Example #1
0
 def _make_fullscreen_tri(self):
     """ Creates the oversized triangle used for rendering """
     vformat = GeomVertexFormat.get_v3()
     vdata = GeomVertexData("vertices", vformat, Geom.UH_static)
     vdata.set_num_rows(3)
     vwriter = GeomVertexWriter(vdata, "vertex")
     vwriter.add_data3f(-1, 0, -1)
     vwriter.add_data3f(3, 0, -1)
     vwriter.add_data3f(-1, 0, 3)
     gtris = GeomTriangles(Geom.UH_static)
     gtris.add_next_vertices(3)
     geom = Geom(vdata)
     geom.add_primitive(gtris)
     geom_node = GeomNode("gn")
     geom_node.add_geom(geom)
     geom_node.set_final(True)
     geom_node.set_bounds(OmniBoundingVolume())
     tri = NodePath(geom_node)
     tri.set_depth_test(False)
     tri.set_depth_write(False)
     tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000)
     tri.set_color(Vec4(1))
     tri.set_bin("unsorted", 10)
     tri.reparent_to(self._node)
     self._tri = tri
Example #2
0
def geom_node():
    array = GeomVertexArrayFormat()
    array.add_column("vertex", 3, Geom.NT_float32, Geom.C_point)
    array.add_column("normal", 3, Geom.NT_float32, Geom.C_normal)
    array.add_column("color", 3, Geom.NT_float32, Geom.C_color)
    array.add_column("texcoord", 3, Geom.NT_float32, Geom.C_texcoord)
    format = GeomVertexFormat()
    format.add_array(array)
    format = GeomVertexFormat.register_format(format)

    vdata = GeomVertexData("test", format, Geom.UH_static)
    vdata.set_num_rows(4)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    vertex.add_data3f(1, 0, 0)
    normal.add_data3f(0, 0, 1)
    color.add_data4f(0, 0, 1, 1)
    texcoord.add_data2f(1, 0)

    vertex.add_data3f(1, 1, 0)
    normal.add_data3f(0, 1, 1)
    color.add_data4f(1, 0, 1, 1)
    texcoord.add_data2f(1, 1)

    geom = Geom(vdata)
    node = GeomNode('gnode')
    node.add_geom(geom)
    return node
 def _make_fullscreen_tri(self):
     """ Creates the oversized triangle used for rendering """
     vformat = GeomVertexFormat.get_v3()
     vdata = GeomVertexData("vertices", vformat, Geom.UH_static)
     vdata.set_num_rows(3)
     vwriter = GeomVertexWriter(vdata, "vertex")
     vwriter.add_data3f(-1, 0, -1)
     vwriter.add_data3f(3, 0, -1)
     vwriter.add_data3f(-1, 0, 3)
     gtris = GeomTriangles(Geom.UH_static)
     gtris.add_next_vertices(3)
     geom = Geom(vdata)
     geom.add_primitive(gtris)
     geom_node = GeomNode("gn")
     geom_node.add_geom(geom)
     geom_node.set_final(True)
     geom_node.set_bounds(OmniBoundingVolume())
     tri = NodePath(geom_node)
     tri.set_depth_test(False)
     tri.set_depth_write(False)
     tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000)
     tri.set_color(Vec4(1))
     tri.set_bin("unsorted", 10)
     tri.reparent_to(self._node)
     self._tri = tri
Example #4
0
    def get_p3d_geom_node(self, name='UnnamedGeom'):
        # type: (Optional[str]) -> GeomNode
        """Returns a Panda3D GeomNode object"""
        vertex_data = GeomVertexData(name, GeomVertexFormat.get_v3c4(),
                                     Geom.UH_static)
        total_triangles = len(self.__triangles__)

        # Every triangle gets its unique set of vertices for flat shading
        num_rows = total_triangles * 3
        vertex_data.set_num_rows(num_rows)
        vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
        color_writer = GeomVertexWriter(vertex_data, 'color')
        for i in range(total_triangles):
            triangle = self.vertices[self.triangles[i]]
            vertex_writer.add_data3f(*triangle[0])
            vertex_writer.add_data3f(*triangle[1])
            vertex_writer.add_data3f(*triangle[2])
            triangle_color = self.colors[self.triangles[i]].sum(axis=0) / 3
            for _ in [0, 0, 0]:
                color_writer.add_data4f(*triangle_color)

        geom = Geom(vertex_data)
        for i in range(total_triangles):
            triangle = GeomTriangles(Geom.UH_static)
            first = i * 3
            triangle.add_vertex(first)
            triangle.add_vertex(first + 1)
            triangle.add_vertex(first + 2)
            geom.add_primitive(triangle)
        node = GeomNode(name)
        node.add_geom(geom)
        return node
        def make_SB(pos, hpr):

