def __init__(self, path): RenderNode.__init__(self, path, NodePath(path + "_terrainNode")) # Add a task to keep updating the terrain taskMgr.add(self.updateTask, "update")
def __init__(self,path,tileSource,minScale,focus): RenderNode.__init__(self,path,NodePath(path+"_terrainNode")) heightMapName=self.specialMaps['height'] self.heightMapRez=0 for s in tileSource.shaders: if s.name==heightMapName: self.heightMapRez=s.getRez(tileMapSize) break if self.heightMapRez==0: print 'Failed to determain height map resolution' self.setShaderInput("heightMapRez",self.heightMapRez,0,0,0) self.focus=focus self.minScale=minScale self.tileSource=tileSource self.heightStage=TextureStage("height") rezFactor=50 n=rezFactor*4-1 if n+4>=self.heightMapRez: print 'Error: Can not have geoClipMap rez higher than height map rez' self.rez=n m=(n+1)/4 self.baseTileScale=minScale/n*self.heightMapRez scale=minScale/(n-1) self.terrainNode.setScale(scale,scale,scale) self.shaderHeightScale=self.heightScale/scale self.terrainNode.setShaderInput("heightScale",self.shaderHeightScale,0,0) self.terrainNode.setShader(loader.loadShader("geoClip.sha")) def makeGrid(xSize,ySize): """ Size is in verts, not squares """ format=GeomVertexFormat.getV3() vdata=GeomVertexData('grid', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') grid=Geom(vdata) #snode=GeomNode('grid') for x in xrange(xSize): for y in xrange(ySize): vertex.addData3f(x,y,0) tri=GeomTristrips(Geom.UHStatic) def index(lx,ly): return ly+lx*(ySize) for x in xrange(xSize-1): for y in xrange(ySize): tri.addVertex(index(x,y)) tri.addVertex(index(x+1,y)) tri.closePrimitive() grid.addPrimitive(tri) grid.setBoundsType(BoundingVolume.BTBox) grid.setBounds(BoundingBox(Point3(0,0,0),Point3(xSize-1,ySize-1,self.shaderHeightScale))) #snode.addGeom(grid) #snode.setBoundsType(BoundingVolume.BTBox) #snode.setBounds(BoundingBox(Point3(0,0,0),Point3(xSize-1,ySize-1,self.shaderHeightScale))) #snode.setFinal(True) return grid nxn=makeGrid(n,n) mxm=makeGrid(m,m) mx3=makeGrid(m,3) x3xm=makeGrid(3,m) m2x2=makeGrid(2*m+1,2) cNode=GeomNode('center') cGeom=nxn.makeCopy() cGeom.transformVertices(Mat4.translateMat(-n/2,-n/2,0)) cNode.addGeom(cGeom) cGeom.setBoundsType(BoundingVolume.BTBox) cGeom.setBounds(BoundingBox(Point3(-n/2,-n/2,0),Point3(n/2-1,n/2-1,self.shaderHeightScale))) cNode.setBoundsType(BoundingVolume.BTBox) center=_GeoClipLevel(0,self,cNode) #NodePath(nxn).instanceTo(center).setPos(-n/2,-n/2,0) center.reparentTo(self.terrainNode) halfOffset=n/2 #ring=NodePath("Ring") ring=GeomNode('ring') def doCorner(x,y): xd=x*n/2-(x+1)*m/2 yd=y*n/2-(y+1)*m/2 def doGeom(g,x,y): cGeom=(g).makeCopy() cGeom.transformVertices(Mat4.translateMat(x,y,0)) cGeom.setBoundsType(BoundingVolume.BTBox) b=g.getBounds() p=b.getPoint(7) cGeom.setBounds(BoundingBox(Point3(x,y,0),Point3(p.getX()+x,p.getY()+y,self.shaderHeightScale))) ring.addGeom(cGeom) doGeom(mxm,xd,yd) doGeom(mxm,xd,yd-y*(m-1)) doGeom(mxm,xd-x*(m-1),yd) #NodePath(mxm).copyTo(ring).setPos(xd,yd,0) #NodePath(mxm).copyTo(ring).setPos(xd,yd-y*(m-1),0) #NodePath(mxm).copyTo(ring).setPos(xd-x*(m-1),yd,0) if x==-1: if y==1: doGeom(mx3,xd,yd-y*(m+1)) #NodePath(mx3).copyTo(ring).setPos(xd,yd-y*(m+1),0) else: xd2=n/2-m doGeom(mx3,xd2,yd+2*m-2) #NodePath(mx3).copyTo(ring).setPos(xd2,yd+2*m-2,0) else: doGeom(x3xm,xd-x*(m+1),yd) #NodePath(x3xm).copyTo(ring).setPos(xd-x*(m+1),yd,0) doCorner(-1,-1) doCorner(1,-1) doCorner(-1,1) doCorner(1,1) ring.setBoundsType(BoundingVolume.BTBox) ringCount=4 self.levels=[center] for i in xrange(ringCount): cNode=GeomNode('ring'+str(i)) cNode.addGeomsFrom(ring) '''for c in ring.getChildren(): x=c.copyTo(r) #v1=Point3() #v2=Point3() #x.calcTightBounds(v1,v2) #v2.setZ(1) node=x.node() node.setBoundsType(BoundingVolume.BTBox) node.setBounds(c.node().getBounds())#(BoundingBox(v1,v2)) node.setFinal(1) x.showBounds()''' #r.showBounds() r=_GeoClipLevel(i+1,self,cNode) r.reparentTo(self.terrainNode) r.node().setBoundsType(BoundingVolume.BTBox) #r.showBounds() self.levels.append(r) self.terrainNode.setShaderInput("n",n,0,0,0) # Add a task to keep updating the terrain taskMgr.add(self.update, "update") self.grass=self.setUpGrass(center,n) grassTex = loadTex("grassSheet",True) self.grass.setShaderInput("grassSheet",grassTex) grassTex.setWrapU(Texture.WMClamp) grassTex.setWrapV(Texture.WMClamp) self.terrainNode.setShaderInput("offset",0,0,0,0) #for r in self.levels: # for node in r.getChildren(): # node.setShaderInput("offset",node.getX()+halfOffset,node.getY()+halfOffset,0,0) self.centerTile=None
def __init__(self, path, tileSource, minScale, focus): RenderNode.__init__(self, path, NodePath(path + "_terrainNode")) heightMapName = self.specialMaps['height'] self.heightMapRez = 0 for s in tileSource.shaders: if s.name == heightMapName: self.heightMapRez = s.getRez(tileMapSize) break if self.heightMapRez == 0: print 'Failed to determain height map resolution' self.setShaderInput("heightMapRez", self.heightMapRez, 0, 0, 0) self.focus = focus self.minScale = minScale self.tileSource = tileSource self.heightStage = TextureStage("height") rezFactor = 50 n = rezFactor * 4 - 1 if n + 4 >= self.heightMapRez: print 'Error: Can not have geoClipMap rez higher than height map rez' self.rez = n m = (n + 1) / 4 self.baseTileScale = minScale / n * self.heightMapRez scale = minScale / (n - 1) self.terrainNode.setScale(scale, scale, scale) self.shaderHeightScale = self.heightScale / scale self.terrainNode.setShaderInput("heightScale", self.shaderHeightScale, 0, 0) self.terrainNode.setShader(loader.loadShader("geoClip.sha")) def makeGrid(xSize, ySize): """ Size is in verts, not squares """ format = GeomVertexFormat.getV3() vdata = GeomVertexData('grid', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') grid = Geom(vdata) #snode=GeomNode('grid') for x in xrange(xSize): for y in xrange(ySize): vertex.addData3f(x, y, 0) tri = GeomTristrips(Geom.UHStatic) def index(lx, ly): return ly + lx * (ySize) for x in xrange(xSize - 1): for y in xrange(ySize): tri.addVertex(index(x, y)) tri.addVertex(index(x + 1, y)) tri.closePrimitive() grid.addPrimitive(tri) grid.setBoundsType(BoundingVolume.BTBox) grid.setBounds( BoundingBox( Point3(0, 0, 0), Point3(xSize - 1, ySize - 