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 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 #3
0
 def makeGeom(self, points, colors, sizes):
     #format = GeomVertexFormat.getV3c4()
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                     Geom.CColor)
     array.addColumn(InternalName.make('size'), 1, Geom.NTFloat32,
                     Geom.COther)
     format = GeomVertexFormat()
     format.addArray(array)
     format = GeomVertexFormat.registerFormat(format)
     vdata = GeomVertexData('vdata', format, Geom.UH_static)
     vdata.unclean_set_num_rows(len(points))
     self.vwriter = GeomVertexWriter(vdata, 'vertex')
     self.colorwriter = GeomVertexWriter(vdata, 'color')
     self.sizewriter = GeomVertexWriter(vdata, 'size')
     geompoints = GeomPoints(Geom.UH_static)
     geompoints.reserve_num_vertices(len(points))
     index = 0
     for (point, color, size) in zip(points, colors, sizes):
         self.vwriter.addData3f(*point)
         self.colorwriter.addData4f(*color)
         self.sizewriter.addData1f(size)
         geompoints.addVertex(index)
         geompoints.closePrimitive()
         index += 1
     geom = Geom(vdata)
     geom.addPrimitive(geompoints)
     return geom
Example #4
0
    def __init__(self, base, obj, **kwargs):
        super(GalaxyView, self).__init__(base, obj, **kwargs)

        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
        array.addColumn(InternalName.make('size'), 1, Geom.NTFloat32,
                        Geom.COther)
        gmformat = GeomVertexFormat()
        gmformat.addArray(array)
        gmformat = GeomVertexFormat.registerFormat(gmformat)

        vdata = GeomVertexData('points', gmformat, Geom.UHDynamic)

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

        self.node = NodePath('galaxy')
        self.node.reparentTo(self.base.render)
        self.node.setTransparency(TransparencyAttrib.MAlpha)

        lumsort = sorted([star.luminosity for star in self.obj.stars])
        #highest_luminosity = lumsort[-1]
        median_luminosity = lumsort[len(lumsort) / 2]
        for star in self.obj.stars:
            vertex.addData3f(star.galpos.x, star.galpos.y, star.galpos.z)
            color.addData4f(star.red, star.green, star.blue, 1.0)
            #size.addData1f(min(100, max(5, 10-star.magnitude/2)))
            sizeval = 10 + log(star.luminosity)
            size.addData1f(min(30, max(10, sizeval)))

        prim = GeomPoints(Geom.UHStatic)
        prim.addConsecutiveVertices(0, len(self.obj.stars))
        prim.closePrimitive()

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

        node = GeomNode('gnode')
        node.addGeom(geom)

        galaxy_node = self.node.attachNewNode(node)
        galaxy_node.setRenderModeThickness(1)
        ts = TextureStage.getDefault()  #TextureStage('ts')
        #ts.setMode(TextureStage.MGlow)
        galaxy_node.setTexGen(ts, TexGenAttrib.MPointSprite)
        galaxy_node.setTexture(
            ts, self.base.loader.loadTexture('texture/flare.png'))
        #galaxy_node.setRenderModePerspective(True)

        galaxy_node.setBin("unsorted", 1)
        galaxy_node.setDepthWrite(0)
        galaxy_node.setTransparency(1)

        self.setup_glow_shader()
        """
Example #5
0
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                               Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32,
                               Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        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 = GeomPatches(3, 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, initial shader vars, number of instances
        np.set_shader(
            Shader.load(Shader.SL_GLSL,
                        vertex="shader.vert",
                        tess_control="shader.tesc",
                        tess_evaluation="shader.tese",
                        geometry="shader.geom",
                        fragment="shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
Example #6
0
 def begin(self, numVerts):
     self.vertexBuffer.uncleanSetNumRows(numVerts)
     for view in self.views:
         view.clear()
     self.vwriter = GeomVertexWriter(self.vertexBuffer,
                                     InternalName.getVertex())
     self.twriter = GeomVertexWriter(self.vertexBuffer,
                                     InternalName.getTexcoord())
     self.nwriter = GeomVertexWriter(self.vertexBuffer,
                                     InternalName.getNormal())
Example #7
0
    def modifyGeometryUVs(self):
        # Modifies the geometry vertex UVs in-place
        twriter = GeomVertexWriter(self.vdata, InternalName.getTexcoord())
        tanwriter = GeomVertexWriter(self.vdata, InternalName.getTangent())
        bwriter = GeomVertexWriter(self.vdata, InternalName.getBinormal())

        for i in range(len(self.vertices)):
            twriter.setData2f(self.vertices[i].uv)
            tanwriter.setData3f(self.material.tangent)
            bwriter.setData3f(self.material.binormal)
Example #8
0
 def update_geom(self, points, colors, sizes):
     geom = self.instance.children[0].node().modify_geom(0)
     vdata = geom.modify_vertex_data()
     vdata.unclean_set_num_rows(len(points))
     vwriter = GeomVertexRewriter(vdata, InternalName.get_vertex())
     colorwriter = GeomVertexWriter(vdata, InternalName.get_color())
     sizewriter = GeomVertexWriter(vdata, InternalName.get_size())
     for (point, color, size) in zip(points, colors, sizes):
         vwriter.addData3f(*point)
         colorwriter.addData4f(*color)
         sizewriter.addData1f(size)
Example #9
0
def getFaceFormat():
    global FaceFormat
    if not FaceFormat:
        arr = GeomVertexArrayFormat()
        arr.addColumn(InternalName.getVertex(), 3, GeomEnums.NTStdfloat, GeomEnums.CPoint)
        arr.addColumn(InternalName.getNormal(), 3, GeomEnums.NTStdfloat, GeomEnums.CNormal)
        arr.addColumn(InternalName.getTangent(), 3, GeomEnums.NTStdfloat, GeomEnums.CVector)
        arr.addColumn(InternalName.getBinormal(), 3, GeomEnums.NTStdfloat, GeomEnums.CVector)
        arr.addColumn(InternalName.getTexcoord(), 2, GeomEnums.NTStdfloat, GeomEnums.CTexcoord)
        FaceFormat = GeomVertexFormat.registerFormat(arr)
    return FaceFormat
Example #10
0
    def __init__(self, __occupying_unit = None, __occupiable = True, 
	x = 0, z = 0, r = 5, tag = 0):
        self.__occupying_unit = __occupying_unit
        self.__occupiable = __occupiable
	self.__r = r
	self.__x = x
	self.__z = z
	self.__tag = tag
	
	#Procedurally creating a hex!
	geometry_array = GeomVertexArrayFormat()
	geometry_array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	geometry_array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CPoint)
	format = GeomVertexFormat()
	format.addArray(geometry_array)
	format = GeomVertexFormat.registerFormat(format)
	self.__vdata = GeomVertexData('Hex', format, Geom.UHStatic)
	self.__vertex = GeomVertexWriter(self.__vdata, 'vertex')
	self.__normal = GeomVertexWriter(self.__vdata, 'normal')

	#Vertex 1
	self.__vertex.addData3f(self.__x, self.__z+self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 2
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 3
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 4
	self.__vertex.addData3f(self.__x, self.__z-self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 5
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 6
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)

	self.__hex_primitive = GeomTrifans(Geom.UHStatic)
	self.__hex_primitive.addVertices(5, 4)
	self.__hex_primitive.addVertices(3, 2)
	self.__hex_primitive.addVertices(1, 0)

	self.__hex_primitive.closePrimitive()
	self.__hex_geometry = Geom(self.__vdata)
	self.__hex_geometry.addPrimitive(self.__hex_primitive)
	self.__hex_node = GeomNode('HexNode')
	self.__hex_node.addGeom(self.__hex_geometry)

	nodePath = render.attachNewNode(self.__hex_node)
	nodePath.setTag( "hex", str(tag) )
	nodePath.node().setIntoCollideMask(BitMask32.bit(1))
	nodePath.hide()
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        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 = GeomPatches(3, 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, initial shader vars, number of instances
        np.set_shader(Shader.load(Shader.SL_GLSL,
                                  vertex = "shader.vert",
                                  tess_control = "shader.tesc",
                                  tess_evaluation = "shader.tese",
                                  geometry = "shader.geom",
                                  fragment = "shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
Example #12
0
 def __generate_Vformats(self):
     vformat_dict = {}
     # Simple.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['simp'] = GeomVertexFormat.registerFormat(vformat)
     # Low.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['low'] = GeomVertexFormat.registerFormat(vformat)
     # Mid.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['mid'] = GeomVertexFormat.registerFormat(vformat)
     # High (patches).
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     array.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['high'] = GeomVertexFormat.registerFormat(vformat)
     return vformat_dict
Example #13
0
def makeSprite(name, texture, scale, add = False):
    from panda3d.core import (GeomVertexFormat, GeomVertexData, GeomEnums,
                              InternalName, GeomVertexWriter, GeomPoints,
                              Geom, GeomNode, NodePath, TextureStage,
                              TexGenAttrib, BoundingSphere)
    format = GeomVertexFormat.getV3()
    data = GeomVertexData(name + "_data", format, GeomEnums.UHStatic)
    writer = GeomVertexWriter(data, InternalName.getVertex())
    writer.addData3f((0, 0, 0))
    primitive = GeomPoints(GeomEnums.UHStatic)
    primitive.addVertex(0)
    primitive.closePrimitive()
    geom = Geom(data)
    geom.addPrimitive(primitive)
    geomNode = GeomNode(name)
    geomNode.addGeom(geom)
    np = NodePath(geomNode)
    np.setLightOff(1)
    np.setMaterialOff(1)
    np.setRenderModePerspective(True)
    ts = TextureStage('sprite')
    if add:
        ts.setMode(TextureStage.MAdd)
    np.setTexture(ts, texture)
    np.setTexGen(ts, TexGenAttrib.MPointSprite)