            #use this to construct a torus geom.
            #import torus
            #geom = torus.make_geom()

            geom = (loader.load_model('models/torus.egg').find_all_matches(
                '**/+GeomNode').get_path(0).node().modify_geom(0))

            geomNode = GeomNode('')
            geomNode.add_geom(geom)

            node = BulletSoftBodyNode.make_tri_mesh(info, geom)
            node.link_geom(geomNode.modify_geom(0))

            node.generate_bending_constraints(2)
            node.get_cfg().set_positions_solver_iterations(2)
            node.get_cfg().set_collision_flag(
                BulletSoftBodyConfig.CF_vertex_face_soft_soft, True)
            node.randomize_constraints()
            node.set_total_mass(50, True)

            softNP = self.worldNP.attach_new_node(node)
            softNP.set_pos(pos)
            softNP.set_hpr(hpr)
            self.world.attach(node)

            geomNP = softNP.attach_new_node(geomNode)
Example #6
0
 def wrap_up(self):
     self.prim.close_primitive()
     geom = Geom(self.vdata)
     geom.add_primitive(self.prim)
     node = GeomNode('point')
     node.add_geom(geom)
     return NodePath(node)
Example #7
0
def mesh(vertices, normals, colours, triangles):

    # TODO: Make this name meaningful in some way
    name = 'test'

    v3n3c4 = GeomVertexFormat.get_v3n3c4()
    data = GeomVertexData(name, v3n3c4, Geom.UHStatic)
    data.set_num_rows(len(vertices))

    vertex_writer = GeomVertexWriter(data, 'vertex')
    normal_writer = GeomVertexWriter(data, 'normal')
    colour_writer = GeomVertexWriter(data, 'color')

    for vertex in vertices:
        vertex_writer.add_data3(*vertex)

    for normal in normals:
        normal_writer.add_data3(*normal)

    for colour in colours:
        colour_writer.add_data4(*colour)

    prim = GeomTriangles(Geom.UHStatic)

    for triangle in triangles:
        prim.add_vertices(*triangle)

    geom = Geom(data)
    geom.add_primitive(prim)

    node = GeomNode(name)
    node.add_geom(geom)

    return node
Example #8
0
def create(parent: NodePath, way: Way) -> NodePath:
    """Create node for given way and attach it to the parent."""
    geom = _generate_mesh(way)
    node = GeomNode(str(way.id))
    node.add_geom(geom)
    node.adjust_draw_mask(0x00000000, 0x00010000, 0xfffeffff)
    node_path = parent.attach_new_node(node)
    node_path.set_texture(textures.get('road'), 1)
    return node_path
Example #9
0
def create(parent: NodePath, node: Node) -> NodePath:
    """Create node for given node and attach it to the parent."""
    geom = _generate_mesh(node)
    node_ = GeomNode(str(node.id))
    node_.add_geom(geom)
    node_.adjust_draw_mask(0x00000000, 0x00010000, 0xfffeffff)
    node_path = parent.attach_new_node(node_)
    node_path.set_texture(textures.get('intersection'))
    return node_path
Example #10
0
 def _make_grid(self):
     model = GeomNode('grid')
     model.add_geom(geometry.make_grid())
     node = self.render.attach_new_node(model)
     node.set_light_off()
     node.set_render_mode_wireframe()
     node.set_antialias(AntialiasAttrib.MLine)
     node.hide(self.LightMask)
     return node
Example #11
0
def create(parent: NodePath, radius: float, count: int) -> NodePath:
    """Create and add the ground plane to the scene."""
    geom = _generate_mesh(radius, count)
    node = GeomNode('world')
    node.add_geom(geom)

    node_path = parent.attach_new_node(node)
    node_path.set_texture(textures.get('ground'))
    node_path.set_effect(DecalEffect.make())
    return node_path
Example #12
0
 def _make_floor(self):
     model = GeomNode('floor')
     model.add_geom(geometry.make_plane(size=(10, 10)))
     node = self.render.attach_new_node(model)
     node.set_color(Vec4(0.3, 0.3, 0.3, 1))
     material = Material()
     material.set_ambient(Vec4(0, 0, 0, 1))
     material.set_diffuse(Vec4(0.3, 0.3, 0.3, 1))
     material.set_specular(Vec3(1, 1, 1))
     material.set_roughness(0.8)
     node.set_material(material, 1)
     return node
Example #13
0
    def make_light(self):