1, self.shaderHeightScale))) #snode.addGeom(grid) #snode.setBoundsType(BoundingVolume.BTBox) #snode.setBounds(BoundingBox(Point3(0,0,0),Point3(xSize-1,ySize-1,self.shaderHeightScale))) #snode.setFinal(True) return grid nxn = makeGrid(n, n) mxm = makeGrid(m, m) mx3 = makeGrid(m, 3) x3xm = makeGrid(3, m) m2x2 = makeGrid(2 * m + 1, 2) cNode = GeomNode('center') cGeom = nxn.makeCopy() cGeom.transformVertices(Mat4.translateMat(-n / 2, -n / 2, 0)) cNode.addGeom(cGeom) cGeom.setBoundsType(BoundingVolume.BTBox) cGeom.setBounds( BoundingBox(Point3(-n / 2, -n / 2, 0), Point3(n / 2 - 1, n / 2 - 1, self.shaderHeightScale))) cNode.setBoundsType(BoundingVolume.BTBox) center = _GeoClipLevel(0, self, cNode) #NodePath(nxn).instanceTo(center).setPos(-n/2,-n/2,0) center.reparentTo(self.terrainNode) halfOffset = n / 2 #ring=NodePath("Ring") ring = GeomNode('ring') def doCorner(x, y): xd = x * n / 2 - (x + 1) * m / 2 yd = y * n / 2 - (y + 1) * m / 2 def doGeom(g, x, y): cGeom = (g).makeCopy() cGeom.transformVertices(Mat4.translateMat(x, y, 0)) cGeom.setBoundsType(BoundingVolume.BTBox) b = g.getBounds() p = b.getPoint(7) cGeom.setBounds( BoundingBox( Point3(x, y, 0), Point3(p.getX() + x, p.getY() + y, self.shaderHeightScale))) ring.addGeom(cGeom) doGeom(mxm, xd, yd) doGeom(mxm, xd, yd - y * (m - 1)) doGeom(mxm, xd - x * (m - 1), yd) #NodePath(mxm).copyTo(ring).setPos(xd,yd,0) #NodePath(mxm).copyTo(ring).setPos(xd,yd-y*(m-1),0) #NodePath(mxm).copyTo(ring).setPos(xd-x*(m-1),yd,0) if x == -1: if y == 1: doGeom(mx3, xd, yd - y * (m + 1)) #NodePath(mx3).copyTo(ring).setPos(xd,yd-y*(m+1),0) else: xd2 = n / 2 - m doGeom(mx3, xd2, yd + 2 * m - 2) #NodePath(mx3).copyTo(ring).setPos(xd2,yd+2*m-2,0) else: doGeom(x3xm, xd - x * (m + 1), yd) #NodePath(x3xm).copyTo(ring).setPos(xd-x*(m+1),yd,0) doCorner(-1, -1) doCorner(1, -1) doCorner(-1, 1) doCorner(1, 1) ring.setBoundsType(BoundingVolume.BTBox) ringCount = 4 self.levels = [center] for i in xrange(ringCount): cNode = GeomNode('ring' + str(i)) cNode.addGeomsFrom(ring) '''for c in ring.getChildren(): x=c.copyTo(r) #v1=Point3() #v2=Point3() #x.calcTightBounds(v1,v2) #v2.setZ(1) node=x.node() node.setBoundsType(BoundingVolume.BTBox) node.setBounds(c.node().getBounds())#(BoundingBox(v1,v2)) node.setFinal(1) x.showBounds()''' #r.showBounds() r = _GeoClipLevel(i + 1, self, cNode) r.reparentTo(self.terrainNode) r.node().setBoundsType(BoundingVolume.BTBox) #r.showBounds() self.levels.append(r) self.terrainNode.setShaderInput("n", n, 0, 0, 0) # Add a task to keep updating the terrain taskMgr.add(self.update, "update") self.grass = self.setUpGrass(center, n) grassTex = loadTex("grassSheet", True) self.grass.setShaderInput("grassSheet", grassTex) grassTex.setWrapU(Texture.WMClamp) grassTex.setWrapV(Texture.WMClamp) self.terrainNode.setShaderInput("offset", 0, 0, 0, 0) #for r in self.levels: # for node in r.getChildren(): # node.setShaderInput("offset",node.getX()+halfOffset,node.getY()+halfOffset,0,0) self.centerTile = None
def __init__(self,path): RenderNode.__init__(self,path,NodePath(path+"_terrainNode")) # Add a task to keep updating the terrain taskMgr.add(self.updateTask, "update")