    np.setDepthWrite(False)
    np.setDepthOffset(1)
    np.setTransparency(True)
    np.node().setBounds(BoundingSphere((0, 0, 0), 1))
    np.node().setFinal(True)
    np.flattenStrong()
    np.setScale(scale)

    return np
Example #14
0
def pandageom_from_points(vertices, rgba=None, name=''):
    """
    pack the vertices into a panda3d point cloud geom
    :param vertices:
    :param rgba: rgba color for each vertex, can be list or nparray (rgb is also acceptable)
    :param name:
    :return:
    author: weiwei
    date: 20170328, 20210116, 20220721
    """
    if rgba is None:
        # default
        vertex_rgbas = np.asarray([[0, 0, 0, 255]] * len(vertices),
                                  dtype=np.uint8)
    if isinstance(rgba, list):
        rgba = np.array(rgba)
    if not isinstance(rgba, np.array):
        raise ValueError('rgba must be a list or an nparray!')
    if len(rgba) == 1:
        vertex_rgbas = np.tile((rgba * 255).astype(np.uint8),
                               (len(vertices), 1))
    elif len(rgba) == len(vertices):
        vertex_rgbas = (rgba * 255).astype(np.uint8)
    n_color_bit = rgba.shape[1]
    vertformat = GeomVertexFormat()
    arrayformat = GeomVertexArrayFormat()
    arrayformat.addColumn(InternalName.getVertex(), 3, GeomEnums.NTFloat32,
                          GeomEnums.CPoint)
    vertformat.addArray(arrayformat)
    arrayformat = GeomVertexArrayFormat()
    arrayformat.addColumn(InternalName.getColor(), n_color_bit,
                          GeomEnums.NTUint8, GeomEnums.CColor)
    vertformat.addArray(arrayformat)
    vertformat = GeomVertexFormat.registerFormat(vertformat)
    vertexdata = GeomVertexData(name, vertformat, Geom.UHStatic)
    vertexdata.modifyArrayHandle(0).copyDataFrom(
        np.ascontiguousarray(vertices, dtype=np.float32))
    vertexdata.modifyArrayHandle(1).copyDataFrom(vertex_rgbas)
    primitive = GeomPoints(Geom.UHStatic)
    primitive.setIndexType(GeomEnums.NTUint32)
    primitive.modifyVertices(-1).modifyHandle().copyDataFrom(
        np.arange(len(vertices), dtype=np.uint32))
    geom = Geom(vertexdata)
    geom.addPrimitive(primitive)
    return geom
Example #15
0
def pandageom_from_points(vertices, rgba_list=None, name=''):
    """
    pack the vertices into a panda3d point cloud geom
    :param vertices:
    :param rgba_list: a list with a single 1x4 nparray or with len(vertices) 1x4 nparray
    :param name:
    :return:
    author: weiwei
    date: 20170328, 20210116
    """
    if rgba_list is None:
        # default
        vertex_rgbas = np.array([[0, 0, 0, 255]] * len(vertices),
                                dtype=np.uint8)
    elif type(rgba_list) is not list:
        raise Exception('rgba\_list must be a list!')
    elif len(rgba_list) == 1:
        vertex_rgbas = np.tile((np.array(rgba_list[0]) * 255).astype(np.uint8),
                               (len(vertices), 1))
    elif len(rgba_list) == len(vertices):
        vertex_rgbas = (np.array(rgba_list) * 255).astype(np.uint8)
    else:
        raise ValueError(
            'rgba_list must be a list of one or len(vertices) 1x4 nparray!')
    vertformat = GeomVertexFormat()
    arrayformat = GeomVertexArrayFormat()
    arrayformat.addColumn(InternalName.getVertex(), 3, GeomEnums.NTFloat32,
                          GeomEnums.CPoint)
    vertformat.addArray(arrayformat)
    arrayformat = GeomVertexArrayFormat()
    arrayformat.addColumn(InternalName.getColor(), 4, GeomEnums.NTUint8,
                          GeomEnums.CColor)
    vertformat.addArray(arrayformat)
    vertformat = GeomVertexFormat.registerFormat(vertformat)
    vertexdata = GeomVertexData(name, vertformat, Geom.UHStatic)
    vertexdata.modifyArrayHandle(0).copyDataFrom(
        np.ascontiguousarray(vertices, dtype=np.float32))
    vertexdata.modifyArrayHandle(1).copyDataFrom(vertex_rgbas)
    primitive = GeomPoints(Geom.UHStatic)
    primitive.setIndexType(GeomEnums.NTUint32)
    primitive.modifyVertices(-1).modifyHandle().copyDataFrom(
        np.arange(len(vertices), dtype=np.uint32))
    geom = Geom(vertexdata)
    geom.addPrimitive(primitive)
    return geom
Example #16
0
def load_pcd_content(content,
                     w=2,
                     color_mode="intensity",
                     intensity_filter=50):
    pc = pypcd.PointCloud.from_buffer(content)
    fmt = GeomVertexFormat()  #3 component vertex, w/ 4 comp color
    fmt_arr = GeomVertexArrayFormat()
    fmt_arr.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                      Geom.CPoint)
    fmt_color_arr = GeomVertexArrayFormat()
    fmt_color_arr.addColumn(InternalName.make('color'), 4, Geom.NTUint8,
                            Geom.CColor)
    fmt.addArray(fmt_arr)
    fmt.addArray(fmt_color_arr)
    fmt = GeomVertexFormat.registerFormat(fmt)

    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)
    pointCloud = GeomPoints(Geom.UHStatic)

    pc.pc_data.dtype = numpy.dtype("<f4")
    v, c = arrayfilter.vertices_filter(pc.pc_data.reshape((pc.points, 4)))
    for i in xrange(len(v)):
        pointCloud.addVertex(i)
        pointCloud.closePrimitive()

    arr = GeomVertexArrayData(fmt.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.copyDataFrom(v)
    vertexData.setArray(0, arr)

    arr = GeomVertexArrayData(fmt.getArray(1), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.copyDataFrom(c)
    vertexData.setArray(1, arr)

    cloud = Geom(vertexData)
    cloud.addPrimitive(pointCloud)
    cloudNode = GeomNode('points')
    cloudNode.addGeom(cloud)
    cloudNodePath = NodePath(cloudNode)
    cloudNodePath.setRenderModeThickness(w)
    cloudNodePath.setRenderModePerspective(True)
    return cloudNode
Example #17
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(
            InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        # bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("../asset/TreeGenerator/barkTexture.jpg")
Example #18
0
def makeVertexFormat(color=True,
                     normal=False,
                     texcoord=False,
                     tan_binorm=False):
    myArray = GeomVertexArrayFormat()
    myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                      Geom.CPoint)
    if color:
        myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                          Geom.CColor)
    if normal:
        myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    if texcoord:
        myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                          Geom.CTexcoord)
    if tan_binorm:
        myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                          Geom.CVector)
        myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    myFormat = GeomVertexFormat()
    myFormat.addArray(myArray)
    myFormat = GeomVertexFormat.registerFormat(myFormat)

    return myFormat
Example #19
0
    def __init__(self):
        array_format = GeomVertexArrayFormat()
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Vertex.value), 3,
            Geom.NT_float32, Geom.C_point)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Color.value), 4, Geom.NT_uint8,
            Geom.C_color)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Normal.value), 3,
            Geom.NT_float32, Geom.C_normal)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Tangent.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Binormal.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.UVMap.value), 2,
            Geom.NT_float32, Geom.C_texcoord)

        self.vertex_format = GeomVertexFormat()
        self.vertex_format.addArray(array_format)
        self.vertex_format = GeomVertexFormat.registerFormat(
            self.vertex_format)
Example #20
0
def empty_geom(prefix,
               nb_data,
               nb_vertices,
               points=False,
               normal=True,
               texture=True,
               color=False,
               tanbin=False):
    array = GeomVertexArrayFormat()
    array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                    Geom.CPoint)
    if color:
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
    if texture:
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                        Geom.CTexcoord)
    if normal:
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                        Geom.CVector)
    if tanbin:
        array.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                        Geom.CVector)
        array.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                        Geom.CVector)
    format = GeomVertexFormat()
    format.addArray(array)
    format = GeomVertexFormat.registerFormat(format)
    gvd = GeomVertexData('gvd', format, Geom.UHStatic)
    if nb_data != 0:
        gvd.unclean_set_num_rows(nb_data)
    geom = Geom(gvd)
    gvw = GeomVertexWriter(gvd, 'vertex')
    if color:
        gcw = GeomVertexWriter(gvd, 'color')
    else:
        gcw = None
    if texture:
        gtw = GeomVertexWriter(gvd, 'texcoord')
    else:
        gtw = None
    if normal:
        gnw = GeomVertexWriter(gvd, 'normal')
    else:
        gnw = None
    if tanbin:
        gtanw = GeomVertexWriter(gvd, 'tangent')
        gbiw = GeomVertexWriter(gvd, 'binormal')
    else:
        gtanw = None
        gbiw = None
    if points:
        prim = GeomPoints(Geom.UHStatic)
    else:
        prim = GeomTriangles(Geom.UHStatic)
    if nb_vertices != 0:
        prim.reserve_num_vertices(nb_vertices)
    return (gvw, gcw, gtw, gnw, gtanw, gbiw, prim, geom)
Example #21
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8,
                              Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("barkTexture.jpg")
        treeNodePath = NodePath("Tree Holder")
        makeFractalTree(bodydata, treeNodePath, LVector3(4, 4, 7))