        d_light = DirectionalLight('dlight')
        d_light.setColor((0.3, 0.3, 0.3, 1))
        d_light_np = self.app.render.attachNewNode(d_light)
        self.app.render.setLight(d_light_np)

        cam_cube_node = GeomNode('cam_cube')
        cam_cube_node.add_geom(make_cube_geom(geom_color=(1, 1, 0, 1)))
        cam_cube_path = self.app.render.attachNewNode(cam_cube_node)
        cam_cube_path.reparentTo(d_light_np)

        d_light_np.setPos(self.ref_node.getPos())
        d_light_np.setHpr(self.ref_node.getHpr())
Example #14
0
    def __init__(self, spacing: float, size: float, parent: NodePath,
                 focus: NodePath):
        self.spacing = spacing
        self.size = size
        self.focus = focus
        self._create_geom()

        node = GeomNode('grid')
        node.add_geom(self.geom)
        self.node_path = parent.attach_new_node(node)
        self.node_path.set_z(0.1)
        self.node_path.set_transparency(TransparencyAttrib.M_alpha)
        self.node_path.set_light_off()
        self.node_path.set_shader_off()
Example #15
0
    def append_capsule(self, root_path, name, radius, length, frame=None):
        """Append a capsule primitive node to the group.

        Arguments:
            root_path {str} -- path to the group's root node
            name {str} -- node name within a group
            radius {float} -- capsule radius
            length {float} -- capsule length

        Keyword Arguments:
            frame {tuple} -- local frame position and quaternion (default: {None})
        """
        geom_node = GeomNode('capsule')
        geom_node.add_geom(geometry.make_capsule(radius, length))
        node = NodePath(geom_node)
        self.append_node(root_path, name, node, frame)
Example #16
0
    def append_sphere(self, root_path, name, radius, frame=None):
        """Append a sphere primitive node to the group.

        Arguments:
            root_path {str} -- path to the group's root node
            name {str} -- node name within a group
            radius {float} -- sphere radius

        Keyword Arguments:
            frame {tuple} -- local frame position and quaternion (default: {None})
        """
        geom_node = GeomNode('sphere')
        geom_node.add_geom(geometry.make_sphere())
        node = NodePath(geom_node)
        node.set_scale(Vec3(radius, radius, radius))
        self.append_node(root_path, name, node, frame)
Example #17
0
    def append_box(self, root_path, name, size, frame=None):
        """Append a box primitive node to the group.

        Arguments:
            root_path {str} -- path to the group's root node
            name {str} -- node name within a group
            size {Vec3} -- box size

        Keyword Arguments:
            frame {tuple} -- local frame position and quaternion (default: {None})
        """
        geom_node = GeomNode('box')
        geom_node.add_geom(geometry.make_box())
        node = NodePath(geom_node)
        node.set_scale(Vec3(*size))
        self.append_node(root_path, name, node, frame)
Example #18
0
    def draw_circle_filled(self, p: Point, nsteps=16, radius: float = 0.06, colour: Colour = WHITE) -> None:
        gn = GeomNode("circle")

        exists: bool = False
        for cn, cr, cg in self.__circles:
            if cn == nsteps and cr == radius:
                exists = True
                gn.add_geom(cg)
                break
        if not exists:
            self.__circles.append((nsteps, radius, BuildGeometry.addCircle(gn, nsteps, radius, colour)))

        np = self.root.attach_new_node(gn)

        np.set_pos(*p)
        np.set_color(*colour)
Example #19
0
    def append_plane(self, root_path, name, size, frame=None):
        """Append a plane primitive node to the group.

        Arguments:
            root_path {str} -- path to the group's root node
            name {str} -- node name within a group
            size {Vec2} -- plane x,y size

