def __init__(self, name, model=None, physics=False):
        """Arguments:
        name -- Aircraft name.

        model -- Model to load on init. Same as name if none given.
                 A string with the name of a plane in assets/planes/ is
                 expected.
                 0 or False = don't load a model

        physics -- When True, makes this plane physical.

        info:       invisible planes (without model) are for tracking only.
                    you should assign them models when they get into
                    visible range.

                    The idea behind the 'node' is pretty simple: working with
                    a virtual container prevents accidential replacement and
                    seperates things.
        """
        AssetBase.__init__(self)
        self.node = NodePath("aeroplane " + name)

        self.name = name
        self.model = None
        self.animcontrols = None
        self.hud = None
        self.ailerons = 0.0
        self.elevator = 0.0
        self.rudder = 0.0
        self.propellers = []

        if model is None:
            model = name
        if model:
            self.model, self.animcontrols = self.loadPlaneModel(model)
            self.model.reparentTo(self.node)

        self.physics = None
        if physics:
            self.activatePhysics()
Example #2
0
 def __init__(self, name):
     AssetBase.__init__(self)
     self.name = name
     self.node = NodePath(name)
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        # self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate,
            TextureStage.CSTexture,
            TextureStage.COSrcColor,
            TextureStage.CSPrevious,
            TextureStage.COSrcColor,
            TextureStage.CSConstant,
            TextureStage.COSrcAlpha,
        )

        self.addTask(self.update, name="water update", sort=1, taskChain="world")
Example #4
0
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        #self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size,
                              size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution,
                                            resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane",
                          Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate, TextureStage.CSTexture,
            TextureStage.COSrcColor, TextureStage.CSPrevious,
            TextureStage.COSrcColor, TextureStage.CSConstant,
            TextureStage.COSrcAlpha)

        self.addTask(self.update,
                     name="water update",
                     sort=1,
                     taskChain="world")
 def __init__(self, category):
     AssetBase.__init__(self)
     if category in ManagedAsset.assets:
         if "destroy" in dir(ManagedAsset.assets[category]):
             ManagedAsset.assets[category].destroy()
         ManagedAsset.assets[category] = self
 def __init__(self, name):
     AssetBase.__init__(self)
     self.name = name
     self.node = NodePath(name)
 def __init__(self, category):
     AssetBase.__init__(self)
     if category in ManagedAsset.assets:
         if "destroy" in dir(ManagedAsset.assets[category]):
             ManagedAsset.assets[category].destroy()
         ManagedAsset.assets[category] = self
 def __init__(self, name="ambient light", color=Vec4(0.6, 0.6, 0.8, 1)):
     AssetBase.__init__(self)
     self.light = AL("ambient light")
     self.light.setColor(color)
     self.node = NodePath(self.light)
 def __init__(self, name="default light"):
     AssetBase.__init__(self)
     self.ambient = AmbientLight()
     self.sun = DirectionalLight()
Example #10
0
 def __init__(self, name="directional light", color=Vec4(1,1,1,1)):
     AssetBase.__init__(self)
     self.light = DL("directional light")
     self.light.setColor(color)
     self.node = NodePath(self.light)