Ejemplo n.º 1
0
def drawLeaf(nodePath,
             vdata,
             pos=Vec3(0, 0, 0),
             vecList=[Vec3(0, 0, 1),
                      Vec3(1, 0, 0),
                      Vec3(0, -1, 0)],
             scale=0.125):

    #use the vectors that describe the direction the branch grows to make the right
    #rotation matrix
    newCs = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
    newCs.setRow(0, vecList[2])  #right
    newCs.setRow(1, vecList[1])  #up
    newCs.setRow(2, vecList[0])  #forward
    newCs.setRow(3, Vec3(0, 0, 0))
    newCs.setCol(3, Vec4(0, 0, 0, 1))

    axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)

    #orginlly made the leaf out of geometry but that didnt look good
    #I also think there should be a better way to handle the leaf texture other than
    #hardcoding the filename
    leafModel = loader.loadModel('models/shrubbery')
    leafTexture = loader.loadTexture('models/material-10-cl.png')

    leafModel.reparentTo(nodePath)
    leafModel.setTexture(leafTexture, 1)
    leafModel.setTransform(TransformState.makeMat(axisAdj))
Ejemplo n.º 2
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    def _trackballTask(self, task):
        if not self.mouseDown:
            return Task.cont

        if (base.mouseWatcherNode.hasMouse()):
            mpos = base.mouseWatcherNode.getMouse()
            if mpos == self.lastMousePos:
                return Task.cont

            mDelta = mpos - self.clickPos

            heading = -mDelta.x * 100 + self.initialHpr.x
            pitch = mDelta.y * 100 + self.initialHpr.y
            if pitch > 90:
                pitch = 90
            elif pitch < -90:
                pitch = -90
            trans1 = Mat4.translateMat(self.focus)
            rotx = Mat4.rotateMat(heading, Vec3(0, 0, 1))
            roty = Mat4.rotateMat(pitch, Vec3(1, 0, 0))
            trans2 = Mat4.translateMat(0, -self.initialTranslation, 0)
            rotation = trans2 * roty * rotx * trans1
            base.camera.setMat(rotation)
            self.eventDispatcher.dispatchEvent(EVT_CAMERA_MOVE, base.camera)

            self.lastMousePos = Vec2(mpos)
        return Task.cont
Ejemplo n.º 3
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    def mousePressed(self, event):
        self.parent.beginTransformation()

        lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        origin = Point3(mvMat.xformPoint(Point3()))
        dir = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        xprod = dir.cross(origin)
        planeNorm = xprod.cross(dir)
        planeNorm.normalize()
        d = planeNorm.dot(origin)
        self.dir = dir
        self.origin = origin
        self.planeNorm = planeNorm
        self.d = d
        self.lens = lens

        self.fromCam = base.camera.getMat(self.parent.path) * scale

        transl = self.mouse2Vec(event.pos)
        self.origin = transl + self.origin
Ejemplo n.º 4
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 def __occlusion_mesh(self, pos):
     tgt = self.car.gfx.nodepath.get_pos()
     occl = self.__closest_occl(pos, tgt)
     if not occl:
         return None
     car_vec = self.car.logic.car_vec
     rot_mat_left = Mat4()
     rot_mat_left.setRotateMat(90, (0, 0, 1))
     car_vec_left = rot_mat_left.xformVec(car_vec._vec)
     # access to a protected member
     tgt_left = tgt + car_vec_left
     pos_left = pos + car_vec_left
     occl_left = self.__closest_occl(pos_left, tgt_left)
     if not occl_left:
         return None
     rot_mat_right = Mat4()
     rot_mat_right.setRotateMat(-90, (0, 0, 1))
     car_vec_right = rot_mat_right.xformVec(car_vec._vec)
     # access to a protected member
     car_vec_right += (0, 0, 2)
     tgt_right = tgt + car_vec_right
     pos_right = pos + car_vec_right
     phys_root = self.eng.phys_mgr.root
     occl_right = phys_root.ray_test_closest(tgt_right, pos_right)
     occl_right = self.__closest_occl(pos_right, tgt_right)
     if not occl_right:
         return None
     return occl
Ejemplo n.º 5
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    def _trackballTask(self, task):
        if not self.mouseDown:
            return Task.cont

        if (base.mouseWatcherNode.hasMouse()):
            mpos = base.mouseWatcherNode.getMouse()
            if mpos == self.lastMousePos:
                return Task.cont

            mDelta = mpos - self.clickPos

            heading = -mDelta.x * 100 + self.initialHpr.x
            pitch = mDelta.y * 100 + self.initialHpr.y
            if pitch > 90:
                pitch = 90
            elif pitch < -90:
                pitch = -90
            trans1 = Mat4.translateMat(self.focus)
            rotx = Mat4.rotateMat(heading, Vec3(0, 0, 1))
            roty = Mat4.rotateMat(pitch, Vec3(1, 0, 0))
            trans2 = Mat4.translateMat(0, -self.initialTranslation, 0)
            rotation = trans2 * roty * rotx * trans1
            base.camera.setMat(rotation)
            self.eventDispatcher.dispatchEvent(EVT_CAMERA_MOVE, base.camera)
            
