos = LPoint3()
        self.ralph = Actor(
            "ralph-data/models/ralph", {
                "run": "ralph-data/models/ralph-run",
                "walk": "ralph-data/models/ralph-walk"
            })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos + (0, 0, 0.5))
        self.ralph_shape = InstanceShape(self.ralph)
        self.ralph_shape.parent = self
        self.ralph_shape.set_owner(self)
        self.ralph_shape.create_instance()
        self.ralph_appearance = ModelAppearance(self.ralph)
        self.ralph_appearance.set_shadow(self.shadow_caster)
        self.ralph_shader = BasicShader()
        self.ralph_shader.add_shadows(ShaderShadowMap())
        self.ralph_appearance.bake()
        self.ralph_appearance.apply(self.ralph_shape, self.ralph_shader)
        self.ralph_shader.apply(self.ralph_shape, self.ralph_appearance)
        self.ralph_shader.update(self.ralph_shape, self.ralph_appearance)

        # Create a floater object, which floats 2 units above ralph.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.ralph)
        self.floater.setZ(2.0)

        self.ralph_body = NodePathHolder(self.ralph)
        self.ralph_floater = NodePathHolder(self.floater)

        self.follow_cam = FollowCam(self, self.cam, self.ralph, self.floater)

        self.nav = RalphNav(self.ralph, self.ralph_floater, self.cam,
                            self.observer, self, self.follow_cam)
        self.nav.register_events(self)

        self.accept("escape", sys.exit)
        self.accept("control-q", sys.exit)
        self.accept("w", self.toggle_water)
        self.accept("h", self.print_debug)
        self.accept("f2", self.connect_pstats)
        self.accept("f3", self.toggle_filled_wireframe)
        self.accept("shift-f3", self.toggle_wireframe)
        self.accept("f5", self.bufferViewer.toggleEnable)
        self.accept('f8', self.toggle_lod_freeze)
        self.accept("shift-f8", self.terrain_shape.dump_tree)
        self.accept('control-f8', self.toggle_split_merge_debug)
        self.accept('shift-f9', self.toggle_bb)
        self.accept('control-f9', self.toggle_frustum)
        self.accept("f10", self.save_screenshot)
        self.accept('alt-enter', self.toggle_fullscreen)
        self.accept('{', self.incr_ambient, [-0.05])
        self.accept('}', self.incr_ambient, [+0.05])

        taskMgr.add(self.move, "moveTask")

        # Set up the camera
        self.follow_cam.update()
        self.distance_to_obs = self.cam.get_z() - self.get_height(
            self.cam.getPos())
        render.set_shader_input("camera", self.cam.get_pos())

        self.terrain.update_instance(LPoint3d(*self.cam.getPos()), None)
Ejemplo n.º 11
0
class RoamingRalphDemo(CosmoniumBase):
    def get_local_position(self):
        return base.cam.get_pos()

    def create_terrain_appearance(self):
        self.terrain_appearance = self.ralph_config.appearance
        self.terrain_appearance.set_shadow(self.shadow_caster)

    def create_terrain_heightmap(self):
        self.heightmap = PatchedHeightmap(
            'heightmap',
            self.ralph_config.heightmap_size,
            self.ralph_config.height_scale,
            self.ralph_config.tile_size,
            self.ralph_config.tile_size,
            True,
            ShaderHeightmapPatchFactory(self.ralph_config.heightmap),
            self.ralph_config.interpolator,
            max_lod=self.ralph_config.heightmap_max_lod)
        #TODO: should be set using a method or in constructor
        self.heightmap.global_scale = 1.0 / self.ralph_config.noise_scale

    def create_terrain_biome(self):
        self.biome = PatchedHeightmap(
            'biome', self.ralph_config.biome_size, 1.0,
            self.ralph_config.tile_size, self.ralph_config.tile_size, False,
            ShaderHeightmapPatchFactory(self.ralph_config.biome))

