Example #1
0
def makeGeom():

  # Vertex data
  fmt = GeomVertexFormat.getV3n3t2()
  vdata = GeomVertexData('', fmt, Geom.UHStatic)

  vertex = GeomVertexWriter(vdata, InternalName.getVertex())
  normal = GeomVertexWriter(vdata, InternalName.getNormal())
  texcoord = GeomVertexWriter(vdata, InternalName.getTexcoord())

  for (x, y, z) in vertices:
    vertex.addData3f(x, y, z)
    normal.addData3f(0, 0, 0)

  # Privitive
  prim = GeomTriangles(Geom.UHStatic)

  for (i1, i2, i3) in indices:
    prim.addVertices(i1, i2, i3)
    prim.closePrimitive()

  # Geom
  geom = Geom(vdata)
  geom.addPrimitive(prim)

  return geom
Example #2
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 #3
0
	def buildGeom(self, meshData):
		prims = meshData["prims"]
		vertices = meshData["vertices"]
		normals = meshData["normals"]
		texcoords = meshData["texcoords"]
		
		vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(), Geom.UHStatic)
		vwriter = GeomVertexWriter(vdata, 'vertex')
		nvwriter = GeomVertexWriter(vdata, 'normal')
		tvwriter = GeomVertexWriter(vdata, 'texcoord')
		
		for i in range(len(vertices)):
			v = vertices[i]
			n = normals[i]
			t = texcoords[i]
			vwriter.addData3f(v)
			nvwriter.addData3f(n)
			tvwriter.addData2f(t)
		
		prim = GeomTriangles(Geom.UHStatic)
		
		for i in range(len(prims)):
			A, B, C = prims[i]
			prim.addVertices(A, B, C)
			prim.closePrimitive()
		
		geom = Geom(vdata)
		geom.addPrimitive(prim)
		
		geomNode = GeomNode('trig')
		geomNode.addGeom(geom)
		geomNode.unify(1, True)
		
		return geomNode
Example #4
0
def make_plane(size=(1.0, 1.0)):
    """Make a plane geometry.

    Arguments:
        size {tuple} -- plane size x,y

    Returns:
        Geom -- p3d geometry
    """
    vformat = GeomVertexFormat.get_v3n3t2()
    vdata = GeomVertexData('vdata', vformat, Geom.UHStatic)
    vdata.uncleanSetNumRows(4)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    tcoord = GeomVertexWriter(vdata, 'texcoord')

    quad = ((0, 0), (1, 0), (0, 1), (1, 1))

    for u, v in quad:
        vertex.addData3((u - 0.5) * size[0], (v - 0.5) * size[1], 0)
        normal.addData3(0, 0, 1)
        tcoord.addData2(u, v)

    prim = GeomTriangles(Geom.UHStatic)
    prim.addVertices(0, 1, 2)
    prim.addVertices(2, 1, 3)

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    return geom
Example #5
0
    def load(self):
        if panda3d is None: raise ImportError("Cannot locate Panda3D")
        #KLUDGE
        if self.material is not None and self.colors is None:
            col = self.material.getAmbient()
            col = (col[0] / col[3], col[1] / col[3], col[2] / col[3], 1.0)
            self.colors = (col,) * len(self.vertices)
        #/KLUDGE
        geom = make_geom(self.vertices, self.normals, self.colors, self.texcoords)
        prim = GeomTriangles(Geom.UHStatic)
        for face in self.faces:
            #TODO: proper tesselation! the current one only works for convex faces
            first = face[0]
            curr = face[1]
            for v in face[2:]:
                prim.addVertex(curr)
                prim.addVertex(v)
                prim.addVertex(first)
                curr = v
        prim.closePrimitive()
        geom.addPrimitive(prim)
        node = GeomNode(self.name)
        node.addGeom(geom)

        self.node = NodePath(node)
        self.node.setTwoSided(True)
        if self.material is not None: self.node.setMaterial(self.material, priority=1)
        self.loaded = True
Example #6
0
def pg_draw_tris(pg, render):
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData('pgtris', format, Geom.UHStatic)
    vdata.setNumRows(len(pg.nodes))
    vertex = GeomVertexWriter(vdata, 'vertex')
    color = GeomVertexWriter(vdata, 'color')
    prim = GeomTriangles(Geom.UHStatic)

    for pt in pg.nodes:
        vertex.addData3f(pt.x, pt.y, pt.z)
        color.addData4f(random.random(), random.random(), random.random(), 1.0)

    for pt in pg.nodes:
        if len(pt.conn) > 0:
            for i, cpt in enumerate(pt.conn):
                next_cpt = pt.conn[(i + 1) % len(pt.conn)]
                prim.addVertices(pt.idx, cpt.idx, next_cpt.idx)
                print("%d - %d - %d" % (pt.idx, cpt.idx, next_cpt.idx))

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('TheTris')
    node.addGeom(geom)
    nodePath = render.attachNewNode(node)
    nodePath.setPos(0, 10, 0)
Example #7
0
def make_box():
    """Make a uniform box geometry.

    Returns:
        Geom -- p3d geometry
    """
    vformat = GeomVertexFormat.get_v3n3t2()
    vdata = GeomVertexData('vdata', vformat, Geom.UHStatic)
    vdata.uncleanSetNumRows(24)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    tcoord = GeomVertexWriter(vdata, 'texcoord')

    axes = itertools.permutations(np.eye(3), r=2)
    quad = ((0, 0), (1, 0), (0, 1), (1, 1))

    for x, y in axes:
        z = np.cross(x, y)
        for u, v in quad:
            vertex.addData3(*(x * (u - 0.5) + y * (v - 0.5) + z * 0.5))
            normal.addData3(*z)
            tcoord.addData2(u, v)

    prim = GeomTriangles(Geom.UHStatic)
    for i in range(0, 24, 4):
        prim.addVertices(i + 0, i + 1, i + 2)
        prim.addVertices(i + 2, i + 1, i + 3)

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    return geom
def create_colored_rect(x, z, width, height, colors=None):
    _format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData('square', _format, Geom.UHDynamic)

    vertex = GeomVertexWriter(vdata, 'vertex')
    color = GeomVertexWriter(vdata, 'color')

    vertex.addData3(x, 0, z)
    vertex.addData3(x + width, 0, z)
    vertex.addData3(x + width, 0, z + height)
    vertex.addData3(x, 0, z + height)

    if colors:
        if len(colors) < 4:
            colors = (1.0, 1.0, 1.0, 1.0)
        color.addData4f(colors)
        color.addData4f(colors)
        color.addData4f(colors)
        color.addData4f(colors)
    else:
        color.addData4f(1.0, 0.0, 0.0, 1.0)
        color.addData4f(0.0, 1.0, 0.0, 1.0)
        color.addData4f(0.0, 0.0, 1.0, 1.0)
        color.addData4f(1.0, 1.0, 1.0, 1.0)

    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 2)
    tris.addVertices(2, 3, 0)

    square = Geom(vdata)
    square.addPrimitive(tris)
    return square
Example #9
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 #10
0
 def __init__(self, wheel_pos, radius, heading):
     self.radius = radius
     v_f = GeomVertexFormat.getV3()
     self.vdata = GeomVertexData('skid', v_f, Geom.UHDynamic)
     self.vdata.setNumRows(1)
     self.vertex = GeomVertexWriter(self.vdata, 'vertex')
     self.prim = GeomTriangles(Geom.UHStatic)
     self.cnt = 1
     self.last_pos = wheel_pos
     geom = Geom(self.vdata)
     geom.addPrimitive(self.prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     nodePath = render.attachNewNode(node)
     nodePath.setTransparency(True)
     nodePath.setDepthOffset(1)
     self.__set_material(nodePath)
     nodePath.node().setBounds(OmniBoundingVolume())
     self.add_vertices(radius, heading)
     self.add_vertices(radius, heading)
     self.remove_seq = Sequence(
         Wait(8),
         LerpFunc(nodePath.setAlphaScale, 8, 1, 0, 'easeInOut'),
         Func(nodePath.remove_node))
     self.remove_seq.start()
 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 #12
0
def make_square(x1,
                y1,
                z1,
                x2,
                y2,
                z2,
                x3,
                y3,
                z3,
                x4,
                y4,
                z4,
                tex_len=None,
                tex_width=None):
    format = GeomVertexFormat.getV3n3cpt2()
    vdata = GeomVertexData('square', format, Geom.UHDynamic)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    vertex.addData3(x1, y1, z1)
    vertex.addData3(x2, y2, z2)
    vertex.addData3(x3, y3, z3)
    vertex.addData3(x4, y4, z4)

    D = Vec3(x1, y1, z1)
    C = Vec3(x2, y2, z2)
    B = Vec3(x3, y3, z3)
    A = Vec3(x4, y4, z4)
    normal_vec = (C - A).cross(D - B).normalize()

    normal.addData3(normal_vec)
    normal.addData3(normal_vec)
    normal.addData3(normal_vec)
    normal.addData3(normal_vec)

    side_len = math.sqrt((x3 - x1)**2 + (y3 - y1)**2)
    start_width = math.sqrt((x2 - x1)**2 + (y2 - y1)**2)
    end_width = math.sqrt((x4 - x3)**2 + (y4 - y3)**2)

    texcoord.addData2f(0.0, (start_width /
                             tex_width) if tex_width is not None else 1.0)
    texcoord.addData2f(0.0, 0.0)
    texcoord.addData2f((side_len / tex_len) if tex_len is not None else 1.0,
                       0.0)
    texcoord.addData2f(
        (side_len / tex_len) if tex_len is not None else 1.0,
        (end_width / tex_width) if tex_width is not None else 1.0)

    # Quads aren't directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 2)
    tris.addVertices(0, 2, 3)

    square = Geom(vdata)
    square.addPrimitive(tris)
    return square
Example #13
0
    def makeSquare(x1, y1, z1, x2, y2, z2):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        texcoord = GeomVertexWriter(vdata, 'texcoord')

