Exemple #1
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def makePoints(n=1000):
    """ make a cloud of points that are a single node VS branching and making subnodes to control display """

    #points = np.random.uniform(-10,10,(n,4))
    points = np.random.randn(n, 3)
    colors = np.random.rand(n, 4)

    fmt = GeomVertexFormat.getV3c4()  #3 component vertex, w/ 4 comp color
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point, clr4 in zip(points, colors):
        #for point in points:
        verts.addData3f(*point)
        #color.addData4f(*point)
        color.addData4f(*clr4)
        #color.addData4f(.1,.1,.1,1)

    #pointCloud = GeomLinestrips(Geom.UHStatic) #this is f*****g cool!
    pointCloud = GeomTristrips(Geom.UHStatic)  #this is f*****g cool!
    #pointCloud = GeomPoints(Geom.UHStatic)
    #pointCloud.addVerticies(*range(n))
    pointCloud.addConsecutiveVertices(0, n)  #warning may error since n-1?
    pointCloud.closePrimitive()

    cloud = Geom(vertexData)
    cloud.addPrimitive(pointCloud)
    return cloud
Exemple #2
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    def __build_ocean_mesh(self):
        vdata = GeomVertexData('data', GeomVertexFormat.getV3n3c4t2(),
                               Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        color = GeomVertexWriter(vdata, 'color')

        axes = [Vec3.unitX(), Vec3.unitY(), Vec3.unitZ()]
        face = 0

        for x in range(3):
            for s in [-1, 1]:
                for i in range(self.__n + 1):
                    for j in range(self.__n + 1):
                        a = (i * 1.0 / self.__n) * (pi / 2) - (pi / 4)
                        b = (j * 1.0 / self.__n) * (pi / 2) - (pi / 4)
                        xAxis = axes[(x + 3) % 3]
                        yAxis = axes[(x + 4) % 3]
                        zAxis = axes[(x + 5) % 3]
                        v = (xAxis * (-cos(a) * sin(b)) + yAxis *
                             (sin(a) * cos(b)) + zAxis * (cos(a) * cos(b))) * s
                        v.normalize()
                        normal.addData3f(v)
                        vertex.addData3f(v * self.__radius)
                        texcoord.addData2f(i * 1.0, j * 1.0)
                        color.addData4f(self.__ocean_color)
                face = face + 1
        prim = self.__heightmap_primitive()
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        return geom
Exemple #3
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def pg_draw_tris(pg, render):
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData('pgtris', format, Geom.UHStatic)
    vdata.setNumRows(len(pg.nodes))
    vertex = GeomVertexWriter(vdata, 'vertex')
    color = GeomVertexWriter(vdata, 'color')
    prim = GeomTriangles(Geom.UHStatic)

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

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

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('TheTris')
    node.addGeom(geom)
    nodePath = render.attachNewNode(node)
    nodePath.setPos(0, 10, 0)
Exemple #4
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    def buildGeom(self, meshData):
        prims = meshData["prims"]
        vertices = meshData["vertices"]
        normals = meshData["normals"]
        texcoords = meshData["texcoords"]

        vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(),
                               Geom.UHStatic)
        vwriter = GeomVertexWriter(vdata, 'vertex')
        nvwriter = GeomVertexWriter(vdata, 'normal')
        tvwriter = GeomVertexWriter(vdata, 'texcoord')

        for i in range(len(vertices)):
            v = vertices[i]
            n = normals[i]
            t = texcoords[i]
            vwriter.addData3f(v)
            nvwriter.addData3f(n)
            tvwriter.addData2f(t)

        prim = GeomTriangles(Geom.UHStatic)

        for i in range(len(prims)):
            A, B, C = prims[i]
            prim.addVertices(A, B, C)
            prim.closePrimitive()