            self.lastMousePos = Vec2(mpos)
        return Task.cont
Ejemplo n.º 6
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 def check_mouse1drag(self):
     """
     this function uses a collision sphere to track the rotational mouse motion
     :return:
     author: weiwei
     date: 20200315
     """
     curm1pos = self.get_world_mouse1()
     if curm1pos is None:
         if self.lastm1pos is not None:
             self.lastm1pos = None
         return
     if self.lastm1pos is None:
         # first time click
         self.lastm1pos = curm1pos
         return
     curm1vec = Vec3(curm1pos - self.lookatpos_pdv3)
     lastm1vec = Vec3(self.lastm1pos - self.lookatpos_pdv3)
     curm1vec.normalize()
     lastm1vec.normalize()
     rotatevec = curm1vec.cross(lastm1vec)
     if rotatevec.length() > 1e-9:  # avoid zero length
         rotateangle = curm1vec.signedAngleDeg(lastm1vec, rotatevec)
         rotateangle = rotateangle * self.camdist * 5000
         if rotateangle > .02 or rotateangle < -.02:
             rotmat = Mat4(self.base.cam.getMat())
             posvec = Vec3(self.base.cam.getPos())
             rotmat.setRow(3, Vec3(0, 0, 0))
             self.base.cam.setMat(rotmat *
                                  Mat4.rotateMat(rotateangle, rotatevec))
             self.base.cam.setPos(Mat3.rotateMat(rotateangle, rotatevec). \
                                  xform(posvec - self.lookatpos_pdv3) + self.lookatpos_pdv3)
             self.lastm1pos = self.get_world_mouse1()
             self.update_trackplane()
Ejemplo n.º 7
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 def update(self, pb_camera):
     self.set_mat(self.Z2Y * Mat4(*pb_camera.pose_mat))
     mat = np.asarray(pb_camera.proj_mat).reshape(4, 4)
     m22, m32 = -mat[2, 2], -mat[3, 2]
     zfar = (2.0 * m32) / (2.0 * m22 - 2.0)
     znear = ((m22 - 1.0) * zfar) / (m22 + 1.0)
     self._lens.set_near_far(znear, zfar)
     self._lens.set_user_mat(self.Z2Y * Mat4(*pb_camera.proj_mat))
Ejemplo n.º 8
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def rotsToMat4(x, y, z):
    rotx = Mat4(1, 0, 0, 0, 0, cos(x), -sin(x), 0, 0, sin(x), cos(x), 0, 0, 0,
                0, 1)
    roty = Mat4(cos(y), 0, sin(y), 0, 0, 1, 0, 0, -sin(y), 0, cos(y), 0, 0, 0,
                0, 1)
    rotz = Mat4(cos(z), -sin(z), 0, 0, sin(z), cos(z), 0, 0, 0, 0, 1, 0, 0, 0,
                0, 1)
    swapyz = Mat4.rotateMat(90, Vec3(-1, 0, 0))
    return rotx * roty * rotz * swapyz
Ejemplo n.º 9
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 def transform(self, xform):
     transl = Mat4(Mat4.identMat())
     transl.setRow(3, xform.getRow3(3))
     self.path.setMat(render, transl * self.originalMat)
     self._fixScale()
     xform.setRow(3, Vec3())
     for client, originalMat in self.clients:
         #client.setMat(self.path, originalMat * xform)
         client.setMat(originalMat * xform * transl * self.originalMat)
Ejemplo n.º 10
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    def update(self):
        """ Updates the commonly used resources, mostly the shader inputs """
        update = self._input_ubo.update_input

        # Get the current transform matrix of the camera
        view_mat = Globals.render.get_transform(self._showbase.cam).get_mat()

        # Compute the view matrix, but with a z-up coordinate system
        update("view_mat_z_up", view_mat * Mat4.convert_mat(CS_zup_right, CS_yup_right))

        # Compute the view matrix without the camera rotation
        view_mat_billboard = Mat4(view_mat)
        view_mat_billboard.set_row(0, Vec3(1, 0, 0))
        view_mat_billboard.set_row(1, Vec3(0, 1, 0))
        view_mat_billboard.set_row(2, Vec3(0, 0, 1))
        update("view_mat_billboard", view_mat_billboard)

        update("camera_pos", self._showbase.camera.get_pos(Globals.render))

        # Compute last view projection mat
        curr_vp = self._input_ubo.get_input("view_proj_mat_no_jitter")
        update("last_view_proj_mat_no_jitter", curr_vp)
        curr_vp = Mat4(curr_vp)
        curr_vp.invert_in_place()
        update("last_inv_view_proj_mat_no_jitter", curr_vp)

        proj_mat = Mat4(self._showbase.camLens.get_projection_mat())

        # Set the projection matrix as an input, but convert it to the correct
        # coordinate system before.
        proj_mat_zup = Mat4.convert_mat(CS_yup_right, CS_zup_right) * proj_mat
        update("proj_mat", proj_mat_zup)

        # Set the inverse projection matrix
        update("inv_proj_mat", invert(proj_mat_zup))

        # Remove jitter and set the new view projection mat
        proj_mat.set_cell(1, 0, 0.0)
        proj_mat.set_cell(1, 1, 0.0)
        update("view_proj_mat_no_jitter", view_mat  * proj_mat)

        # Store the frame delta
        update("frame_delta", Globals.clock.get_dt())
        update("smooth_frame_delta", 1.0 / max(1e-5, Globals.clock.get_average_frame_rate()))
        update("frame_time", Globals.clock.get_frame_time())

        # Store the current film offset, we use this to compute the pixel-perfect
        # velocity, which is otherwise not possible. Usually this is always 0
        # except when SMAA and reprojection is enabled
        update("current_film_offset", self._showbase.camLens.get_film_offset())

        max_clip_length = 1
        if self._pipeline.plugin_mgr.is_plugin_enabled("smaa"):
            max_clip_length = self._pipeline.plugin_mgr.instances["smaa"].history_length

        update("temporal_index", Globals.clock.get_frame_count() % max_clip_length)
        update("frame_index", Globals.clock.get_frame_count())
 def _computeMVP(self):
     projMat = Mat4.convertMat(CSYupRight, base.camLens.getCoordinateSystem(
     )) * base.camLens.getProjectionMat()
     transformMat = TransformState.makeMat(
         Mat4.convertMat(base.win.getGsg().getInternalCoordinateSystem(),
                         CSZupRight))
     modelViewMat = transformMat.invertCompose(render.getTransform(
         base.cam)).getMat()
     self.lastMVP = modelViewMat * projMat
Ejemplo n.º 12
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 def computeMVP(self):
     projMat = Mat4.convertMat(
         CSYupRight,
         self.lens.getCoordinateSystem()) * self.lens.getProjectionMat()
     transformMat = TransformState.makeMat(
         Mat4.convertMat(base.win.getGsg().getInternalCoordinateSystem(),
                         CSZupRight))
     modelViewMat = transformMat.invertCompose(
         render.getTransform(self.cameraNode)).getMat()
     self.mvp = UnalignedLMatrix4f(modelViewMat * projMat)
Ejemplo n.º 13
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    def __init__(self, viewedmatrix, relativematrix):
        from panda3d.core import Mat4, Mat3

        self.viewedmatrix = viewedmatrix
        assert relativematrix is not None
        self.relmat = Mat4(
            relativematrix.get_proxy("NodePath").getMat().getUpper3())
        self.relmatinv = Mat4(self.relmat)
        self.relmatinv.invertInPlace()
        self.relpos = relativematrix.get_proxy("NodePath").getPos()
 def _computeMVP(self):
     """ Computes the current mvp. Actually, this is the
     worldViewProjectionMatrix, but for convience it's called mvp. """
     camLens = self.showbase.camLens
     projMat = Mat4.convertMat(
         CSYupRight,
         camLens.getCoordinateSystem()) * camLens.getProjectionMat()
     transformMat = TransformState.makeMat(
         Mat4.convertMat(self.showbase.win.getGsg().getInternalCoordinateSystem(),
                         CSZupRight))
     modelViewMat = transformMat.invertCompose(
         self.showbase.render.getTransform(self.showbase.cam)).getMat()
     return UnalignedLMatrix4f(modelViewMat * projMat)
Ejemplo n.º 15
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 def beginTransformation(self):
     self.originalMat = Mat4(Mat4.identMat())
     self.originalMat.setRow(3, self.path.getMat(render).getRow(3))
     self.originalMatInv = Mat4()
     self.originalMatInv.invertAffineFrom(self.originalMat)
     for i in xrange(len(self.clients)):
         print 'Their matrix * My matrix'
         print self.clients[i][0].getMat(self.path) * self.path.getMat()
         print 'Total matrix:'
         print self.clients[i][0].getMat()
         #self.clients[i][1] = self.clients[i][0].getMat(self.path)
         self.clients[i][1] = (self.clients[i][0].getMat() *
                               self.originalMatInv)
Ejemplo n.º 16
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 def drawLeaf(self, pos=Vec3(0, 0, 0), quat=None, scale=0.125):
     """
     this draws leafs when we reach an end
     """
     #use the vectors that describe the direction the branch grows to make
     #the right rotation matrix
     newCs = Mat4()
     quat.extractToMatrix(newCs)
     axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)
     leafModel = NodePath("leaf")
     self.leafModel.instanceTo(leafModel)
     leafModel.reparentTo(self.leaves)
     leafModel.setTransform(TransformState.makeMat(axisAdj))
Ejemplo n.º 17
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    def _computeAdditionalData(self):
        """ Internal method to recompute the spotlight MVP """
        self.ghostCameraNode.setPos(self.position)

