Example #1
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(1000, 0, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(0, -1000, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 1000))
		color.addData4f(1.0, 0.0, 0.0, 1.0)
		color.addData4f(1.0, 0.0, 0.0, 1.0)
		color.addData4f(0.0, 1.0, 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(0.0, 0.0, 1.0, 1.0)
		primitive.addNextVertices(6)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path_ui.attachNewNode(node)
def create_hexagon(radius):
    """ Creates a hexagon shape that is centered at (0,0,0) with the corners having a distance of radius to the center and
    the normals pointing in direction (0,-1,0). 
    Returns the tuple (PandaNode, GeomVertexData). """
    format = GeomVertexFormat.getV3n3c4t2()
    vdata=GeomVertexData('hexagon', format, Geom.UHStatic)
    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    # create the vertices
    vertex.addData3f(0,0,0)
    normal.addData3f(0,-1,0)
    # add the other vertices
    for phi in range(0,360,60):
        # right-hand-rule (with middle finger pointing upwards): the y-axis points towards the screen,
        # therefore the hexagon will be created in the x,z plane, with x-axis pointing to the right
        # and the z-axis pointing up
        # get the next vertex coordinates by rotating the point (0,0,radius) in the x,z plane
        x,z = rotate_phi_degrees_counter_clockwise(phi, (0,radius))
        #print (x,z)
        vertex.addData3f(x,0,z) 
        normal.addData3f(0,-1,0) # the normal vector points away from the screen
    # add the vertices to a geometry primitives
    prim = GeomTrifans(Geom.UHStatic)
    for i in range(7):
        prim.addVertex(i)
    prim.addVertex(1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    hex_node = GeomNode('')
    hex_node.addGeom(geom)
    return hex_node, vdata
Example #3
0
    def generate(self):
        format = GeomVertexFormat.getV3()
        data = GeomVertexData("Data", format, Geom.UHStatic)
        vertices = GeomVertexWriter(data, "vertex")

        vertices.addData3f(-self.w, -self.h, -self.d)
        vertices.addData3f(+self.w, -self.h, -self.d)
        vertices.addData3f(-self.w, +self.h, -self.d)
        vertices.addData3f(+self.w, +self.h, -self.d)
        vertices.addData3f(-self.w, -self.h, +self.d)
        vertices.addData3f(+self.w, -self.h, +self.d)
        vertices.addData3f(-self.w, +self.h, +self.d)
        vertices.addData3f(+self.w, +self.h, +self.d)

        triangles = GeomTriangles(Geom.UHStatic)

        def addQuad(v0, v1, v2, v3):
            triangles.addVertices(v0, v1, v2)
            triangles.addVertices(v0, v2, v3)
            triangles.closePrimitive()

        addQuad(4, 5, 7, 6)  # Z+
        addQuad(0, 2, 3, 1)  # Z-
        addQuad(3, 7, 5, 1)  # X+
        addQuad(4, 6, 2, 0)  # X-
        addQuad(2, 6, 7, 3)  # Y+
        addQuad(0, 1, 5, 4)  # Y+

        geom = Geom(data)
        geom.addPrimitive(triangles)

        node = GeomNode("BoxMaker")
        node.addGeom(geom)

        return NodePath(node)
def create_side(x_z_top_left, x_z_bottom_right, static=True):
    x1, z1 = x_z_top_left
    x2, z2 = x_z_bottom_right
    format = GeomVertexFormat.getV3n3c4t2()
    vdata = GeomVertexData('', format, Geom.UHStatic)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1) # top left
    vertex.addData3f(x2, 0, z1) # top right
    vertex.addData3f(x2, 0, z2) # bottom right
    vertex.addData3f(x1, 0, z2) # bottom left
    for _i in range(4):
        normal.addData3f(0, - 1, 0)
    if static:
        prim_hint = Geom.UHStatic
    else:
        prim_hint = Geom.UHDynamic
    prim = GeomTristrips(prim_hint)
    prim.addVertices(1, 0, 2, 3)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return (node, vdata)
def create_triangle(x_z_left, x_z_top, x_z_right, static=True):
    x1,z1 = x_z_left
    x2,z2 = x_z_top
    x3,z3 = x_z_right
    format = GeomVertexFormat.getV3n3c4t2()
    vdata=GeomVertexData('', format, Geom.UHStatic)
    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1) # left
    vertex.addData3f(x2, 0, z2) # top
    vertex.addData3f(x3, 0, z3) # right
    for _i in range(3):
        normal.addData3f(0,-1,0)
    if static:
        prim_hint = Geom.UHStatic
    else:
        prim_hint = Geom.UHDynamic
    prim = GeomTriangles(prim_hint)
    prim.addVertices(0,2,1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return node
Example #6
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		film_size = base.cam.node().getLens().getFilmSize()
		x = film_size.getX() / 2.0
		z = x * 0.75
		vertex.addData3f(-x, 10000, z)
		vertex.addData3f(x, 10000, z)
		vertex.addData3f(-x, 10000, -z)
		vertex.addData3f(x, 10000, -z)
		color.addData4f(*[x / 255.0 for x in self.color1] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color1] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color2] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color2] + [1.0])
		primitive.addNextVertices(4)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = base.camera.attachNewNode(node)
Example #7
0
    def drawCircle(self, radius, axis, offset):