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

        geomNode = GeomNode('trig')
        geomNode.addGeom(geom)
        geomNode.unify(1, True)

        return geomNode
Exemple #5
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    def _CreateOneSynapse(self, presynCell, synapsesType):

        presynCell.setPresynapticFocus()  # highlight presynaptic cells

        form = GeomVertexFormat.getV3()
        vdata = GeomVertexData("SynapseLine", form, Geom.UHStatic)
        vdata.setNumRows(1)
        vertex = GeomVertexWriter(vdata, "vertex")

        vertex.addData3f(presynCell.getNode().getPos(self._node))
        vertex.addData3f(0, 0, 0)

        prim = GeomLines(Geom.UHStatic)
        prim.addVertices(0, 1)

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

        node = GeomNode("Synapse_" + str(synapsesType))
        node.addGeom(geom)

        nodePath = self._node.attachNewNode(node)

        nodePath.setRenderModeThickness(2)

        # color of the line
        if presynCell.active:
            nodePath.setColor(COL_DISTAL_SYNAPSES_ACTIVE)
        else:
            nodePath.setColor(COL_DISTAL_SYNAPSES_INACTIVE)
Exemple #6
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    def addPoint(self, x, y, wheel_dir, force):
        """
		Adds a point to the skid mark trail.  The coordinates are in the world frame. The force is
		a number between zero and one, where one is the max force and makes the biggest and darkest
		skid mark.  The argument 'wheel_dir' is given in degrees, where zero points toward the
		positive X axis.
		"""
        h = self.wheel_width * 0.5
        rads = (wheel_dir - 90) * math.pi / 180.0
        x0b, y0b = x + h * math.cos(rads), y + h * math.sin(rads)
        rads = (wheel_dir + 90) * math.pi / 180.0
        x1b, y1b = x + h * math.cos(rads), y + h * math.sin(rads)
        x0a, y0a, x1a, y1a = self.lastpoints
        self.lastpoints = (x0b, y0b, x1b, y1b)
        if not self.havelast:
            self.havelast = True
            return
        indx = self.nextrect * 4
        self.nextrect += 1
        if self.nextrect >= self.nrects:
            self.nextrect = 0
        vtx = GeomVertexWriter(self.vdata, "vertex")
        cx = GeomVertexWriter(self.vdata, "color")
        vtx.setRow(indx)
        cx.setRow(indx)
        c = self.forceToColor(force)
        vtx.addData3f(x0a, y0a, self.zpos)
        vtx.addData3f(x1a, y1a, self.zpos)
        vtx.addData3f(x0b, y0b, self.zpos)
        vtx.addData3f(x1b, y1b, self.zpos)
        cx.addData4f(*c)
        cx.addData4f(*c)
        cx.addData4f(*c)
        cx.addData4f(*c)
Exemple #7
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def makeSelectRect():
    ctup = (1, 1, 1, 1)
    fmt = GeomVertexFormat.getV3c4()
    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic)

    points = (  #makes nice for Tristrips
        (0, 0, 0),
        (0, 0, 1),
        (1, 0, 0),
        (1, 0, 1),
    )

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point in points:
        verts.addData3f(*point)
        color.addData4f(*ctup)

    boxLines = GeomLinestrips(Geom.UHDynamic)
    boxLines.addVertices(0, 1, 3, 2)
    boxLines.addVertex(0)
    boxLines.closePrimitive()

    boxTris = GeomTristrips(Geom.UHDynamic)
    boxTris.addConsecutiveVertices(0, 3)
    boxTris.closePrimitive()

    box = Geom(vertexData)
    box.addPrimitive(boxLines)
    #box.addPrimitive(boxTris)

    return box
Exemple #8
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    def _CreateOneSynapse(self, presynCell, synapsesType):

        form = GeomVertexFormat.getV3()
        vdata = GeomVertexData("SynapseLine", form, Geom.UHStatic)
        vdata.setNumRows(1)
        vertex = GeomVertexWriter(vdata, "vertex")

        vertex.addData3f(presynCell.getNode().getPos(self.__node))
        vertex.addData3f(0, 0, 0)
        # vertex.addData3f(self.__node.getPos())
        # printLog("inputObj:"+str(i)+"bits:"+str(y))
        # printLog(inputObj[i].inputBits[y].getNode().getPos(self.__node))

        prim = GeomLines(Geom.UHStatic)
        prim.addVertices(0, 1)