        treeNodePath.setTexture(self.barkTexture, 1)
        treeNodePath.reparentTo(render)

        self.accept("q", self.regenTree)
        self.accept("w", self.addTree)
        self.accept("arrow_up", self.upIterations)
        self.accept("arrow_down", self.downIterations)
        self.accept("arrow_right", self.upCopies)
        self.accept("arrow_left", self.downCopies)

        self.numIterations = 11
        self.numCopies = 4

        self.upDownEvent = OnscreenText(
            text="Up/Down: Increase/Decrease the number of iterations (" +
            str(self.numIterations) + ")",
            parent=base.a2dTopLeft,
            align=TextNode.ALeft,
            style=1,
            fg=(1, 1, 1, 1),
            pos=(0.06, -0.22),
            scale=.05,
            mayChange=True)

        self.leftRightEvent = OnscreenText(
            text="Left/Right: Increase/Decrease branching (" +
            str(self.numCopies) + ")",
            parent=base.a2dTopLeft,
            align=TextNode.ALeft,
            style=1,
            fg=(1, 1, 1, 1),
            pos=(0.06, -0.28),
            scale=.05,
            mayChange=True)
Example #22
0
File: util.py Project: svfgit/solex
 def __build_Writers(self):
     # Build Vdata.
     array = GeomVertexArrayFormat()
     for field_name, field_spec_name in list(self.field_types.items()):
         field_specs = self._data_types[field_spec_name][:-1]
         array.addColumn(InternalName.make(field_name), *field_specs)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat = GeomVertexFormat.registerFormat(vformat)
     vdata = GeomVertexData("data", vformat, Geom.UHStatic)
     
     # Build GeomVertexWriters.
     writers = {}
     for field_name in list(self.field_types.keys()):
         writers[field_name] = GeomVertexWriter(vdata, field_name)
     return vdata, writers
Example #23
0
 def update_geom(self):
     geom = self.node.modify_geom(0)
     vdata = geom.modify_vertex_data()
     vwriter = GeomVertexRewriter(vdata, InternalName.get_vertex())
     #TODO: refactor with above code !!!
     delta = self.body.parent.get_local_position()
     if self.orbit.is_periodic():
         epoch = self.context.time.time_full - self.orbit.period
         step = self.orbit.period / (self.nbOfPoints - 1)
     else:
         #TODO: Properly calculate orbit start and end time
         epoch = self.orbit.get_time_of_perihelion() - self.orbit.period * 5.0
         step = self.orbit.period * 10.0 / (self.nbOfPoints - 1)
     for i in range(self.nbOfPoints):
         time = epoch + step * i
         pos = self.orbit.get_position_at(time) - delta
         vwriter.setData3f(*pos)
Example #24
0
    def registerObject(self, obj):
        """ Registers a new dynamic object, this will store an index for every
        vertex, which can be used to read and store last position data in order
        to compute the velocity. This method also assigns the standard animated
        shader to the node """

        self.debug("Registering dynamic object")

        # Find all GeomNodes
        for node in obj.findAllMatches("**/+GeomNode"):
            geomNode = node.node()
            geomCount = geomNode.getNumGeoms()

            # Find all Geoms
            for i in xrange(geomCount):

                # Modify vertex data
                geom = geomNode.modifyGeom(i)
                geomVertexData = geom.modifyVertexData()

                # Add a new column named "dovindex" to the vertex data
                formatArray = GeomVertexArrayFormat()
                formatArray.addColumn(InternalName.make("dovindex"), 1,
                                      GeomEnums.NTUint32, GeomEnums.CIndex)
                newArrayFormat = GeomVertexFormat(geomVertexData.getFormat())
                newArrayFormat.addArray(formatArray)
                newArrayFormat = GeomVertexFormat.registerFormat(
                    newArrayFormat)

                # Convert the old vertex data and assign the new vertex data
                convertedVertexData = geomVertexData.convertTo(newArrayFormat)
                geom.setVertexData(convertedVertexData)

                # Write the per-vertex indices the dovindex column
                newVertexData = geom.modifyVertexData()
                vtxReader = GeomVertexReader(newVertexData, "vertex")
                indexWriter = GeomVertexWriter(newVertexData, "dovindex")

                while not vtxReader.isAtEnd():
                    data = vtxReader.getData3f()
                    indexWriter.setData1i(self.currentIndex)
                    self.currentIndex += 1

                if self.currentIndex > self.maxVertexCount:
                    self.error("Max dynamic vertex count of",
                               self.maxVertexCount, "reached!")
    def registerObject(self, obj):
        """ Registers a new dynamic object, this will store an index for every
        vertex, which can be used to read and store last position data in order
        to compute the velocity. This method also assigns the standard animated
        shader to the node """

        self.debug("Registering dynamic object")

        # Find all GeomNodes
        for node in obj.findAllMatches("**/+GeomNode"):
            geomNode = node.node()
            geomCount = geomNode.getNumGeoms()

            # Find all Geoms
            for i in xrange(geomCount):

                # Modify vertex data
                geom = geomNode.modifyGeom(i)
                geomVertexData = geom.modifyVertexData()

                # Add a new column named "dovindex" to the vertex data
                formatArray = GeomVertexArrayFormat() 
                formatArray.addColumn(InternalName.make("dovindex"), 1, GeomEnums.NTUint32, GeomEnums.CIndex) 
                newArrayFormat = GeomVertexFormat(geomVertexData.getFormat())
                newArrayFormat.addArray(formatArray)
                newArrayFormat = GeomVertexFormat.registerFormat(newArrayFormat)

                # Convert the old vertex data and assign the new vertex data
                convertedVertexData = geomVertexData.convertTo(newArrayFormat)
                geom.setVertexData(convertedVertexData)

                # Write the per-vertex indices the dovindex column 
                newVertexData = geom.modifyVertexData()
                vtxReader = GeomVertexReader(newVertexData, "vertex")
                indexWriter = GeomVertexWriter(newVertexData, "dovindex")

                while not vtxReader.isAtEnd():
                    data = vtxReader.getData3f()
                    indexWriter.setData1i(self.currentIndex)
                    self.currentIndex += 1

                if self.currentIndex > self.maxVertexCount:
                    self.error("Max dynamic vertex count of", self.maxVertexCount, "reached!")
Example #26
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 #27
0
 def __generate_Vformats(self):
     vformat_dict = {}
     # Simple.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['simp'] = GeomVertexFormat.registerFormat(vformat)
     # Low.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("color"), 4, Geom.NTFloat32,
                     Geom.CColor)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['low'] = GeomVertexFormat.registerFormat(vformat)
     # Mid.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['mid'] = GeomVertexFormat.registerFormat(vformat)
     # High (patches).
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     array.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['high'] = GeomVertexFormat.registerFormat(vformat)
     return vformat_dict
Example #28
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(
            InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("barkTexture.jpg")
        treeNodePath = NodePath("Tree Holder")
        makeFractalTree(bodydata, treeNodePath, LVector3(4, 4, 7))

        treeNodePath.setTexture(self.barkTexture, 1)
        treeNodePath.reparentTo(render)

        self.accept("q", self.regenTree)
        self.accept("w", self.addTree)
        self.accept("arrow_up", self.upIterations)
        self.accept("arrow_down", self.downIterations)
        self.accept("arrow_right", self.upCopies)
        self.accept("arrow_left", self.downCopies)

        self.numIterations = 11
        self.numCopies = 4

        self.upDownEvent = OnscreenText(
            text="Up/Down: Increase/Decrease the number of iterations (" + str(
                self.numIterations) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.22),
            scale=.05, mayChange=True)

        self.leftRightEvent = OnscreenText(
            text="Left/Right: Increase/Decrease branching (" + str(
                self.numCopies) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.28),
            scale=.05, mayChange=True)
Example #29
0
def makeVertexFormat(color = True, normal = False, texcoord = False, tan_binorm = False):
	myArray = GeomVertexArrayFormat()
	myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	if color:
		myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32, Geom.CColor)
	if normal:
		myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CVector)
	if texcoord:
		myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
	if tan_binorm:
		myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32, Geom.CVector)
		myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32, Geom.CVector)
	myFormat = GeomVertexFormat()
	myFormat.addArray(myArray)
	myFormat = GeomVertexFormat.registerFormat(myFormat)
	
	return myFormat
Example #30
0
def getVertexData(vertex, vertex_index, normal=None, normal_index=None,
                  texcoordset=(), texcoord_indexset=(),
                  textangentset=(), textangent_indexset=(),
                  texbinormalset=(), texbinormal_indexset=()):
    
    format = GeomVertexFormat()
    formatArray = GeomVertexArrayFormat()
    
    indices2stack = [vertex_index.reshape(-1, 1)]
    alldata = [vertex]
    formatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
    if normal is not None:
        indices2stack.append(normal_index.reshape(-1, 1))
        alldata.append(collada.util.normalize_v3(numpy.copy(normal)))
        formatArray.addColumn(InternalName.make("normal"), 3, Geom.NTFloat32, Geom.CVector)
    if len(texcoordset) > 0:
        indices2stack.append(texcoord_indexset[0].reshape(-1, 1))
        alldata.append(texcoordset[0])
        formatArray.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
    if len(textangentset) > 0:
        indices2stack.append(textangent_indexset[0].reshape(-1, 1))
        alldata.append(textangentset[0])
        formatArray.addColumn(InternalName.make("tangent"), 3, Geom.NTFloat32, Geom.CVector)
    if len(texbinormalset) > 0:
        indices2stack.append(texbinormal_indexset[0].reshape(-1, 1))
        alldata.append(texbinormalset[0])
        formatArray.addColumn(InternalName.make("binormal"), 3, Geom.NTFloat32, Geom.CVector)
        