        # since we're doing line segments, just vertices in our geom
        format = GeomVertexFormat.getV3()

        # build our data structure and get a handle to the vertex column
        vdata = GeomVertexData('', format, Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, 'vertex')

        # build a linestrip vertex buffer
        lines = GeomLinestrips(Geom.UHStatic)

        for i in range(0, self.subdiv):
            angle = i / float(self.subdiv) * 2.0 * math.pi
            ca = math.cos(angle)
            sa = math.sin(angle)
            if axis == "x":
                vertices.addData3f(0, radius * ca, radius * sa + offset)
            if axis == "y":
                vertices.addData3f(radius * ca, 0, radius * sa + offset)
            if axis == "z":
                vertices.addData3f(radius * ca, radius * sa, offset)

        for i in range(1, self.subdiv):
            lines.addVertices(i - 1, i)
        lines.addVertices(self.subdiv - 1, 0)

        lines.closePrimitive()

        geom = Geom(vdata)
        geom.addPrimitive(lines)
        # Add our primitive to the geomnode
        self.gnode.addGeom(geom)
Example #8
0
	def init_node_path_line(self, light_number):
		if self.node_path_line:
			self.node_path_line.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(*self.direction.coords))
		if light_number == 0:
			line_color = (0.0, 1.0, 1.0, 1.0)
		elif light_number == 1:
			line_color = (1.0, 0.0, 1.0, 1.0)
		elif light_number == 2:
			line_color = (1.0, 1.0, 0.0, 1.0)
		color.addData4f(*line_color)
		color.addData4f(*line_color)
		primitive.addNextVertices(2)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path_line = self.parent.node_path_ui.attachNewNode(node)
		self.node_path_line.setScale(1000)
		self.node_path_line.setPos(100, 100, 0)
		self.show_line(self.parent.parent.lights_edit_window.IsShown())
Example #9
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		polygon = self.source
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		normal = GeomVertexWriter(vdata, 'normal')
		color = GeomVertexWriter(vdata, 'color')
		texcoord = GeomVertexWriter(vdata, 'texcoord')
		primitive = GeomTristrips(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(*polygon.A.point.coords))
		vertex.addData3f(*coords_to_panda(*polygon.B.point.coords))
		vertex.addData3f(*coords_to_panda(*polygon.C.point.coords))
		if hasattr(polygon, 'D'):
			vertex.addData3f(*coords_to_panda(*polygon.D.point.coords))
		else:
			vertex.addData3f(*coords_to_panda(*polygon.C.point.coords))
		if polygon.A.normal:
			normal.addData3f(*coords_to_panda(*polygon.A.normal.coords))
			normal.addData3f(*coords_to_panda(*polygon.B.normal.coords))
			normal.addData3f(*coords_to_panda(*polygon.C.normal.coords))
			if hasattr(polygon, 'D'):
				normal.addData3f(*coords_to_panda(*polygon.D.normal.coords))
		if polygon.A.normal:
			gray = 1.0
		else:
			gray = 0.0
		self.old_color = (gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		if hasattr(polygon, 'D'):
			color.addData4f(gray, gray, gray, 1.0)
		if polygon.A.texcoord:
			pal = ((polygon.texture_palette + 1) * 256)
			
			texcoord_A = uv_to_panda2(polygon, pal, *polygon.A.texcoord.coords)
			texcoord_B = uv_to_panda2(polygon, pal, *polygon.B.texcoord.coords)
			texcoord_C = uv_to_panda2(polygon, pal, *polygon.C.texcoord.coords)
			texcoord.addData2f(*texcoord_A)
			texcoord.addData2f(*texcoord_B)
			texcoord.addData2f(*texcoord_C)
			if hasattr(polygon, 'D'):
				texcoord_D = uv_to_panda2(polygon, pal, *polygon.D.texcoord.coords)
				texcoord.addData2f(*texcoord_D)
		primitive.addNextVertices(4)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path_mesh.attachNewNode(node)
Example #10
0
    def __init__(self, subdivides=3, scale=1.0):
        super(SphereNode, self).__init__('sphere')
        uniform = True
        # see if scale is a tuple
        try:
            xs, ys, zs = scale
            uniform = False
        except TypeError:
            # no, it's a scalar
            xs, ys, zs = scale, scale, scale

        north = (0.0, 1.0, 0.0)
        g = Octahedron()

        for i in range(subdivides):
            g.UniformSubdivide(midpointdisplace=NormalizeVert)