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

        node = GeomNode("Synapse_" + str(synapsesType))
        node.addGeom(geom)

        nodePath = self.__cellsNodePath.attachNewNode(node)

        nodePath.setRenderModeThickness(2)
        # color of the line
        if presynCell.active:
            nodePath.setColor(COL_PROXIMAL_SYNAPSES_ACTIVE)
        else:
            nodePath.setColor(COL_PROXIMAL_SYNAPSES_INACTIVE)
Exemple #9
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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
Exemple #10
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	def buildGeom(self, meshData):
		prims = meshData["prims"]
		vertices = meshData["vertices"]
		normals = meshData["normals"]
		texcoords = meshData["texcoords"]
		
		vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(), Geom.UHStatic)
		vwriter = GeomVertexWriter(vdata, 'vertex')
		nvwriter = GeomVertexWriter(vdata, 'normal')
		tvwriter = GeomVertexWriter(vdata, 'texcoord')
		
		for i in range(len(vertices)):
			v = vertices[i]
			n = normals[i]
			t = texcoords[i]
			vwriter.addData3f(v)
			nvwriter.addData3f(n)
			tvwriter.addData2f(t)
		
		prim = GeomTriangles(Geom.UHStatic)
		
		for i in range(len(prims)):
			A, B, C = prims[i]
			prim.addVertices(A, B, C)
			prim.closePrimitive()
		
		geom = Geom(vdata)
		geom.addPrimitive(prim)
		
		geomNode = GeomNode('trig')
		geomNode.addGeom(geom)
		geomNode.unify(1, True)
		
		return geomNode
Exemple #11
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	def draw(self):
		if self.rendered_mesh != None:
			self.reset_draw()

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

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

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

		mesh = Geom(vdata)

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

		snode = GeomNode(self.name)
		snode.addGeom(mesh)
		self.rendered_mesh = render.attachNewNode(snode)
		self.rendered_mesh.setTwoSided(True)
Exemple #12
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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
Exemple #13
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 def __build_Tris(self, sphere, mode):
     vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic)
     _num_rows = len(sphere.pts)
      
     # Vertices.
     vertices = GeomVertexWriter(vdata, "vertex")
     vertices.reserveNumRows(_num_rows)
     for pt in sphere.pts:
         vertices.addData3f(*pt)
     
     # Map coords.
     if mode == "mid":
         mapcoords = GeomVertexWriter(vdata, "mapcoord")
         mapcoords.reserveNumRows(_num_rows)
         for mc in sphere.coords:
             u, v = mc[:2]
             mapcoords.addData2f(u,v)
         
     # Tris.
     prim = GeomTriangles(Geom.UHStatic)
     prim.reserveNumVertices(len(sphere.tris))
     for tri in sphere.tris:
         prim.addVertices(*tri)
     prim.closePrimitive()
     
     # Geom.
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     geom_node = GeomNode("geom")
     geom_node.addGeom(geom)
     geom_np = NodePath(geom_node)
     return geom_np
Exemple #14
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 def draw_rain_mesh(self):
     _format = GeomVertexFormat.get_v3cp()
     self.rain_vdata = GeomVertexData('rain', _format, Geom.UHDynamic)
     self.rain_vdata.setNumRows(self.n_points**2)
     vertex = GeomVertexWriter(self.rain_vdata, 'vertex')
     color = GeomVertexWriter(self.rain_vdata, 'color')
     for j in range(self.n_points):
         for i in range(self.n_points):
             # Rain Vertices
             vertex.addData3f(self.x[j][i], self.y[j][i], self.n_points)
             # Rain Colors
             color.addData4f(0.3, 0.3, 1, 0)
     # Rain Primitive
     prim = GeomPoints(Geom.UHDynamic)
     for j in range(self.n_points):
         for i in range(self.n_points):
             prim.add_vertices(j * (self.n_points) + i,
                               j * (self.n_points) + i,
                               j * (self.n_points) + i)
     geom = Geom(self.rain_vdata)
     prim.closePrimitive()
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     rain_nodePath = render.attachNewNode(node)
     rain_nodePath.setTransparency(TransparencyAttrib.MAlpha)
     rain_nodePath.setAntialias(AntialiasAttrib.MAuto)
     rain_nodePath.setRenderModeThickness(2)
     rain_nodePath.setPos(-50, -50, 0)
Exemple #15
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def create_GeomNode_Single_Point(color_vec4=Vec4(1., 1., 1., 1.)):
    # ---- step 1: create point at (0,0,0) and close the primitive