        Keyword Arguments:
            frame {tuple} -- local frame position and quaternion (default: {None})
        """
        geom_node = GeomNode('plane')
        geom_node.add_geom(geometry.make_plane())
        node = NodePath(geom_node)
        node.set_scale(Vec3(size[0], size[1], 1.0))
        self.append_node(root_path, name, node, frame)
Example #20
0
    def create_hidden_area_mesh(self, mask):
        """
        Using the provided mask configuration, create the mesh that will cover the area not visible from the HMD
        """

        gvf = GeomVertexFormat.get_v3()
        gvd = GeomVertexData('gvd', gvf, Geom.UH_static)
        geom = Geom(gvd)
        gvw = GeomVertexWriter(gvd, InternalName.get_vertex())
        for i in range(mask.unTriangleCount * 3):
            vertex = mask.pVertexData[i]
            # The clip space in Panda3D has [-1, 1] coordinates, the received coordinates are in [0, 1]
            gvw.add_data3(vertex[0] * 2 - 1, vertex[1] * 2 - 1, -1)
        prim = GeomTriangles(Geom.UH_static)
        for i in range(mask.unTriangleCount):
            prim.add_vertices(i * 3, i * 3 + 1, i * 3 + 2)
        geom.add_primitive(prim)
        node = GeomNode('hidden-area-mesh')
        node.add_geom(geom)
        return node
Example #21
0
def create(parent: NodePath, path: Path) -> NodePath:
    """Create node for given path and attach it to the parent."""
    points = path.oriented_points()

    if len(points) >= 2:
        geom = _generate_mesh(points)
        node = GeomNode('path')
        node.add_geom(geom)
        node.adjust_draw_mask(0x00000000, 0x00010000, 0xfffeffff)
        node_path = parent.attach_new_node(node)
        node_path.set_light_off()
        # Setting depth write to false solves the problem of this big flat
        # polygon obscuring other semi-transparent things (like the lane
        # connections card) depending on the camera angle. See:
        # https://docs.panda3d.org/1.10/python/programming/texturing/transparency-and-blending
        node_path.set_depth_write(False)
        node_path.set_transparency(TransparencyAttrib.M_alpha)
    else:
        node_path = None

    return node_path
Example #22
0
 def get_geom_node(self):
     node = GeomNode(self.name)
     node.add_geom(self.get_geom())
     return node
Example #23
0
class Skidmark(GameObject):
    def __init__(self, whl_pos, whl_radius, car_h):
        GameObject.__init__(self)
        self.radius = whl_radius
        v_f = GeomVertexFormat.getV3()
        vdata = GeomVertexData('skid', v_f, Geom.UHDynamic)
        prim = GeomTriangles(Geom.UHStatic)
        self.vtx_cnt = 1
        self.last_pos = whl_pos
        geom = Geom(vdata)
        geom.add_primitive(prim)
        self.node = GeomNode('gnode')
        self.node.add_geom(geom)
        nodepath = self.eng.gfx.root.attach_node(self.node)
        nodepath.set_transparency(True)
        nodepath.set_depth_offset(1)
        nodepath.node.set_two_sided(True)  # for self-shadowing issues
        self.__set_material(nodepath)
        nodepath.p3dnode.set_bounds(OmniBoundingVolume())
        self.add_vertices(whl_radius, car_h)
        self.add_vertices(whl_radius, car_h)

        def alpha(time, n_p):
            if not n_p.is_empty:
                n_p.node.set_shader_input('alpha', time)
            # this if seems necessary since, if there are skidmarks and you
            # exit from the race (e.g. back to the menu), then alpha is being
            # called from the interval manager even if the interval manager
            # correctly says that there are 0 intervals.

        self.remove_seq = Sequence(
            Wait(8), LerpFunc(alpha, 8, .5, 0, 'easeInOut', [nodepath]),
            Func(nodepath.remove_node))
        self.remove_seq.start()

    @staticmethod
    def __set_material(nodepath):
        # mat = Material()
        # mat.set_ambient((.35, .35, .35, .5))
        # mat.set_diffuse((.35, .35, .35, .5))
        # mat.set_specular((.35, .35, .35, .5))
        # mat.set_shininess(12.5)
        # nodepath.set_material(mat)
        nodepath.node.set_shader(Shader.make(Shader.SL_GLSL, vert, frag))
        nodepath.node.set_shader_input('alpha', .5)

    def add_vertices(self, whl_radius, car_h):
        base_pos = self.last_pos + (0, 0, -whl_radius + .05)
        rot_mat = Mat4()
        rot_mat.set_rotate_mat(car_h, (0, 0, 1))
        vdata = self.node.modify_geom(0).modify_vertex_data()
        vwriter = GeomVertexWriter(vdata, 'vertex')
        vwriter.set_row(vdata.get_num_rows())
        vwriter.add_data3f(base_pos + rot_mat.xform_vec((-.12, 0, 0)))
        vwriter.add_data3f(base_pos + rot_mat.xform_vec((.12, 0, 0)))
        cnt = self.vtx_cnt
        prim = self.node.modify_geom(0).modify_primitive(0)
        if cnt >= 3:
            prim.add_vertices(cnt - 3, cnt - 2, cnt - 1)
            prim.add_vertices(cnt - 2, cnt, cnt - 1)
        self.vtx_cnt += 2