    def create_terrain_shader(self):
        #         control4 = HeightColorMap('colormap',
        #                 [
        #                  ColormapLayer(0.00, top=LRGBColor(0, 0.1, 0.24)),
        #                  ColormapLayer(0.40, top=LRGBColor(0, 0.1, 0.24)),
        #                  ColormapLayer(0.49, top=LRGBColor(0, 0.6, 0.6)),
        #                  ColormapLayer(0.50, bottom=LRGBColor(0.9, 0.8, 0.6), top=LRGBColor(0.5, 0.4, 0.3)),
        #                  ColormapLayer(0.80, top=LRGBColor(0.2, 0.3, 0.1)),
        #                  ColormapLayer(0.90, top=LRGBColor(0.7, 0.6, 0.4)),
        #                  ColormapLayer(1.00, bottom=LRGBColor(1, 1, 1), top=LRGBColor(1, 1, 1)),
        #                 ])
        appearance = DetailMap(self.ralph_config.control,
                               self.heightmap,
                               create_normals=True)
        data_source = [
            HeightmapDataSource(self.heightmap, PatchedGpuTextureSource),
            HeightmapDataSource(self.biome, PatchedGpuTextureSource),
            TextureDictionaryDataSource(self.terrain_appearance)
        ]
        if settings.hardware_tessellation:
            tessellation_control = ConstantTessellationControl(invert_v=True)
        else:
            tessellation_control = None
        self.terrain_shader = BasicShader(
            appearance=appearance,
            tessellation_control=tessellation_control,
            vertex_control=DisplacementVertexControl(self.heightmap),
            data_source=data_source)
        self.terrain_shader.add_shadows(ShaderShadowMap())

    def create_tile(self, x, y):
        self.terrain_shape.add_root_patch(x, y)

    def create_terrain(self):
        self.create_terrain_heightmap()
        self.create_terrain_biome()
        self.tile_factory = TileFactory(self.heightmap,
                                        self.ralph_config.tile_density,
                                        self.ralph_config.tile_size,
                                        self.ralph_config.height_scale,
                                        self.has_water, self.water)
        self.terrain_shape = TiledShape(
            self.tile_factory, self.ralph_config.tile_size,
            VertexSizeMaxDistancePatchLodControl(
                self.ralph_config.max_distance,
                self.ralph_config.max_vertex_size,
                max_lod=self.ralph_config.max_lod))
        self.create_terrain_appearance()
        self.create_terrain_shader()
        self.terrain_object = HeightmapSurface('surface',
                                               0,
                                               self.terrain_shape,
                                               self.heightmap,
                                               self.biome,
                                               self.terrain_appearance,
                                               self.terrain_shader,
                                               self.ralph_config.tile_size,
                                               clickable=False,
                                               average=True)
        self.terrain = CompositeShapeObject()
        self.terrain.add_component(self.terrain_object)
        self.terrain_object.set_parent(self)
        self.terrain.set_owner(self)
        self.terrain.set_parent(self)

    def create_instance(self):
        self.terrain.create_instance()
        if self.has_water:
            WaterNode.create_cam()

    def toggle_water(self):
        if not self.has_water: return
        self.water.visible = not self.water.visible
        if self.water.visible:
            WaterNode.create_cam()
        else:
            WaterNode.remove_cam()
        self.terrain_shape.check_settings()

    def get_height(self, position):
        height = self.terrain_object.get_height(position)
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    #Used by populator
    def get_height_patch(self, patch, u, v):
        height = self.terrain_object.get_height_patch(patch, u, v)
        if self.has_water and self.water.visible and height < self.water.level:
            height = self.water.level
        return height

    def skybox_init(self):
        skynode = base.cam.attachNewNode('skybox')
        self.skybox = loader.loadModel('ralph-data/models/rgbCube')
        self.skybox.reparentTo(skynode)

        self.skybox.setTextureOff(1)
        self.skybox.setShaderOff(1)
        self.skybox.setTwoSided(True)
        # make big enough to cover whole terrain, else there'll be problems with the water reflections
        self.skybox.setScale(1.5 * self.ralph_config.tile_size)
        self.skybox.setBin('background', 1)
        self.skybox.setDepthWrite(False)
        self.skybox.setDepthTest(False)
        self.skybox.setLightOff(1)
        self.skybox.setShaderOff(1)
        self.skybox.setFogOff(1)

        #self.skybox.setColor(.55, .65, .95, 1.0)
        self.skybox_color = LColor(pow(0.5, 1 / 2.2), pow(0.6, 1 / 2.2),
                                   pow(0.7, 1 / 2.2), 1.0)
        self.sun_color = LColor(pow(1.0, 1 / 2.2), pow(0.9, 1 / 2.2),
                                pow(0.7, 1 / 2.2), 1.0)
        self.skybox.setColor(self.skybox_color)

    def set_light_angle(self, angle):
        self.light_angle = angle
        self.light_quat.setFromAxisAngleRad(angle * pi / 180,
                                            LVector3.forward())
        self.light_dir = self.light_quat.xform(LVector3.up())
        cosA = self.light_dir.dot(LVector3.up())
        self.vector_to_star = self.light_dir
        if self.shadow_caster is not None:
            self.shadow_caster.set_direction(-self.light_dir)
        if self.directionalLight is not None:
            self.directionalLight.setDirection(-self.light_dir)
        if cosA >= 0:
            coef = sqrt(cosA)
            self.light_color = (1, coef, coef, 1)
            self.directionalLight.setColor(self.light_color)
            new_sky_color = self.skybox_color * cosA
            new_sky_color[3] = 1.0
            self.skybox.setColor(new_sky_color)
            if self.fog is not None:
                self.fog.fog_color = self.skybox_color * cosA
                self.fog.sun_color = self.sun_color * cosA
        else:
            self.light_color = (0, 0, 0, 1)
            self.directionalLight.setColor(self.light_color)
            self.skybox.setColor(self.light_color)
            if self.fog is not None:
                self.fog.fog_color = self.skybox_color * 0
                self.fog.sun_color = self.sun_color * 0
        self.terrain.update_shader()

