def set_selected_object(self, object_name):
        selected_object = self.get_object(object_name)
        if self.selected_object is not selected_object:
            self.clear_selected_axis_gizmo_id()
            self.clear_spline_gizmo()
            self.selected_object_render_info = []

            if self.selected_object and hasattr(self.selected_object,
                                                "set_selected"):
                self.selected_object.set_selected(False)

            # set selected object
            self.selected_object = selected_object
            if selected_object is not None:
                if hasattr(selected_object, "get_object_id"):
                    self.set_selected_object_id(
                        selected_object.get_object_id())

                if hasattr(selected_object, "set_selected"):
                    selected_object.set_selected(True)

                if type(selected_object) in (SkeletonActor, StaticActor):
                    gather_render_infos(
                        culling_func=always_pass,
                        camera=self.main_camera,
                        light=self.main_light,
                        actor_list=[
                            self.selected_object,
                        ],
                        solid_render_infos=self.selected_object_render_info,
                        translucent_render_infos=self.
                        selected_object_render_info)
                elif type(selected_object) is Spline3D:
                    self.create_spline_gizmo(selected_object)
    def update_skeleton_render_info(self):
        self.skeleton_solid_render_infos = []
        self.skeleton_translucent_render_infos = []
        self.skeleton_shadow_render_infos = []

        if RenderOption.RENDER_SKELETON_ACTOR:
            gather_render_infos(
                culling_func=view_frustum_culling_geometry,
                camera=self.main_camera,
                light=self.main_light,
                actor_list=self.skeleton_actors,
                solid_render_infos=self.skeleton_solid_render_infos,
                translucent_render_infos=self.skeleton_translucent_render_infos
            )

            gather_render_infos(
                culling_func=shadow_culling,
                camera=self.main_camera,
                light=self.main_light,
                actor_list=self.skeleton_actors,
                solid_render_infos=self.skeleton_shadow_render_infos,
                translucent_render_infos=None)

            self.skeleton_solid_render_infos.sort(
                key=lambda x: (id(x.geometry), id(x.material)))
            self.skeleton_translucent_render_infos.sort(
                key=lambda x: (id(x.geometry), id(x.material)))
Exemple #3
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    def update_static_render_info(self):
        self.static_solid_render_infos = []
        self.static_translucent_render_infos = []
        self.static_shadow_render_infos = []

        gather_render_infos(culling_func=view_frustum_culling_geometry,
                            camera=self.main_camera,
                            light=self.main_light,
                            actor_list=self.static_actors,
                            solid_render_infos=self.static_solid_render_infos,
                            translucent_render_infos=self.static_translucent_render_infos)

        gather_render_infos(culling_func=shadow_culling,
                            camera=self.main_camera,
                            light=self.main_light,
                            actor_list=self.static_actors,
                            solid_render_infos=self.static_shadow_render_infos,
                            translucent_render_infos=None)

        self.static_solid_render_infos.sort(key=lambda x: (id(x.geometry), id(x.material)))
        self.static_translucent_render_infos.sort(key=lambda x: (id(x.geometry), id(x.material)))
Exemple #4
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    def update_scene(self, dt):
        self.renderer.postprocess.update()

        for camera in self.cameras:
            camera.update()

        if self.main_light is not None:
            self.main_light.update(self.main_camera)

        for light in self.point_lights:
            light.update()

        for static_actor in self.static_actors:
            static_actor.update(dt)

        for skeleton_actor in self.skeleton_actors:
            skeleton_actor.update(dt)

        self.atmosphere.update(self.main_light)
        self.ocean.update(dt)

        if self.terrain.is_render_terrain:
            self.terrain.update(dt)

        self.effect_manager.update(dt)

        # culling
        self.update_static_render_info()
        self.update_skeleton_render_info()
        self.update_light_render_infos()

        self.selected_object_render_info = []
        if self.selected_object is not None and type(self.selected_object) in (SkeletonActor, StaticActor):
            gather_render_infos(culling_func=always_pass,
                                camera=self.main_camera,
                                light=self.main_light,
                                actor_list=[self.selected_object, ],
                                solid_render_infos=self.selected_object_render_info,
                                translucent_render_infos=self.selected_object_render_info)
    def create_spline_gizmo(self, spline):
        spline_point_name = spline.name + '_point'
        control_point_name = spline.name + '_control_point'
        gizmo_model = self.resource_manager.get_model('Cube')
        if len(spline.spline_data.spline_points) < 1:
            return

        for spline_point in spline.spline_data.spline_points:
            pos = np.dot(Float4(*spline_point.position, 1.0),
                         spline.transform.matrix)[:3]
            gizmo_object = StaticActor(name=spline_point_name,
                                       model=gizmo_model,
                                       pos=Float3(*pos),
                                       scale=Float3(0.1, 0.1, 0.1),
                                       object_id=self.generate_object_id(),
                                       object_color=Float3(0.5, 0.5, 1.0))
            self.spline_gizmo_object_map[
                gizmo_object.get_object_id()] = gizmo_object

        spline_point = spline.spline_data.spline_points[0]

        def create_spline_control_point_gizmo(spline_gizmo_object_map,
                                              object_id, inverse):
            if inverse:
                pos = np.dot(
                    Float4(
                        *(spline_point.position + spline_point.control_point),
                        1.0), spline.transform.matrix)[:3]
            else:
                pos = np.dot(
                    Float4(
                        *(spline_point.position - spline_point.control_point),
                        1.0), spline.transform.matrix)[:3]
            gizmo_object = StaticActor(name=control_point_name,
                                       model=gizmo_model,
                                       pos=Float3(*pos),
                                       scale=Float3(0.075, 0.075, 0.075),
                                       object_id=object_id,
                                       object_color=Float3(0.0, 1.0, 0.0))
            spline_gizmo_object_map[
                gizmo_object.get_object_id()] = gizmo_object
            return gizmo_object.get_object_id()

        self.spline_control_point_gizmo_id0 = create_spline_control_point_gizmo(
            self.spline_gizmo_object_map,
            self.generate_object_id(),
            inverse=False)
        self.spline_control_point_gizmo_id1 = create_spline_control_point_gizmo(
            self.spline_gizmo_object_map,
            self.generate_object_id(),
            inverse=True)

        # select first spline gizmo object
        # self.set_selected_spline_gizmo_id(list(self.spline_gizmo_object_map.keys())[0])

        gather_render_infos(culling_func=always_pass,
                            camera=self.main_camera,
                            light=self.main_light,
                            actor_list=self.spline_gizmo_object_map.values(),
                            solid_render_infos=self.spline_gizmo_render_infos,
                            translucent_render_infos=None)