    def update(self, whl_pos, car_h):
        if (whl_pos - self.last_pos).length() > .2:
            self.last_pos = whl_pos
            self.add_vertices(self.radius, car_h)

    def destroy(self):
        self.remove_seq = self.remove_seq.finish()
        GameObject.destroy(self)
Example #24
0
 def get_geom_node(self):
     node = GeomNode(self.name)
     node.add_geom(self.get_geom())
     return node
class PointCloud():
    name: str
    node_path: NodePath
    geom_node: GeomNode

    def __init__(self, name='point_cloud', thickness: float = 3) -> None:
        self.name = name
        self.geom_node = GeomNode(self.name)
        self.node_path = NodePath(self.geom_node)
        self.node_path.set_render_mode_wireframe()
        self.node_path.set_render_mode_thickness(thickness)
        self.node_path.set_antialias(AntialiasAttrib.MPoint)

    @staticmethod
    def __make_points(vertices, colours=None, geom: Geom = None) -> Geom:
        """
        This function is largely inspired by panda3d_viewer's implementation.

        Copyright (c) 2020, Igor Kalevatykh

        Permission is hereby granted, free of charge, to any person obtaining a copy
        of this software and associated documentation files (the "Software"), to deal
        in the Software without restriction, including without limitation the rights
        to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
        copies of the Software, and to permit persons to whom the Software is
        furnished to do so, subject to the following conditions:

        The above copyright notice and this permission notice shall be included in all
        copies or substantial portions of the Software.

        THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
        EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
        MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
        IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
        DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
        OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
        OR OTHER DEALINGS IN THE SOFTWARE.
        """

        if not isinstance(vertices, np.ndarray):
            vertices = np.asarray(vertices, dtype=np.float32)

        if colours is not None:
            if not isinstance(colours, np.ndarray):
                colours = np.asarray(colours)
            if colours.dtype != np.uint8:
                colours = np.uint8(colours * 255)
            vertices = np.column_stack((vertices.view(dtype=np.uint32).reshape(-1, 3),
                                        colours.view(dtype=np.uint32)))

        data = vertices.tostring()

        if geom is None:
            if vertices.strides[0] == 12:
                vformat = GeomVertexFormat.get_v3()
            elif vertices.strides[0] == 16:
                vformat = GeomVertexFormat.get_v3c4()
            else:
                raise ValueError('Incompatible point clout format: {},{}'.format(vertices.dtype, vertices.shape))

            vdata = GeomVertexData('vdata', vformat, Geom.UHDynamic)
            vdata.unclean_set_num_rows(len(vertices))
            vdata.modify_array_handle(0).set_subdata(0, len(data), data)

            prim = GeomPoints(Geom.UHDynamic)
            prim.clear_vertices()
            prim.add_consecutive_vertices(0, len(vertices))
            prim.close_primitive()

            geom = Geom(vdata)
            geom.add_primitive(prim)
        else:
            vdata = geom.modify_vertex_data()
            vdata.unclean_set_num_rows(len(vertices))
            vdata.modify_array_handle(0).set_subdata(0, len(data), data)

            prim = geom.modify_primitive(0)
            prim.clear_vertices()
            prim.add_consecutive_vertices(0, len(vertices))
            prim.close_primitive()

        return geom

    def update(self, vertices, colours=None) -> None:
        if self.geom_node.get_num_geoms() == 0:
            self.geom = self.__make_points(vertices, colours)
            self.geom_node.add_geom(self.geom)
        else:
            self.geom = self.geom_node.modify_geom(0)
            self.__make_points(vertices, colours, self.geom)
    def setup(self):
        self.worldNP = render.attach_new_node('World')

        # World
        self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
        self.debugNP.show()

        #self.debugNP.show_tight_bounds()
        #self.debugNP.show_bounds()

        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Ground
        p0 = LPoint3(-20, -20, 0)
        p1 = LPoint3(-20, 20, 0)
        p2 = LPoint3(20, -20, 0)
        p3 = LPoint3(20, 20, 0)
        mesh = BulletTriangleMesh()
        mesh.add_triangle(p0, p1, p2)
        mesh.add_triangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
        np.node().add_shape(shape)
        np.set_pos(0, 0, -2)
        np.set_collide_mask(BitMask32.all_on())

        self.world.attach(np.node())