        #print "%d faces per sphere"%len(g.faces)

        # okay, we're gonna use setShaderInput to set constants for
        # surface coverages and planetary seed, so all we need per
        # vertex is position and normal
        # and we kind of don't need normal for a unit sphere, but
        # we want to use the same shader for other thangs
        format = GeomVertexFormat.getV3n3()
        vdata = GeomVertexData('sphere', format, Geom.UHDynamic)

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

        for (x, y, z) in g.verts:
            vertex.addData3f(x * xs, y * ys, z * zs)
            if uniform:
                normal.addData3f(x, y, z)
            else:
                n = NormalizeVert(
                    (x / (xs * xs), y / (ys * ys), z / (zs * zs)))
                normal.addData3f(n[0], n[1], n[2])

        trilist = GeomTriangles(Geom.UHDynamic)

        for (a, b, c) in g.faces:
            trilist.addVertex(a)
            trilist.addVertex(b)
            trilist.addVertex(c)

        trilist.closePrimitive()
        self.geom = Geom(vdata)
        self.geom.addPrimitive(trilist)

        self.addGeom(self.geom)
Example #11
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		y = self.height * 12 + self.depth * 12 + 1
		try:
			(slope, rotation) = slope_types[self.slope_type]
		except KeyError:
			print 'Unknown slope type:', self.slope_type
			(slope, rotation) = (flat, 0)
		if self.slope_height == 0:
			(slope, rotation) = (flat, 0)
		scale_y = self.slope_height * 12
		vertex.addData3f(*coords_to_panda(-14.0, -slope['sw'] * scale_y, -14.0))
		vertex.addData3f(*coords_to_panda(-14.0, -slope['nw'] * scale_y, 14.0))
		vertex.addData3f(*coords_to_panda(14.0, -slope['ne'] * scale_y, 14.0))
		vertex.addData3f(*coords_to_panda(14.0, -slope['se'] * scale_y, -14.0))
		vertex.addData3f(*coords_to_panda(-14.0, -slope['sw'] * scale_y, -14.0))
		tile_color = (0.5, 0.5, 1.0)
		if self.cant_walk:
			tile_color = (1.0, 0.5, 0.5)
		if self.cant_cursor:
			tile_color = (0.5, 0.0, 0.0)
		if (self.x + self.z) % 2 == 0:
			tile_color = tuple([x * 0.8 for x in tile_color])
		self.tile_color = tile_color
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		primitive.addNextVertices(5)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path.attachNewNode(node)
		self.node_path.setH(rotation)
		can_stand_height = 0
		if not self.cant_cursor:
			can_stand_height = 1
		self.node_path.setPos(*coords_to_panda(self.x * 28 + 14, -((self.height + self.depth) * 12 + 1 + can_stand_height), self.z * 28 + 14))
		self.node_path.setTag('terrain_xyz', '%u,%u,%u' % (self.x, self.y, self.z))
def create_line(x1, z1, x2, z2):
    format = GeomVertexFormat.getV3n3c4t2()
    vdata = GeomVertexData('', format, Geom.UHStatic)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1)
    vertex.addData3f(x2, 0, z2) 
    for _i in range(2):
        normal.addData3f(0, - 1, 0)
    prim_hint = Geom.UHStatic
    prim = GeomLines(prim_hint)
    prim.addVertices(0, 1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return (node, vdata)
Example #13
0
  def __init__(self, scale = 0.125, length = Vec3(4, 4, 7), position = Vec3(0, 0, 0),
               iterations = 10, num_branches = 4, vector_list = [Vec3(0, 0, 1),
                                                             Vec3(1, 0, 0),
                                                             Vec3(0, -1, 0)]):
    self.set_model(NodePath("SimpleTree"))


    self.format = SimpleTree.get_format()
    self.vdata = GeomVertexData("body vertices", self.format, Geom.UHStatic)
    self.position = position
    self.length = length
    self.vector_list = vector_list
    self.iterations = iterations
    self.num_branches = num_branches
    self.scale = scale

    self.bark_texture = base.loader.loadTexture(APP_PATH +
                                                'media/textures/trees/bark.jpg')
Example #14
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		vertex.addData3f(-2.0, -2.0, -2.0)
		vertex.addData3f(2.0, -2.0, -2.0)
		vertex.addData3f(0, 2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(-2.0, -2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(2.0, -2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(0, 2.0, -2.0)
		color_tuple = (1.0, 1.0, 1.0)
		if self.point == 'A':
			color_tuple = (1.0, 0.0, 0.0)
		elif self.point == 'B':
			color_tuple = (0.0, 1.0, 0.0)
		elif self.point == 'C':
			color_tuple = (0.0, 0.0, 1.0)
		elif self.point == 'D':
			color_tuple = (1.0, 1.0, 0.0)
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		primitive.addNextVertices(9)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.parent.node_path_ui.attachNewNode(node)
		self.node_path.setP(180)
		self.node_path.setPos(*coords_to_panda(*self.coords))
Example #15
0
	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(*self.vector))
		vertex.addData3f(*coords_to_panda(*[-x for x in self.vector]))
		color.addData4f((1.0, 0.0, 0.0, 1.0,))
		color.addData4f((0.0, 0.0, 1.0, 1.0,))
		primitive.addNextVertices(2)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.parent.node_path_ui.attachNewNode(node)
		self.node_path.setScale(20)
		self.node_path.setPos(*coords_to_panda(*self.coords))
Example #16
0
    def drawRect(self, width, height, axis):