    #have to flatten and reshape like this so that it's contiguous
    stacked_indices = numpy.hstack(indices2stack).flatten().reshape((-1, len(indices2stack)))

    #index_map - maps each unique value back to a location in the original array it came from
    #   eg. stacked_indices[index_map] == unique_stacked_indices
    #inverse_map - maps original array locations to their location in the unique array
    #   e.g. unique_stacked_indices[inverse_map] == stacked_indices
    unique_stacked_indices, index_map, inverse_map = numpy.unique(stacked_indices.view([('',stacked_indices.dtype)]*stacked_indices.shape[1]), return_index=True, return_inverse=True)
    unique_stacked_indices = unique_stacked_indices.view(stacked_indices.dtype).reshape(-1,stacked_indices.shape[1])
    
    #unique returns as int64, so cast back
    index_map = numpy.cast['uint32'](index_map)
    inverse_map = numpy.cast['uint32'](inverse_map)
    
    #sort the index map to get a list of the index of the first time each value was encountered
    sorted_map = numpy.cast['uint32'](numpy.argsort(index_map))
    
    #since we're sorting the unique values, we have to map the inverse_map to the new index locations
    backwards_map = numpy.zeros_like(sorted_map)
    backwards_map[sorted_map] = numpy.arange(len(sorted_map), dtype=numpy.uint32)
    
    #now this is the new unique values and their indices
    unique_stacked_indices = unique_stacked_indices[sorted_map]
    inverse_map = backwards_map[inverse_map]
    
    #combine the unique stacked indices into unique stacked data
    data2stack = []
    for idx, data in enumerate(alldata):
        data2stack.append(data[unique_stacked_indices[:,idx]])
    unique_stacked_data = numpy.hstack(data2stack).flatten()
    unique_stacked_data.shape = (-1)
    all_data = unique_stacked_data.tostring()

    format.addArray(formatArray)
    format = GeomVertexFormat.registerFormat(format)
    
    vdata = GeomVertexData("dataname", format, Geom.UHStatic)
    arr = GeomVertexArrayData(format.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.setData(all_data)
    all_data = None
    vdata.setArray(0, arr)
    datahandle = None
    arr = None

    indexFormat = GeomVertexArrayFormat()
    indexFormat.addColumn(InternalName.make("index"), 1, Geom.NTUint32, Geom.CIndex)
    indexFormat = GeomVertexArrayFormat.registerFormat(indexFormat)
    indexArray = GeomVertexArrayData(indexFormat, GeomEnums.UHStream)
    indexHandle = indexArray.modifyHandle()
    indexData = inverse_map.tostring()
    indexHandle.setData(indexData)
    return vdata, indexArray
Example #31
0
    def __init__(self,
                 __occupying_unit=None,
                 __occupiable=True,
                 x=0,
                 z=0,
                 r=5,
                 tag=0):
        self.__occupying_unit = __occupying_unit
        self.__occupiable = __occupiable
        self.__r = r
        self.__x = x
        self.__z = z
        self.__tag = tag

        #Procedurally creating a hex!
        geometry_array = GeomVertexArrayFormat()
        geometry_array.addColumn(InternalName.make('vertex'), 3,
                                 Geom.NTFloat32, Geom.CPoint)
        geometry_array.addColumn(InternalName.make('normal'), 3,
                                 Geom.NTFloat32, Geom.CPoint)
        format = GeomVertexFormat()
        format.addArray(geometry_array)
        format = GeomVertexFormat.registerFormat(format)
        self.__vdata = GeomVertexData('Hex', format, Geom.UHStatic)
        self.__vertex = GeomVertexWriter(self.__vdata, 'vertex')
        self.__normal = GeomVertexWriter(self.__vdata, 'normal')

        #Vertex 1
        self.__vertex.addData3f(self.__x, self.__z + self.__r, 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 2
        self.__vertex.addData3f(self.__x + self.__r * sin(pi / 3),
                                self.__z + self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 3
        self.__vertex.addData3f(self.__x + self.__r * sin(pi / 3),
                                self.__z - self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 4
        self.__vertex.addData3f(self.__x, self.__z - self.__r, 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 5
        self.__vertex.addData3f(self.__x - self.__r * sin(pi / 3),
                                self.__z - self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 6
        self.__vertex.addData3f(self.__x - self.__r * sin(pi / 3),
                                self.__z + self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)

        self.__hex_primitive = GeomTrifans(Geom.UHStatic)
        self.__hex_primitive.addVertices(5, 4)
        self.__hex_primitive.addVertices(3, 2)
        self.__hex_primitive.addVertices(1, 0)

        self.__hex_primitive.closePrimitive()
        self.__hex_geometry = Geom(self.__vdata)
        self.__hex_geometry.addPrimitive(self.__hex_primitive)
        self.__hex_node = GeomNode('HexNode')
        self.__hex_node.addGeom(self.__hex_geometry)

        nodePath = render.attachNewNode(self.__hex_node)
        nodePath.setTag("hex", str(tag))
        nodePath.node().setIntoCollideMask(BitMask32.bit(1))
        nodePath.hide()
Example #32
0
    def __init__(self, mainReference):
        self.mainRef = mainReference
        
        # fog experiment
        myFog = Fog("Mist")
        myFog.setColor(0.6, 0.6, 0.6)
        myFog.setExpDensity(0.0007)
        render.setFog(myFog)
        
        # loading H_Block
        self.H_Block = loader.loadModel("../../models/H_Block/H_Block")
        self.H_Block.reparentTo(self.mainRef.render)
        
        # loading H_Block's colision mesh
        self.H_Block_col = loader.loadModel("../../models/H_Block/H_Block_collision")
        self.H_Block_col.ls()
        # creating triangle meshes for all static nodes
        self.hBlockRoomGeom = self.H_Block_col.getChild(0).getNode(0).getGeom(0)
        self.hBlockBulletMesh = BulletTriangleMesh()
        self.hBlockBulletMesh.addGeom(self.hBlockRoomGeom)
        self.hBlockBulletShape = BulletTriangleMeshShape(self.hBlockBulletMesh, dynamic=False)
        self.bulletHBlockNode = BulletRigidBodyNode('hBlockNode')
        self.bulletHBlockNode.addShape(self.hBlockBulletShape)
        self.mainRef.world.attachRigidBody(self.bulletHBlockNode)
        self.mainRef.render.attachNewNode(self.bulletHBlockNode).setCollideMask(BitMask32.allOn())
        
        
        # arrays containing all regions and portals dividing those regions
        self.convexRegions = []
        self.portals = []
        
        self.convexRegionsGeometry = loader.loadModel("../../models/H_Block/ConvexRegions2")
        self.portalsGeometry = loader.loadModel("../../models/H_Block/Portals2")
#        self.portalsGeometry.reparentTo(self.mainRef.render)
        
        # Regions
        self.convexRegions.append( Region(0) ) # Just making the  access to convexRegions easier
        for convexRegion in self.convexRegionsGeometry.getChild(0).getChildren():
            regionNode = convexRegion.getNode(0)
            regionID = int( regionNode.getTag("prop") )
            self.convexRegions.append( Region(regionID) )

            # Get vertices that define the convex region
            vertexReader = GeomVertexReader(regionNode.getGeom(0).getVertexData(), InternalName.getVertex())
            while( not(vertexReader.isAtEnd() ) ):
                data = vertexReader.getData3()
                X = data.getX()
                Y = data.getY()
                Z = data.getZ()
                self.convexRegions[-1].vertices.append(Vec3(X,Y,Z))
                
        self.convexRegions = sorted(self.convexRegions, key=lambda convexRegion: convexRegion.regionID)
        # Debug
#        for cr in self.convexRegions: 
#            print cr.regionID

        # Portals
        for portal in self.portalsGeometry.getChild(0).getChildren():
            portalNode = portal.getNode(0)