        # make sure we draw the sqaure in the right plane
        if x1 != x2:
            vertex.addData3(x1, y1, z1)
            vertex.addData3(x2, y1, z1)
            vertex.addData3(x2, y2, z2)
            vertex.addData3(x1, y2, z2)

            normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
            normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
            normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
            normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

        else:
            vertex.addData3(x1, y1, z1)
            vertex.addData3(x2, y2, z1)
            vertex.addData3(x2, y2, z2)
            vertex.addData3(x1, y1, z2)

            normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
            normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
            normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
            normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

        # adding different colors to the vertex for visibility
        # color.addData4f(1.0, 0.0, 0.0, 1.0)
        # color.addData4f(0.0, 1.0, 0.0, 1.0)
        # color.addData4f(0.0, 0.0, 1.0, 1.0)
        # color.addData4f(1.0, 0.0, 1.0, 1.0)

        color.addData4f(1.0, 1.0, 1.0, 1.0)
        color.addData4f(1.0, 1.0, 1.0, 1.0)
        color.addData4f(1.0, 1.0, 1.0, 1.0)
        color.addData4f(1.0, 1.0, 1.0, 1.0)

        texcoord.addData2f(0.0, 1.0)
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)

        # Quads aren't directly supported by the Geom interface
        # you might be interested in the CardMaker class if you are
        # interested in rectangle though
        tris = GeomTriangles(Geom.UHDynamic)
        tris.addVertices(0, 1, 3)
        tris.addVertices(1, 2, 3)

        square = Geom(vdata)
        square.addPrimitive(tris)
        return square
Example #14
0
 def __init__(self):
     self.vformat = GeomVertexFormat.getV3n3c4()
     self.vdata = GeomVertexData("Data", self.vformat, Geom.UHStatic)
     self.vdata.setNumRows(3)
     self.vertex = GeomVertexWriter(self.vdata, 'vertex')
     self.normal = GeomVertexWriter(self.vdata, 'normal')
     self.color = GeomVertexWriter(self.vdata, 'color')
     self.prim = GeomTriangles(Geom.UHStatic)
     self.idx = 0
Example #15
0
    def __init__(self, vdata, tex_idx):
        self.vdata = vdata  # vertex data, passed in from parent mesh

        self.name = 'PolyGroup_' + str(tex_idx)
        self.geom = Geom(self.vdata)
        self.primitives = GeomTriangles(Geom.UHStatic)
        self.geom.addPrimitive(self.primitives)

        self.sprite_list_index = 0
        self.nodePath = None
Example #16
0
    def resetWriters(self):
        '''
        '''
        self.vdata = GeomVertexData('street', GeomVertexFormat.getV3n3c4t2(), Geom.UHStatic)

        self.vertex = GeomVertexWriter(self.vdata, 'vertex')
        self.normal = GeomVertexWriter(self.vdata, 'normal')
        self.color = GeomVertexWriter(self.vdata, 'color')
        self.texcoord = GeomVertexWriter(self.vdata, 'texcoord')
        self.prim = GeomTriangles(Geom.UHStatic)
Example #17
0
def makeSquare(x1, y1, z1, x2, y2, z2):
    format = GeomVertexFormat.getV3n3cpt2()
    vdata = GeomVertexData('square', format, Geom.UHDynamic)

    #initializing variables
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    #gotta draw the sqaure in the right plane
    #aligning vertexes to the right planes
    if x1 != x2:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y1, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y2, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

    else:
        #adding vertexes
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y2, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y1, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

    #adding different colors to the vertex for visibility
    color.addData4f(1.0, 0.0, 0.0, 1.0)
    color.addData4f(0.0, 1.0, 0.0, 1.0)
    color.addData4f(0.0, 0.0, 1.0, 1.0)
    color.addData4f(1.0, 0.0, 1.0, 1.0)

    texcoord.addData2f(0.0, 1.0)
    texcoord.addData2f(0.0, 0.0)
    texcoord.addData2f(1.0, 0.0)
    texcoord.addData2f(1.0, 1.0)

    #quads aren't directly supported by the geom interface
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 3)
    tris.addVertices(1, 2, 3)

    #initialize surface
    square = Geom(vdata)
    square.addPrimitive(tris)
    return square
Example #18
0
class Skidmark:

    def __init__(self, wheel_pos, radius, heading):
        self.radius = radius
        v_f = GeomVertexFormat.getV3()
        self.vdata = GeomVertexData('skid', v_f, Geom.UHDynamic)
        self.vdata.setNumRows(1)
        self.vertex = GeomVertexWriter(self.vdata, 'vertex')
        self.prim = GeomTriangles(Geom.UHStatic)
        self.cnt = 1
        self.last_pos = wheel_pos
        geom = Geom(self.vdata)
        geom.addPrimitive(self.prim)
        node = GeomNode('gnode')
        node.addGeom(geom)
        nodePath = render.attachNewNode(node)
        nodePath.setTransparency(True)
        nodePath.setDepthOffset(1)
        self.__set_material(nodePath)
        nodePath.node().setBounds(OmniBoundingVolume())
        self.add_vertices(radius, heading)
        self.add_vertices(radius, heading)
        self.remove_seq = Sequence(
            Wait(8),
            LerpFunc(nodePath.setAlphaScale, 8, 1, 0, 'easeInOut'),
            Func(nodePath.remove_node))
        self.remove_seq.start()

    def __set_material(self, nodePath):
        mat = Material()
        mat.setAmbient((.35, .35, .35, .5))
        mat.setDiffuse((.35, .35, .35, .5))
        mat.setSpecular((.35, .35, .35, .5))
        mat.setShininess(12.5)
        nodePath.set_material(mat, 1)

    def add_vertices(self, radius, heading):
        base_pos = self.last_pos + (0, 0, -radius + .05)
        rot_mat = Mat4()
        rot_mat.setRotateMat(heading, (0, 0, 1))
        self.vertex.addData3f(base_pos + rot_mat.xformVec((-.12, 0, 0)))
        self.vertex.addData3f(base_pos + rot_mat.xformVec((.12, 0, 0)))
        if self.cnt >= 3:
            self.prim.addVertices(self.cnt - 3, self.cnt - 2, self.cnt - 1)
            self.prim.addVertices(self.cnt - 2, self.cnt, self.cnt - 1)
        self.cnt += 2

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

    def destroy(self):
        self.remove_seq = self.remove_seq.finish()
Example #19
0
    def __init__(self, voxel_unit_size):

        self.voxel_unit_size = voxel_unit_size
        self.triangles = GeomTriangles(Geom.UHStatic)

        self.format = GeomVertexFormat.getV3n3c4()
        self.v_data = GeomVertexData('square', self.format, Geom.UHStatic)

        self.vertex = GeomVertexWriter(self.v_data, 'vertex')
        self.normal = GeomVertexWriter(self.v_data, 'normal')
        self.color = GeomVertexWriter(self.v_data, 'color')
Example #20
0
def makeSquare(x1, y1, z1, x2, y2, z2):
    format = GeomVertexFormat.getV3n3cpt2()
    vdata = GeomVertexData('square', format, Geom.UHDynamic)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    # color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    # make sure we draw the sqaure in the right plane
    if x1 != x2:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y1, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y2, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

    else:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y2, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y1, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

    # adding different colors to the vertex for visibility
    # color.addData4f(1.0, 0.0, 0.0, 1.0)
    # color.addData4f(0.0, 1.0, 0.0, 1.0)
    # color.addData4f(0.0, 0.0, 1.0, 1.0)
    # color.addData4f(1.0, 0.0, 1.0, 1.0)

    texcoord.addData2f(0.0, 1.0)
    texcoord.addData2f(0.0, 0.0)
    texcoord.addData2f(1.0, 0.0)
    texcoord.addData2f(1.0, 1.0)

    # Quads aren't directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 3)
    tris.addVertices(1, 2, 3)

    square = Geom(vdata)
    square.addPrimitive(tris)
    return square
Example #21
0
    def __init__(self,
                 name: str = 'cube_mesh',
                 wireframe_thickness: float = 5) -> None:
        self.name = name

        self.__vertex_data_format = GeomVertexFormat.getV3n3()
        self.__vertex_data = GeomVertexData(name, self.__vertex_data_format,
                                            Geom.UHStatic)

        self.geom = Geom(self.__vertex_data)
        self.__triangles = GeomTriangles(Geom.UHStatic)
        self.__triangle_data = self.__triangles.modifyVertices()

        self.__vertex = GeomVertexWriter(self.__vertex_data, 'vertex')
        self.__normal = GeomVertexWriter(self.__vertex_data, 'normal')

        self.__face_count = 0

        def add_face(face: Face) -> None:
            self.__make_face(face)

        self.__make_face(Face.LEFT)
        self.__make_face(Face.RIGHT)
        self.__make_face(Face.BACK)
        self.__make_face(Face.FRONT)
        self.__make_face(Face.BOTTOM)
        self.__make_face(Face.TOP)

        self.__triangles.close_primitive()
        self.geom.add_primitive(self.__triangles)

        def is_connected(x, y, z, x1, y1, z1):
            return (abs(x - x1) == 1 and abs(y - y1) != 1 and abs(z - z1) != 1) or \
                   (abs(x - x1) != 1 and abs(y - y1) == 1 and abs(z - z1) != 1) or \
                   (abs(x - x1) != 1 and abs(y - y1) != 1 and abs(z - z1) == 1)

        ls = LineSegs()
        ls.set_thickness(wireframe_thickness)
        arr_x = [0, 0, 0, 0, 1, 1, 1, 1]
        arr_y = [0, 0, 1, 1, 1, 1, 0, 0]
        arr_z = [0, -1, -1, 0, 0, -1, -1, 0]
        for pos1 in range(len(arr_x) - 1):
            for pos2 in range(pos1, len(arr_x)):
                x = arr_x[pos1]
                y = arr_y[pos1]
                z = arr_z[pos1]
                x1 = arr_x[pos2]
                y1 = arr_y[pos2]
                z1 = arr_z[pos2]
                if (is_connected(x, y, z, x1, y1, z1)):
                    ls.move_to(x, y, z)
                    ls.draw_to(x1, y1, z1)
        self.__wireframe_node = ls.create()
Example #22
0
    def Square(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('cube', format, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        ################################
        #
        # FACE 1
        #
        ################################
        vert1 = LVector3(self.pos.getX(), self.pos.getY(), self.pos.getZ())
        vert2 = LVector3(vert1.getX() + self.len, vert1.getY(), vert1.getZ())
        vert3 = LVector3(vert2.getX(), vert2.getY() + self.wid, vert2.getZ())
        vert4 = LVector3(vert1.getX(), vert1.getY() + self.wid, vert1.getZ())