        # since we're doing line segments, just vertices in our geom
        format = GeomVertexFormat.getV3()

        # build our data structure and get a handle to the vertex column
        vdata = GeomVertexData('', format, Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, 'vertex')

        # build a linestrip vertex buffer
        lines = GeomLinestrips(Geom.UHStatic)

        # draw a box
        if axis == "x":
            vertices.addData3f(0, -width, -height)
            vertices.addData3f(0, width, -height)
            vertices.addData3f(0, width, height)
            vertices.addData3f(0, -width, height)
        if axis == "y":
            vertices.addData3f(-width, 0, -height)
            vertices.addData3f(width, 0, -height)
            vertices.addData3f(width, 0, height)
            vertices.addData3f(-width, 0, height)
        if axis == "z":
            vertices.addData3f(-width, -height, 0)
            vertices.addData3f(width, -height, 0)
            vertices.addData3f(width, height, 0)
            vertices.addData3f(-width, height, 0)

        for i in range(1, 3):
            lines.addVertices(i - 1, i)
        lines.addVertices(3, 0)

        lines.closePrimitive()

        geom = Geom(vdata)
        geom.addPrimitive(lines)
        # Add our primitive to the geomnode
        self.gnode.addGeom(geom)
Example #17
0
    def drawLine(self, start, end):

        # since we're doing line segments, just vertices in our geom
        format = GeomVertexFormat.getV3()

        # build our data structure and get a handle to the vertex column
        vdata = GeomVertexData('', format, Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, 'vertex')

        # build a linestrip vertex buffer
        lines = GeomLinestrips(Geom.UHStatic)

        vertices.addData3f(start[0], start[1], start[2])
        vertices.addData3f(end[0], end[1], end[2])

        lines.addVertices(0, 1)

        lines.closePrimitive()

        geom = Geom(vdata)
        geom.addPrimitive(lines)
        # Add our primitive to the geomnode
        self.gnode.addGeom(geom)
Example #18
0
    def draw(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        circle = Geom(vdata)
        # Create vertices
        vertex.addData3f(self.pos)
        color.addData4f(self.color)
        for v in range(self._EDGES):
            x = self.pos.getX() + (self.size * math.cos(
                (2 * math.pi / self._EDGES) * v))
            y = self.pos.getY() + (self.size * math.sin(
                (2 * math.pi / self._EDGES) * v))
            z = self.pos.getZ()
            vertex.addData3f(x, y, z)
            color.addData4f(self.color)

        # Create triangles
        for t in range(self._EDGES):
            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(0)
            tri.addVertex(t + 1)
            if (t + 2) > self._EDGES:
                tri.addVertex(1)
            else:
                tri.addVertex(t + 2)
            tri.closePrimitive()
            circle.addPrimitive(tri)

        gn = GeomNode('Circle')
        gn.addGeom(circle)
        np = NodePath(gn)
        np.setHpr(0, 90, 0)
        return np
Example #19
0
    def pandaRender(self):
        frameList = []
        for node in self.compositeFrames.getiterator('composite-frame'):
            if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex):
                for frameCallNode in node:
                    for frameNode in self.frames.getiterator('frame'):
                        if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"):
                            offsetX = 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x"))
                            offsetY = 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y"))
                            tweenId = frameCallNode.attrib.get("tween")
                            frameInTween = 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween"))
                            addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w"))
                            addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h"))
                            sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s"))
                            tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t"))
                            swInPixels = sInPixels + addWidth
                            thInPixels = tInPixels + addHeight
                            s = (sInPixels / self.baseWidth)
                            t = 1 - (tInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            S = (swInPixels / self.baseWidth)
                            T = 1 - (thInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            blend = "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend")
                            scaleX = 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x"))
                            scaleY = 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y"))
                            color = Color(1,1,1,1)
                            tweenHasColor = False
                            frameCallHasColor = False
                            frameCallColorName = frameCallNode.attrib.get("color-name")
                            if frameCallColorName != None:
                                # Get color at frame call as first resort.
                                frameCallHasColor = True
                                for colorNode in self.colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameCallColorName:
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass

                            if tweenId != None and tweenId != "0":
                                # Get color at tween frame as second resort.
                                thisTween = None
                                frameLength = 1
                                advancementFunction = "linear"
                                foundTween = False
                                pointList = []
                                colorList = []
                                for tweenNode in self.tweens.getiterator('motion-tween'):
                                    if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId:
                                        foundTween = True
                                        frameLength = 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames")
                                        advancementFunction = "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function")
                                        for pointOrColorNode in tweenNode.getiterator():
                                            if pointOrColorNode.tag == "point":
                                                pX = 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x"))
                                                pY = 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y"))
                                                pointList.append(Point(pX, pY, 0))
                                            elif pointOrColorNode.tag == "color-state":
                                                colorName = "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name")
                                                for colorNode in self.colors.getiterator('color'):
                                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == colorName:
                                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                                        colorList.append(Color(R, G, B, A))
                                                        break # leave for loop when we find the correct color reference
                                            pass # Run through all child nodes of selected tween
                                        break # Exit after finding correct tween
                                pass
                                if foundTween:
                                    thisTween = Tween(frameLength, advancementFunction, pointList, colorList)
                                    offset = thisTween.XYFromFrame(frameInTween);
                                    offsetFromTweenX = int(offset.X);
                                    offsetFromTweenY = int(offset.Y);
                                    offsetX += int(offset.X);
                                    offsetY += int(offset.Y);
                                    if thisTween.hasColorComponent():
                                        tweenHasColor = True;
                                        if frameCallHasColor == False:
                                            color = thisTween.colorFromFrame(frameInTween);
                                    pass
                            if frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False:
                                # Get color at frame definition as last resort.
                                for colorNode in colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameNode.attrib.get("color-name"):
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass
                            rotationZ = 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z"))
                            frameList.append(Frame(Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ))
                    pass 
                break # Leave once we've found the appropriate frame

        # Prepare tracking list of consumed nodes.
        self.clearNodesForDrawing()
        # Make an identifier to tack onto primitive names in Panda3d's scene graph.
        frameIndexForName = 1
                
        # Loop through loaded frames that make up composite frame.
        for loadedFrame in frameList:              
            # For debugging purposes, print the object.
            if False:
                loadedFrame.printAsString()
            
            # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData
            squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic)
              
            # Set up place to hold 3d data and for the following coordinates:
            #   square's points (V3: x, y, z), 
            #   the colors at each point of the square (c4: r, g, b, a), and
            #   for the UV texture coordinates at each point of the square     (t2: S, T).
            vertexData = GeomVertexData('square-'+str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic)
            vertex = GeomVertexWriter(vertexData, 'vertex')
            color = GeomVertexWriter(vertexData, 'color')
            texcoord = GeomVertexWriter(vertexData, 'texcoord') 
              
            # Add the square's data
            # Upper-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.T)

            # Upper-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.T)
            
            # Lower-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.t)
            
            # Lower-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.t)

            # Pass data to primitive
            squareMadeByTriangleStrips.addNextVertices(4)
            squareMadeByTriangleStrips.closePrimitive()
            square = Geom(vertexData)
            square.addPrimitive(squareMadeByTriangleStrips)
            # Pass primtive to drawing node
            drawPrimitiveNode=GeomNode('square-'+str(frameIndexForName))    
            drawPrimitiveNode.addGeom(square)
            # Pass node to scene (effect camera)
            nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode)
            # Linear dodge:
            if loadedFrame.blendMode == "darken":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "multiply":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero))
                pass
            elif loadedFrame.blendMode == "color-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "linear-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor))
                pass
            elif loadedFrame.blendMode == "lighten":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
                pass
            elif loadedFrame.blendMode == "color-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne))
                pass
            elif loadedFrame.blendMode == "linear-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            else: # Overwrite:
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha))
                pass
            nodePath.setDepthTest(False)
            # Apply texture
            nodePath.setTexture(self.tex)
            # Apply translation, then rotation, then scaling to node.
            nodePath.setPos((loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0))
            nodePath.setR(loadedFrame.rotationZ)
            nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY)
            nodePath.setTwoSided(True)
            self.consumedNodesList.append(nodePath)
            frameIndexForName = frameIndexForName + 1
        # Loop continues on through each frame called in the composite frame.
        pass
Example #20
0
    def __init__(self, inner, outer, sectors):
        super(RingNode, self).__init__('ring')
        self.inner = inner
        self.outer = outer
        self.sectors = sectors

        ringgeo = RawGeometry()