        # Stair
        origin = LPoint3(0, 0, 0)
        size = LVector3(2, 10, 1)
        shape = BulletBoxShape(size * 0.5)
        for i in range(10):
            pos = origin + size * i
            pos.setY(0)

            np = self.worldNP.attach_new_node(
                BulletRigidBodyNode('Stair{}'.format(i)))
            np.node().add_shape(shape)
            np.set_pos(pos)
            np.set_collide_mask(BitMask32.all_on())

            npV = loader.load_model('models/box.egg')
            npV.reparent_to(np)
            npV.set_scale(size)

            self.world.attach(np.node())

        # Soft body world information
        info = self.world.get_world_info()
        info.set_air_density(1.2)
        info.set_water_density(0)
        info.set_water_offset(0)
        info.set_water_normal(LVector3(0, 0, 0))

        # Softbody
        center = LPoint3(0, 0, 0)
        radius = LVector3(1, 1, 1) * 1.5
        node = BulletSoftBodyNode.make_ellipsoid(info, center, radius, 128)
        node.set_name('Ellipsoid')
        node.get_material(0).set_linear_stiffness(0.1)
        node.get_cfg().set_dynamic_friction_coefficient(1)
        node.get_cfg().set_damping_coefficient(0.001)
        node.get_cfg().set_pressure_coefficient(1500)
        node.set_total_mass(30, True)
        node.set_pose(True, False)

        np = self.worldNP.attach_new_node(node)
        np.set_pos(15, 0, 12)
        #np.setH(90.0)
        #np.show_bounds()
        #np.show_tight_bounds()
        self.world.attach(np.node())

        geom = BulletHelper.make_geom_from_faces(node)
        node.link_geom(geom)
        nodeV = GeomNode('EllipsoidVisual')
        nodeV.add_geom(geom)
        npV = np.attach_new_node(nodeV)
Example #27
0
    def setup(self):
        self.worldNP = render.attach_new_node('World')

        # World
        self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
        self.debugNP.show()

        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Ground
        p0 = LPoint3(-20, -20, 0)
        p1 = LPoint3(-20, 20, 0)
        p2 = LPoint3(20, -20, 0)
        p3 = LPoint3(20, 20, 0)
        mesh = BulletTriangleMesh()
        mesh.add_triangle(p0, p1, p2)
        mesh.add_triangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
        np.node().add_shape(shape)
        np.set_pos(0, 0, -2)
        np.set_collide_mask(BitMask32.all_on())

        self.world.attach(np.node())

        # Soft body world information
        info = self.world.get_world_info()
        info.set_air_density(1.2)
        info.set_water_density(0)
        info.set_water_offset(0)
        info.set_water_normal(LVector3(0, 0, 0))

        # Softbody
        for i in range(50):
            p00 = LPoint3(-2, -2, 0)
            p10 = LPoint3(2, -2, 0)
            p01 = LPoint3(-2, 2, 0)
            p11 = LPoint3(2, 2, 0)
            node = BulletSoftBodyNode.make_patch(info, p00, p10, p01, p11, 6,
                                                 6, 0, True)
            node.generate_bending_constraints(2)
            node.get_cfg().set_lift_coefficient(0.004)
            node.get_cfg().set_dynamic_friction_coefficient(0.0003)
            node.get_cfg().set_aero_model(
                BulletSoftBodyConfig.AM_vertex_two_sided)
            node.set_total_mass(0.1)
            node.add_force(LVector3(0, 2, 0), 0)

            np = self.worldNP.attach_new_node(node)
            np.set_pos(self.LVector3_rand() * 10 + LVector3(0, 0, 20))
            np.set_hpr(self.LVector3_rand() * 16)
            self.world.attach(node)

            fmt = GeomVertexFormat.get_v3n3t2()
            geom = BulletHelper.make_geom_from_faces(node, fmt, True)
            node.link_geom(geom)
            nodeV = GeomNode('')
            nodeV.add_geom(geom)
            npV = np.attach_new_node(nodeV)

            tex = loader.load_texture('models/panda.jpg')
            npV.set_texture(tex)
            BulletHelper.make_texcoords_for_patch(geom, 6, 6)
Example #28
0
 def get_node(self):
     geom = Geom(self._vert_data)
     geom.add_primitive(self._prim)
     node = GeomNode(self._name)
     node.add_geom(geom)
     return node
Example #29
0
class Simulator(ShowBase):
    def __init__(self, textboxes=({}), default_text_scale=.07, graph_objs={}):
        ShowBase.__init__(self)

        self.joys = self.devices.getDevices(InputDevice.DeviceClass.gamepad)
        #Attaches input devices to base
        for ind, joy in enumerate(self.joys):
            self.attachInputDevice(joy, prefix=str(ind))
        #Joystick reading variable
        self.joystick_readings = []