            # Get vertices that define the portal
            frontiers = []
            vertexReader = GeomVertexReader(portalNode.getGeom(0).getVertexData(), InternalName.getVertex())
            for i in range(2):  # We got 2 vertices per portal
                data = vertexReader.getData3()
                X = data.getX()
                Y = data.getY()
                frontiers.append(Vec2(X,Y))
               
            connectedRegionsIDs = map(int, portalNode.getTag("prop").split(','))
      
            self.portals.append( Portal(connectedRegionsIDs, frontiers) )
            
            self.convexRegions[ connectedRegionsIDs[0] ].portalEntrancesList.append( PortalEntrance( self.portals[-1], connectedRegionsIDs[1] ) )
            self.convexRegions[ connectedRegionsIDs[1] ].portalEntrancesList.append( PortalEntrance( self.portals[-1], connectedRegionsIDs[0] ) )
Example #33
0
            if not res.has_key(tree):
                res[tree] = []
            x = random.randint(sx, ex)
            y = random.randint(sy, ey)
            z = self.world.map3d[x, y]
            if 0 < z < self.config.low_mount_level[1]:
                res[tree].append((x, y, z))

        self[item] = res
        return res


# Shit for f*****g trees

formatArray = GeomVertexArrayFormat()
formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8,
                      Geom.COther)

treeform = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
treeform.addArray(formatArray)
treeform = GeomVertexFormat.registerFormat(treeform)


#this draws the body of the tree. This draws a ring of vertices and connects the rings with
#triangles to form the body.
#this keepDrawing paramter tells the function wheter or not we're at an end
#if the vertices before you were an end, dont draw branches to it
def draw_body(nodePath,
              vdata,
              pos,
              vecList,
Example #34
0
    def regenerateGeometry(self):
        #
        # Generate vertex data
        #

        numVerts = len(self.vertices)

        vdata = GeomVertexData("SolidFace", getFaceFormat(), GeomEnums.UHStatic)
        vdata.uncleanSetNumRows(len(self.vertices))

        vwriter = GeomVertexWriter(vdata, InternalName.getVertex())
        twriter = GeomVertexWriter(vdata, InternalName.getTexcoord())
        nwriter = GeomVertexWriter(vdata, InternalName.getNormal())
        tanwriter = GeomVertexWriter(vdata, InternalName.getTangent())
        bwriter = GeomVertexWriter(vdata, InternalName.getBinormal())

        for i in range(len(self.vertices)):
            vert = self.vertices[i]
            vwriter.setData3f(vert.pos)
            twriter.setData2f(vert.uv)
            nwriter.setData3f(self.plane.getNormal())
            tanwriter.setData3f(self.material.tangent)
            bwriter.setData3f(self.material.binormal)

        #
        # Generate indices
        #

        # Triangles in 3D view
        prim3D = GeomTriangles(GeomEnums.UHStatic)
        prim3D.reserveNumVertices((numVerts - 2) * 3)
        for i in range(1, numVerts - 1):
            prim3D.addVertices(i + 1, i, 0)
            prim3D.closePrimitive()

        # Line loop in 2D view.. using line strips
        prim2D = GeomLinestrips(GeomEnums.UHStatic)
        prim2D.reserveNumVertices(numVerts + 1)
        for i in range(numVerts):
            prim2D.addVertex(i)
        # Close off the line strip with the first vertex.. creating a line loop
        prim2D.addVertex(0)
        prim2D.closePrimitive()

        #
        # Generate mesh objects
        #

        geom3D = SolidFaceGeom(vdata)
        geom3D.setDrawMask(VIEWPORT_3D_MASK)
        geom3D.setPlaneCulled(True)
        geom3D.setPlane(self.plane)
        geom3D.addPrimitive(prim3D)
        self.index3D = self.solid.addFaceGeom(geom3D, self.state3D)

        geom3DLines = SolidFaceGeom(vdata)
        geom3DLines.addPrimitive(prim2D)
        geom3DLines.setDrawMask(VIEWPORT_3D_MASK)
        geom3DLines.setDraw(False)
        self.index3DLines = self.solid.addFaceGeom(geom3DLines, self.state3DLines)

        geom2D = SolidFaceGeom(vdata)
        geom2D.addPrimitive(prim2D)
        geom2D.setDrawMask(VIEWPORT_2D_MASK)
        self.index2D = self.solid.addFaceGeom(geom2D, self.state2D)

        self.geom3D = geom3D
        self.geom3DLines = geom3DLines
        self.geom2D = geom2D

        self.vdata = vdata

        self.hasGeometry = True
Example #35
0
def processModel(path):
    scene = loadModel(path)
    if scene.isEmpty():
        print("Error converting `{0}`!".format(path))
        return

    fPath = Filename.fromOsSpecific(path)
    outputPath = Filename.toOsSpecific(
        Filename("bam2smd/" + fPath.getDirname() + "/" +
                 fPath.getBasenameWoExtension() + "/"))
    if not os.path.exists(outputPath):
        os.makedirs(outputPath)

    isCharacter = not scene.find("**/+Character").isEmpty()
    isAnimation = not scene.find("**/+AnimBundleNode").isEmpty()

    if not isAnimation:
        if isCharacter:
            nodes = Skeleton(scene.findAllMatches("**/+Character"))
        else:
            nodes = Skeleton(None)

        names = {}

        for geomNp in scene.findAllMatches("**/+GeomNode"):
            smd = "version 1\n"

            smd += str(nodes)

            smd += "skeleton\n"
            smd += "time 0\n"
            if isCharacter:
                boneIds = sorted(nodes.bones.keys())
                for iBone in range(len(boneIds)):
                    boneId = boneIds[iBone]
                    bone = nodes.bones[boneId]
                    if isinstance(bone, CharacterJoint):
                        boneTform = bone.getTransformState()
                        pos = boneTform.getPos()
                        boneMat = boneTform.getMat().getUpper3()
                        #boneMat.transposeInPlace()
                        rot = mat3NormalizedToEulO(boneMat)
                    else:
                        pos = Vec3()
                        rot = Vec3()
                    smd += boneFrameString(boneId, pos, rot)
            else:
                smd += "0  0 0 0  0 0 0\n"
            smd += "end\n"

            smd += "triangles\n"
            for geom in geomNp.node().getGeoms():
                geom = geom.decompose()
                vdata = geom.getVertexData()
                blendTable = vdata.getTransformBlendTable()
                for prim in geom.getPrimitives():
                    numTris = prim.getNumPrimitives()
                    for nTri in range(numTris):
                        start = prim.getPrimitiveStart(nTri)
                        end = prim.getPrimitiveEnd(nTri)

                        smd += "no_material\n"

                        for primVert in range(start, end):
                            vertIdx = prim.getVertex(primVert)

                            reader = GeomVertexReader(vdata)

                            reader.setColumn(InternalName.getVertex())
                            reader.setRow(vertIdx)
                            pos = reader.getData3f()

                            uv = Vec2(0, 0)
                            if vdata.hasColumn(InternalName.getTexcoord()):
                                reader.setColumn(InternalName.getTexcoord())
                                reader.setRow(vertIdx)
                                uv = reader.getData2f()

                            norm = Vec3.forward()
                            if vdata.hasColumn(InternalName.getNormal()):
                                reader.setColumn(InternalName.getNormal())
                                reader.setRow(vertIdx)
                                norm = reader.getData3f()

                            smd += "0  {0:.6f} {1:.6f} {2:.6f}  {3:.6f} {4:.6f} {5:.6f}  {6:.6f} {7:.6f}  ".format(
                                pos[0], pos[1], pos[2], norm[0], norm[1],
                                norm[2], uv[0], uv[1])
                            if (isCharacter and blendTable
                                    and vdata.getNumArrays() > 1
                                    and vdata.getArray(1).hasColumn(
                                        InternalName.getTransformBlend())):
                                reader.setColumn(
                                    1,
                                    vdata.getArray(
                                        1).getArrayFormat().getColumn(
                                            InternalName.getTransformBlend()))
                                reader.setRow(vertIdx)
                                nBlend = reader.getData1i()
                                blend = blendTable.getBlend(nBlend)
                                numTransforms = blend.getNumTransforms()
                                smd += "{0} ".format(numTransforms)
                                for nTransform in range(numTransforms):
                                    transform = blend.getTransform(nTransform)
                                    if isinstance(transform,
                                                  JointVertexTransform):
                                        boneId = nodes.getBoneId(
                                            transform.getJoint())
                                        smd += "{0} {1:.6f} ".format(
                                            boneId,
                                            blend.getWeight(nTransform))
                            else:
                                smd += "1 0 1.0"
                            smd += "\n"
            smd += "end\n"

            smdFile = geomNp.getName()
            if len(smdFile) == 0:
                smdFile = getUnknownName()
            elif names.get(smdFile, 0) > 0:
                smdFile = smdFile + "_{0}".format(names[smdFile])
                names[smdFile] += 1
            else:
                names[smdFile] = 1
            smdFile += ".smd"

            outFile = open(outputPath + "\\" + smdFile, "w")
            outFile.write(smd)
            outFile.flush()
            outFile.close()
    else:
        bundles = scene.findAllMatches("**/+AnimBundleNode")
        bundle = bundles[0].node().getBundle()
        nodes = Skeleton(bundles)