        # inner and outer radii are the true circular limits, so expand a little bit
        # for the sectored mesh
        mesh_inner = self.inner * 0.9
        mesh_outer = self.outer * 1.1

        angular_width = 2.0 * math.pi / self.sectors
        for sector in range(self.sectors):
            start = sector * angular_width
            end = (sector + 1) * angular_width
            # add a quad
            x0 = math.sin(start) * mesh_inner
            x1 = math.sin(start) * mesh_outer
            x2 = math.sin(end) * mesh_inner
            x3 = math.sin(end) * mesh_outer

            z0 = math.cos(start) * mesh_inner
            z1 = math.cos(start) * mesh_outer
            z2 = math.cos(end) * mesh_inner
            z3 = math.cos(end) * mesh_outer

            index = len(ringgeo.verts)
            ringgeo.verts.append((x0, 0, z0))
            ringgeo.verts.append((x1, 0, z1))
            ringgeo.verts.append((x2, 0, z2))
            ringgeo.verts.append((x3, 0, z3))

            # double-side the faces so they render from either side
            # top pair...
            ringgeo.faces.append((index + 0, index + 1, index + 2))
            ringgeo.faces.append((index + 1, index + 3, index + 2))
            # bottom pair...
            ringgeo.faces.append((index + 0, index + 2, index + 1))
            ringgeo.faces.append((index + 1, index + 2, index + 3))

        format = GeomVertexFormat.getV3n3()
        vdata = GeomVertexData('ring', format, Geom.UHDynamic)

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

        for (x, y, z) in ringgeo.verts:
            vertex.addData3f(x, y, z)
            normal.addData3f(0, 1, 0)

        trilist = GeomTriangles(Geom.UHDynamic)

        for (a, b, c) in ringgeo.faces:
            trilist.addVertex(a)
            trilist.addVertex(b)
            trilist.addVertex(c)

        trilist.closePrimitive()
        ring = Geom(vdata)
        ring.addPrimitive(trilist)

        self.addGeom(ring)
Example #21
0
 def addGeometry(self, geomData):
   debugGui = dict()
   
   format = GeomVertexFormat.getV3n3t2()
   vdata = GeomVertexData('name', format, Geom.UHStatic)
   vertex = GeomVertexWriter(vdata, 'vertex')
   normal = GeomVertexWriter(vdata, 'normal')
   texcoord = GeomVertexWriter(vdata, 'texcoord')
   prim = GeomTriangles(Geom.UHStatic)
   
   postphonedTriangles = list()
   vtxTargetId0 = vtxTargetId1 = vtxTargetId2 = None
   vtxDataCounter = 0
   for vtxSourceId0, vtxSourceId1, vtxSourceId2 in geomData.triangles:
     vx0,vy0,vz0 = v0 = geomData.getVertex(vtxSourceId0)
     vx1,vy1,vz1 = v1 = geomData.getVertex(vtxSourceId1)
     vx2,vy2,vz2 = v2 = geomData.getVertex(vtxSourceId2)
     # prepare the vertices
     uvx0, uvy0 = uv0 = geomData.getUv(vtxSourceId0)
     uvx1, uvy1 = uv1 = geomData.getUv(vtxSourceId1)
     uvx2, uvy2 = uv2 = geomData.getUv(vtxSourceId2)
     #
     n0 = geomData.getNormal(vtxSourceId0)
     n1 = geomData.getNormal(vtxSourceId1)
     n2 = geomData.getNormal(vtxSourceId2)
     
     # make it wrap nicely
     if min(uvx0,uvx1,uvx2) < .25 and max(uvx0,uvx1,uvx2) > 0.75:
       if uvx0 < 0.25: uvx0 += 1.0
       if uvx1 < 0.25: uvx1 += 1.0
       if uvx2 < 0.25: uvx2 += 1.0
     
     vertex.addData3f(*v0)
     normal.addData3f(*n0)
     texcoord.addData2f(*uv0)
     vtxTargetId0 = vtxDataCounter
     vtxDataCounter += 1
   
     vertex.addData3f(*v1)
     normal.addData3f(*n1)
     texcoord.addData2f(*uv1)
     vtxTargetId1 = vtxDataCounter
     vtxDataCounter += 1
   
     vertex.addData3f(*v2)
     normal.addData3f(*n2)
     texcoord.addData2f(*uv2)
     vtxTargetId2 = vtxDataCounter
     vtxDataCounter += 1
     
     prim.addVertex(vtxTargetId0)
     prim.addVertex(vtxTargetId1)
     prim.addVertex(vtxTargetId2)
     prim.closePrimitive()
     
     if False:
       if vtxSourceId0 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x0,y0,z0)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId0, x0,y0,z0, nx0, ny0))
         debugGui[vtxSourceId0] = i
       if vtxSourceId1 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x1,y1,z1)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId1, x1,y1,z1, nx1, ny1))
         debugGui[vtxSourceId1] = i
       if vtxSourceId2 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x2,y2,z2)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId2, x2,y2,z2, nx2, ny2))
         debugGui[vtxSourceId2] = i
   
   geom = Geom(vdata)
   geom.addPrimitive(prim)
   
   node = GeomNode('gnode')
   node.addGeom(geom)
   
   nodePath = self.attachNewNode(node)
   return nodePath
Example #22
0
class SimpleTree(Entity):
  geom_vertex_format = None