        transMat = TransformState.makeMat(
            Mat4.convertMat(Globals.base.win.getGsg().getInternalCoordinateSystem(),
                            CSZupRight))

        converterMat = Mat4.convertMat(CSYupRight, 
            self.ghostLens.getCoordinateSystem()) * self.ghostLens.getProjectionMat()
        modelViewMat = transMat.invertCompose(
            Globals.render.getTransform(self.ghostCameraNode)).getMat()

        self.mvp = modelViewMat * converterMat
Ejemplo n.º 18
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 def _computeMVP(self):
     """ Computes the current mvp. Actually, this is the
     worldViewProjectionMatrix, but for convience it's called mvp. """
     camLens = self.showbase.camLens
     projMat = Mat4.convertMat(
         CSYupRight,
         camLens.getCoordinateSystem()) * camLens.getProjectionMat()
     transformMat = TransformState.makeMat(
         Mat4.convertMat(
             self.showbase.win.getGsg().getInternalCoordinateSystem(),
             CSZupRight))
     modelViewMat = transformMat.invertCompose(
         self.showbase.render.getTransform(self.showbase.cam)).getMat()
     return UnalignedLMatrix4f(modelViewMat * projMat)
Ejemplo n.º 19
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    def mousePressed(self, event):
        self.parent.beginTransformation()
       
        lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        origin = Point3(mvMat.xformPoint(Point3()))
        dir = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        xprod = dir.cross(origin)
        planeNorm = xprod.cross(dir)
        planeNorm.normalize()
        d = planeNorm.dot(origin)
        self.dir = dir
        self.origin = origin
        self.planeNorm = planeNorm
        self.d = d
        self.lens = lens

        self.fromCam = base.camera.getMat(self.parent.path) * scale
        
        transl = self.mouse2Vec(event.pos)
        self.origin = transl + self.origin
Ejemplo n.º 20
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    def move_city(self, task):
        # moves the city, using the transformation matrix

        # first, get the current transformation matrix
        # getTransform() returns a TransformState, which is a higher level
        # abstraction of our matrix
        # getMat() retrieves the inner matrix. the returned matrix is const
        # though
        oldmat = self.cityModel.getTransform().getMat()

        # oldmat ist a const Mat4, we need one we can manipulate
        newmat = Mat4(oldmat)

        # the matrices in Panda3d are suitable for row-vector multiplication, that is
        # vector * Matrix (same as opengl). the bottom row (3) is therefore the
        # translation in xyzt order
        #
        # replace it with a different one, we want to move the value of
        # time, which is the number of seconds passed since starting this task
        newmat.setRow(3, Vec4(1 - task.time, 3, 0, 1))

        # we need to create a new TransformState from the matrix, and set it
        # to apply the transformation
        self.cityModel.setTransform(TransformState.makeMat(newmat))

        return Task.cont
Ejemplo n.º 21
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 def stop_camera(self):
     mat = Mat4(camera.getMat())
     mat.invertInPlace()
     base.mouseInterfaceNode.setMat(mat)
     base.enableMouse()
     self.taskMgr.remove("SpinCameraTaskX")
     self.taskMgr.remove("SpinCameraTaskY")
Ejemplo n.º 22
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 def mouseMoved(self, event):
     transl = Vec3(self.mouse2Vec(event.pos))
     transl.normalize()
     angle = self.dir.signedAngleDeg(transl, self.planeNorm)
     axis = Vec3()
     setattr(axis, self.dim, 1)
     self.parent.transform(Mat4.rotateMatNormaxis(angle, axis))
Ejemplo n.º 23
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def recurseScene(curnode, scene_members, data_cache, M, texture_cache, col_inst=None):
    M = numpy.dot(M, curnode.matrix)
    for node in curnode.children:
        if isinstance(node, collada.scene.Node):
            recurseScene(node, scene_members, data_cache, M, texture_cache, col_inst=col_inst)
        elif isinstance(node, collada.scene.GeometryNode) or isinstance(node, collada.scene.ControllerNode):
            if isinstance(node, collada.scene.GeometryNode):
                geom = node.geometry
            else:
                geom = node.controller.geometry
            
            materialnodesbysymbol = {}
            for mat in node.materials:
                materialnodesbysymbol[mat.symbol] = mat

            for prim in geom.primitives:
                if len(prim) > 0:
                    mat = materialnodesbysymbol.get(prim.material)
                    matstate = None
                    if mat is not None:
                        matstate = data_cache['material2state'].get(mat.target)
                        if matstate is None:
                            matstate = getStateFromMaterial(mat.target, texture_cache, col_inst)
                            if geom.double_sided:
                                matstate = matstate.addAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullNone))
                            data_cache['material2state'][mat.target] = matstate
                    
                    mat4 = Mat4(*M.T.flatten().tolist())
                    
                    primgeom = data_cache['prim2geom'].get(prim)
                    if primgeom is None:
                        primgeom = getGeomFromPrim(prim, matstate)
                        data_cache['prim2geom'][prim] = primgeom
                    
                    scene_members.append((primgeom, matstate, mat4))
Ejemplo n.º 24
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def draw_leaf(nodePath, vdata, pos=Vec3(0, 0, 0), vecList=[Vec3(0, 0, 1), Vec3(1, 0, 0), Vec3(0, -1, 0)], scale=0.125):

    # use the vectors that describe the direction the branch grows to make the right
    # rotation matrix
    newCs = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
    newCs.setRow(0, vecList[2])  # right
    newCs.setRow(1, vecList[1])  # up
    newCs.setRow(2, vecList[0])  # forward
    newCs.setRow(3, Vec3(0, 0, 0))
    newCs.setCol(3, Vec4(0, 0, 0, 1))

    try:
        axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)
    except TypeError, e:
        print e
        print scale, pos
Ejemplo n.º 25
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def rotmat(theta, axis_1=0, axis_2=3):
    m = np.eye(4)
    m[axis_1, axis_1] = np.cos(theta)
    m[axis_1, axis_2] = -np.sin(theta)
    m[axis_2, axis_1] = np.sin(theta)
    m[axis_2, axis_2] = np.cos(theta)
    return Mat4(*m.flatten())
Ejemplo n.º 26
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    def append_mesh(self,
                    root_path,
                    name,
                    mesh_path,
                    scale=None,
                    frame=None,
                    no_cache=None):
        """Append a mesh node to the group.

