Example #1
0
class Cursor(DirectObject):
    """Cursor object for the UI."""

    parent: NodePath
    mouse_np: NodePath
    actor: Actor
    last_position: Point
    moved: bool
    pointed_at: Optional[NodePath]

    def __init__(self, parent: NodePath):
        super().__init__()
        self.parent = parent

        self.mouse_np = p3d.camera.attach_new_node(PandaNode('mouse'))
        self.mouse_np.set_y(p3d.lens.get_near())

        picker_node = CollisionNode('mouse_ray')
        picker_np = p3d.camera.attach_new_node(picker_node)
        self._picker_ray = CollisionRay()
        picker_node.add_solid(self._picker_ray)
        self._collision_handler = CollisionHandlerQueue()
        self._traverser = CollisionTraverser('mouse_traverser')
        self._traverser.add_collider(picker_np, self._collision_handler)

        self.actor = Actor(
            resource_filename('tsim', 'data/models/cursor'),
            {'spin': resource_filename('tsim', 'data/models/cursor-spin')})
        self.actor.loop('spin')
        self.actor.reparent_to(parent)
        self.actor.set_pos(0.0, 0.0, 0.0)
        self.actor.set_shader_off()

        self._position = Point(0.0, 0.0)
        self.last_position = self._position
        self.moved = False
        self.pointed_at = None

        self._tool: Optional[Tool] = None
        self._register_events()

    @property
    def position(self) -> Point:
        """Get the cursor position."""
        return self._position

    @position.setter
    def position(self, value: Union[Point, Iterable]):
        if not isinstance(value, Point):
            value = Point(*islice(value, 2))
        self.actor.set_x(value.x)
        self.actor.set_y(value.y)
        self._position = value

    @property
    def tool(self) -> Optional[Tool]:
        """Get current tool."""
        return self._tool

    @tool.setter
    def tool(self, value: Tool):
        if self._tool is not None:
            self._tool.cleanup()
        self.ignore_all()
        self._register_events()
        self._tool = value
        if value is not None:
            for key in INPUT.keys_for('tool_1'):
                self.accept(key, self._tool.on_button1_press)
                self.accept(f'{key}-up', self._tool.on_button1_release)
            for key in INPUT.keys_for('tool_2'):
                self.accept(key, self._tool.on_button2_press)
                self.accept(f'{key}-up', self._tool.on_button2_release)
            for key in INPUT.keys_for('tool_3'):
                self.accept(key, self._tool.on_button3_press)
                self.accept(f'{key}-up', self._tool.on_button3_release)
            self.accept('cursor_move', self._tool.on_cursor_move)

    def update(self):
        """Update callback."""
        self.actor.set_scale(p3d.camera.get_z()**0.6 / 10)
        self.moved = False

        if p3d.mouse_watcher.has_mouse():
            mouse_x, mouse_y = p3d.mouse_watcher.get_mouse()
            self._picker_ray.set_from_lens(p3d.cam_node, mouse_x, mouse_y)
            self._traverser.traverse(p3d.render)

            if self._collision_handler.get_num_entries():
                self._collision_handler.sort_entries()
                node_path = (
                    self._collision_handler.get_entry(0).get_into_node_path())
                self.position = node_path.get_pos(p3d.render)
                self.actor.set_z(2.0)
                self.pointed_at = node_path
            else:
                self.pointed_at = None
                film = p3d.lens.get_film_size() * 0.5
                self.mouse_np.set_x(mouse_x * film.x)
                self.mouse_np.set_y(p3d.lens.get_focal_length())
                self.mouse_np.set_z(mouse_y * film.y)
                self.last_position = self._position
                mouse_pos = self.mouse_np.get_pos(self.parent)
                cam_pos = p3d.camera.get_pos(self.parent)
                mouse_vec = mouse_pos - cam_pos
                if mouse_vec.z < 0.0:
                    scale = -mouse_pos.z / mouse_vec.z
                    self.actor.set_pos(mouse_pos + mouse_vec * scale)
                    self.position = self.actor.get_pos()
                    if self._position != self.last_position:
                        self.moved = True
                        p3d.messenger.send('cursor_move')

        if self._tool is not None:
            self._tool.on_update()

    def _on_simulation_step(self, dt: Duration):
        if self._tool is not None:
            self._tool.on_simulation_step(dt)