  def get_format():
    if SimpleTree.geom_vertex_format is None:
      format_array = GeomVertexArrayFormat()
      format_array.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8,
                             Geom.COther)
      format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
      format.addArray(format_array)
      SimpleTree.geom_vertex_format = GeomVertexFormat.registerFormat(format)

    return SimpleTree.geom_vertex_format
  get_format = staticmethod(get_format)


  def __init__(self, scale = 0.125, length = Vec3(4, 4, 7), position = Vec3(0, 0, 0),
               iterations = 10, num_branches = 4, vector_list = [Vec3(0, 0, 1),
                                                             Vec3(1, 0, 0),
                                                             Vec3(0, -1, 0)]):
    self.set_model(NodePath("SimpleTree"))


    self.format = SimpleTree.get_format()
    self.vdata = GeomVertexData("body vertices", self.format, Geom.UHStatic)
    self.position = position
    self.length = length
    self.vector_list = vector_list
    self.iterations = iterations
    self.num_branches = num_branches
    self.scale = scale

    self.bark_texture = base.loader.loadTexture(APP_PATH +
                                                'media/textures/trees/bark.jpg')

  def generate(self):
    self.recurse(self.length, self.position, self.iterations, self.vector_list)
    self.get_model().setTexture(self.bark_texture, 1)
    self.reparentTo(base.render)

  def recurse(self, length, position, iterations, vector_list):
    if iterations > 0:
      self.draw_body(position, vector_list, length.getX())
      # move forward along the right axis
      new_position = position + vector_list[0] * length.length()

      # Only branch every third level
      if iterations % 3 == 0:
        # decrease dimensions when we branch
        length = Vec3(length.getX() / 2, length.getY() / 2,
                      length.getZ() / 1.1)
        for i in range(self.num_branches):
          self.recurse(length, new_position, iterations - 1,
                       ProceduralUtility.random_axis(vector_list))
      else:
        # just make another branch connected to this one with a small
        # variation in direction
        self.recurse(length, new_position, iterations - 1,
                     ProceduralUtility.small_random_axis(vector_list))
    else:
      self.draw_body(position, vector_list, length.getX(), False)
      self.draw_leaf(position, vector_list, self.scale)


  def draw_body(self, position, vector_list, radius = 1, keep_drawing = True, num_vertices = 8):
    circle_geom = Geom(self.vdata)

    vertex_writer = GeomVertexWriter(self.vdata, "vertex")
    color_writer = GeomVertexWriter(self.vdata, "color")
    normal_writer = GeomVertexWriter(self.vdata, "normal")
    draw_rewriter = GeomVertexRewriter(self.vdata, "drawFlag")
    tex_rewriter = GeomVertexRewriter(self.vdata, "texcoord")

    start_row = self.vdata.getNumRows()
    vertex_writer.setRow(start_row)
    color_writer.setRow(start_row)
    normal_writer.setRow(start_row)

    sCoord = 0

    if start_row != 0:
      tex_rewriter.setRow(start_row - num_vertices)
      sCoord = tex_rewriter.getData2f().getX() + 1

      draw_rewriter.setRow(start_row - num_vertices)
      if draw_rewriter.getData1f() == False:
        sCoord -= 1

    draw_rewriter.setRow(start_row)
    tex_rewriter.setRow(start_row)

    angle_slice = 2 * math.pi / num_vertices
    current_angle = 0

    perp1 = vector_list[1]
    perp2 = vector_list[2]

    # write vertex information
    for i in range(num_vertices):
      adjacent_circle = position + (perp1 * math.cos(current_angle) + perp2 * math.sin(current_angle)) * radius
      normal = perp1 * math.cos(current_angle) + perp2 * math.sin(current_angle)
      normal_writer.addData3f(normal)
      vertex_writer.addData3f(adjacent_circle)
      tex_rewriter.addData2f(sCoord, (i + 0.001) / (num_vertices - 1))
      color_writer.addData4f(0.5, 0.5, 0.5, 1.0)
      draw_rewriter.addData1f(keep_drawing)
      current_angle += angle_slice

    draw_reader = GeomVertexReader(self.vdata, "drawFlag")
    draw_reader.setRow(start_row - num_vertices)