        Arguments:
            root_path {str} -- path to the group's root node
            name {str} -- node name within a group
            mesh_path {str} -- path to the mesh file on disk

        Keyword Arguments:
            scale {Vec3} -- mesh scale (default: {None})
            frame {tuple} -- local frame position and quaternion (default: {None})
            no_cache {bool} -- use cache to load a model (default: {None})
        """
        mesh = self.loader.loadModel(mesh_path, noCache=no_cache)
        if mesh_path.lower().endswith('.dae'):
            # converting from Y-up to Z-up axes when import from dae
            mesh.set_mat(Mat4.yToZUpMat())
        if scale is not None:
            mesh.set_scale(Vec3(*scale))
            if sum([s < 0 for s in scale]) % 2 != 0:
                # reverse the cull order in case of negative scale values
                mesh.set_attrib(CullFaceAttrib.make_reverse())
        self.append_node(root_path, name, mesh, frame)
Ejemplo n.º 27
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 def is_drifting(self):
     car_vec = self.car_vec
     rot_mat_left = Mat4()
     rot_mat_left.setRotateMat(90, (0, 0, 1))
     car_vec_left = rot_mat_left.xformVec(car_vec._vec)
     # access to a protected member
     rot_mat_right = Mat4()
     rot_mat_right.setRotateMat(-90, (0, 0, 1))
     car_vec_right = rot_mat_right.xformVec(car_vec._vec)
     # access to a protected member
     vel = self.mediator.phys.vehicle.get_chassis().get_linear_velocity()
     vel.normalize()
     car_dot_vel_l = car_vec_left.dot(vel)
     car_dot_vel_r = car_vec_right.dot(vel)
     car_dot_vel = max(car_dot_vel_l, car_dot_vel_r)
     return car_dot_vel > .1
Ejemplo n.º 28
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 def mouseMoved(self, event):
     transl = Vec3(self.mouse2Vec(event.pos))
     transl.normalize()
     angle = self.dir.signedAngleDeg(transl, self.planeNorm)
     axis = Vec3()
     setattr(axis, self.dim, 1)
     self.parent.transform(Mat4.rotateMatNormaxis(angle, axis))
Ejemplo n.º 29
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    def _createInputHandles(self):
        """ Defines various inputs to be used in the shader passes. Most inputs
        use pta-arrays, so updating them is faster than using setShaderInput all the
        time. """
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.currentViewMat = PTALMatrix4f.emptyArray(1)
        self.currentProjMatInv = PTALMatrix4f.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.frameIndex = PTAInt.emptyArray(1)
        self.frameDelta = PTAFloat.emptyArray(1)

        self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP)
        self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP)
        self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex)
        self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition)
        self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam)
        self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render)
        self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta)
        self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat)
        self.renderPassManager.registerStaticVariable("currentProjMatInv", self.currentProjMatInv)
        self.renderPassManager.registerStaticVariable("zeroVec2", Vec2(0))
        self.renderPassManager.registerStaticVariable("zeroVec3", Vec3(0))
        self.renderPassManager.registerStaticVariable("zeroVec4", Vec4(0))

        self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight))
Ejemplo n.º 30
0
 def load(self):
     self.root = NodePath('PartyCog-%d' % self.id)
     self.root.reparentTo(self.parentNode)
     path = 'phase_13/models/parties/cogPinata_'
     self.actor = Actor(
         path + 'actor', {
             'idle': path + 'idle_anim',
             'down': path + 'down_anim',
             'up': path + 'up_anim',
             'bodyHitBack': path + 'bodyHitBack_anim',
             'bodyHitFront': path + 'bodyHitFront_anim',
             'headHitBack': path + 'headHitBack_anim',
             'headHitFront': path + 'headHitFront_anim'
         })
     self.actor.setBlend(
         frameBlend=config.GetBool('interpolate-animations', True))
     self.actor.reparentTo(self.root)
     self.temp_transform = Mat4()
     self.head_locator = self.actor.attachNewNode('temphead')
     self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
     self.bodyColl.setTangible(1)
     self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                       self.id)
     self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.bodyCollNode.addSolid(self.bodyColl)
     self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
     self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
     self.headColl.setTangible(1)
     self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                       self.id)
     self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.headCollNode.addSolid(self.headColl)
     self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
     self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
     self.arm1Coll.setTangible(1)
     self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                       self.id)
     self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm1CollNode.addSolid(self.arm1Coll)
     self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
     self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
     self.arm2Coll.setTangible(1)
     self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                       self.id)
     self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm2CollNode.addSolid(self.arm2Coll)
     self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
     splatName = 'splat-creampie'
     self.splat = globalPropPool.getProp(splatName)
     self.splat.setBillboardPointEye()
     self.splatType = globalPropPool.getPropType(splatName)
     self.pieHitSound = globalBattleSoundCache.getSound(
         'AA_wholepie_only.ogg')
     self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
     self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
     self.hole.setTransparency(True)
     self.hole.setP(-90.0)
     self.hole.setScale(3)
     self.hole.setBin('ground', 3)
     self.hole.reparentTo(self.parentNode)
Ejemplo n.º 31
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def getMat4_scale_unit_quad_to_image_aspect_ratio_forrowvecs(
        image_width_pixels, image_height_pixels):
    # the height stays constant (height of 1 in world coords)
    quad_scalex = float(image_width_pixels)
    quad_scalez = float(image_height_pixels)
    return Mat4(quad_scalex * 1., 0, 0, 0, 0, 1, 0, 0, 0, 0, quad_scalez * 1.,
                0, 0, 0, 0, 1)
Ejemplo n.º 32
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    def __init__(self):
        """ Creates a new ShadowSource. After the creation, a lens can be added
        with setupPerspectiveLens or setupOrtographicLens. """
        self.index = self._generateUID()
        DebugObject.__init__(self, "ShadowSource-" + str(self.index))
        ShaderStructElement.__init__(self)

        self.valid = False
        self.camera = Camera("ShadowSource-" + str(self.index))
        self.camera.setActive(False)
        self.cameraNode = NodePath(self.camera)
        self.cameraNode.reparentTo(Globals.render.find("RPCameraDummys"))
        self.cameraNode.hide()
        self.resolution = 512
        self.atlasPos = Vec2(0)
        self.doesHaveAtlasPos = False
        self.sourceIndex = 0
        self.mvp = UnalignedLMatrix4f()
        self.sourceIndex = -1
        self.nearPlane = 0.0
        self.farPlane = 1000.0
        self.converterYUR = None
        self.transforMat = TransformState.makeMat(
            Mat4.convertMat(
                Globals.base.win.getGsg().getInternalCoordinateSystem(),
                CSZupRight))
Ejemplo n.º 33
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class PbCameraNode(NodePath):
    """Pybullet-compatible camera node wrapper
    """