    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_point", format, Geom.UHStatic)
    vdata.setNumRows(4)

    # add color to each vertex
    colorWriter = GeomVertexWriter(vdata, "color")

    # add a vertex position to each vertex
    vertexPosWriter = GeomVertexWriter(vdata, "vertex")

    # just one origin point vertex, it gets transformed later
    # to it's intended position
    vertexPosWriter.addData3f(0., 0., 0.)
    colorWriter.addData4f(color_vec4)

    # build the primitive
    pointsprimitive = GeomPoints(Geom.UHStatic)
    pointsprimitive.addVertex(0)
    pointsprimitive.closePrimitive()  # this resets all the data contained in the vertexPosWriter and colorWriter

    # ----- step 3: make a GeomNode out of the Geom (to which the Primitives have been added)

    # make a Geom object to hold the primitives
    geom = Geom(vdata)
    geom.addPrimitive(pointsprimitive)

    geom_node = GeomNode("colored_point_node")
    geom_node.addGeom(geom)

    return geom_node
Exemple #16
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def makeSelectRect():
    ctup = (1,1,1,1)
    fmt = GeomVertexFormat.getV3c4()
    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic)

    points = ( #makes nice for Tristrips
        (0,0,0),
        (0,0,1),
        (1,0,0),
        (1,0,1),
    )

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point in points:
        verts.addData3f(*point)
        color.addData4f(*ctup)

    boxLines = GeomLinestrips(Geom.UHDynamic)
    boxLines.addVertices(0,1,3,2)
    boxLines.addVertex(0)
    boxLines.closePrimitive()

    boxTris = GeomTristrips(Geom.UHDynamic)
    boxTris.addConsecutiveVertices(0,3)
    boxTris.closePrimitive()

    box = Geom(vertexData)
    box.addPrimitive(boxLines)
    #box.addPrimitive(boxTris)

    return box
Exemple #17
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 def __build_Patches(self, sphere):
     vdata = GeomVertexData("Data", self.__vformat['high'], Geom.UHStatic)
     vertices = GeomVertexWriter(vdata, "vertex")
     mapcoords = GeomVertexWriter(vdata, "mapcoord")
     texcoords = GeomVertexWriter(vdata, "texcoord")
     
     _num_rows = len(sphere.pts)
     vertices.reserveNumRows(_num_rows)
     mapcoords.reserveNumRows(_num_rows)
     texcoords.reserveNumRows(_num_rows)
     
     # Pts.
     for pt, uv, coords, in zip(sphere.pts, sphere.uvs, sphere.coords):
         vertices.addData3f(*pt)
         mapcoords.addData2f(*coords)
         texcoords.addData2f(*uv) ## *.99+.01)
     
     # Patches.
     prim = GeomPatches(3, Geom.UHStatic)
     prim.reserveNumVertices(len(sphere.tris))
     for tri in sphere.tris:
         prim.addVertices(*tri)
     prim.closePrimitive()
     