        smd = "version 1\n"

        smd += str(nodes)

        smd += "skeleton\n"
        numFrames = bundle.getNumFrames()
        boneIds = sorted(nodes.bones.keys())
        for iFrame in range(numFrames):
            smd += "time {0}\n".format(iFrame)
            for iBone in range(len(boneIds)):
                bone = nodes.getBone(boneIds[iBone])
                if isinstance(bone, AnimChannelACMatrixSwitchType):
                    boneFrameMat = Mat4()
                    bone.getValueNoScaleShear(iFrame, boneFrameMat)
                    boneFrameTransform = TransformState.makeMat(boneFrameMat)
                    pos = boneFrameTransform.getPos()
                    rotMat = boneFrameMat.getUpper3()
                    #rotMat.transposeInPlace()
                    rot = mat3NormalizedToEulO(rotMat)
                    smd += boneFrameString(boneIds[iBone], pos, rot)

        smd += "end\n"

        smdFile = fPath.getBasenameWoExtension() + ".smd"
        outFile = open(outputPath + "\\" + smdFile, "w")
        outFile.write(smd)
        outFile.flush()
        outFile.close()
Example #36
0
def getNodeFromController(controller, controlled_prim):
    if type(controlled_prim) is collada.controller.BoundSkinPrimitive:
        ch = Character('simplechar')
        bundle = ch.getBundle(0)
        skeleton = PartGroup(bundle, '<skeleton>')

        character_joints = {}
        for (name, joint_matrix) in controller.joint_matrices.iteritems():
            joint_matrix.shape = (-1)
            character_joints[name] = CharacterJoint(ch, bundle, skeleton, name,
                                                    Mat4(*joint_matrix))

        tbtable = TransformBlendTable()

        for influence in controller.index:
            blend = TransformBlend()
            for (joint_index, weight_index) in influence:
                char_joint = character_joints[controller.getJoint(joint_index)]
                weight = controller.getWeight(weight_index)[0]
                blend.addTransform(JointVertexTransform(char_joint), weight)
            tbtable.addBlend(blend)

        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                        Geom.CTexcoord)
        blendarr = GeomVertexArrayFormat()
        blendarr.addColumn(InternalName.make('transform_blend'), 1,
                           Geom.NTUint16, Geom.CIndex)

        format = GeomVertexFormat()
        format.addArray(array)
        format.addArray(blendarr)
        aspec = GeomVertexAnimationSpec()
        aspec.setPanda()
        format.setAnimation(aspec)
        format = GeomVertexFormat.registerFormat(format)

        dataname = controller.id + '-' + controlled_prim.primitive.material.id
        vdata = GeomVertexData(dataname, format, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        transform = GeomVertexWriter(vdata, 'transform_blend')

        numtris = 0
        if type(controlled_prim.primitive) is collada.polylist.BoundPolylist:
            for poly in controlled_prim.primitive.polygons():
                for tri in poly.triangles():
                    for tri_pt in range(3):
                        vertex.addData3f(tri.vertices[tri_pt][0],
                                         tri.vertices[tri_pt][1],
                                         tri.vertices[tri_pt][2])
                        normal.addData3f(tri.normals[tri_pt][0],
                                         tri.normals[tri_pt][1],
                                         tri.normals[tri_pt][2])
                        if len(controlled_prim.primitive._texcoordset) > 0:
                            texcoord.addData2f(tri.texcoords[0][tri_pt][0],
                                               tri.texcoords[0][tri_pt][1])
                        transform.addData1i(tri.indices[tri_pt])
                    numtris += 1
        elif type(controlled_prim.primitive
                  ) is collada.triangleset.BoundTriangleSet:
            for tri in controlled_prim.primitive.triangles():
                for tri_pt in range(3):
                    vertex.addData3f(tri.vertices[tri_pt][0],
                                     tri.vertices[tri_pt][1],
                                     tri.vertices[tri_pt][2])
                    normal.addData3f(tri.normals[tri_pt][0],
                                     tri.normals[tri_pt][1],
                                     tri.normals[tri_pt][2])
                    if len(controlled_prim.primitive._texcoordset) > 0:
                        texcoord.addData2f(tri.texcoords[0][tri_pt][0],
                                           tri.texcoords[0][tri_pt][1])
                    transform.addData1i(tri.indices[tri_pt])
                numtris += 1

        tbtable.setRows(SparseArray.lowerOn(vdata.getNumRows()))

        gprim = GeomTriangles(Geom.UHStatic)
        for i in range(numtris):
            gprim.addVertices(i * 3, i * 3 + 1, i * 3 + 2)
            gprim.closePrimitive()

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

        render_state = getStateFromMaterial(controlled_prim.primitive.material)
        control_node = GeomNode("ctrlnode")
        control_node.addGeom(pgeom, render_state)
        ch.addChild(control_node)

        bundle = AnimBundle('simplechar', 5.0, 2)
        skeleton = AnimGroup(bundle, '<skeleton>')
        root = AnimChannelMatrixXfmTable(skeleton, 'root')

        #hjoint = AnimChannelMatrixXfmTable(root, 'joint1')
        #table = [10, 11, 12, 13, 14, 15, 14, 13, 12, 11]
        #data = PTAFloat.emptyArray(len(table))
        #for i in range(len(table)):
        #    data.setElement(i, table[i])
        #hjoint.setTable(ord('i'), CPTAFloat(data))

        #vjoint = AnimChannelMatrixXfmTable(hjoint, 'joint2')
        #table = [10, 9, 8, 7, 6, 5, 6, 7, 8, 9]
        #data = PTAFloat.emptyArray(len(table))
        #for i in range(len(table)):
        #    data.setElement(i, table[i])
        #vjoint.setTable(ord('j'), CPTAFloat(data))

        wiggle = AnimBundleNode('wiggle', bundle)

        np = NodePath(ch)
        anim = NodePath(wiggle)
        a = Actor(np, {'simplechar': anim})
        a.loop('simplechar')
        return a
        #a.setPos(0, 0, 0)

    else:
        raise Exception("Error: unsupported controller type")
Example #37
0
def getVertexData(vertex,
                  vertex_index,
                  normal=None,
                  normal_index=None,
                  texcoordset=(),
                  texcoord_indexset=(),
                  textangentset=(),
                  textangent_indexset=(),
                  texbinormalset=(),
                  texbinormal_indexset=()):

    format = GeomVertexFormat()
    formatArray = GeomVertexArrayFormat()

    indices2stack = [vertex_index.reshape(-1, 1)]
    alldata = [vertex]
    formatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                          Geom.CPoint)
    if normal is not None:
        indices2stack.append(normal_index.reshape(-1, 1))
        alldata.append(collada.util.normalize_v3(numpy.copy(normal)))
        formatArray.addColumn(InternalName.make("normal"), 3, Geom.NTFloat32,
                              Geom.CVector)
    if len(texcoordset) > 0:
        indices2stack.append(texcoord_indexset[0].reshape(-1, 1))
        alldata.append(texcoordset[0])
        formatArray.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32,
                              Geom.CTexcoord)
    if len(textangentset) > 0:
        indices2stack.append(textangent_indexset[0].reshape(-1, 1))
        alldata.append(textangentset[0])
        formatArray.addColumn(InternalName.make("tangent"), 3, Geom.NTFloat32,
                              Geom.CVector)
    if len(texbinormalset) > 0:
        indices2stack.append(texbinormal_indexset[0].reshape(-1, 1))
        alldata.append(texbinormalset[0])
        formatArray.addColumn(InternalName.make("binormal"), 3, Geom.NTFloat32,
                              Geom.CVector)

    #have to flatten and reshape like this so that it's contiguous
    stacked_indices = numpy.hstack(indices2stack).flatten().reshape(
        (-1, len(indices2stack)))

    #index_map - maps each unique value back to a location in the original array it came from
    #   eg. stacked_indices[index_map] == unique_stacked_indices
    #inverse_map - maps original array locations to their location in the unique array
    #   e.g. unique_stacked_indices[inverse_map] == stacked_indices
    unique_stacked_indices, index_map, inverse_map = numpy.unique(
        stacked_indices.view([('', stacked_indices.dtype)] *
                             stacked_indices.shape[1]),
        return_index=True,
        return_inverse=True)
    unique_stacked_indices = unique_stacked_indices.view(
        stacked_indices.dtype).reshape(-1, stacked_indices.shape[1])

    #unique returns as int64, so cast back
    index_map = numpy.cast['uint32'](index_map)
    inverse_map = numpy.cast['uint32'](inverse_map)

    #sort the index map to get a list of the index of the first time each value was encountered
    sorted_map = numpy.cast['uint32'](numpy.argsort(index_map))

    #since we're sorting the unique values, we have to map the inverse_map to the new index locations
    backwards_map = numpy.zeros_like(sorted_map)
    backwards_map[sorted_map] = numpy.arange(len(sorted_map),
                                             dtype=numpy.uint32)

    #now this is the new unique values and their indices
    unique_stacked_indices = unique_stacked_indices[sorted_map]
    inverse_map = backwards_map[inverse_map]