        vertex.addData3(vert1)
        vertex.addData3(vert2)
        vertex.addData3(vert3)
        vertex.addData3(vert4)

        normal = GeomVertexWriter(vdata, 'normal')
        norm = (vert4 - vert1).cross(vert2 - vert1)
        norm.normalize()

        normal.addData3(norm)
        normal.addData3(norm)
        normal.addData3(norm)
        normal.addData3(norm)

        color = GeomVertexWriter(vdata, 'color')
        color.addData4f(self.color)
        color.addData4f(self.color)
        color.addData4f(self.color)
        color.addData4f(self.color)

        texcoord = GeomVertexWriter(vdata, 'texcoord')
        texcoord.addData2f(1, 0)
        texcoord.addData2f(1, 1)
        texcoord.addData2f(0, 1)
        texcoord.addData2f(0, 0)

        tris = GeomTriangles(Geom.UHDynamic)

        tris.addVertices(0, 3, 1)
        tris.addVertices(1, 3, 2)

        square = Geom(vdata)
        square.addPrimitive(tris)
        self.prim = square

        self.model = GeomNode(self.name)
        self.model.addGeom(self.prim)
Example #23
0
def createTexturedUnitQuadGeomNode():
    # Own Geometry

    # format = GeomVertexFormat.getV3c4t2()
    format = GeomVertexFormat.getV3t2()
    vdata = GeomVertexData("textured_quad", format, Geom.UHStatic)
    vdata.setNumRows(4)

    vertexPosWriter = GeomVertexWriter(vdata, "vertex")
    vertexPosWriter.addData3f(0, 0, 0)
    vertexPosWriter.addData3f(1, 0, 0)
    vertexPosWriter.addData3f(1, 0, 1)
    vertexPosWriter.addData3f(0, 0, 1)

    # let's also add color to each vertex
    # colorWriter = GeomVertexWriter(vdata, "color")
    # colorWriter.addData4f(0,0,1,1)
    # colorWriter.addData4f(0,0,1,1)
    # colorWriter.addData4f(0,0,1,1)
    # colorWriter.addData4f(0,0,1,1)

    # let's add texture coordinates (u,v)
    texcoordWriter = GeomVertexWriter(vdata, "texcoord")
    texcoordWriter.addData2f(0, 0)
    texcoordWriter.addData2f(1, 0)
    texcoordWriter.addData2f(1, 1)
    texcoordWriter.addData2f(0, 1)

    # make primitives and assign vertices to them (primitives and primitive
    # groups can be made independently from vdata, and are later assigned
    # to vdata)
    tris = GeomTriangles(Geom.UHStatic)

    # 1st triangle
    tris.addVertices(0, 1, 3)
    tris.closePrimitive()  # the 1st primitive is finished

    # 2nd triangle
    tris.addVertices(1, 2, 3)
    tris.closePrimitive()

    # make a Geom object to hold the primitives
    quadGeom = Geom(vdata)
    quadGeom.addPrimitive(tris)

    # now put quadGeom in a GeomNode. You can now position your geometry
    # in the scene graph.
    quadGeomNode = GeomNode("quad")
    quadGeomNode.addGeom(quadGeom)

    return quadGeomNode
Example #24
0
def createColoredUnitQuadGeomNode(color_vec4=Vec4(0., 0., 1., 1.), center_it=False):
    # Own Geometry

    # format = GeomVertexFormat.getV3c4t2()
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_quad", format, Geom.UHStatic)
    vdata.setNumRows(4)

    vertexPosWriter = GeomVertexWriter(vdata, "vertex")
    if center_it == False: 
        vertexPosWriter.addData3f(0, 0, 0)
        vertexPosWriter.addData3f(1, 0, 0)
        vertexPosWriter.addData3f(1, 0, 1)
        vertexPosWriter.addData3f(0, 0, 1)
    else:
        vertexPosWriter.addData3f(0 - 0.5, 0, 0 - 0.5)
        vertexPosWriter.addData3f(1 - 0.5, 0, 0 - 0.5)
        vertexPosWriter.addData3f(1 - 0.5, 0, 1 - 0.5)
        vertexPosWriter.addData3f(0 - 0.5, 0, 1 - 0.5)


    # let's also add color to each vertex
    colorWriter = GeomVertexWriter(vdata, "color")
    colorWriter.addData4f(color_vec4)
    colorWriter.addData4f(color_vec4)
    colorWriter.addData4f(color_vec4)
    colorWriter.addData4f(color_vec4)

    # make primitives and assign vertices to them (primitives and primitive
    # groups can be made independently from vdata, and are later assigned
    # to vdata)
    tris = GeomTriangles(Geom.UHStatic)

    # 1st triangle
    tris.addVertices(0, 1, 3)
    tris.closePrimitive()  # the 1st primitive is finished

    # 2nd triangle
    tris.addVertices(1, 2, 3)
    tris.closePrimitive()

    # make a Geom object to hold the primitives
    quadGeom = Geom(vdata)
    quadGeom.addPrimitive(tris)

    # now put quadGeom in a GeomNode. You can now position your geometry
    # in the scene graph.
    quadGeomNode = GeomNode("colored_quad_node")
    quadGeomNode.addGeom(quadGeom)

    return quadGeomNode
Example #25
0
    def __build_Tris(self, sphere, mode):
        vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic)
        _num_rows = len(sphere.pts)

        # Vertices.
        vertices = GeomVertexWriter(vdata, "vertex")
        vertices.reserveNumRows(_num_rows)
        for pt in sphere.pts:
            vertices.addData3f(*pt)

        # Map coords.
        if mode == "mid":
            mapcoords = GeomVertexWriter(vdata, "mapcoord")
            mapcoords.reserveNumRows(_num_rows)
            for mc in sphere.coords:
                u, v = mc[:2]
                mapcoords.addData2f(u, v)

        # Tris.
        prim = GeomTriangles(Geom.UHStatic)
        prim.reserveNumVertices(len(sphere.tris))
        for tri in sphere.tris:
            prim.addVertices(*tri)
        prim.closePrimitive()

        # Geom.
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        geom_node = GeomNode("geom")
        geom_node.addGeom(geom)
        geom_np = NodePath(geom_node)
        return geom_np
Example #26
0
    def __init__(self, name='Unnamed Shape'):
        self._name = name
        self._vert_data = GeomVertexData(
            self._name,
            GeomVertexFormat.get_v3n3c4t2(),
            Geom.UH_static
        )
        self._vert_writer = GeomVertexWriter(self._vert_data, 'vertex')
        self._norm_writer = GeomVertexWriter(self._vert_data, 'normal')
        self._color_writer = GeomVertexWriter(self._vert_data, 'color')
        self._tex_writer = GeomVertexWriter(self._vert_data, 'texcoord')
        self._prim = GeomTriangles(Geom.UH_static)

        self._v_id = 0
Example #27
0
    def draw(self):
        if self.rendered_mesh != None:
            self.reset_draw()

        format = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('tri', format, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        v_mapping = {}

        i = 0
        for v in self.verts.values():
            vertex.addData3f(v.pos.x, v.pos.y, v.pos.z)
            normal.addData3f(v.norm.x, v.norm.y, v.norm.z)
            color.addData4f(v.color[0], v.color[1], v.color[2], v.color[3])
            v_mapping[v.ID] = i
            i += 1

        mesh = Geom(vdata)

        for f in self.faces.values():
            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(v_mapping[f.v1.ID])
            tri.addVertex(v_mapping[f.v2.ID])
            tri.addVertex(v_mapping[f.v3.ID])
            tri.closePrimitive()
            mesh.addPrimitive(tri)

        snode = GeomNode(self.name)
        snode.addGeom(mesh)
        self.rendered_mesh = render.attachNewNode(snode)
        self.rendered_mesh.setTwoSided(True)
Example #28
0
    def draw_face(self, f, f_color):
        #add normal
        format = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('vert', format, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')
        normal = GeomVertexWriter(vdata, 'normal')

        vertex.addData3f(f.v1.pos)
        normal.addData3f(f.v1.norm.x, f.v1.norm.y, f.v1.norm.z)
        color.addData4f(f_color)

        vertex.addData3f(f.v2.pos)
        normal.addData3f(f.v2.norm.x, f.v2.norm.y, f.v2.norm.z)
        color.addData4f(f_color)

        vertex.addData3f(f.v3.pos)
        normal.addData3f(f.v3.norm.x, f.v3.norm.y, f.v3.norm.z)
        color.addData4f(f_color)

        mesh = Geom(vdata)
        tri = GeomTriangles(Geom.UHDynamic)
        tri.addVertex(0)
        tri.addVertex(1)
        tri.addVertex(2)
        tri.closePrimitive()
        mesh.addPrimitive(tri)
        face_node = GeomNode(self.mesh.name + '_face_' + str(f.ID))
        face_node.addGeom(mesh)
        face_node.setTag('ID', str(f.ID))
        rendered_face = self.render_root.attachNewNode(face_node)
        rendered_face.setTwoSided(True)
        self.render_nodes['face_' + str(f.ID)] = rendered_face
Example #29
0
 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(
         Shader.load(Shader.SL_GLSL, "shader/shader.vert",
                     "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
Example #30
0
def getPrimAndDataFromTri(triset, matstate):
    if triset.normal is None:
        triset.generateNormals()

    needsTanAndBin = False
    if matstate is not None and matstate.hasAttrib(TextureAttrib):
        texattr = matstate.getAttrib(TextureAttrib)
        for i in range(texattr.getNumOnStages()):
            if texattr.getOnStage(i).getMode() == TextureStage.MNormal:
                needsTanAndBin = True

    if needsTanAndBin and isinstance(triset, collada.triangleset.TriangleSet) and \
            len(triset.texcoordset) > 0 and len(triset.textangentset) == 0:
        triset.generateTexTangentsAndBinormals()

    vdata, indexdata = getVertexData(
        triset.vertex, triset.vertex_index, triset.normal, triset.normal_index,
        triset.texcoordset, triset.texcoord_indexset, triset.textangentset,
        triset.textangent_indexset, triset.texbinormalset,
        triset.texbinormal_indexset)

    gprim = GeomTriangles(Geom.UHStatic)
    gprim.setIndexType(Geom.NTUint32)
    gprim.setVertices(indexdata)
    gprim.closePrimitive()

    return (vdata, gprim)
    def __init__(self):
        ShowBase.__init__(self)