    # we can't draw quads directly so use Tristrips
    if start_row != 0 and draw_reader.getData1f() != False:
      lines = GeomTristrips(Geom.UHStatic)
      half = int(num_vertices * 0.5)
      for i in range(num_vertices):
        lines.addVertex(i + start_row)
        if i < half:
          lines.addVertex(i + start_row - half)
        else:
          lines.addVertex(i + start_row - half - num_vertices)

      lines.addVertex(start_row)
      lines.addVertex(start_row - half)
      lines.closePrimitive()
      lines.decompose()
      circle_geom.addPrimitive(lines)

      circle_geom_node = GeomNode("Debug")
      circle_geom_node.addGeom(circle_geom)

      circle_geom_node.setAttrib(CullFaceAttrib.makeReverse(), 1)

      self.get_model().attachNewNode(circle_geom_node)

  def draw_leaf(self, position, vector_list, scale = 0.125):
    # use the vectors that describe the direction the branch grows
    # to make the right rotation matrix
    new_cs = Mat4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
    new_cs.setRow(0, vector_list[2]) # right
    new_cs.setRow(1, vector_list[1]) # up
    new_cs.setRow(2, vector_list[0]) # forward
    new_cs.setRow(3, Vec3(0, 0, 0))
    new_cs.setCol(3, Vec4(0, 0, 0, 1))

    axis_adjustment = Mat4.scaleMat(scale) * new_cs * Mat4.translateMat(position)

    leaf_model = base.loader.loadModelCopy(APP_PATH + 'media/models/shrubbery')
    leaf_texture = base.loader.loadTexture(APP_PATH + 'media/models/material-10-cl.png')

    leaf_model.reparentTo(self.get_model())
    leaf_model.setTexture(leaf_texture, 1)
    leaf_model.setTransform(TransformState.makeMat(axis_adjustment))
Example #23
0
    def visualize(self,
                  parentNodePath,
                  highlightVerts=[],
                  pathVerts=[],
                  visitedVerts=[]):
        '''
        XXX Should move this into a product-specific class.
        '''
        gFormat = GeomVertexFormat.getV3cp()
        self.visVertexData = GeomVertexData("OMGVERTEXDATA2", gFormat,
                                            Geom.UHDynamic)
        self.visVertexWriter = GeomVertexWriter(self.visVertexData, "vertex")
        self.visVertexColorWriter = GeomVertexWriter(self.visVertexData,
                                                     "color")

        vertToWriterIndex = {}
        currIndex = 0

        for v in self.vertexCoords.keys():
            vertToWriterIndex[v] = currIndex
            x = self.vertexCoords[v][0]
            y = self.vertexCoords[v][1]
            z = self.vertexCoords[v][2]
            self.visVertexWriter.addData3f(x, y, z + 0.5)
            if v in highlightVerts:
                self.visVertexColorWriter.addData4f(1.0, 0.0, 0.0, 1.0)
            elif v in visitedVerts:
                self.visVertexColorWriter.addData4f(0.0, 0.0, 1.0, 1.0)
            else:
                self.visVertexColorWriter.addData4f(1.0, 1.0, 0.0, 1.0)
            currIndex += 1

        pathOffsetIntoIndex = currIndex

        for v in pathVerts:
            self.visVertexWriter.addData3f(v[0], v[1], v[2] + 0.5)
            self.visVertexColorWriter.addData4f(0.0, 1.0, 0.0, 1.0)
            currIndex += 1

        lines = GeomLinestrips(Geom.UHStatic)

        for p in self.polyToVerts.keys():
            for v in self.polyToVerts[p]:
                lines.addVertex(vertToWriterIndex[v])
            lines.addVertex(vertToWriterIndex[self.polyToVerts[p][0]])
            lines.closePrimitive()

        if len(pathVerts) > 0:
            for i in xrange(len(pathVerts)):
                lines.addVertex(pathOffsetIntoIndex + i)
            lines.closePrimitive()

        self.visGeom = Geom(self.visVertexData)
        self.visGeom.addPrimitive(lines)

        self.visGN = GeomNode("NavMeshVis")
        self.visGN.addGeom(self.visGeom)

        self.visNodePath = parentNodePath.attachNewNode(self.visGN)

        self.visNodePath.setTwoSided(True)
Example #24
0
    def draw(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHStatic)

        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.addData3f(self.x1, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y2, self.z2)
        vertex.addData3f(self.x1, self.y2, self.z2)

        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())

        #adding different colors to the vertex for visibility
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)

        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 arent directly supported by the Geom interface
        #you might be interested in the CardMaker class if you are
        #interested in rectangle though
        tri1 = GeomTriangles(Geom.UHStatic)
        tri2 = GeomTriangles(Geom.UHStatic)

        tri1.addVertex(0)
        tri1.addVertex(1)
        tri1.addVertex(3)

        tri2.addConsecutiveVertices(1, 3)

        tri1.closePrimitive()
        tri2.closePrimitive()

        square = Geom(vdata)
        square.addPrimitive(tri1)
        square.addPrimitive(tri2)
        #square.setIntoCollideMask(BitMask32.bit(1))

        self.squareNP = NodePath(GeomNode('square gnode'))
        self.squareNP.node().addGeom(square)
        self.squareNP.setTransparency(1)
        self.squareNP.setAlphaScale(.5)
        self.squareNP.setTwoSided(True)
        #squareNP.setCollideMask(BitMask32.bit(1))
        self.squareNP.reparentTo(self.parent)

        return self.squareNP