    #combine the unique stacked indices into unique stacked data
    data2stack = []
    for idx, data in enumerate(alldata):
        data2stack.append(data[unique_stacked_indices[:, idx]])
    unique_stacked_data = numpy.hstack(data2stack).flatten()
    unique_stacked_data.shape = (-1)
    all_data = unique_stacked_data.tostring()

    format.addArray(formatArray)
    format = GeomVertexFormat.registerFormat(format)

    vdata = GeomVertexData("dataname", format, Geom.UHStatic)
    arr = GeomVertexArrayData(format.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.setData(all_data)
    all_data = None
    vdata.setArray(0, arr)
    datahandle = None
    arr = None

    indexFormat = GeomVertexArrayFormat()
    indexFormat.addColumn(InternalName.make("index"), 1, Geom.NTUint32,
                          Geom.CIndex)
    indexFormat = GeomVertexArrayFormat.registerFormat(indexFormat)
    indexArray = GeomVertexArrayData(indexFormat, GeomEnums.UHStream)
    indexHandle = indexArray.modifyHandle()
    indexData = inverse_map.tostring()
    indexHandle.setData(indexData)
    return vdata, indexArray
    def __init__(self, size, pos, depth, mask, spec = WaterSpec()):
        NodePath.__init__(self, 'waterNode')
        self.setPos(pos)

        self.spec = spec
        self.pos = pos
        self.depth = depth
        self.size = size
        self.mask = mask
        self.height = pos[2]
        
        normal = (0, 0, 1)
        tangent = (normal[0], normal[2], -normal[1])
        binormal = (normal[2], normal[1], -normal[0])
        
        # Build array for new format.
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CVector)
        array.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32, Geom.CVector)
        array.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32, Geom.CVector)

        # Create and register format.
        format = GeomVertexFormat()
        format.addArray(array)
        format = GeomVertexFormat.registerFormat(format)

        vdata = GeomVertexData('waterPlanes', format, Geom.UHStatic)
        vdata.setNumRows(4)
        vtxWriter = GeomVertexWriter(vdata, 'vertex')
        tcWriter = GeomVertexWriter(vdata, 'texcoord')
        tnWriter = GeomVertexWriter(vdata, 'tangent')
        bnWriter = GeomVertexWriter(vdata, 'binormal')
        normWriter = GeomVertexWriter(vdata, 'normal')
        # top left corner
        vtxWriter.addData3f(size[0], size[3], 0)
        tcWriter.addData2f(0, 1)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # bottom left corner
        vtxWriter.addData3f(size[0], size[2], 0)
        tcWriter.addData2f(0, 0)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # top right corner
        vtxWriter.addData3f(size[1], size[3], 0)
        tcWriter.addData2f(1, 1)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # bottom right corner
        vtxWriter.addData3f(size[1], size[2], 0)
        tcWriter.addData2f(1, 0)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        
        topTris = GeomTriangles(Geom.UHStatic)
        topTris.addVertices(0, 1, 2)
        topTris.addVertices(3, 2, 1)
        topGeom = Geom(vdata)
        topGeom.addPrimitive(topTris)
        self.topNP = self.attachNewNode(GeomNode('waterTop'))
        self.topNP.node().addGeom(topGeom)
        
        # Reverse the winding for the bottom water plane
        botTris = GeomTriangles(Geom.UHStatic)
        botTris.addVertices(2, 1, 0)
        botTris.addVertices(1, 2, 3)        
        botGeom = Geom(vdata)
        botGeom.addPrimitive(botTris)
        self.botNP = self.attachNewNode(GeomNode('waterBot'))
        self.botNP.node().addGeom(botGeom)

        # Create an AABB which defines the volume of this water.
        self.aabb = BoundingBox(Point3(size[0], size[2], -depth), Point3(size[1], size[3], 0))
        self.aabb.xform(self.getMat(render))
        
        self.cubemap = base.bspLoader.getClosestCubemapTexture(self.getPos(render))

        self.dudvFrame = 0
Example #39
0
            if not res.has_key(tree):
                res[tree] = []
            x = random.randint(sx, ex)
            y = random.randint(sy, ey)
            z = self.world.map3d[x, y]
            if 0 < z < self.config.low_mount_level[1]:
                res[tree].append((x, y, z))

        self[item] = res
        return res


# Shit for f*****g trees

formatArray = GeomVertexArrayFormat()
formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

treeform = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
treeform.addArray(formatArray)
treeform = GeomVertexFormat.registerFormat(treeform)


# this draws the body of the tree. This draws a ring of vertices and connects the rings with
# triangles to form the body.
# this keepDrawing paramter tells the function wheter or not we're at an end
# if the vertices before you were an end, dont draw branches to it
def draw_body(nodePath, vdata, pos, vecList, radius=1, keepDrawing=True, numVertices=3):

    circleGeom = Geom(vdata)

    vertWriter = GeomVertexWriter(vdata, "vertex")
from panda3d.core import Material, NodePath, PerlinNoise3, PNMImage, Point3
from panda3d.core import Shader, Texture, TextureStage
from panda3d.core import VBase4, Vec3

from utils import convertToPatches, shape_generator_advanced


#you cant normalize in-place so this is a helper function
def normalize(vec):
    vec.normalize()
    return vec


# Build array for new format.
array = GeomVertexArrayFormat()
array.addColumn(InternalName.make(b'vertex'), 3, Geom.NTFloat32, Geom.CPoint)
array.addColumn(InternalName.make(b'texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
array.addColumn(InternalName.make(b'normal'), 3, Geom.NTFloat32, Geom.CVector)
array.addColumn(InternalName.make(b'binormal'), 3, Geom.NTFloat32, Geom.CVector)
array.addColumn(InternalName.make(b'tangent'), 3, Geom.NTFloat32, Geom.CVector)

# Create and register format.
format = GeomVertexFormat()
format.addArray(array)
format = GeomVertexFormat.registerFormat(format)


def frange(start, stop, step):
    r = start
    while r < stop:
        yield r
    def build(self):
        # http://www.panda3d.org/forums/viewtopic.php?t=11528
        """Create the geometry from the submitted arrays"""
        verts = self.verts
        polys = self.polys
        self.geomnode = GeomNode('geometry')
        self.color_lookup = []
        if not self.vnorms:
            self.getNormals()
        if not self.uvs:
            self.getUVMapping()
        if self.use_tangents:
            self.getTangents()

        # Build array for new format.
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make(b'vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make(b'texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        array.addColumn(InternalName.make(b'normal'), 3, Geom.NTFloat32, Geom.CVector)
        if self.use_tangents:
            array.addColumn(InternalName.make(b'binormal'), 3, Geom.NTFloat32, Geom.CVector)
            array.addColumn(InternalName.make(b'tangent'), 3, Geom.NTFloat32, Geom.CVector)

        # Create and register format.
        format = GeomVertexFormat()
        format.addArray(array)
        format = GeomVertexFormat.registerFormat(format)

        geoms = []
        for i in range(len(self.colors)):
            vdata = GeomVertexData('ngon', format, Geom.UHStatic)
            geom = Geom(vdata)
            tri = GeomTriangles(Geom.UHStatic)
            vertex = GeomVertexWriter(vdata, b'vertex')
            normal = GeomVertexWriter(vdata, b'normal')
            texcoord = GeomVertexWriter(vdata, b'texcoord')
            geoms.append({'geom':geom,
                          'tri':tri,
                          'vertex':vertex,
                          'texcoord':texcoord,
                          'normal':normal,
                          'index':0,
                          'vdata':vdata,
                          'color':i})
            if self.use_tangents:
                tangent = GeomVertexWriter(vdata, b'tangent')
                binormal = GeomVertexWriter(vdata, b'binormal')
                geoms[i]['tangent'] = tangent
                geoms[i]['binormal'] = binormal

        for poly_index in range(len(polys)):
            color_index = self.colors.index(self.mats[poly_index])
            vertcount = geoms[color_index]['index']

            p = polys[poly_index]
            poly = [verts[i] for i in p]
            uvs = self.uvs[poly_index]
            norm = [self.vnorms[i] for i in p]
            if self.use_tangents:
                binorm = [self.binorms[i] for i in p]
                tan = [self.tans[i] for i in p]
            reindexed = [] # New vertex indices per-poly

            for v in poly:
                geoms[color_index]['vertex'].addData3f(v[0], v[1], v[2])
                reindexed.append(vertcount)
                vertcount += 1
            geoms[color_index]['index'] = vertcount
            for i in range(len(poly)):
                geoms[color_index]['normal'].addData3f(Vec3(norm[i][0], norm[i][1], norm[i][2]))
                if self.use_tangents:
                    geoms[color_index]['binormal'].addData3f(Vec3(binorm[i][0], binorm[i][1], binorm[i][2]))
                    geoms[color_index]['tangent'].addData3f(Vec3(tan[i][0], tan[i][1], tan[i][2]))
            for tvert in uvs:
                geoms[color_index]['texcoord'].addData2f(tvert[0], tvert[1])

            triangulated = self.getFanning(reindexed) # Use new vertex indices
            for tri_index in range(len(triangulated)):
                t = triangulated[tri_index]
                tri = geoms[color_index]['tri']
                tri.addVertices(t[0], t[1], t[2])