        PanditorDisableMouseFunc()
        camera.setPos(0.0, 0.0, 50.0)
        camera.lookAt(0.0)
        PanditorEnableMouseFunc()

        # 1) create GeomVertexData
        frmt = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('triangle', frmt, Geom.UHDynamic)

        # 2) create Writers/Rewriters (must all be created before any readers and readers are one-pass-temporary)
        vertex = GeomVertexRewriter(vdata, 'vertex')
        normal = GeomVertexRewriter(vdata, 'normal')
        color = GeomVertexRewriter(vdata, 'color')

        zUp = Vec3(0, 0, 1)
        wt = Vec4(1.0, 1.0, 1.0, 1.0)
        gr = Vec4(0.5, 0.5, 0.5, 1.0)

        # 3) write each column on the vertex data object (for speed, have a different writer for each column)
        def addPoint(x, y, z):
            vertex.addData3f(x, y, z)
            normal.addData3f(zUp)
            color.addData4f(wt)

        addPoint(0.0, 0.0, 0.0)
        addPoint(5.0, 0.0, 0.0)
        addPoint(0.0, 5.0, 0.0)
        addPoint(5.0, 5.0, 0.0)

        # 4) create a primitive and add the vertices via index (not truely associated with the actual vertex table, yet)
        tris = GeomTriangles(Geom.UHDynamic)
        tris.addVertices(0, 1, 2)
        tris.closePrimitive(
        )  # exception thrown if verts added != 3, other types inform Panda how many verts/primitive
        tris.addVertices(2, 1, 3)
        print "vdataPoints", vdata.getArrays()[0]
        # 5.1) (adding to scene) create a Geom and add primitives of like base-type i.e. triangles and triangle strips
        geom = Geom(vdata)
        geom.addPrimitive(tris)
        # 5.2) create a GeomNode to hold the Geom(s) and add the Geom(s)
        gn = GeomNode('gnode')
        gn.addGeom(geom)
        # 5.3) attache the node to the scene
        gnNodePath = render.attachNewNode(gn)

        geomPts = Geom(vdata)
        pts = GeomPoints(Geom.UHStatic)
        pts.addVertices(0, 1, 2)
        pts.closePrimitive()
        geomPts.addPrimitive(pts)
        pointsNode = GeomNode('points_node')
        pointsNode.addGeom(geomPts)
        pointsNP = render.attachNewNode(pointsNode)
        pointsNP.setZ(0.5)

        render.ls()
Example #32
0
    def make_cube_geom(self,
                       pos=(0, 0, 0),
                       geom_color=(1, 1, 1, 0.5),
                       faces_no_draw=(0, 0, 0, 0, 0, 0)):
        format = GeomVertexFormat.getV3n3cpt2()

        shift_x, shift_y, shift_z = pos

        cube_vertex_list = deepcopy(cube_data["vertexPositions"])
        for vert in cube_vertex_list:
            vert[0] += shift_x
            vert[1] += shift_y
            vert[2] += shift_z

        vdata = GeomVertexData('square', format, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        texcoord = GeomVertexWriter(vdata, 'texcoord')

        test_textcoords = []

        # define available vertexes here
        [vertex.addData3(*v) for v in cube_vertex_list]
        [normal.addData3(*n) for n in cube_data["vertexNormals"]]
        [color.addData4f(*geom_color) for _ in cube_vertex_list]
        [texcoord.addData2f(*t) for t in texture_mapping]
        """ CREATE A NEW PRIMITIVE """
        prim = GeomTriangles(Geom.UHStatic)

        # convert from numpy arr mapping to normal faces mapping...
        excluded_normals = [
            normal_face_mapping[self.dict_mapping[i]]
            for i in range(len(faces_no_draw)) if faces_no_draw[i] == 1
        ]

        # only use acceptable indices
        indices = [
            ind for ind in cube_data['indices']
            if cube_data['vertexNormals'][ind] not in excluded_normals
        ]
        [prim.addVertex(v) for v in indices]

        #  N.B: this must correspond to a vertex defined in vdata
        geom = Geom(vdata)  # create a new geometry
        geom.addPrimitive(prim)  # add the primitive to the geometry

        return geom
Example #33
0
    def addMeshConvexRB(self,vertices, faces,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        format=GeomVertexFormat.getV3()
        vdata=GeomVertexData("vertices", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]
        
        #step 2) make primitives and assign vertices to them
        tris=GeomTriangles(Geom.UHStatic)
        [self.setGeomFaces(tris,face) for face in faces]
        
        #step 3) make a Geom object to hold the primitives
        geom=Geom(vdata)
        geom.addPrimitive(tris)
        
        #step 4) create the bullet mesh and node
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)

        shape = BulletConvexHullShape(mesh, dynamic=not ghost)#
        if ghost :
            inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh'))
        else :
            inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        inodenp.node().addShape(shape)
#        inodenp.setPos(0, 0, 0.1)
        self.setRB(inodenp,**kw)
        inodenp.setCollideMask(BitMask32.allOn())
   
        self.world.attachRigidBody(inodenp.node())
        return inodenp
Example #34
0
    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()
Example #35
0
	def draw(self):
		if self.rendered_mesh != None:
			self.reset_draw()

		format=GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('tri', format, Geom.UHDynamic)

		vertex=GeomVertexWriter(vdata, 'vertex')
		normal=GeomVertexWriter(vdata, 'normal')
		color=GeomVertexWriter(vdata, 'color')
		v_mapping = {}

		i=0
		for v in self.verts.values():
			vertex.addData3f(v.pos.x,v.pos.y,v.pos.z)
			normal.addData3f(v.norm.x, v.norm.y, v.norm.z)
			color.addData4f(v.color[0],v.color[1],v.color[2],v.color[3])
			v_mapping[v.ID] = i
			i += 1

		mesh = Geom(vdata)

		for f in self.faces.values():
			tri = GeomTriangles(Geom.UHDynamic)
			tri.addVertex(v_mapping[f.v1.ID])
			tri.addVertex(v_mapping[f.v2.ID])
			tri.addVertex(v_mapping[f.v3.ID])
			tri.closePrimitive()
			mesh.addPrimitive(tri)

		snode = GeomNode(self.name)
		snode.addGeom(mesh)
		self.rendered_mesh = render.attachNewNode(snode)
		self.rendered_mesh.setTwoSided(True)
Example #36
0
def getPrimAndDataFromTri(triset, matstate):
    if triset.normal is None:
        triset.generateNormals()

    needsTanAndBin = False
    if matstate is not None and matstate.hasAttrib(TextureAttrib):
        texattr = matstate.getAttrib(TextureAttrib)
        for i in range(texattr.getNumOnStages()):
            if texattr.getOnStage(i).getMode() == TextureStage.MNormal:
                needsTanAndBin = True
    
    if needsTanAndBin and isinstance(triset, collada.triangleset.TriangleSet) and \
            len(triset.texcoordset) > 0 and len(triset.textangentset) == 0:
        triset.generateTexTangentsAndBinormals()

    vdata, indexdata = getVertexData(triset.vertex, triset.vertex_index,
                          triset.normal, triset.normal_index,
                          triset.texcoordset, triset.texcoord_indexset,
                          triset.textangentset, triset.textangent_indexset,
                          triset.texbinormalset, triset.texbinormal_indexset)

    gprim = GeomTriangles(Geom.UHStatic)
    gprim.setIndexType(Geom.NTUint32)
    gprim.setVertices(indexdata)
    gprim.closePrimitive()
    
    return (vdata, gprim)
Example #37
0
 def __build_Tris(self, sphere, mode):
     vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic)
     _num_rows = len(sphere.pts)
      
     # Vertices.
     vertices = GeomVertexWriter(vdata, "vertex")
     vertices.reserveNumRows(_num_rows)
     for pt in sphere.pts:
         vertices.addData3f(*pt)
     
     # Map coords.
     if mode == "mid":
         mapcoords = GeomVertexWriter(vdata, "mapcoord")
         mapcoords.reserveNumRows(_num_rows)
         for mc in sphere.coords:
             u, v = mc[:2]
             mapcoords.addData2f(u,v)
         
     # Tris.
     prim = GeomTriangles(Geom.UHStatic)
     prim.reserveNumVertices(len(sphere.tris))
     for tri in sphere.tris:
         prim.addVertices(*tri)
     prim.closePrimitive()
     
     # Geom.
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     geom_node = GeomNode("geom")
     geom_node.addGeom(geom)
     geom_np = NodePath(geom_node)
     return geom_np
 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
Example #39
0
	def draw_face(self,f,f_color):
		#add normal
		format = GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('vert', format, Geom.UHDynamic)
		vertex=GeomVertexWriter(vdata, 'vertex')
		color=GeomVertexWriter(vdata, 'color')
		normal=GeomVertexWriter(vdata, 'normal')

		vertex.addData3f(f.v1.pos)
		normal.addData3f(f.v1.norm.x, f.v1.norm.y, f.v1.norm.z)
		color.addData4f(f_color)

		vertex.addData3f(f.v2.pos)
		normal.addData3f(f.v2.norm.x, f.v2.norm.y, f.v2.norm.z)
		color.addData4f(f_color)	

		vertex.addData3f(f.v3.pos)
		normal.addData3f(f.v3.norm.x, f.v3.norm.y, f.v3.norm.z)		
		color.addData4f(f_color)		

		mesh = Geom(vdata)
		tri = GeomTriangles(Geom.UHDynamic)
		tri.addVertex(0)
		tri.addVertex(1)
		tri.addVertex(2)
		tri.closePrimitive()
		mesh.addPrimitive(tri)
		face_node = GeomNode(self.mesh.name+'_face_'+str(f.ID))
		face_node.addGeom(mesh)
		face_node.setTag('ID',str(f.ID))
		rendered_face = self.render_root.attachNewNode(face_node)
		rendered_face.setTwoSided(True)
		self.render_nodes['face_'+str(f.ID)] = rendered_face
    def __init__(self):
        ShowBase.__init__(self)