    def set_ambient(self, ambient):
        settings.global_ambient = clamp(ambient, 0.0, 1.0)
        if settings.srgb:
            corrected_ambient = pow(settings.global_ambient, 2.2)
        else:
            corrected_ambient = settings.global_ambient
        settings.corrected_global_ambient = corrected_ambient
        print("Ambient light level:  %.2f" % settings.global_ambient)

    def incr_ambient(self, ambient_incr):
        self.set_ambient(settings.global_ambient + ambient_incr)

    def update(self):
        self.terrain.update_instance(None, None)

    def apply_instance(self, instance):
        pass

    def get_apparent_radius(self):
        return 0

    def get_min_radius(self):
        return 0

    def get_max_radius(self):
        return 0

    def get_name(self):
        return "terrain"

    def is_emissive(self):
        return False

    def toggle_lod_freeze(self):
        settings.debug_lod_freeze = not settings.debug_lod_freeze

    def toggle_split_merge_debug(self):
        settings.debug_lod_split_merge = not settings.debug_lod_split_merge

    def toggle_bb(self):
        settings.debug_lod_show_bb = not settings.debug_lod_show_bb
        self.trigger_check_settings = True

    def toggle_frustum(self):
        settings.debug_lod_frustum = not settings.debug_lod_frustum
        self.trigger_check_settings = True

    def __init__(self, args):
        CosmoniumBase.__init__(self)

        if args.config is not None:
            self.config_file = args.config
        else:
            self.config_file = 'ralph-data/ralph.yaml'
        self.splash = RalphSplash()
        self.ralph_config = RalphConfigParser()
        if self.ralph_config.load_and_parse(self.config_file) is None:
            sys.exit(1)
        self.water = self.ralph_config.water

        self.has_water = True
        self.fullscreen = False
        self.shadow_caster = None
        self.light_angle = None
        self.light_dir = LVector3.up()
        self.vector_to_star = self.light_dir
        self.light_quat = LQuaternion()
        self.light_color = (1.0, 1.0, 1.0, 1.0)
        self.directionalLight = None

        self.observer = RalphCamera(self.cam, self.camLens)
        self.observer.init()

        self.distance_to_obs = 2.0  #Can not be 0 !
        self.height_under = 0.0
        self.scene_position = LVector3()
        self.scene_scale_factor = 1
        self.scene_rel_position = LVector3()
        self.scene_orientation = LQuaternion()
        self.model_body_center_offset = LVector3()
        self.world_body_center_offset = LVector3()
        self.context = self
        self.size = self.ralph_config.tile_size  #TODO: Needed by populator

        #Size of an edge seen from 4 units above
        self.edge_apparent_size = (1.0 * self.ralph_config.tile_size /
                                   self.ralph_config.tile_density) / (
                                       4.0 * self.observer.pixel_size)
        print("Apparent size:", self.edge_apparent_size)

        self.win.setClearColor((135.0 / 255, 206.0 / 255, 235.0 / 255, 1))

        # Set up the environment
        #
        # Create some lighting
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()
        if True:
            self.shadow_caster = ShadowMap(1024)
            self.shadow_caster.create()
            self.shadow_caster.set_lens(
                self.ralph_config.shadow_size,
                -self.ralph_config.shadow_box_length / 2.0,
                self.ralph_config.shadow_box_length / 2.0, -self.light_dir)
            self.shadow_caster.set_pos(
                self.light_dir * self.ralph_config.shadow_box_length / 2.0)
            self.shadow_caster.bias = 0.1
        else:
            self.shadow_caster = None

        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(
            (settings.global_ambient, settings.global_ambient,
             settings.global_ambient, 1))
        self.directionalLight = DirectionalLight("directionalLight")
        self.directionalLight.setDirection(-self.light_dir)
        self.directionalLight.setColor(self.light_color)
        self.directionalLight.setSpecularColor(self.light_color)
        render.setLight(render.attachNewNode(self.ambientLight))
        render.setLight(render.attachNewNode(self.directionalLight))

        render.setShaderAuto()
        base.setFrameRateMeter(True)

        self.create_terrain()
        for component in self.ralph_config.layers:
            self.terrain.add_component(component)
            self.terrain_shape.add_linked_object(component)

        if self.ralph_config.fog_parameters is not None:
            self.fog = Fog(**self.ralph_config.fog_parameters)
            self.terrain.add_after_effect(self.fog)
        else:
            self.fog = None
        self.surface = self.terrain_object

        self.create_instance()
        self.create_tile(0, 0)
        self.skybox_init()

        self.set_light_angle(45)