        for color_index in range(len(self.colors)):
            geom = geoms[color_index]['geom']
            tri = geoms[color_index]['tri']
            tri.closePrimitive()
            geom.addPrimitive(tri)
            self.geomnode.addGeom(geom)
            self.color_lookup.append(color_index)
Example #42
0
 def scan_model(self, instance):
     stages = instance.findAllTextureStages()
     stages.sort()
     #TODO: We assume all the geom have the same texture stage (which is obviously wrong)
     #Should be done like transparency for all the geoms and create a shader per geom...
     has_surface = False
     has_normal = False
     has_glow = False
     has_gloss = False
     for stage in stages:
         tex = instance.find_texture(stage)
         if tex:
             mode = stage.get_mode()
             #print("FOUND STAGE", stage.name, stage.sort, mode, tex)
             if mode in (TextureStage.M_modulate,
                         TextureStage.M_modulate_glow,
                         TextureStage.M_modulate_gloss):
                 if not has_surface:
                     self.texture = WrapperTexture(tex)
                     self.texture_index = self.nb_textures
                     self.has_specular_mask = mode == TextureStage.M_modulate_gloss
                     if self.srgb:
                         tex_format = tex.getFormat()
                         if tex_format == Texture.F_rgb:
                             tex.set_format(Texture.F_srgb)
                         elif tex_format == Texture.F_rgba:
                             tex.set_format(Texture.F_srgb_alpha)
                     self.nb_textures += 1
                     has_surface = True
                     #print("SURFACE", self.texture_index, self.texture)
             elif mode in (TextureStage.M_normal,
                           TextureStage.M_normal_height,
                           TextureStage.M_normal_gloss):
                 if not has_normal:
                     self.normal_map = WrapperTexture(tex)
                     self.normal_map_index = self.nb_textures
                     self.nb_textures += 1
                     has_normal = True
                     #print("NORMAL", self.normal_map_index, self.normal_map)
             elif mode in (TextureStage.M_glow, ):
                 if not has_glow:
                     self.emission_texture = WrapperTexture(tex)
                     self.emission_texture_index = self.nb_textures
                     self.nb_textures += 1
                     has_glow = True
                     #print("GLOW", self.emission_texture_index, self.emission_texture)
             elif mode in (TextureStage.M_gloss, ):
                 if not has_gloss:
                     self.gloss_map = WrapperTexture(tex)
                     self.gloss_map_texture_index = self.nb_textures
                     self.nb_textures += 1
                     has_gloss = True
                     #print("GLOSS", self.gloss_map_texture_index, self.gloss_map)
             else:
                 print("Unsupported mode %d" % mode)
     transparency_mode = TransparencyAttrib.M_none
     for np in instance.find_all_matches('**'):
         if np.has_transparency():
             if transparency_mode != TransparencyAttrib.M_none:
                 print("Overriding transparency config")
             transparency_mode = np.get_transparency()
         node = np.node()
         attrib = node.get_attrib(TransparencyAttrib)
         if attrib is not None:
             transparency_mode = attrib.get_mode()
         if isinstance(node, GeomNode):
             for geom in node.get_geoms():
                 vdata = geom.getVertexData()
                 has_tangent = vdata.has_column(InternalName.get_tangent())
                 has_binormal = vdata.has_column(
                     InternalName.get_binormal())
                 self.generate_binormal = has_tangent and not has_binormal
             for state in node.get_geom_states():
                 attrib = state.get_attrib(TransparencyAttrib)
                 if attrib is not None:
                     transparency_mode = attrib.get_mode()
     if transparency_mode == TransparencyAttrib.M_none:
         self.transparency = False
         self.transparency_blend = TransparencyBlend.TB_None
     elif transparency_mode == TransparencyAttrib.M_alpha:
         self.transparency = True
         self.transparency_level = 0.0
         self.transparency_blend = TransparencyBlend.TB_Alpha
     elif transparency_mode == TransparencyAttrib.M_premultiplied_alpha:
         self.transparency = True
         self.transparency_level = 0.0
         self.transparency_blend = TransparencyBlend.TB_PremultipliedAlpha
     elif transparency_mode == TransparencyAttrib.M_binary:
         self.transparency = True
         self.transparency_level = 0.5
         self.transparency_blend = TransparencyBlend.TB_None
     else:
         print("Unsupported transparency mode", transparency_mode)
         #Activate transparency anyway
         self.transparency = True
         self.transparency_level = 0.0
         self.transparency_blend = TransparencyBlend.TB_Alpha
     self.nb_textures_coord = 1
Example #43
0
def getNodeFromController(controller, controlled_prim):
    if type(controlled_prim) is collada.controller.BoundSkinPrimitive:
        ch = Character('simplechar')
        bundle = ch.getBundle(0)
        skeleton = PartGroup(bundle, '<skeleton>')

        character_joints = {}
        for (name, joint_matrix) in controller.joint_matrices.iteritems():
            joint_matrix.shape = (-1)
            character_joints[name] = CharacterJoint(ch, bundle, skeleton, name, Mat4(*joint_matrix)) 
        
        tbtable = TransformBlendTable()
        
        for influence in controller.index:
            blend = TransformBlend()
            for (joint_index, weight_index) in influence:
                char_joint = character_joints[controller.getJoint(joint_index)]
                weight = controller.getWeight(weight_index)[0]
                blend.addTransform(JointVertexTransform(char_joint), weight)
            tbtable.addBlend(blend)
            
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        blendarr = GeomVertexArrayFormat()
        blendarr.addColumn(InternalName.make('transform_blend'), 1, Geom.NTUint16, Geom.CIndex)
        
        format = GeomVertexFormat()
        format.addArray(array)
        format.addArray(blendarr)
        aspec = GeomVertexAnimationSpec()
        aspec.setPanda()
        format.setAnimation(aspec)
        format = GeomVertexFormat.registerFormat(format)
        
        dataname = controller.id + '-' + controlled_prim.primitive.material.id
        vdata = GeomVertexData(dataname, format, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        transform = GeomVertexWriter(vdata, 'transform_blend') 
        
        numtris = 0
        if type(controlled_prim.primitive) is collada.polylist.BoundPolylist:
            for poly in controlled_prim.primitive.polygons():
                for tri in poly.triangles():
                    for tri_pt in range(3):
                        vertex.addData3f(tri.vertices[tri_pt][0], tri.vertices[tri_pt][1], tri.vertices[tri_pt][2])
                        normal.addData3f(tri.normals[tri_pt][0], tri.normals[tri_pt][1], tri.normals[tri_pt][2])
                        if len(controlled_prim.primitive._texcoordset) > 0:
                            texcoord.addData2f(tri.texcoords[0][tri_pt][0], tri.texcoords[0][tri_pt][1])
                        transform.addData1i(tri.indices[tri_pt])
                    numtris+=1
        elif type(controlled_prim.primitive) is collada.triangleset.BoundTriangleSet:
            for tri in controlled_prim.primitive.triangles():
                for tri_pt in range(3):
                    vertex.addData3f(tri.vertices[tri_pt][0], tri.vertices[tri_pt][1], tri.vertices[tri_pt][2])
                    normal.addData3f(tri.normals[tri_pt][0], tri.normals[tri_pt][1], tri.normals[tri_pt][2])
                    if len(controlled_prim.primitive._texcoordset) > 0:
                        texcoord.addData2f(tri.texcoords[0][tri_pt][0], tri.texcoords[0][tri_pt][1])
                    transform.addData1i(tri.indices[tri_pt])
                numtris+=1
                    
        tbtable.setRows(SparseArray.lowerOn(vdata.getNumRows())) 
        
        gprim = GeomTriangles(Geom.UHStatic)
        for i in range(numtris):
            gprim.addVertices(i*3, i*3+1, i*3+2)
            gprim.closePrimitive()
            
        pgeom = Geom(vdata)
        pgeom.addPrimitive(gprim)
        
        render_state = getStateFromMaterial(controlled_prim.primitive.material)
        control_node = GeomNode("ctrlnode")
        control_node.addGeom(pgeom, render_state)
        ch.addChild(control_node)
    
        bundle = AnimBundle('simplechar', 5.0, 2)
        skeleton = AnimGroup(bundle, '<skeleton>')
        root = AnimChannelMatrixXfmTable(skeleton, 'root')
        
        #hjoint = AnimChannelMatrixXfmTable(root, 'joint1') 
        #table = [10, 11, 12, 13, 14, 15, 14, 13, 12, 11] 
        #data = PTAFloat.emptyArray(len(table)) 
        #for i in range(len(table)): 
        #    data.setElement(i, table[i]) 
        #hjoint.setTable(ord('i'), CPTAFloat(data)) 
        
        #vjoint = AnimChannelMatrixXfmTable(hjoint, 'joint2') 
        #table = [10, 9, 8, 7, 6, 5, 6, 7, 8, 9] 
        #data = PTAFloat.emptyArray(len(table)) 
        #for i in range(len(table)): 
        #    data.setElement(i, table[i]) 
        #vjoint.setTable(ord('j'), CPTAFloat(data)) 

        wiggle = AnimBundleNode('wiggle', bundle)

        np = NodePath(ch) 
        anim = NodePath(wiggle) 
        a = Actor(np, {'simplechar' : anim})
        a.loop('simplechar') 
        return a
        #a.setPos(0, 0, 0)
    
    else:
        raise Exception("Error: unsupported controller type")