        PanditorDisableMouseFunc()
        camera.setPos(0.0, 0.0, 50.0)
        camera.lookAt(0.0)
        PanditorEnableMouseFunc()

        # 1) create GeomVertexData
        frmt = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('triangle', frmt, Geom.UHDynamic)

        # 2) create Writers/Rewriters (must all be created before any readers and readers are one-pass-temporary)
        vertex = GeomVertexRewriter(vdata, 'vertex')
        normal = GeomVertexRewriter(vdata, 'normal')
        color = GeomVertexRewriter(vdata, 'color')

        zUp = Vec3(0, 0, 1)
        wt = Vec4(1.0, 1.0, 1.0, 1.0)
        gr = Vec4(0.5, 0.5, 0.5, 1.0)

        # 3) write each column on the vertex data object (for speed, have a different writer for each column)
        def addPoint(x, y, z):
            vertex.addData3f(x, y, z)
            normal.addData3f(zUp)
            color.addData4f(wt)

        addPoint(0.0, 0.0, 0.0)
        addPoint(5.0, 0.0, 0.0)
        addPoint(0.0, 5.0, 0.0)
        addPoint(5.0, 5.0, 0.0)

        # 4) create a primitive and add the vertices via index (not truely associated with the actual vertex table, yet)
        tris = GeomTriangles(Geom.UHDynamic)
        tris.addVertices(0, 1, 2)
        tris.closePrimitive()  # exception thrown if verts added != 3, other types inform Panda how many verts/primitive
        tris.addVertices(2, 1, 3)
        print "vdataPoints", vdata.getArrays()[0]
        # 5.1) (adding to scene) create a Geom and add primitives of like base-type i.e. triangles and triangle strips
        geom = Geom(vdata)
        geom.addPrimitive(tris)
        # 5.2) create a GeomNode to hold the Geom(s) and add the Geom(s)
        gn = GeomNode('gnode')
        gn.addGeom(geom)
        # 5.3) attache the node to the scene
        gnNodePath = render.attachNewNode(gn)

        geomPts = Geom(vdata)
        pts = GeomPoints(Geom.UHStatic)
        pts.addVertices(0, 1, 2)
        pts.closePrimitive()
        geomPts.addPrimitive(pts)
        pointsNode = GeomNode('points_node')
        pointsNode.addGeom(geomPts)
        pointsNP = render.attachNewNode(pointsNode)
        pointsNP.setZ(0.5)

        render.ls()
Example #41
0
 def makeNode(self, pointmap=(lambda x, y: (x, y, 0))):
     vt = tuple(self.vertices)
     t = Triangulator()
     fmt = GeomVertexFormat.getV3()
     vdata = GeomVertexData('name', fmt, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     for x, y in vt:
         t.addPolygonVertex(t.addVertex(x, y))
         vertex.addData3f(pointmap(x, y))
     t.triangulate()
     prim = GeomTriangles(Geom.UHStatic)
     for n in xrange(t.getNumTriangles()):
         prim.addVertices(t.getTriangleV0(n),t.getTriangleV1(n),t.getTriangleV2(n))
     prim.closePrimitive()
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     return node
Example #42
0
 def __init__(self, vdata, tex_idx):
     self.vdata = vdata      # vertex data, passed in from parent mesh
     
     self.name = 'PolyGroup_'+str(tex_idx)
     self.geom = Geom(self.vdata)
     self.primitives = GeomTriangles(Geom.UHStatic)
     self.geom.addPrimitive(self.primitives)
     
     self.sprite_list_index = 0
     self.nodePath = None
Example #43
0
File: pd.py Project: btdevel/bt
def makeSquare(face, rhs=True):
    format=GeomVertexFormat.getV3n3cpt2()
    format=GeomVertexFormat.getV3n3t2()
    vdata=GeomVertexData('square', format, Geom.UHStatic)

    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    #color=GeomVertexWriter(vdata, 'color')
    texcoord=GeomVertexWriter(vdata, 'texcoord')

    if not rhs:
        face = list(reversed(face))

    normalvec = (face[1]-face[0]).cross(face[2]-face[0])
    normalvec.normalize()

    f = 0.9 if rhs else 0.8
    f = 1.0
    for ver in face:
        vertex.addData3f(ver*f)
        normal.addData3f(normalvec)
        #color.addData3f((ver+1.0+2.0)*0.25)
        #color.addData3f(ver*0.0+1.0)

    if not normalvec.z:
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)
        texcoord.addData2f(0.0, 1.0)

    
    tri=GeomTriangles(Geom.UHStatic)
    tri.addVertices(0, 1, 2)
    tri.addVertices(2, 3, 0)
    tri.closePrimitive()

    square=Geom(vdata)
    square.addPrimitive(tri)
    return square
Example #44
0
	def reconstruct(self):
		trianglator = Triangulator()

		#Add vertices to the trianglator
		for vertex in self.vertices:
			trianglator.addPolygonVertex(trianglator.addVertex(vertex))
		
		trianglator.triangulate()

		#Prepare to create the primative
		self.vdata = GeomVertexData('floor', GeomVertexFormat.getV3n3cpt2(), Geom.UHStatic)
		vertexW = GeomVertexWriter(self.vdata, 'vertex')
		normalW = GeomVertexWriter(self.vdata, 'normal')
		colorW = GeomVertexWriter(self.vdata, 'color')
		texcoordW = GeomVertexWriter(self.vdata, 'texcoord')

		#Add vertices to the primative
		i = 0
		while i < trianglator.getNumVertices():
			vertex = trianglator.getVertex(i)
			vertexW.addData3f(vertex.x,vertex.y,0.0)
			normalW.addData3f(0,0,1)
			colorW.addData4f(0.1,0.1,0.1,0.5)
			texcoordW.addData2f(0.0, 1.0)	
			i+=1

		self.geom = Geom(self.vdata)

		#Add triangles to the primative
		i = 0
		print(trianglator.getNumTriangles())
		while i < trianglator.getNumTriangles():
			tri = GeomTriangles(Geom.UHStatic)
			tri.addVertices(trianglator.getTriangleV0(i),trianglator.getTriangleV1(i),trianglator.getTriangleV2(i))
			tri.closePrimitive()
			self.geom.addPrimitive(tri)
			i+=1

		self.addGeom(self.geom)
Example #45
0
def createTriangle(v1, v2, v3, is_flat=False):
	x1 = v1.x
	y1 = v1.y
	z1 = v1.z

	x2 = v2.x
	y2 = v2.y
	z2 = v2.z

	x3 = v3.x
	y3 = v3.y
	z3 = v3.z

	format=GeomVertexFormat.getV3n3cp()
	vdata=GeomVertexData('tri', format, Geom.UHDynamic)

	vertex=GeomVertexWriter(vdata, 'vertex')
	normal=GeomVertexWriter(vdata, 'normal')
	color=GeomVertexWriter(vdata, 'color')

	vertex.addData3f(x1, y1, z1)
	vertex.addData3f(x2, y2, z2)
	vertex.addData3f(x3, y3, z3)

	if is_flat:
		normVector = norm(Vec3( (x1 + x2 + x3)/3.0, (y1 + y2 + y3)/3.0, (z1+ z2+ z3)/3.0))

		normal.addData3f(normVector)
		normal.addData3f(normVector)
		normal.addData3f(normVector)

	else:
		normal.addData3f(norm(Vec3(x1,y1,z1)))
		normal.addData3f(norm(Vec3(x2,y2,z2)))
		normal.addData3f(norm(Vec3(x3,y3,z3)))

	#adding different colors to the vertex for visibility
	color.addData4f(0.5,0.5,0.5,1.0)
	color.addData4f(0.5,0.5,0.5,1.0)
	color.addData4f(0.5,0.5,0.5,1.0)

	tri = GeomTriangles(Geom.UHDynamic)

	tri.addVertex(0)
	tri.addVertex(1)
	tri.addVertex(2)

	tri.closePrimitive()

	output_tri = Geom(vdata)
	output_tri.addPrimitive(tri)

	return output_tri
    def createTetraeder(self, iterations):
        ''' 
        Note that the first and the last node of the Thetha_Range should be 0 and 180 Degrees 
        because this will be just one time added to verticies
        '''
        #Format
        format = GeomVertexFormat.getV3n3cpt2()
        #VertexData
        vdata = GeomVertexData('name', format, Geom.UHDynamic)


        ##VertexWriter
        vertex      = GeomVertexWriter(vdata, 'vertex')
        normal      = GeomVertexWriter(vdata, 'normal')
        color       = GeomVertexWriter(vdata, 'color')
        texcoord    = GeomVertexWriter(vdata, 'texcoord')
        
        
        vertex.addData3f(0,1.434,-0.507)
        vertex.addData3f(-1.242,-0.717,-0.507)
        vertex.addData3f(1.242,-0.717,-0.507)
        vertex.addData3f(0,0,1.521)
        
        color.addData4f(1,1,1,1)
        color.addData4f(1,1,1,1)
        color.addData4f(1,1,1,1)
        color.addData4f(1,1,1,1)

        normal.addData3f(0,1.434,-0.507)
        normal.addData3f(-1.242,-0.717,-0.507)
        normal.addData3f(1.242,-0.717,-0.507)
        normal.addData3f(0,0,1.521)