    Z2Y = Mat4(1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1)

    def __init__(self, render: NodePath):
        self._camera = Camera('pb_camera')
        self._lens = MatrixLens()
        self._camera.set_lens(self._lens)
        super().__init__(self._camera)
        self.reparent_to(render)

    def set_active(self, active: bool):
        self._camera.set_active(active)

    def is_active(self):
        return self._camera.is_active()

    def update(self, pb_camera):
        self.set_mat(self.Z2Y * Mat4(*pb_camera.pose_mat))
        mat = np.asarray(pb_camera.proj_mat).reshape(4, 4)
        m22, m32 = -mat[2, 2], -mat[3, 2]
        zfar = (2.0 * m32) / (2.0 * m22 - 2.0)
        znear = ((m22 - 1.0) * zfar) / (m22 + 1.0)
        self._lens.set_near_far(znear, zfar)
        self._lens.set_user_mat(self.Z2Y * Mat4(*pb_camera.proj_mat))
Ejemplo n.º 34
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    def update_scene(self, scene_graph, materials_only):
        """Update a scene using scene_graph description

        Arguments:
            scene_graph {SceneGraph} -- scene description
            materials_only {bool} -- update only shape materials
        """
        for uid, pb_node in scene_graph.nodes.items():
            node = NodePath(f'pb_node_{uid:03d}')
            for pb_shape in pb_node.shapes:
                filename = shape_filename(pb_shape)
                if not filename:
                    continue
                shape = self._loader.load_model(filename)
                shape.set_mat(Mat4(*pb_shape.pose.matrix))
                shape.reparent_to(node)
                if shape.has_material:
                    shape.set_material(PbMaterial(pb_shape.material), 1)
                    texture_id = pb_shape.material.diffuse_texture
                    if texture_id > -1:
                        texture = scene_graph.texture(texture_id)
                        shape.set_texture(texture.filename)
            node.flatten_light()
            node.reparent_to(self.scene)
            self._node_dict[uid] = node
Ejemplo n.º 35
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    def __init__(self):
        """ Creates a new ShadowSource. After the creation, a lens can be added
        with setupPerspectiveLens or setupOrtographicLens. """
        self.index = self._generateUID()
        DebugObject.__init__(self, "ShadowSource-" + str(self.index))
        ShaderStructElement.__init__(self)

        self.valid = False
        self.camera = Camera("ShadowSource-" + str(self.index))
        self.camera.setActive(False)
        self.cameraNode = NodePath(self.camera)
        self.cameraNode.reparentTo(Globals.render.find("RPCameraDummys"))
        self.cameraNode.hide()
        self.resolution = 512
        self.atlasPos = Vec2(0)
        self.doesHaveAtlasPos = False
        self.sourceIndex = 0
        self.mvp = UnalignedLMatrix4f()
        self.sourceIndex = -1
        self.nearPlane = 0.0
        self.farPlane = 1000.0
        self.converterYUR = None
        self.transforMat = TransformState.makeMat(
            Mat4.convertMat(Globals.base.win.getGsg().getInternalCoordinateSystem(),
                            CSZupRight))
Ejemplo n.º 36
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    def __init__(self):
        """ Constructs a new Light, subclasses have to call this """
        DebugObject.__init__(self, "AbstractLight")
        ShaderStructElement.__init__(self)
        self.debugNode = NodePath("LightDebug")
        self.visualizationNumSteps = 32
        self.dataNeedsUpdate = False
        self.castShadows = False
        self.debugEnabled = False
        self.bounds = OmniBoundingVolume()
        self.shadowSources = []
        self.lightType = self.getLightType()
        self.position = Vec3(0)
        self.color = Vec3(1)
        self.posterIndex = -1
        self.radius = 10.0
        self.typeName = ""
        self.sourceIndexes = PTAInt.emptyArray(6)
        self.attached = False
        self.shadowResolution = 512
        self.index = -1
        self.iesProfile = -1
        self.iesProfileName = None
        self.mvp = Mat4()

        # A light can have up to 6 sources
        for i in range(6):
            self.sourceIndexes[i] = -1
Ejemplo n.º 37
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def getMat4_scale_quad_for_texture_pixels_to_match_screen_resolution():
    # a single unit takes an amount of pixels of the p3d window
    # by convention here, the height of what the initial fixed camera
    # displays is exactly 2, i.e. the distance d((0,0,-1), (0,0,1))
    pixels_per_unit = get_pixels_per_unit()
    return Mat4(1. / pixels_per_unit, 0, 0, 0, 0, 1, 0, 0, 0, 0,
                1. / pixels_per_unit, 0, 0, 0, 0, 1)
Ejemplo n.º 38
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 def set_perspective_lens(self, fov, near_plane, far_plane, pos, direction):
     transform_mat = Mat4.translate_mat(-pos)
     temp_lens = PerspectiveLens(fov, fov)
     temp_lens.set_film_offset(0, 0)
     temp_lens.set_near_far(near_plane, far_plane)
     temp_lens.set_view_vector(direction, LVector3.up())
     self.set_matrix_lens(transform_mat * temp_lens.get_projection_mat())
Ejemplo n.º 39
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    def pandaMatrice(self,mat):
        mat = mat.transpose().reshape((16,))
#        print mat,len(mat),mat.shape
        pMat = Mat4(mat[0],mat[1],mat[2],mat[3],
                   mat[4],mat[5],mat[6],mat[7],
                   mat[8],mat[9],mat[10],mat[11],
                   mat[12],mat[13],mat[14],mat[15],)
        return pMat
Ejemplo n.º 40
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 def transform(self, xform):
     transl = Mat4(Mat4.identMat())
     transl.setRow(3, xform.getRow3(3))
     self.path.setMat(render, transl * self.originalMat)
     self._fixScale()
     xform.setRow(3, Vec3())
     for client, originalMat in self.clients:
         #client.setMat(self.path, originalMat * xform)
         client.setMat(originalMat * xform * transl * self.originalMat)
Ejemplo n.º 41
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    def __init__(self):
        self.instructionText = addInstructions(0.95,
                '[ESC]: Leave Mouselook mode.')
        self.eventDispatcher = EventDispatcher()
        self.cameraMode = None
        self.clickPos = Vec2()
        self.lastMousePos = Vec2()
        self.focus = Vec3()
        self.mouseDown = False
        self.initialPos = Vec3()
        self.initialHpr = Vec3()
        self.initialMat = None