        #Add panda and background
        self.scene = self.loader.loadModel("models/environment")
        self.scene.reparentTo(self.render)
        self.scene.setScale(0.25, 0.25, 0.25)
        #Sets the scene position
        self.scene.setPos(-8, 48, 0)

        self.camera.setPos(-8, 48, -4)

        self.pandaActor = Actor("models/panda-model",
                                {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        self.pandaActor.reparentTo(self.render)
        self.pandaLocation = [0, 0, 0]
        self.setPandaToLocation()
        #Lines to be rendered on the next frame
        self.lines = []
        self.lineNodes = []
        self.lineNodePaths = []
        #Text boxes which will be rendered every frame
        #Key is a node name, value is a dict with
        #arguments such as text, location, and scale
        #Hack to keep default argument immutable and prevent bugs
        if type(textboxes) == tuple:
            self.textboxes = textboxes[0]
        else:
            self.textboxes = textboxes
        self.textNodes = {}
        self.textNodePaths = {}
        self.default_text_scale = default_text_scale
        #Geometry drawing node
        self.geom_node = GeomNode("drawer")
        self.aspect2d.attach_new_node(self.geom_node)
        self.text_is_active = True
        #If the text toggle button has been up for more than one frame
        self.text_button_lifted = True
        #If changes that need to be made on text have taken place
        self.text_toggled = True
        #Loop the animation to the one loaded in the dictionary
        self.pandaActor.loop("walk")
        #Intantiates physics engine
        self.physics = physics.Swerve()
        self.taskMgr.add(self.updateJoysticks, "updateJoysticks")
        self.taskMgr.add(self.walkPandaToPhysics, "walkPandaToPhysics")
        self.taskMgr.add(self.update2dDisplay, "update2dDisplay")
        self.taskMgr.add(self.toggleText, "toggleText")
        #Creates a graph of y vectors
        self.graphs = graph_objs
        #Adds dummy value to graph to prevent crash
        self.graphs["y_graph"].update(0)
        self.graphs["vector_graph"].update(0, 0)

    def walkPanda(self, task):
        x = self.joystick_readings[0]["axes"]["left_x"]
        y = self.joystick_readings[0]["axes"]["left_y"]
        magnitude = sqrt(x**2 + y**2)
        self.pandaLocation[0] += x / 7
        self.pandaLocation[1] += y / 7
        angle = atan2(y, x) * (180 / pi)
        self.setPandaToLocation()
        self.pandaActor.setHpr(angle + 90, 0, 0)
        if not self.pandaActor.getCurrentAnim() == "walk":
            self.pandaActor.loop("walk")
        else:
            self.pandaActor.setPlayRate(magnitude * 2, "walk")
        return Task.cont

    def walkPandaToPhysics(self, task):
        """
    Makes panda walk based on inputs from physics enigne
    """
        x = self.joystick_readings[0]["axes"]["left_x"]
        y = self.joystick_readings[0]["axes"]["left_y"]
        z = self.joystick_readings[0]["axes"]["right_x"]
        self.physics.sendControls(x, y, z)
        self.physics.update()
        self.pandaLocation[0] = self.physics.position[0]
        self.pandaLocation[1] = self.physics.position[1]
        angle = self.physics.position[2] * (180 / pi)
        self.setPandaToLocation()
        self.pandaActor.setHpr(angle + 180, 0, 0)
        self.graphs["y_graph"].update(self.physics.velocities["frame"][1])
        magnitude = sqrt(x**2 + y**2)
        direction = atan2(y, x)
        self.graphs["vector_graph"].update(magnitude, direction)
        return Task.cont

    def setPandaToLocation(self):
        self.pandaActor.setPos(self.pandaLocation[0], self.pandaLocation[1],
                               self.pandaLocation[2])

    def updateJoysticks(self, task):
        joystick_readings = []
        for joystick in self.joys:
            joystick_readings.append(joy.readJoystickValues(joystick))
        self.joystick_readings = joystick_readings
        return Task.cont