        ### Create Geom
        geom = Geom(vdata)
        ### Create Primitives
        prim = GeomTriangles(Geom.UHStatic)
        prim.addVertices(0, 1, 2)
        prim.addVertices(0, 1, 3)
        prim.addVertices(1, 2, 3)
        prim.addVertices(2, 0, 3)
        prim.closePrimitive()

        geom.addPrimitive(prim)
        
        node = GeomNode('gnode')
        node.addGeom(geom)
        
        return node
    def __init__(self, name = 'Mesh'):
        '''
        Constructor
        '''
        self.name = name
        self.finished = False

        self.format = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData(name, self.format, Geom.UHStream)

        self.mesh = Geom(self.vertexData)
        self.triangles = GeomTriangles(Geom.UHStream)
        self.triangleData = self.triangles.modifyVertices()

        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.normal = GeomVertexWriter(self.vertexData, 'normal')
        self.color = GeomVertexWriter(self.vertexData, 'color')
        #self.texcoord = GeomVertexWriter(self.vertexData, 'texcoord')

        self.faceCount = 0
Example #48
0
    def __init__(self, name = 'Mesh'):
       
        self.name = name
        self.finished = False
 
        self.format = GeomVertexFormat.getV3c4t2()
        #print self.format
        self.vertexData = GeomVertexData(name, self.format, Geom.UHStatic)
        self.vertexData.setNumRows(26136)
       
        self.mesh = Geom(self.vertexData)
        self.triangles = GeomTriangles(Geom.UHStatic)
        self.triangleData = self.triangles.modifyVertices()
        self.triangleData.setNumRows(26136)
       
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.normal = GeomVertexWriter(self.vertexData, 'normal')
        self.color = GeomVertexWriter(self.vertexData, 'color')
        self.texcoord = GeomVertexWriter(self.vertexData, 'texcoord')
       
        self.faceCount = 0
Example #49
0
    def load(self):
        if panda3d is None: raise ImportError("Cannot locate Panda3D")
        node = GeomNode(self.name)
        for n in range(len(self.faces)):
            facevertices = self.faces[n]
            vertices = [self.vertices[v] for v in facevertices]
            normals = None
            if self.normals is not None:
                normals = (self.normals[n],) * len(facevertices)
            colors = None
            if self.facecolors is not None:
                colors = (self.facecolors[n],) * len(facevertices)
            elif self.fvcolors is not None:
                colors = self.fvcolors[n]
            texcoords = None
            if self.texcoords is not None:
                texcoords = self.texcoords[n]

            #KLUDGE
            if self.material is not None and colors is None:
                col = self.material.getAmbient()
                col = (col[0] / col[3], col[1] / col[3], col[2] / col[3], 1.0)
                colors = (col,) * len(vertices)
            #/KLUDGE

            geom = make_geom(vertices, normals, colors, texcoords)
            prim = GeomTriangles(Geom.UHStatic)

            #TODO: proper tesselation! the current one only works for convex faces
            curr = 1
            for v in range(2, len(facevertices)):
                prim.addVertex(curr)
                prim.addVertex(v)
                prim.addVertex(0)
                curr = v
            prim.closePrimitive()
            geom.addPrimitive(prim)
            node.addGeom(geom)
        self.node = NodePath(node)
        self.node.setTwoSided(True)
        if self.material is not None:
            self.node.setMaterial(self.material, priority=1)
        self.loaded = True
Example #50
0
def renderVerts(verts, idx):
    
    from meshtool.filters.panda_filters.pandacore import getVertexData, attachLights, ensureCameraAt
    from meshtool.filters.panda_filters.pandacontrols import KeyboardMovement, MouseDrag, MouseScaleZoom
    from panda3d.core import GeomTriangles, Geom, GeomNode
    from direct.showbase.ShowBase import ShowBase
    
    vdata, indexdata = getVertexData(verts, idx)
    gprim = GeomTriangles(Geom.UHStatic)
    gprim.setIndexType(Geom.NTUint32)
    gprim.setVertices(indexdata)
    gprim.closePrimitive()
    pgeom = Geom(vdata)
    pgeom.addPrimitive(gprim)
    node = GeomNode("primitive")
    node.addGeom(pgeom)
    p3dApp = ShowBase()
    #attachLights(render)
    geomPath = render.attachNewNode(node)
    geomPath.setRenderModeWireframe()
    ensureCameraAt(geomPath, base.camera)
    KeyboardMovement()
    #render.setShaderAuto()
    p3dApp.run()
Example #51
0
def renderCharts(facegraph, verts, vert_indices, lineset=None):
    
    from meshtool.filters.panda_filters.pandacore import getVertexData, attachLights, ensureCameraAt
    from meshtool.filters.panda_filters.pandacontrols import KeyboardMovement, MouseDrag, MouseScaleZoom, ButtonUtils
    from panda3d.core import GeomTriangles, Geom, GeomNode, GeomVertexFormat, GeomVertexData, GeomVertexWriter, LineSegs
    from direct.showbase.ShowBase import ShowBase
       
    vformat = GeomVertexFormat.getV3c4()
    vdata=GeomVertexData('tris', vformat, Geom.UHDynamic)

    vertex=GeomVertexWriter(vdata, 'vertex')
    color=GeomVertexWriter(vdata, 'color')
    
    colors = gen_color3(len(facegraph))
    numtris = 0
    for chart, data in facegraph.nodes_iter(data=True):
        curcolor = next(colors)
        for tri in data['tris']:
            triv = verts[vert_indices[tri]]
            vertex.addData3f(triv[0][0], triv[0][1], triv[0][2])
            vertex.addData3f(triv[1][0], triv[1][1], triv[1][2])
            vertex.addData3f(triv[2][0], triv[2][1], triv[2][2])
            color.addData4f(curcolor[0],curcolor[1], curcolor[2], 1)
            color.addData4f(curcolor[0],curcolor[1], curcolor[2], 1)
            color.addData4f(curcolor[0],curcolor[1], curcolor[2], 1)
            numtris += 1

    tris=GeomTriangles(Geom.UHDynamic)
    tris.addConsecutiveVertices(0, 3*numtris)
    tris.closePrimitive()
        
    linenodes = []
    if lineset:
        for lines in lineset:
            ls = LineSegs()
            ls.setThickness(4)
            curcolor = next(colors)
            ls.setColor(curcolor[0]/256.0, curcolor[1]/256.0, curcolor[2]/256.0, 1)
    
            tuples = False
            for blah in lines:
                if isinstance(blah, tuple):
                    tuples = True
                break
            if tuples:
                for i, j in lines:
                    frompt = verts[i]
                    topt = verts[j]
                    ls.moveTo(frompt[0], frompt[1], frompt[2])
                    ls.drawTo(topt[0], topt[1], topt[2])
            else:
                for i in range(len(lines)-1):
                    frompt = verts[lines[i]]
                    topt = verts[lines[i+1]]
                    ls.moveTo(frompt[0], frompt[1], frompt[2])
                    ls.drawTo(topt[0], topt[1], topt[2])
            
            linenodes.append(ls.create())
        

    pgeom = Geom(vdata)
    pgeom.addPrimitive(tris)

    node = GeomNode("primitive")
    node.addGeom(pgeom)

    p3dApp = ShowBase()
    #attachLights(render)
    geomPath = render.attachNewNode(node)

    for linenode in linenodes:
        geomPath.attachNewNode(linenode)
    
    #geomPath.setRenderModeWireframe()
    
    ensureCameraAt(geomPath, base.cam)
    
    boundingSphere = geomPath.getBounds()
    base.cam.setPos(boundingSphere.getCenter() + boundingSphere.getRadius())

    base.cam.lookAt(boundingSphere.getCenter())
    
    KeyboardMovement()
    ButtonUtils(geomPath)
    MouseDrag(geomPath)
    MouseScaleZoom(geomPath)
    #render.setShaderAuto()
    p3dApp.run()
Example #52
0
class Chunk2GeomDecoder:
    """
        Chunk decoder that decodes chunks to Panda3D Geoms/Nodes
    """
    def __init__(self):
    
        self.textures={}
        for k in texMap:
            v=texMap[k]
            tex=loader.loadTexture("gfx/%s"%v)
            tex.setWrapU(Texture.WM_clamp)
            tex.setWrapV(Texture.WM_clamp)
            self.textures[k]=tex
        
        self.viewPoint=(0,0,0)
        self.cubeVtxSrc=[
            # 14 vertices per cube mapped
            # so that UV coords utilize
            # the typical cube unwrap:
            #
            #   ####  <-- square texture
            #   ##U#
            #   BLFR
            #   ##D#    #=unused
            #
            # This form uses 14 vertices per cube since
            # the extra (worldspace overlapped) vertices
            # map different U,V coordinates at the same
            # worldspace coordinates, depending on face
            #   
            # x    y    z    u    v
            (1.00,1.00,1.00,0.00,0.50), # A
            (1.00,1.00,0.00,0.00,0.25), # B
            (0.00,1.00,1.00,0.25,0.50), # C
            (0.00,1.00,0.00,0.25,0.25), # D
            (0.00,0.00,1.00,0.50,0.50), # E
            (0.00,0.00,0.00,0.50,0.25), # F
            (1.00,0.00,1.00,0.75,0.50), # G
            (1.00,0.00,0.00,0.75,0.25), # H
            (1.00,1.00,1.00,1.00,0.50), # I
            (1.00,1.00,0.00,1.00,0.25), # J
            (0.00,1.00,1.00,0.50,0.75), # K
            (1.00,1.00,1.00,0.75,0.75), # L
            (0.00,1.00,0.00,0.50,0.00), # M
            (1.00,1.00,0.00,0.75,0.00)  # N
            ]
        self.triSrc=[
            #
            #  Faces (QUAD/TRIPAIR)
            #  using RHR vertex ordering for
            #  correct face surface normals
            #
            #    front: EFHG/EFH+HGE
            #     rear: CABD/CAB+BDC
            #     left: CDFE/CDF+FEC
            #    right: GHJI/GHJ+JIG
            #    upper: KEGL/KEG+GLK
            #    lower: FMNH/FMN+NHF
            #
            "EFH","HGE",
            "CAB","BDC",
            "CDF","FEC",
            "GHJ","JIG",
            "KEG","GLK",
            "FMN","NHF"
            ]
        #
        # setup cube
        #
        # one cube node will be generated per non-air block
        # since different block id's potentially refer to
        # different textures and thus must be separate nodes
        # of the scene graph.
        #
        #   1. vertices
        self.cubeVtx=GeomVertexData('blockCube',GeomVertexFormat.getV3t2(),Geom.UHStatic)
        self.cubeVtx.setNumRows(len(self.cubeVtxSrc))
        vtxW=GeomVertexWriter(self.cubeVtx,'vertex')
        txcW=GeomVertexWriter(self.cubeVtx,'texcoord')
        for vertex in self.cubeVtxSrc:
            vtxW.addData3f(*vertex[0:3])
            txcW.addData2f(*vertex[3:5])
        #   2. mesh
        self.cubeMesh=GeomTriangles(Geom.UHStatic)
        for tri in self.triSrc:
            for triV in tri:
                triVtxId=ord(triV)-65 # changea 'A'-'N' to 0-13
                self.cubeMesh.addVertex(triVtxId)
            self.cubeMesh.close_primitive()
        #   3. geometry (primitive+vertex pair)
        self.cubeGeom=Geom(self.cubeVtx)
        self.cubeGeom.addPrimitive(self.cubeMesh)

    def setViewpoint(x,y,z):
        self.viewPoint=(x,y,z)