        # Create the main character, Ralph

        ralphStartPos = LPoint3()
        self.ralph = Actor(
            "ralph-data/models/ralph", {
                "run": "ralph-data/models/ralph-run",
                "walk": "ralph-data/models/ralph-walk"
            })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos + (0, 0, 0.5))
        self.ralph_shape = InstanceShape(self.ralph)
        self.ralph_shape.parent = self
        self.ralph_shape.set_owner(self)
        self.ralph_shape.create_instance()
        self.ralph_appearance = ModelAppearance(self.ralph)
        self.ralph_appearance.set_shadow(self.shadow_caster)
        self.ralph_shader = BasicShader()
        self.ralph_shader.add_shadows(ShaderShadowMap())
        self.ralph_appearance.bake()
        self.ralph_appearance.apply(self.ralph_shape, self.ralph_shader)
        self.ralph_shader.apply(self.ralph_shape, self.ralph_appearance)
        self.ralph_shader.update(self.ralph_shape, self.ralph_appearance)

        # Create a floater object, which floats 2 units above ralph.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.ralph)
        self.floater.setZ(2.0)

        self.ralph_body = NodePathHolder(self.ralph)
        self.ralph_floater = NodePathHolder(self.floater)

        self.follow_cam = FollowCam(self, self.cam, self.ralph, self.floater)

        self.nav = RalphNav(self.ralph, self.ralph_floater, self.cam,
                            self.observer, self, self.follow_cam)
        self.nav.register_events(self)

        self.accept("escape", sys.exit)
        self.accept("control-q", sys.exit)
        self.accept("w", self.toggle_water)
        self.accept("h", self.print_debug)
        self.accept("f2", self.connect_pstats)
        self.accept("f3", self.toggle_filled_wireframe)
        self.accept("shift-f3", self.toggle_wireframe)
        self.accept("f5", self.bufferViewer.toggleEnable)
        self.accept('f8', self.toggle_lod_freeze)
        self.accept("shift-f8", self.terrain_shape.dump_tree)
        self.accept('control-f8', self.toggle_split_merge_debug)
        self.accept('shift-f9', self.toggle_bb)
        self.accept('control-f9', self.toggle_frustum)
        self.accept("f10", self.save_screenshot)
        self.accept('alt-enter', self.toggle_fullscreen)
        self.accept('{', self.incr_ambient, [-0.05])
        self.accept('}', self.incr_ambient, [+0.05])

        taskMgr.add(self.move, "moveTask")

        # Set up the camera
        self.follow_cam.update()
        self.distance_to_obs = self.cam.get_z() - self.get_height(
            self.cam.getPos())
        render.set_shader_input("camera", self.cam.get_pos())

        self.terrain.update_instance(LPoint3d(*self.cam.getPos()), None)

    def move(self, task):
        dt = globalClock.getDt()

        if self.trigger_check_settings:
            self.terrain.check_settings()
            self.trigger_check_settings = False

        control = self.nav.update(dt)

        ralph_height = self.get_height(self.ralph.getPos())
        self.ralph.setZ(ralph_height)

        if not control:
            self.follow_cam.update()
        else:
            #TODO: Should have a FreeCam class for mouse orbit and this in update()
            self.cam.lookAt(self.floater)

        if self.shadow_caster is not None:
            vec = self.ralph.getPos() - self.cam.getPos()
            vec.set_z(0)
            dist = vec.length()
            vec.normalize()
            self.shadow_caster.set_pos(self.ralph.get_pos() - vec * dist +
                                       vec * self.ralph_config.shadow_size / 2)

        render.set_shader_input("camera", self.cam.get_pos())
        self.vector_to_obs = base.cam.get_pos()
        self.vector_to_obs.normalize()
        self.distance_to_obs = self.cam.get_z() - self.get_height(
            self.cam.getPos())
        self.scene_rel_position = -base.cam.get_pos()

        self.terrain.update_instance(LPoint3d(*self.cam.getPos()), None)
        return task.cont

    def print_debug(self):
        print("Height:", self.get_height(self.ralph.getPos()),
              self.terrain_object.get_height(self.ralph.getPos()))
        print("Ralph:", self.ralph.get_pos())
        print("Camera:", base.cam.get_pos(), self.follow_cam.height,
              self.distance_to_obs)