     # Geom.
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     geom_node = GeomNode("geom")
     geom_node.addGeom(geom)
     geom_np = NodePath(geom_node)
     return geom_np
Exemple #18
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def make_geom(vertices, normals, colors, texcoords):
    if panda3d is None: raise ImportError("Cannot locate Panda3D")
    format = "V3"
    if normals is not None:
        assert len(normals) == len(vertices)
        format += "n3"

    if colors is not None:
        assert len(colors) == len(vertices)
        format += "cp"

    if texcoords is not None:
        assert len(texcoords) == len(vertices)
        format += "t2"
    format = getattr(GeomVertexFormat, "get" + format)()
    vdata = GeomVertexData("", format, Geom.UHStatic)

    v_vertex = GeomVertexWriter(vdata, 'vertex')
    if normals is not None: v_normals = GeomVertexWriter(vdata, 'normal')
    if colors is not None: v_colors = GeomVertexWriter(vdata, 'color')
    if texcoords is not None: v_texcoords = GeomVertexWriter(vdata, 'texcoord')

    for n in range(len(vertices)):
        v_vertex.addData3f(*vertices[n])
        if normals is not None: v_normals.addData3f(*normals[n])
        if colors is not None: v_colors.addData4f(*colors[n])
        if texcoords is not None: v_texcoords.addData2f(*texcoords[n])

    return Geom(vdata)
Exemple #19
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def add_plane(map_width, map_height):
    # Prepare the vertex format writers
    v_fmt = GeomVertexFormat.getV3n3c4()
    v_data = GeomVertexData('TerrainData', v_fmt, Geom.UHStatic)
    vertex = GeomVertexWriter(v_data, 'vertex')
    normal = GeomVertexWriter(v_data, 'normal')
    color = GeomVertexWriter(v_data, 'color')
    #texcoord = GeomVertexWriter(v_data, 'texcoord')

    # Create a primitive
    prim = GeomTrifans(Geom.UHStatic)
    poly_color = (uniform(0, 0.05), uniform(0, 0.5), uniform(0.5, 1), 0.5, )

    for i, point in enumerate([
            (-map_width/2, -map_height/2),
            (map_width/2, -map_height/2),
            (map_width/2, map_height/2),
            (-map_width/2, map_height/2), ]):
        x, y = point
        vertex.addData3f(x, y, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(*poly_color)
        #texcoord.addData2f(1, 0)
        prim.addVertex(i)
    prim.addVertex(0)
    prim.closePrimitive()

    # Add to the scene graph
    geom = Geom(v_data)
    geom.addPrimitive(prim)
    node = GeomNode('gnode')
    node.addGeom(geom)
    nodePath = render.attachNewNode(node)
    nodePath.setTwoSided(True)
    nodePath.setAlphaScale(0.5)
Exemple #20
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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
Exemple #21
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    def drawBody(self, pos, quat, radius=1, keepDrawing=True, numVertices=16):
        """
        this draws the body of the tree. This draws a ring of vertices and
        connects the rings with triangles to from the body.

        the keepDrawing parameter tells the function whether or not we're
        at an end
        if the vertices before were an end, don't draw branches to it
        """
        vdata = self.bodydata
        circleGeom = Geom(vdata)
        vertWriter = GeomVertexWriter(vdata, "vertex")
        normalWriter = GeomVertexWriter(vdata, "normal")
        texReWriter = GeomVertexRewriter(vdata, "texcoord")
        startRow = vdata.getNumRows()
        vertWriter.setRow(startRow)
        normalWriter.setRow(startRow)
        sCoord = 0
        if (startRow != 0):
            texReWriter.setRow(startRow - numVertices)
            sCoord = texReWriter.getData2f().getX() + 1
            draw = (startRow - numVertices) in self.drawFlags
            if not draw:
                sCoord -= 1
        drawIndex = startRow
        texReWriter.setRow(startRow)