    @decompress
    def Chunk2Geom(self,sChunk,origin):
        """
        Decodes chunk into Panda3D geometry format
        @param
            sChunk: encoded chunk
            origin: chunk location in world as 3-tuple
        @return
            A panda3D Node object translated appropriately to place
            the decoded chunk correctly within the world.
        """
        # determine where chunk should be placed in world space
        orgX=origin[0]
        orgY=origin[1]
        orgZ=origin[2]
        # determine chunk's coordinate
        chunkX=orgX/16
        chunkY=orgY/16
        # generate name tags for the various parts
        chunkId="%s_%s" % (chunkX,chunkY)
        vtxName="vtx_%s" % chunkId
        nodeName="chunk_%s" % chunkId
        # create empty node for entire chunk
        chunkNode=render.attachNewNode(nodeName)
        # convert string chunk to numeric
        chunk=[ord(c) for c in sChunk]
        # TODO: read chunk data and generate cube nodes
        flags=chunk[0]+(chunk[1]<<8)+(chunk[2]<<16)+(chunk[3]<<24)
        chunk=chunk[4:] # remove biome/flagbits
        for cY in range(16):
            for cX in range(16):
                for cZ in range(256):
                    cell=cZ+(cX<<8)+(cY<<12)
                    # lookup neighbours
                    me=chunk[cell]
                    if me>0:
                        n_up=chunk[cell-1]    if cZ>0   else 0
                        n_dn=chunk[cell+1]    if cZ<255 else 0
                        n_lt=chunk[cell-256]  if cX>0   else 0
                        n_rt=chunk[cell+256]  if cX<15  else 0
                        n_bk=chunk[cell-4096] if cY>0   else 0
                        n_fd=chunk[cell+4096] if cY<15  else 0
                        if n_up==0 or n_dn==0 or \
                           n_lt==0 or n_rt==0 or \
                           n_bk==0 or n_fd==0:
                            # for any non-obscured block
                            # generate a cube
                            block=GeomNode("%s_block_%s_%s_%s"%(nodeName,cX,cY,cZ))
                            block.addGeom(self.cubeGeom)
                            blockNode=chunkNode.attachNewNode(block)
                            blockNode.setTexture(self.textures[me])
                            blockNode.setPos(cX,cY,cZ)
        chunkNode.setPos(chunkX*16,chunkY*16,-64)
        return chunkNode
Example #53
0
 def __init__(self):
 
     self.textures={}
     for k in texMap:
         v=texMap[k]
         tex=loader.loadTexture("gfx/%s"%v)
         tex.setWrapU(Texture.WM_clamp)
         tex.setWrapV(Texture.WM_clamp)
         self.textures[k]=tex
     
     self.viewPoint=(0,0,0)
     self.cubeVtxSrc=[
         # 14 vertices per cube mapped
         # so that UV coords utilize
         # the typical cube unwrap:
         #
         #   ####  <-- square texture
         #   ##U#
         #   BLFR
         #   ##D#    #=unused
         #
         # This form uses 14 vertices per cube since
         # the extra (worldspace overlapped) vertices
         # map different U,V coordinates at the same
         # worldspace coordinates, depending on face
         #   
         # x    y    z    u    v
         (1.00,1.00,1.00,0.00,0.50), # A
         (1.00,1.00,0.00,0.00,0.25), # B
         (0.00,1.00,1.00,0.25,0.50), # C
         (0.00,1.00,0.00,0.25,0.25), # D
         (0.00,0.00,1.00,0.50,0.50), # E
         (0.00,0.00,0.00,0.50,0.25), # F
         (1.00,0.00,1.00,0.75,0.50), # G
         (1.00,0.00,0.00,0.75,0.25), # H
         (1.00,1.00,1.00,1.00,0.50), # I
         (1.00,1.00,0.00,1.00,0.25), # J
         (0.00,1.00,1.00,0.50,0.75), # K
         (1.00,1.00,1.00,0.75,0.75), # L
         (0.00,1.00,0.00,0.50,0.00), # M
         (1.00,1.00,0.00,0.75,0.00)  # N
         ]
     self.triSrc=[
         #
         #  Faces (QUAD/TRIPAIR)
         #  using RHR vertex ordering for
         #  correct face surface normals
         #
         #    front: EFHG/EFH+HGE
         #     rear: CABD/CAB+BDC
         #     left: CDFE/CDF+FEC
         #    right: GHJI/GHJ+JIG
         #    upper: KEGL/KEG+GLK
         #    lower: FMNH/FMN+NHF
         #
         "EFH","HGE",
         "CAB","BDC",
         "CDF","FEC",
         "GHJ","JIG",
         "KEG","GLK",
         "FMN","NHF"
         ]
     #
     # setup cube
     #
     # one cube node will be generated per non-air block
     # since different block id's potentially refer to
     # different textures and thus must be separate nodes
     # of the scene graph.
     #
     #   1. vertices
     self.cubeVtx=GeomVertexData('blockCube',GeomVertexFormat.getV3t2(),Geom.UHStatic)
     self.cubeVtx.setNumRows(len(self.cubeVtxSrc))
     vtxW=GeomVertexWriter(self.cubeVtx,'vertex')
     txcW=GeomVertexWriter(self.cubeVtx,'texcoord')
     for vertex in self.cubeVtxSrc:
         vtxW.addData3f(*vertex[0:3])
         txcW.addData2f(*vertex[3:5])
     #   2. mesh
     self.cubeMesh=GeomTriangles(Geom.UHStatic)
     for tri in self.triSrc:
         for triV in tri:
             triVtxId=ord(triV)-65 # changea 'A'-'N' to 0-13
             self.cubeMesh.addVertex(triVtxId)
         self.cubeMesh.close_primitive()
     #   3. geometry (primitive+vertex pair)
     self.cubeGeom=Geom(self.cubeVtx)
     self.cubeGeom.addPrimitive(self.cubeMesh)
Example #54
0
class MeshGenerator():
   
    def __init__(self, name = 'Mesh'):
       
        self.name = name
        self.finished = False
 
        self.format = GeomVertexFormat.getV3c4t2()
        #print self.format
        self.vertexData = GeomVertexData(name, self.format, Geom.UHStatic)
        self.vertexData.setNumRows(26136)
       
        self.mesh = Geom(self.vertexData)
        self.triangles = GeomTriangles(Geom.UHStatic)
        self.triangleData = self.triangles.modifyVertices()
        self.triangleData.setNumRows(26136)
       
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.normal = GeomVertexWriter(self.vertexData, 'normal')
        self.color = GeomVertexWriter(self.vertexData, 'color')
        self.texcoord = GeomVertexWriter(self.vertexData, 'texcoord')
       
        self.faceCount = 0
   
    def makeFace(self, x1, y1, z1, x2, y2, z2, id, color):
       
        if x1 != x2:
       
            self.vertex.addData3f(x1, y1, z1)
            self.vertex.addData3f(x2, y1, z1)
            self.vertex.addData3f(x2, y2, z2)
            self.vertex.addData3f(x1, y2, z2)
           
        else:
       
            self.vertex.addData3f(x1, y1, z1)
            self.vertex.addData3f(x2, y2, z1)
            self.vertex.addData3f(x2, y2, z2)
            self.vertex.addData3f(x1, y1, z2)
 
 
        self.color.addData4f(color, color, color, 1.0)
        self.color.addData4f(color, color, color, 1.0)
        self.color.addData4f(color, color, color, 1.0)
        self.color.addData4f(color, color, color, 1.0)
       
        if id == 1:
            self.texcoord.addData2f(0.0, 0.5)
            self.texcoord.addData2f(0.0, 0.0)
            self.texcoord.addData2f(0.25, 0.0)
            self.texcoord.addData2f(0.25, 0.5)
        elif id == 2:
            self.texcoord.addData2f(0.25, 0.5)
            self.texcoord.addData2f(0.25, 0.0)
            self.texcoord.addData2f(0.5, 0.0)
            self.texcoord.addData2f(0.5, 0.5)
        elif id == 3:
            self.texcoord.addData2f(0.5, 0.5)
            self.texcoord.addData2f(0.5, 0.0)
            self.texcoord.addData2f(0.75, 0.0)
            self.texcoord.addData2f(0.75, 0.5)
        elif id == 4:
            self.texcoord.addData2f(0.75, 0.5)
            self.texcoord.addData2f(0.75, 0.0)
            self.texcoord.addData2f(1.0, 0.0)
            self.texcoord.addData2f(1.0, 0.5)
        elif id == 5:
            self.texcoord.addData2f(0.0, 1.0)
            self.texcoord.addData2f(0.0, 0.5)
            self.texcoord.addData2f(0.25, 0.5)
            self.texcoord.addData2f(0.25, 1.0)
        elif id == 6:
            self.texcoord.addData2f(0.25, 1.0)
            self.texcoord.addData2f(0.25, 0.5)
            self.texcoord.addData2f(0.5, 0.5)
            self.texcoord.addData2f(0.5, 1.0)
       
