Ejemplo n.º 1
0
 def __init__(self):
     PooledEffect.__init__(self)
     self.taskName = None
     self.u = 0.0
     self.pastForwardVelocity = []
     self.pastRotationalVelocity = []
     self.wake = Actor.Actor('models/sea/wake_zero', {
         'still': 'models/sea/wake_still' })
     self.wake.hide(OTPRender.MainCameraBitmask)
     self.wake.showThrough(OTPRender.EnviroCameraBitmask)
     self.bend = self.wake.controlJoint(None, 'modelRoot', 'def_wake_2')
     self.wake.controlJoint(self.bend, 'modelRoot', 'def_wake_3')
     self.wake.controlJoint(self.bend, 'modelRoot', 'def_wake_4')
     self.wake.loop('still')
     self.bowWave = NodePath('bowWave')
     if hasattr(base, 'pe'):
         spn = SeaPatchNode('spn', base.pe.seaPatch.patch)
     else:
         spn = SeaPatchNode('spn', base.cr.activeWorld.getWater().patch)
     spn.setWantColor(0)
     spn.setWantUv(0)
     spn.setWantNormal(0)
     spn.setWantReflect(0)
     self.spNP = self.wake.getGeomNode().getChild(0).attachNewNode(spn)
     self.wake.find('**/wake1').reparentTo(self.spNP)
     self.wake.find('**/wake2').reparentTo(self.spNP)
     spn.collectGeometry()
     self.use_water_bin = True
     self.use_depth_offset = False
     if self.use_water_bin:
         self.spNP.setBin('water', 9)
         if self.use_depth_offset:
             depth_offset = DepthOffsetAttrib.make(5)
             self.spNP.setAttrib(depth_offset)
         
     else:
         self.wake.setBin('ground', -7)
         self.bowWave.setBin('fixed', 0)
         self.spNP.setBin('ground', -5)
     if self.use_depth_offset:
         pass
     1
     self.spNP.setDepthTest(0)
     self.wake.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.CRed | ColorWriteAttrib.CGreen | ColorWriteAttrib.CBlue))
     if hasattr(base, 'pe'):
         spn.setEffect(CompassEffect.make(base.pe.seaPatch.patchNP, CompassEffect.PZ))
     else:
         spn.setEffect(CompassEffect.make(base.cr.activeWorld.getWater().patchNP, CompassEffect.PZ))
     if self.use_water_bin:
         mask = 0xFFFFFFFFL
         stencil = StencilAttrib.make(1, StencilAttrib.SCFEqual, StencilAttrib.SOKeep, StencilAttrib.SOKeep, StencilAttrib.SOKeep, 1, mask, mask)
         self.spNP.setAttrib(stencil)
         if not base.useStencils:
             self.spNP.hide()
         
     
     self.shadow = None
Ejemplo n.º 2
0
 def __init__(self,
              name,
              shadow_model,
              parent,
              use_water_bin=True,
              bin_number=7):
     self.name = name
     self.use_water_bin = use_water_bin
     self.bin_number = bin_number
     self.shadow_model = shadow_model
     if self.shadow_model:
         self.shadow_model.hide(OTPRender.MainCameraBitmask)
         self.shadow_model.showThrough(OTPRender.EnviroCameraBitmask)
         if hasattr(base, 'pe'):
             shadow_spn = SeaPatchNode('water_shadow_spn',
                                       base.pe.seaPatch.patch)
         else:
             shadow_spn = SeaPatchNode('water_shadow_spn',
                                       base.cr.activeWorld.getWater().patch)
         shadow_spn.setWantColor(0)
         shadow_spn.setWantUv(0)
         shadow_spn.setWantNormal(0)
         shadow_spn.setWantReflect(0)
         NodePath.__init__(self, shadow_spn)
         self.shadow_model.reparentTo(self)
         shadow_spn.collectGeometry()
         if self.use_water_bin:
             self.setBin('water', self.bin_number)
             self.setDepthWrite(0)
         else:
             self.setBin('ground', -2)
         self.setDepthTest(0)
         self.setLightOff()
         self.reparentTo(parent)
         OTPRender.renderReflection(False, self, 'p_water_shadow', None)
         if hasattr(base, 'pe'):
             shadow_spn.setEffect(
                 CompassEffect.make(base.pe.seaPatch.patchNP,
                                    CompassEffect.PZ))
         else:
             shadow_spn.setEffect(
                 CompassEffect.make(base.cr.activeWorld.getWater().patchNP,
                                    CompassEffect.PZ))
         if self.use_water_bin:
             mask = 0xFFFFFFFFL
             stencil = StencilAttrib.make(1, StencilAttrib.SCFEqual,
                                          StencilAttrib.SOKeep,
                                          StencilAttrib.SOKeep,
                                          StencilAttrib.SOKeep, 1, mask,
                                          mask)
             self.setAttrib(stencil)
             if not base.useStencils:
                 self.hide()
Ejemplo n.º 3
0
 def __init__(self, name, shadow_model, parent, use_water_bin = True, bin_number = 7):
     self.name = name
     self.use_water_bin = use_water_bin
     self.bin_number = bin_number
     self.shadow_model = shadow_model
     if self.shadow_model:
         self.shadow_model.hide(OTPRender.MainCameraBitmask)
         self.shadow_model.showThrough(OTPRender.EnviroCameraBitmask)
         if hasattr(base, 'pe'):
             shadow_spn = SeaPatchNode('water_shadow_spn', base.pe.seaPatch.patch)
         else:
             shadow_spn = SeaPatchNode('water_shadow_spn', base.cr.activeWorld.getWater().patch)
         shadow_spn.setWantColor(0)
         shadow_spn.setWantUv(0)
         shadow_spn.setWantNormal(0)
         shadow_spn.setWantReflect(0)
         NodePath.__init__(self, shadow_spn)
         self.shadow_model.reparentTo(self)
         shadow_spn.collectGeometry()
         if self.use_water_bin:
             self.setBin('water', self.bin_number)
             self.setDepthWrite(0)
         else:
             self.setBin('ground', -2)
         self.setDepthTest(0)
         self.setLightOff()
         self.reparentTo(parent)
         OTPRender.renderReflection(False, self, 'p_water_shadow', None)
         if hasattr(base, 'pe'):
             shadow_spn.setEffect(CompassEffect.make(base.pe.seaPatch.patchNP, CompassEffect.PZ))
         else:
             shadow_spn.setEffect(CompassEffect.make(base.cr.activeWorld.getWater().patchNP, CompassEffect.PZ))
         if self.use_water_bin:
             mask = 0xFFFFFFFFL
             stencil = StencilAttrib.make(1, StencilAttrib.SCFEqual, StencilAttrib.SOKeep, StencilAttrib.SOKeep, StencilAttrib.SOKeep, 1, mask, mask)
             self.setAttrib(stencil)
             if not base.useStencils:
                 self.hide()