        angleSlice = 2 * math.pi / numVertices
        currAngle = 0
        perp1 = quat.getRight()
        perp2 = quat.getForward()
        #vertex information is written here
        for i in xrange(numVertices + 1):
            #doubles the last vertex to fix UV seam
            adjCircle = pos + (perp1 * math.cos(currAngle) +
                               perp2 * math.sin(currAngle)) * radius
            normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
            normalWriter.addData3f(normal)
            vertWriter.addData3f(adjCircle)
            texReWriter.addData2f(1.0 * i / numVertices, sCoord)
            if keepDrawing:
                self.drawFlags.add(drawIndex)
            drawIndex += 1
            currAngle += angleSlice
        draw = (startRow - numVertices) in self.drawFlags
        #we cant draw quads directly so we use Tristrips
        if (startRow != 0) and draw:
            lines = GeomTristrips(Geom.UHStatic)
            for i in xrange(numVertices + 1):
                lines.addVertex(i + startRow)
                lines.addVertex(i + startRow - numVertices - 1)
            lines.addVertex(startRow)
            lines.addVertex(startRow - numVertices)
            lines.closePrimitive()
            #lines.decompose()
            circleGeom.addPrimitive(lines)
            circleGeomNode = GeomNode("Debug")
            circleGeomNode.addGeom(circleGeom)
            self.numPrimitives += numVertices * 2
            self.bodies.attachNewNode(circleGeomNode)
Exemple #22
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    def __build_Tris(self, sphere, mode):
        vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic)
        _num_rows = len(sphere.pts)

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

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

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

        # Geom.
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        geom_node = GeomNode("geom")
        geom_node.addGeom(geom)
        geom_np = NodePath(geom_node)
        return geom_np
 def primitives(self, vdata):
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     n = len(self.border)
     # Points
     for p in self.border:
         vertex.addData3f(p.x, p.y, p.z)
         color.addData4f(0.5, 0.5, 0.5, 0.0)
     for p in self.border:
         vertex.addData3f(p.x, p.y, p.z + self.top)
         color.addData4f(1.0, 1.0, 1.0, 0.0)
     # Wall
     wall = GeomTristrips(Geom.UHStatic)
     for i in range(n):
         wall.addVertices(i, i + n)
     wall.addVertices(0, n)
     wall.closePrimitive()
     yield wall
     # Ceiling
     if self.cover:
         ceil = GeomTristrips(Geom.UHStatic)
         ceil.addConsecutiveVertices(n, n)
         ceil.addVertex(n)
         ceil.closePrimitive()
         yield ceil
Exemple #24
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    def __build_Star_Sphere(self, bg_stars):
        from panda3d.core import GeomVertexWriter, GeomVertexFormat, GeomVertexData
        from panda3d.core import Geom, GeomNode, GeomPoints, AmbientLight
        self.star_sphere_np.removeNode()

        # Fill GeomVertexData.
        vformat = GeomVertexFormat.getV3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, "vertex")
        colours = GeomVertexWriter(vdata, "color")
        for coords in bg_stars:
            x, y, z = coords
            vertices.addData3f(x, y, z)
            colours.addData4f(1, 1, 1, 1)

        # Render bg stars.
        bg_stars = GeomPoints(Geom.UHStatic)
        bg_stars.addNextVertices(_env.STAR_COUNT)
        bg_stars_geom = Geom(vdata)
        bg_stars_geom.addPrimitive(bg_stars)
        star_sphere = GeomNode("star_sphere")
        star_sphere.addGeom(bg_stars_geom)
        star_sphere_np = NodePath(star_sphere)

        star_sphere_np.reparentTo(self.NP)
        return star_sphere_np
Exemple #25
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    def __build_Patches(self, sphere):
        vdata = GeomVertexData("Data", self.__vformat['high'], Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, "vertex")
        mapcoords = GeomVertexWriter(vdata, "mapcoord")
        texcoords = GeomVertexWriter(vdata, "texcoord")

        _num_rows = len(sphere.pts)
        vertices.reserveNumRows(_num_rows)
        mapcoords.reserveNumRows(_num_rows)
        texcoords.reserveNumRows(_num_rows)

        # Pts.
        for pt, uv, coords, in zip(sphere.pts, sphere.uvs, sphere.coords):
            vertices.addData3f(*pt)
            mapcoords.addData2f(*coords)
            texcoords.addData2f(*uv)  ## *.99+.01)