    def update2dDisplay(self, task):
        """
    Updates the 2d heads-up overlay
    """
        #Removes all lines from the geometry node
        self.geom_node.removeAllGeoms()
        if self.text_is_active:
            frvector = "Mag: {}\nDir: {}\nTheta_acc: {}\nVel_x: {}\nVel_y: {}\nVel_t: {}\nPos: {}, {}\nRot: {}".format(
                round(self.physics.vectors["frame"].magnitude, 4),
                round(self.physics.vectors["frame"].direction, 4),
                round(self.physics.z_acceleration, 4),
                round(self.physics.velocities["frame"][0], 4),
                round(self.physics.velocities["frame"][1], 4),
                round(self.physics.z_velocity, 4),
                round(self.physics.position[0], 4),
                round(self.physics.position[1], 4),
                round(self.physics.position[2], 4))
            self.textboxes["frvector_value"]["text"] = frvector
            self.lines = []
            for graph_name in self.graphs:
                lines, strings = self.graphs[graph_name].render()
                #Splits the lines into pairs of points and assigns them to self.lines
                for line in lines:
                    self.lines += pairPoints(line)
                #Clears all graph generated strings from textboxes
                deleted = []
                for key in self.textboxes:
                    if graph_name in key:
                        deleted.append(key)
                for key in deleted:
                    self.textboxes.pop(key)
                #Processes strings into textboxes
                for ind, val in enumerate(strings):
                    location, string = val
                    self.textboxes["{}_{}".format(graph_name, str(ind))] = {
                        "location": location,
                        "text": string
                    }
            self.manageTextNodes()
            self.renderText()
            self.manageGeometry()
        return Task.cont

    def manageGeometry(self):
        """
    Manages geometry generation
    """
        #(Re)Renders all the lines which are in self.lines
        for line in self.lines:
            self.addLine(line)

    def addLine(self, points):
        """
    Adds a line to class GeomNode from a pair of points
    """
        #Creates objects needed to draw a geometry on the HUD
        #The vertex data which will define the rendered geometry
        vertex_data = GeomVertexData("graph", GeomVertexFormat.getV3(),
                                     Geom.UHStatic)
        #The object that writes vertexes the vertex data
        writer = GeomVertexWriter(vertex_data, "vertex")
        for point in points:
            writer.add_data3f(point[0], 0, point[1])
        #Defines that this geometry represents a polyline
        primitive = GeomLinestrips(Geom.UHStatic)
        #Tells geometry how many verticies will be added(?)
        primitive.add_consecutive_vertices(0, 2)
        primitive.close_primitive()
        geometry = Geom(vertex_data)
        geometry.add_primitive(primitive)
        #Draws a graph on the HUD
        self.geom_node.add_geom(geometry)

    def manageTextNodes(self):
        deleted = []
        for name in self.textboxes:
            if name not in self.textNodes:
                #If the name has not been given a textNode object, set it up
                self.textNodes[name] = TextNode(name)
                self.textNodePaths[name] = self.aspect2d.attachNewNode(
                    self.textNodes[name])
        #Checks if any textNodes no longer have their respective textbox object and should be deleted
        for name in self.textNodes:
            if name not in self.textboxes:
                deleted.append(name)
        for node in deleted:
            self.textNodePaths[node].removeNode()
            self.textNodePaths.pop(node)
            self.textNodes.pop(node)

    def renderText(self):
        for name in self.textboxes:
            if "location" in self.textboxes[name]:
                location = self.textboxes[name]["location"]
            else:
                location = (0, 0)
            if "scale" in self.textboxes[name]:
                scale = self.textboxes[name]["scale"]
            else:
                scale = self.default_text_scale
            if "text" in self.textboxes[name]:
                self.textNodes[name].setText(self.textboxes[name]["text"])
            self.textNodePaths[name].setScale(scale)
            self.textNodePaths[name].setPos(location[0], 0, location[1])

    def toggleText(self, task):
        if self.joystick_readings[0]["axes"][
                "right_trigger"] >= .05 and self.text_button_lifted:
            self.text_is_active = not self.text_is_active
            self.text_toggled = False
            self.text_button_lifted = False
        elif not self.joystick_readings[0]["axes"]["right_trigger"] >= .05:
            self.text_button_lifted = True
        if not self.text_toggled:
            if not self.text_is_active:
                for path in self.textNodePaths:
                    self.textNodePaths[path].detachNode()
                for path in self.lineNodePaths:
                    path.detachNode()
            else:
                for node in self.textNodes:
                    self.textNodePaths[node] = self.aspect2d.attachNewNode(
                        self.textNodes[node])
                for node in self.lineNodes:
                    self.aspect2d.attachNewNode(node)
        return Task.cont