        # Disable the built-in mouse camera control (it sucks).
        base.disableMouse()
        self.setCameraMode(TRACKBALL)

        # Set the camera's initial position.
        base.camera.setPosHpr(0, 12, 30, 180, -70, 0)
        
        # Turn off events generated with modifier buttons, e.g. 'shift-a'
        # This is to keep keyboard control working after you alt-tab out
        # of the app.
        base.mouseWatcherNode.setModifierButtons(ModifierButtons())
        base.buttonThrowers[0].node().setModifierButtons(ModifierButtons())

        # This is a diagonal matrix that keeps track of movement key
        # state. The first three diagonal entries can be 1, 0, or -1.
        self.mouseLookTransMat = Mat4.scaleMat(Vec3(0.0, 0.0, 0.0))
        
        # Keep track of how many movement keys are currently pressed. This
        # lets us short-circuit past a lot of math when no keys are held.
        self.keysHeld = 0

        # Handle events for the movement keys.       
        for key, value in key2MatArgs.items():
            self.accept(key, self._moveKeyHandler, value)

        self.accept('escape', self._escKeyHandler)
        self.accept('m', self._mKeyHandler)
        self.accept('mouse1', self._mouseDownHandler, [1])
        self.accept('mouse1-up', self._mouseUpHandler, [1])
        self.accept('mouse2', self._mouseDownHandler, [2])
        self.accept('mouse2-up', self._mouseUpHandler, [2])
        self.accept('wheel_up', self._mouseWheelHandler, [1])
        self.accept('wheel_down', self._mouseWheelHandler, [-1])

        self.modButtons = ModifierButtons()
        self.modButtons.addButton(KeyboardButton.control())
        self.accept('control', self.modButtons.buttonDown,
                [KeyboardButton.control()])
        self.accept('control-up', self.modButtons.buttonUp,
                [KeyboardButton.control()])

        self.accept(base.win.getWindowEvent(), self._windowHandler)
Ejemplo n.º 42
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    def set_perspective_lens(self, fov, near_plane, far_plane, pos, direction):
        transform_mat = Mat4.translate_mat(-pos)
        temp_lens = PerspectiveLens(fov, fov)
        temp_lens.set_film_offset(0, 0)
        temp_lens.set_near_far(near_plane, far_plane)
        temp_lens.set_view_vector(direction, LVector3.up())
        self.set_matrix_lens(transform_mat * temp_lens.get_projection_mat())

        hexahedron = temp_lens.make_bounds()
        center = (hexahedron.get_min() + hexahedron.get_max()) * 0.5
        self._bounds = BoundingSphere(pos + center, (hexahedron.get_max() - center).length())
Ejemplo n.º 43
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 def computeMVP(self):
     """ Computes the modelViewProjection matrix for the lens. Actually,
     this is the worldViewProjection matrix, but for convenience it is
     called mvp. """
     projMat = self.converterYUR
     transformMat = TransformState.makeMat(
         Mat4.convertMat(Globals.base.win.getGsg().getInternalCoordinateSystem(),
                         CSZupRight))
     modelViewMat = transformMat.invertCompose(
         Globals.render.getTransform(self.cameraNode)).getMat()
     self.mvp = UnalignedLMatrix4f(modelViewMat * projMat)
Ejemplo n.º 44
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 def beginTransformation(self):
     self.originalMat = Mat4(Mat4.identMat())
     self.originalMat.setRow(3, self.path.getMat(render).getRow(3))
     self.originalMatInv = Mat4()
     self.originalMatInv.invertAffineFrom(self.originalMat)
     for i in xrange(len(self.clients)):
         print 'Their matrix * My matrix'
         print self.clients[i][0].getMat(self.path) * self.path.getMat()
         print 'Total matrix:'
         print self.clients[i][0].getMat()
         #self.clients[i][1] = self.clients[i][0].getMat(self.path)
         self.clients[i][1] = (self.clients[i][0].getMat() *
                 self.originalMatInv)
def drawLeaf(nodePath,vdata,pos=Vec3(0,0,0),vecList=[Vec3(0,0,1), Vec3(1,0,0),Vec3(0,-1,0)], scale=0.125):
	
	#use the vectors that describe the direction the branch grows to make the right 
		#rotation matrix
	newCs=Mat4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
	newCs.setRow(0, vecList[2]) #right
	newCs.setRow(1, vecList[1]) #up
	newCs.setRow(2, vecList[0]) #forward
	newCs.setRow(3, Vec3(0,0,0))
	newCs.setCol(3,Vec4(0,0,0,1))

	axisAdj=Mat4.scaleMat(scale)*newCs*Mat4.translateMat(pos)	
	
	#orginlly made the leaf out of geometry but that didnt look good
	#I also think there should be a better way to handle the leaf texture other than
	#hardcoding the filename
	leafModel=loader.loadModel('models/shrubbery')
	leafTexture=loader.loadTexture('models/material-10-cl.png')


	leafModel.reparentTo(nodePath)
	leafModel.setTexture(leafTexture,1)
	leafModel.setTransform(TransformState.makeMat(axisAdj))
Ejemplo n.º 46
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    def do_update(self):
        """ Updates the commonly used resources, mostly the shader inputs """
        update = self._input_ubo.update_input

        # Get the current transform matrix of the camera
        view_mat = Globals.render.get_transform(self._showbase.cam).get_mat()

        # Compute the view matrix, but with a z-up coordinate system
        update("view_mat_z_up", view_mat * Mat4.convert_mat(CS_zup_right, CS_yup_right))

        # Compute the view matrix without the camera rotation
        view_mat_billboard = Mat4(view_mat)
        view_mat_billboard.set_row(0, Vec3(1, 0, 0))
        view_mat_billboard.set_row(1, Vec3(0, 1, 0))
        view_mat_billboard.set_row(2, Vec3(0, 0, 1))
        update("view_mat_billboard", view_mat_billboard)

        update("camera_pos", self._showbase.camera.get_pos(Globals.render))
        update("last_view_proj_mat_no_jitter", self._input_ubo.get_input("view_proj_mat_no_jitter"))
        proj_mat = Mat4(self._showbase.camLens.get_projection_mat())

        # Set the projection matrix as an input, but convert it to the correct
        # coordinate system before.
        proj_mat_zup = Mat4.convert_mat(CS_yup_right, CS_zup_right) * proj_mat
        update("proj_mat", proj_mat_zup)

        # Set the inverse projection matrix
        update("inv_proj_mat", invert(proj_mat_zup))

        # Remove jitter and set the new view projection mat
        proj_mat.set_cell(1, 0, 0.0)
        proj_mat.set_cell(1, 1, 0.0)
        update("view_proj_mat_no_jitter", view_mat * proj_mat)