    def _register_events(self):
        def set_tool(tool: Type[Tool]):
            self.tool = tool(self)
            log.info('[%s] Changing tool to %s', __name__, tool.__name__)

        for tool in TOOLS:
            try:
                self.accept(tool.KEY, partial(set_tool, tool))
            except AttributeError:
                log.warning('[%s] No KEY set for tool %s', __name__,
                            tool.__name__)
        self.accept('simulation_step', self._on_simulation_step)
Example #2
0
class Picker(object):
    '''
    A class for picking (Panda3d) objects.
    '''
    def __init__(self,
                 app,
                 render,
                 camera,
                 mouseWatcher,
                 pickKeyOn,
                 pickKeyOff,
                 collideMask,
                 pickableTag="pickable"):
        self.render = render
        self.mouseWatcher = mouseWatcher.node()
        self.camera = camera
        self.camLens = camera.node().get_lens()
        self.collideMask = collideMask
        self.pickableTag = pickableTag
        self.taskMgr = app.task_mgr
        # setup event callback for picking body
        self.pickKeyOn = pickKeyOn
        self.pickKeyOff = pickKeyOff
        app.accept(self.pickKeyOn, self._pickBody, [self.pickKeyOn])
        app.accept(self.pickKeyOff, self._pickBody, [self.pickKeyOff])
        # collision data
        self.collideMask = collideMask
        self.cTrav = CollisionTraverser()
        self.collisionHandler = CollisionHandlerQueue()
        self.pickerRay = CollisionRay()
        pickerNode = CollisionNode("Utilities.pickerNode")
        node = NodePath("PhysicsNode")
        node.reparentTo(render)
        anp = node.attachNewNode(pickerNode)
        base.physicsMgr.attachPhysicalNode(pickerNode)
        pickerNode.add_solid(self.pickerRay)
        pickerNode.set_from_collide_mask(self.collideMask)
        pickerNode.set_into_collide_mask(BitMask32.all_off())
        #pickerNode.node().getPhysicsObject().setMass(10)
        self.cTrav.add_collider(self.render.attach_new_node(pickerNode),
                                self.collisionHandler)
        # service data
        self.pickedBody = None
        self.oldPickingDist = 0.0
        self.deltaDist = 0.0
        self.dragging = False
        self.updateTask = None

    def _pickBody(self, event):
        # handle body picking
        if event == self.pickKeyOn:
            # check mouse position
            if self.mouseWatcher.has_mouse():
                # Get to and from pos in camera coordinates
                pMouse = self.mouseWatcher.get_mouse()
                #
                pFrom = LPoint3f()
                pTo = LPoint3f()
                if self.camLens.extrude(pMouse, pFrom, pTo):
                    # Transform to global coordinates
                    rayFromWorld = self.render.get_relative_point(
                        self.camera, pFrom)
                    rayToWorld = self.render.get_relative_point(
                        self.camera, pTo)
                    # cast a ray to detect a body
                    # traverse downward starting at rayOrigin
                    self.pickerRay.set_direction(rayToWorld - rayFromWorld)
                    self.pickerRay.set_origin(rayFromWorld)
                    self.cTrav.traverse(self.render)
                    if self.collisionHandler.get_num_entries() > 0:
                        self.collisionHandler.sort_entries()
                        entry0 = self.collisionHandler.get_entry(0)
                        hitPos = entry0.get_surface_point(self.render)
                        # get the first parent with name
                        pickedObject = entry0.get_into_node_path()
                        while not pickedObject.has_tag(self.pickableTag):
                            pickedObject = pickedObject.getParent()
                            if not pickedObject:
                                return
                            if pickedObject == self.render:
                                return
                        #
                        self.pickedBody = pickedObject

                        self.oldPickingDist = (hitPos - rayFromWorld).length()
                        self.deltaDist = (
                            self.pickedBody.get_pos(self.render) - hitPos)
                        print(self.pickedBody.get_name(), hitPos)
                        if not self.dragging:
                            self.dragging = True
                            # create the task for updating picked body motion
                            self.updateTask = self.taskMgr.add(
                                self._movePickedBody, "_movePickedBody")
                            # set sort/priority
                            self.updateTask.set_sort(0)
                            self.updateTask.set_priority(0)
        else:

            if self.dragging:
                # remove pick body motion update task
                self.taskMgr.remove("_movePickedBody")
                self.updateTask = None
                self.dragging = False
                self.pickedBody = None