        vertexId = self.faceCount * 4
       
        self.triangles.addVertices(vertexId, vertexId + 1, vertexId + 3)
        self.triangles.addVertices(vertexId + 1, vertexId + 2, vertexId + 3)
       
        self.faceCount += 1
   
    def makeFrontFace(self, x, y, z, id):
        self.makeFace(x + 1, y + 1, z - 1, x, y + 1, z, id, 0.6)
   
    def makeBackFace(self, x, y, z, id):
        self.makeFace(x, y, z - 1, x + 1, y, z, id, 0.85)
   
    def makeRightFace(self, x, y, z, id):
        self.makeFace(x + 1, y, z - 1, x + 1, y + 1, z, id, 1.0)
   
    def makeLeftFace(self, x, y, z, id):
        self.makeFace(x, y + 1, z - 1, x, y, z, id, 0.9)
   
    def makeTopFace(self, x, y, z, id):
        self.makeFace(x + 1, y + 1, z, x, y, z, id, 1.0)
   
    def makeBottomFace(self, x, y, z, id):
        self.makeFace(x, y + 1, z - 1, x + 1, y, z - 1, id, 0.70)
   
    def getMesh(self):
        return self.mesh
   
    def getGeomNode(self):
        if self.finished == False:
            self.triangles.closePrimitive()
            self.mesh.addPrimitive(self.triangles)
            self.finished = True
        geomNode = GeomNode(self.name)
        geomNode.addGeom(self.mesh)
        return geomNode
Example #55
0
def create_mesh(parentnp, debug=False, invert=False):
    """This creates a simple 17x17 grid mesh for the sides of our cube.
    The ultimate goal is to use a LOD system, probably based on quadtrees.
    If debug is true then we get a color gradiant on our vertexes."""
    x = -1.0
    y = -1.0
    vertex_count = 0
    u = 0.0
    v = 0.0

    WIDTH_STEP = 2 / 16.0

    while y <= 1.0:
        while x <= 1.0:
            vertex.addData3f(x, y, 0)
            if invert:
                normal.addData3f(myNormalize((Vec3(2 * x + 1, 2 * y + 1, 2 * 0 - 1))))
            else:
                normal.addData3f(myNormalize((Vec3(2 * x - 1, 2 * y - 1, 2 * 0 - 1))))
            if debug:
                color.addData4f(1.0, u, v, 1.0)
            texcoord.addData2f(u, v)
            vertex_count += 1
            x += WIDTH_STEP
            u += WIDTH_STEP / 2.0
        x = -1.0
        u = 0
        y += WIDTH_STEP
        v += WIDTH_STEP / 2.0

    print vertex_count
    triangles = []

    for y in range(0, 16):
        for x in range(0, 16):
            v = 17 * y + x
            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(v)
            tri.addVertex(v + 1)
            tri.addVertex(v + 17)
            tri.closePrimitive()
            triangles.append(tri)

            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(v + 1)
            tri.addVertex(v + 18)
            tri.addVertex(v + 17)

            tri.closePrimitive()
            triangles.append(tri)

    mesh = Geom(vdata)
    for t in triangles:
        mesh.addPrimitive(t)
    mnode = GeomNode("quadface")
    mnode.addGeom(mesh)
    nodePath = parentnp.attachNewNode(mnode)
    return nodePath
Example #56
0
def make_square(sq_color):
    # sq_color is a list of tuples, describing each vertex:
    # (r, g, b, a) for [bl, br, tr, tl]
    x1 = -1
    y1 = -1
    z1 = -1
    x2 = 1
    y2 = -1
    z2 = 1
    v_format = GeomVertexFormat.getV3n3cpt2()
    v_data = GeomVertexData('square', v_format, Geom.UHDynamic)

    vertex = GeomVertexWriter(v_data, 'vertex')
    normal = GeomVertexWriter(v_data, 'normal')
    color = GeomVertexWriter(v_data, 'color')
    tex_coord = GeomVertexWriter(v_data, 'texcoord')

    # make sure we draw the sqaure in the right plane
    if x1 != x2:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y1, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y2, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

    else:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y2, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y1, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

    # adding different colors to the vertex for visibility
    # color.addData4f(1.0, 0.0, 0.0, 1.0)
    # color.addData4f(0.0, 1.0, 0.0, 1.0)
    # color.addData4f(0.0, 0.0, 1.0, 1.0)
    # color.addData4f(1.0, 0.0, 1.0, 1.0)
    color.addData4f(sq_color[0])  # (0, 0) bottom left
    color.addData4f(sq_color[1])  # (0.5, 0) bottom right
    color.addData4f(sq_color[2])  # (0.5, 0.5) top right
    color.addData4f(sq_color[3])  # (0, 0.5) top left

    tex_coord.addData2f(0.0, 1.0)
    tex_coord.addData2f(0.0, 0.0)
    tex_coord.addData2f(1.0, 0.0)
    tex_coord.addData2f(1.0, 1.0)

    # Quads aren't directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 3)
    tris.addVertices(1, 2, 3)

    square = Geom(v_data)
    square.addPrimitive(tris)
    return square
	def createModelClone(self,modelFilename):

		newVisualCar = loader.loadModel(modelFilename)
		geomNodeCollection = newVisualCar.findAllMatches('**/+GeomNode')

		simpleTris=[]

		self.unmodifiedVertexData=[]

		for nodePath in geomNodeCollection:
			geomNode = nodePath.node()
			for i in range(geomNode.getNumGeoms()):

				geom = geomNode.getGeom(i)

				vdata = geom.getVertexData()
				vertex = GeomVertexReader(vdata, 'vertex')
				while not vertex.isAtEnd():
					v=vertex.getData3f()
					vertexModelX,vertexModelY,vertexModelZ=v
					self.unmodifiedVertexData.append([vertexModelX,vertexModelY,vertexModelZ])

				for primitiveIndex in range(geom.getNumPrimitives()):
					prim=geom.getPrimitive(primitiveIndex)
					prim=prim.decompose()
					for p in range(prim.getNumPrimitives()):
						s = prim.getPrimitiveStart(p)
						e = prim.getPrimitiveEnd(p)
						singleTriData=[]
						for i in range(s, e):
							vertex.setRow(prim.getVertex(s)) 
							vi = prim.getVertex(i)
							singleTriData.append(vi)
						simpleTris.append(singleTriData)

		simpleVertices=self.unmodifiedVertexData

		format=GeomVertexFormat.getV3()

		vdata=GeomVertexData('shadow', format, Geom.UHDynamic)
		self.pandaVertexData=vdata
		vertex=GeomVertexWriter(vdata, 'vertex')
		for vertexIndex in range(len(simpleVertices)):
			simpleVertex=simpleVertices[vertexIndex]
			vertex.addData3f(0,0,0)

		tris=GeomTriangles(Geom.UHStatic)
		for index in range(len(simpleTris)):
			simpleTri=simpleTris[index]
			tris.addVertex(simpleTri[0])
			tris.addVertex(simpleTri[1])
			tris.addVertex(simpleTri[2])
			tris.closePrimitive()

		shadow=Geom(vdata)
		shadow.addPrimitive(tris)

		snode=GeomNode('shadow')
		snode.addGeom(shadow)

		self.snode=snode
Example #58
0
def createPlane(width,height):

    format=GeomVertexFormat.getV3()
    vdata=GeomVertexData("vertices", format, Geom.UHStatic)

    vertexWriter=GeomVertexWriter(vdata, "vertex")
    vertexWriter.addData3f(0,0,0)
    vertexWriter.addData3f(width,0,0)
    vertexWriter.addData3f(width,height,0)
    vertexWriter.addData3f(0,height,0)

    #step 2) make primitives and assign vertices to them
    tris=GeomTriangles(Geom.UHStatic)

    #have to add vertices one by one since they are not in order
    tris.addVertex(0)
    tris.addVertex(1)
    tris.addVertex(3)

    #indicates that we have finished adding vertices for the first triangle.
    tris.closePrimitive()

    #since the coordinates are in order we can use this convenience function.
    tris.addConsecutiveVertices(1,3) #add vertex 1, 2 and 3
    tris.closePrimitive()

    #step 3) make a Geom object to hold the primitives
    squareGeom=Geom(vdata)
    squareGeom.addPrimitive(tris)

    #now put squareGeom in a GeomNode. You can now position your geometry in the scene graph.
    squareGN=GeomNode("square")
    squareGN.addGeom(squareGeom)

    terrainNode = NodePath("terrNode")
    terrainNode.reparentTo(render)
    terrainNode.attachNewNode(squareGN)
    terrainNode.setX(-width/2)
    texGrass = loader.loadTexture("textures/envir-ground.jpg")
    terrainNode.setTexture(texGrass)
    def create_geom(self, sidelength):
        # Set up the vertex arrays
        vformat = GeomVertexFormat.getV3n3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        geom = Geom(vdata)

        # Write vertex data
        for x in range(0, sidelength):
            for y in range(0, sidelength):
                # vertex_number = x * sidelength + y
                v_x, v_y, v_z = self.map_b[(x, y)]
                n_x, n_y, n_z = 0.0, 0.0, 1.0
                c_r, c_g, c_b, c_a = 0.5, 0.5, 0.5, 0.5
                vertex.addData3f(v_x, v_y, v_z)
                normal.addData3f(n_x, n_y, n_z)
                color.addData4f(c_r, c_g, c_b, c_a)

        # Add triangles
        for x in range(0, sidelength - 1):
            for y in range(0, sidelength - 1):
                # The vertex arrangement (y up, x right)
                # 2 3
                # 0 1
                v_0 = x * sidelength + y
                v_1 = x * sidelength + (y + 1)
                v_2 = (x + 1) * sidelength + y
                v_3 = (x + 1) * sidelength + (y + 1)
                if (x+y)%1 == 0: # An even square
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_0, v_2, v_3)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_3, v_1, v_0)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                else: # An odd square
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_1, v_0, v_2)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_2, v_3, v_1)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        
        # Remember GeomVertexWriters to adjust vertex data later
        #self.vertex_writer = vertex
        #self.color_writer = color
        self.vdata = vdata
        
        return node