        # Store the frame delta
        update("frame_delta", Globals.clock.get_dt())
        update("frame_time", Globals.clock.get_frame_time())
Ejemplo n.º 47
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    def mousePressed(self, event):
        self.parent.beginTransformation()
       
        self.lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        self.origin = Point3(mvMat.xformPoint(Point3()))
        self.planeNorm = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        self.planeNorm.normalize()
        self.d = self.planeNorm.dot(self.origin)

        self.fromCam = base.camera.getMat(self.parent.path) * scale
        
        self.dir = Vec3(self.mouse2Vec(event.pos))
        self.dir.normalize()
    def __init__(self, pipeline):
        DebugObject.__init__(self, "ProjectedWaterGrid")
        self.debug("Creating water grid")

        self.waterLevel = 0.0

        self.model = Globals.loader.loadModel("Data/InternalModels/ScreenSpaceGrid.bam")
        self.model.reparentTo(Globals.base.render)
        self.model.node().setFinal(True)
        self.model.node().setBounds(OmniBoundingVolume())
        self.model.setTwoSided(True)
        self.model.setShaderInput("waterHeight", self.waterLevel)
        self.model.setMat(Mat4.identMat())
        self.model.clearTransform()

        foam = Globals.loader.loadTexture("Data/Textures/WaterFoam.png")
        self.model.setShaderInput("waterFoam", foam)       

        self.manager = WaterManager()
        self.manager.setup()
        self.manager.update()
        
        self.model.setShaderInput("waterHeightfield", self.manager.getDisplacementTexture())       
        self.model.setShaderInput("waterNormal", self.manager.getNormalTexture())       

        # Set texture filter modes
        for tex in [foam, self.manager.getDisplacementTexture(), self.manager.getNormalTexture()]:
            tex.setWrapU(SamplerState.WMRepeat)
            tex.setWrapU(SamplerState.WMRepeat)
            tex.setMinfilter(SamplerState.FTLinearMipmapLinear)
            tex.setMagfilter(SamplerState.FTLinearMipmapLinear)

        self.pipeline = pipeline

        self.pipeline.setEffect(self.model, "Effects/Water/ProjectedWater.effect", {
            # "transparent": True
            "castShadows": False
            # "tesselated": True
        })

        # pipeline.convertToPatches(self.model)
        pipeline.showbase.addTask(self.updateTask, "updateWater")
Ejemplo n.º 49
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 def rebuildMatrixCache(self):
     """ Computes values frequently used to compute the mvp """
     self.converterYUR = Mat4.convertMat(CSYupRight, self.lens.getCoordinateSystem()) * self.lens.getProjectionMat()
Ejemplo n.º 50
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 def mouseMoved(self, event):
     transl = self.fromCam.xformVec(self.mouse2Vec(event.pos))
     self.parent.transform(Mat4.translateMat(transl))
Ejemplo n.º 51
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def rotsToMat4(x, y, z):
    rotx = Mat4(1,0,0,0,0,cos(x),-sin(x),0,0,sin(x),cos(x),0,0,0,0,1);
    roty = Mat4(cos(y),0,sin(y),0,0,1,0,0,-sin(y),0,cos(y),0,0,0,0,1);
    rotz = Mat4(cos(z),-sin(z),0,0,sin(z),cos(z),0,0,0,0,1,0,0,0,0,1);
    swapyz = Mat4.rotateMat(90, Vec3(-1,0,0))
    return rotx * roty * rotz * swapyz
Ejemplo n.º 52
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    def update(self):
        """ Updates the commonly used resources, mostly the shader inputs """
        update = self._input_ubo.update_input

        # Get the current transform matrix of the camera
        view_mat = Globals.render.get_transform(self._showbase.cam).get_mat()

        # Compute the view matrix, but with a z-up coordinate system
        update("view_mat_z_up", view_mat * Mat4.convert_mat(CS_zup_right, CS_yup_right))

        # Compute the view matrix without the camera rotation
        view_mat_billboard = Mat4(view_mat)
        view_mat_billboard.set_row(0, Vec3(1, 0, 0))
        view_mat_billboard.set_row(1, Vec3(0, 1, 0))
        view_mat_billboard.set_row(2, Vec3(0, 0, 1))
        update("view_mat_billboard", view_mat_billboard)

        update("camera_pos", self._showbase.camera.get_pos(Globals.render))

        # Compute last view projection mat
        curr_vp = self._input_ubo.get_input("view_proj_mat_no_jitter")
        update("last_view_proj_mat_no_jitter", curr_vp)
        curr_vp = Mat4(curr_vp)
        curr_vp.invert_in_place()
        curr_inv_vp = curr_vp
        update("last_inv_view_proj_mat_no_jitter", curr_inv_vp)

        proj_mat = Mat4(self._showbase.camLens.get_projection_mat())

        # Set the projection matrix as an input, but convert it to the correct
        # coordinate system before.
        proj_mat_zup = Mat4.convert_mat(CS_yup_right, CS_zup_right) * proj_mat
        update("proj_mat", proj_mat_zup)

        # Set the inverse projection matrix
        update("inv_proj_mat", invert(proj_mat_zup))

        # Remove jitter and set the new view projection mat
        proj_mat.set_cell(1, 0, 0.0)
        proj_mat.set_cell(1, 1, 0.0)
        update("view_proj_mat_no_jitter", view_mat  * proj_mat)

        # Store the frame delta
        update("frame_delta", Globals.clock.get_dt())
        update("smooth_frame_delta", 1.0 / max(1e-5, Globals.clock.get_average_frame_rate()))
        update("frame_time", Globals.clock.get_frame_time())

        # Store the current film offset, we use this to compute the pixel-perfect
        # velocity, which is otherwise not possible. Usually this is always 0
        # except when SMAA and reprojection is enabled
        update("current_film_offset", self._showbase.camLens.get_film_offset())
        update("frame_index", Globals.clock.get_frame_count())

        # Compute frustum corners in the order BL, BR, TL, TR
        ws_frustum_directions = Mat4()
        vs_frustum_directions = Mat4()
        inv_proj_mat = Globals.base.camLens.get_projection_mat_inv()
        view_mat_inv = Mat4(view_mat)
        view_mat_inv.invert_in_place()

        for i, point in enumerate(((-1, -1), (1, -1), (-1, 1), (1, 1))):
            result = inv_proj_mat.xform(Vec4(point[0], point[1], 1.0, 1.0))
            vs_dir = result.xyz.normalized()
            vs_frustum_directions.set_row(i, Vec4(vs_dir, 1))
            ws_dir = view_mat_inv.xform(Vec4(result.xyz, 0))
            ws_frustum_directions.set_row(i, ws_dir)

        update("vs_frustum_directions", vs_frustum_directions)
        update("ws_frustum_directions", ws_frustum_directions)
Ejemplo n.º 53
0
    def __init__(self):
        load_prc_file_data("", "win-size 512 512")
        # load_prc_file_data("", "window-type offscreen")
        load_prc_file_data("", "model-cache-dir")
        load_prc_file_data("", "model-cache-textures #f")
        load_prc_file_data("", "textures-power-2 none")
        load_prc_file_data("", "alpha-bits 0")
        load_prc_file_data("", "print-pipe-types #f")