    def _movePickedBody(self, task):
        # handle picked body if any
        if self.pickedBody and self.dragging:
            # check mouse position
            if self.mouseWatcher.has_mouse():
                # Get to and from pos in camera coordinates
                pMouse = self.mouseWatcher.get_mouse()
                #
                pFrom = LPoint3f()
                pTo = LPoint3f()
                if self.camLens.extrude(pMouse, pFrom, pTo):
                    # Transform to global coordinates
                    rayFromWorld = self.render.get_relative_point(
                        self.camera, pFrom)
                    rayToWorld = self.render.get_relative_point(
                        self.camera, pTo)
                    # keep it at the same picking distance
                    direction = (rayToWorld - rayFromWorld).normalized()
                    direction *= self.oldPickingDist
                    self.pickedBody.set_pos(
                        self.render, rayFromWorld + direction + self.deltaDist)
                    #self.pickedBody.reparentTo(np)
                    #self.pickedBody.setMass(10.0)

        #
        return task.cont
Example #3
0
class MouseOverOnEntity(System):
    entity_filters = {
        'mouseoverable': [Proxy('model'), MouseOverable],
        'mouseoverable_geometry': [Proxy('geometry'), MouseOverableGeometry],
        'camera': [Camera, Input, MouseOveringCamera],
    }
    proxies = {
        'model': ProxyType(Model, 'node'),
        'geometry': ProxyType(Geometry, 'node'),
    }

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.traverser = CollisionTraverser()
        self.queue = CollisionHandlerQueue()

        self.picker_ray = CollisionRay()
        self.picker_node = CollisionNode('mouse ray')
        self.picker_node.add_solid(self.picker_ray)
        self.picker_node.set_from_collide_mask(MOUSEOVER_MASK)
        self.picker_node.set_into_collide_mask(0x0)
        self.picker_node_path = NodePath(self.picker_node)

        self.traverser.add_collider(self.picker_node_path, self.queue)

    def enter_filter_mouseoverable(self, entity):
        model_proxy = self.proxies['model']
        model_node = model_proxy.field(entity)
        mouseoverable = entity[MouseOverable]

        into_node = CollisionNode('wecs_mouseoverable')
        into_node.add_solid(mouseoverable.solid)
        into_node.set_from_collide_mask(0x0)
        into_node.set_into_collide_mask(mouseoverable.mask)
        into_node_path = model_node.attach_new_node(into_node)
        into_node_path.set_python_tag('wecs_mouseoverable', entity._uid)

    def exit_filter_mouseoverable(self, entity):
        # FIXME: Undo all the other stuff that accumulated!
        entity[MouseOverable].solid.detach_node()

    def enter_filter_mouseoverable_geometry(self, entity):
        into_node = self.proxies['geometry'].field(entity)

        old_mask = into_node.get_collide_mask()
        new_mask = old_mask | entity[MouseOverableGeometry].mask
        into_node.set_collide_mask(new_mask)
        into_node.find('**/+GeomNode').set_python_tag('wecs_mouseoverable',
                                                      entity._uid)

    def update(self, entities_by_filter):
        for entity in entities_by_filter['camera']:
            mouse_overing = entity[MouseOveringCamera]
            camera = entity[Camera]
            input = entity[Input]

            # Reset overed entity to None
            mouse_overing.entity = None
            mouse_overing.collision_entry = None

            requested = 'mouse_over' in input.contexts
            has_mouse = base.mouseWatcherNode.has_mouse()
            if requested and has_mouse:
                # Attach and align testing ray, and run collisions
                self.picker_node_path.reparent_to(camera.camera)
                mpos = base.mouseWatcherNode.get_mouse()
                self.picker_ray.set_from_lens(
                    base.camNode,
                    mpos.getX(),
                    mpos.getY(),
                )
                self.traverser.traverse(camera.camera.get_top())

                # Remember reference to mouseovered entity, if any
                if self.queue.get_num_entries() > 0:
                    self.queue.sort_entries()
                    entry = self.queue.get_entry(0)
                    picked_node = entry.get_into_node_path()
                    picked_uid = picked_node.get_python_tag(
                        'wecs_mouseoverable')
                    mouse_overing.entity = picked_uid
                    mouse_overing.collision_entry = entry
class MapPicker():
    __name: Final[str]
    __base: Final[ShowBase]
    __data: Final[NDArray[(Any, Any, Any), np.uint8]]

    # collision data
    __ctrav: Final[CollisionTraverser]
    __cqueue: Final[CollisionHandlerQueue]
    __cn: Final[CollisionNode]
    __cnp: Final[NodePath]

    # picker data
    __pn: Final[CollisionNode]
    __pnp: Final[NodePath]
    __pray: Final[CollisionRay]

    # constants
    COLLIDE_MASK: Final[BitMask32] = BitMask32.bit(1)

    def __init__(self, services: Services, base: ShowBase, map_data: MapData, name: Optional[str] = None):
        self.__services = services
        self.__services.ev_manager.register_listener(self)
        self.__base = base
        self.__name = name if name is not None else (map_data.name + "_picker")
        self.__map = map_data
        self.__data = map_data.data

        # collision traverser & queue
        self.__ctrav = CollisionTraverser(self.name + '_ctrav')
        self.__cqueue = CollisionHandlerQueue()

        # collision boxes
        self.__cn = CollisionNode(self.name + '_cn')
        self.__cn.set_collide_mask(MapPicker.COLLIDE_MASK)
        self.__cnp = self.__map.root.attach_new_node(self.__cn)
        self.__ctrav.add_collider(self.__cnp, self.__cqueue)
        self.__points = []

        z_offset = 1 if self.__map.dim == 3 else self.__map.depth
        for idx in np.ndindex(self.__data.shape):
            if bool(self.__data[idx] & MapData.TRAVERSABLE_MASK):
                p = Point(*idx)
                self.__points.append(p)
                idx = self.__cn.add_solid(CollisionBox(idx, Point3(p.x+1, p.y+1, p.z-z_offset)))
                assert idx == (len(self.__points) - 1)

        # mouse picker
        self.__pn = CollisionNode(self.name + '_pray')
        self.__pnp = self.__base.cam.attach_new_node(self.__pn)
        self.__pn.set_from_collide_mask(MapPicker.COLLIDE_MASK)

        self.__pray = CollisionRay()
        self.__pn.add_solid(self.__pray)
        self.__ctrav.add_collider(self.__pnp, self.__cqueue)

        # debug -> shows collision ray / impact point
        # self.__ctrav.show_collisions(self.__map.root)

    @property
    def name(self) -> str:
        return self.__name

    @property
    def pos(self):
        # check if we have access to the mouse
        if not self.__base.mouseWatcherNode.hasMouse():
            return None

        # get the mouse position
        mpos = self.__base.mouseWatcherNode.get_mouse()

        # set the position of the ray based on the mouse position
        self.__pray.set_from_lens(self.__base.camNode, mpos.getX(), mpos.getY())

        # find collisions
        self.__ctrav.traverse(self.__map.root)

        # if we have hit something sort the hits so that the closest is first
        if self.__cqueue.get_num_entries() == 0:
            return None
        self.__cqueue.sort_entries()

        # compute & return logical cube position
        x, y, z = self.__cqueue.get_entry(0).getSurfacePoint(self.__map.root)
        x, y, z = [max(math.floor(x), 0), max(math.floor(y), 0), max(math.ceil(z), 0)]
        if x == len(self.__data):
            x -= 1
        if y == len(self.__data[x]):
            y -= 1
        if z == len(self.__data[x][y]):
            z -= 1

        return Point(x, y, z)

    def notify(self, event: Event) -> None:
        if isinstance(event, MapUpdateEvent):
            z_offset = 1 if self.__map.dim == 3 else self.__map.depth
            for p in event.updated_cells:
                if p.n_dim == 2:
                    p = Point(*p, 0)

                if bool(self.__data[p.values] & MapData.TRAVERSABLE_MASK):
                    self.__points.append(p)
                    idx = self.__cn.add_solid(CollisionBox(p.values, Point3(p.x+1, p.y+1, p.z-z_offset)))
                    assert idx == (len(self.__points) - 1)
                else:
                    try:
                        i = self.__points.index(p)
                    except ValueError:
                        continue
                    self.__cn.remove_solid(i)
                    self.__points.pop(i)

    def destroy(self) -> None:
        self.__cqueue.clearEntries()
        self.__ctrav.clear_colliders()
        self.__cnp.remove_node()
        self.__pnp.remove_node()