        # Construct render pipeline
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.mount_mgr.config_dir = "config/"
        self.render_pipeline.set_empty_loading_screen()
        self.render_pipeline.create(self)

        self.setup_scene()

        # Disable model caching
        BamCache.get_global_ptr().cache_models = False

        self.update_queue = []
        self.start_listen()

        # Render initial frames
        for i in range(10):
            self.taskMgr.step()

        last_update = 0.0
        self.scene_node = None

        current_lights = []
        current_envprobes = []

        # Wait for updates
        while True:

            # Update once in a while
            curr_time = time.time()
            if curr_time > last_update + 1.0:
                last_update = curr_time
                self.taskMgr.step()

            if self.update_queue:
                if self.scene_node:
                    self.scene_node.remove_node()

                # Only take the latest packet
                payload = self.update_queue.pop(0)
                print("RENDERING:", payload)

                scene = loader.loadModel(Filename.from_os_specific(payload["scene"]))

                for light in scene.find_all_matches("**/+PointLight"):
                    light.remove_node()
                for light in scene.find_all_matches("**/+Spotlight"):
                    light.remove_node()

                # Find camera
                main_cam = scene.find("**/Camera")
                if main_cam:
                    transform_mat = main_cam.get_transform(render).get_mat()
                    transform_mat = Mat4.convert_mat(CS_zup_right, CS_yup_right) * transform_mat
                    base.camera.set_mat(transform_mat)
                else:
                    print("WARNING: No camera found")
                    base.camera.set_pos(0, -3.5, 0)
                    base.camera.look_at(0, -2.5, 0)

                base.camLens.set_fov(64.0)

                self.scene_node = scene
                scene.reparent_to(render)

                # Render scene
                for i in range(8):
                    self.taskMgr.step()

                dest_path = Filename.from_os_specific(payload["dest"])
                print("Saving screenshot to", dest_path)
                self.win.save_screenshot(dest_path)
                self.notify_about_finish(int(payload["pingback_port"]))
Ejemplo n.º 54
0
    def handleDragging(self, task):
        """ Does the actual work of manipulating objects,
            once the needed attributes have been setup by handleManipulationSetup().
        """

        if not self.isDragging:
            return task.done
        mPos3D = Point3(0.0)
        #
        # This section handles the actual translating rotating or scale after it's been set up in mouse1SetupManip...()
        # ONLY one operation is preformed per frame
        if self.currTransformOperation == self.transformOpEnum.trans:
            # 1st translation, rotation's section is at next elif
            if self.getMousePlaneIntersect(mPos3D, self.currPlaneColNorm):

                # get the difference between the last mouse and this frames mouse
                selectedNewPos = mPos3D - self.interFrameMousePosition
                # store this frames mouse
                self.interFrameMousePosition = mPos3D
                # add the difference to the selected object's pos
                self.selected.setPos(render, self.selected.getPos(render).x + self.currTransformDir.x * selectedNewPos.x,
                                             self.selected.getPos(render).y + self.currTransformDir.y * selectedNewPos.y,
                                             self.selected.getPos(render).z + self.currTransformDir.z * selectedNewPos.z)

                self.grabModelNP.setPos(render, self.selected.getPos(render))

        elif self.currTransformOperation == self.transformOpEnum.rot:
            # 2nd rotation, followed finally by scaling
            # if operating on the z-axis, use the y (vertical screen coordinates otherwise use x (horizontal)
            mPos = base.mouseWatcherNode.getMouse()
            #rotMag = 0.0
            if self.currTransformDir == Vec3( 0.0, 0.0, 1.0):
                rotMag = (mPos.x - self.interFrameMousePosition.x) * 1000
            else:
                rotMag = (self.interFrameMousePosition.y - mPos.y) * 1000

            initPos = self.selected.getPos()
            initPar = self.selected.getParent()
            self.selected.wrtReparentTo(render)
            self.selected.setMat(self.selected.getMat() * Mat4.rotateMat(rotMag, self.currTransformDir))
            self.selected.wrtReparentTo(initPar)
            self.selected.setPos(initPos)

            self.interFrameMousePosition = Point3(mPos.x, mPos.y, 0.0)

        elif self.currTransformOperation == self.transformOpEnum.scale:
            # 3rd and final is scaling
            mPos = base.mouseWatcherNode.getMouse()
            # TODO: make dragging away from the object larger and to the object smaller (not simply left right up down)
            # td The problem with this MAY come if negative, mirrored, scaling is implemented.

            # if operating on the z-axis, use the y (vertical screen coordinates otherwise use x (horizontal)
            if self.currTransformDir == Point3( 0.0, 0.0, 1.0):
                sclMag = (mPos.y - self.interFrameMousePosition.y) * 5.5
            elif self.currTransformDir == Point3( 0.0, 1.0, 0.0):
                sclMag = (mPos.x - self.interFrameMousePosition.x) * 5.5
            else:
                sclMag = (self.interFrameMousePosition.x - mPos.x) * 5.5

            # This is the line that prevents scaling past the origin. Flipping the faces doesn't seem to work.
            if -0.0001 < sclMag < 0.0001:
                sclMag = 0.000001

            # create a dummy node to parent to and position such that applying scale to it will scale selected properly
            dummy = self.levitorNP.attachNewNode('dummy')
            initScl = dummy.getScale()
            # Don't forget the parent. Selected needs put back in place
            initPar = self.selected.getParent()
            initPos = self.selected.getPos()
            self.selected.wrtReparentTo(dummy)

            dummy.setScale(initScl.x + sclMag * self.currTransformDir.x,
                           initScl.y + sclMag * self.currTransformDir.y,
                           initScl.z + sclMag * self.currTransformDir.z)

            # reset selected's parent then destroy dummy
            self.selected.wrtReparentTo(initPar)
            self.selected.setPos(initPos)
            dummy.removeNode()
            dummy = None

            self.interFrameMousePosition = Point3( mPos.x, mPos.y, 0.0)
        else:
            self.notify.error("Err: Dragging with invalid curTransformOperation enum in handleDragging")

        return task.cont  # ended by handleM1Up(), the mouse1-up event handler
Ejemplo n.º 55
0
 def _mouseWheelHandler(self, arg):
     deltY = base.camera.getPos().length() * arg * 0.15
     transl = Mat4.translateMat(0, deltY, 0)
     base.camera.setMat(transl * base.camera.getMat())
     self.eventDispatcher.dispatchEvent(EVT_CAMERA_MOVE, base.camera)