        # Patches.
        prim = GeomPatches(3, Geom.UHStatic)
        prim.reserveNumVertices(len(sphere.tris))
        for tri in sphere.tris:
            prim.addVertices(*tri)
        prim.closePrimitive()

        # Geom.
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        geom_node = GeomNode("geom")
        geom_node.addGeom(geom)
        geom_np = NodePath(geom_node)
        return geom_np
Exemple #26
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    def __build_Star_Sphere(self, bg_stars):
        from panda3d.core import GeomVertexWriter, GeomVertexFormat, GeomVertexData
        from panda3d.core import Geom, GeomNode, GeomPoints, AmbientLight
        self.star_sphere_np.removeNode()
        
        # Fill GeomVertexData.
        vformat = GeomVertexFormat.getV3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHStatic) 
        vertices = GeomVertexWriter(vdata, "vertex")
        colours = GeomVertexWriter(vdata, "color")
        for coords in bg_stars:
            x, y, z = coords
            vertices.addData3f(x, y, z)
            colours.addData4f(1, 1, 1, 1)
            
        # Render bg stars.
        bg_stars = GeomPoints(Geom.UHStatic)
        bg_stars.addNextVertices(_env.STAR_COUNT)
        bg_stars_geom = Geom(vdata)
        bg_stars_geom.addPrimitive(bg_stars)
        star_sphere = GeomNode("star_sphere")
        star_sphere.addGeom(bg_stars_geom)
        star_sphere_np = NodePath(star_sphere)

        star_sphere_np.reparentTo(self.NP)
        return star_sphere_np
Exemple #27
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def createColoredUnitDisk(color_vec4=Vec4(0., 0., 1., 1.), num_of_verts=10, origin_point=Vec3(0., 0., 0.), radius=1.):
    # Own Geometry
    # format = GeomVertexFormat.getV3c4t2()
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_circle", format, Geom.UHStatic)
    vdata.setNumRows(4)

    vertexPosWriter = GeomVertexWriter(vdata, "vertex")

    # num_of_verts = 10

    # phi = 0.
    r = radius

    # origin_point_x = 0.
    # origin_point_z = 0.
    vertexPosWriter.addData3f(origin_point[0], origin_point[1], origin_point[2])

    circle_points = math_utils.get_circle_vertices(num_of_verts=num_of_verts, radius=r)

    circle_points[:,0] += origin_point[0]
    circle_points[:,1] += origin_point[1]
    circle_points[:,2] += origin_point[2]

    _normal_vector_info = Vec3(0., 1., 0.)      # this is returned just as info about the normal vector of the generated geometry
    for p in circle_points:
        vertexPosWriter.addData3f(p[0], 0, p[1])

    # for i in range(num_of_verts):
    #     phi += 2. * np.pi / num_of_verts
    #     x = r * np.cos(phi)
    #     z = r * np.sin(phi)
    #     vertexPosWriter.addData3f(x, 0, z)

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

    colorWriter.addData4f(color_vec4)  # origin point

    for i in range(num_of_verts):
        colorWriter.addData4f(color_vec4)

    # make primitives and assign vertices to them (primitives and primitive
    # groups can be made independently from vdata, and are later assigned
    # to vdata)
    tris = GeomTrifans(Geom.UHStatic)  # the first vertex is a vertex that all triangles share

    tris.add_consecutive_vertices(0, num_of_verts+1)
    tris.addVertex(1)

    tris.closePrimitive()  # the 1st primitive is finished

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

    geom_node = GeomNode("colored_circle_node")
    geom_node.addGeom(geom)

    return geom_node, _normal_vector_info
Exemple #28
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def makePoints(n=1000):
    """ make a cloud of points that are a single node VS branching and making subnodes to control display """

    #points = np.random.uniform(-10,10,(n,4))
    points = np.random.randn(n,3)
    colors = np.random.rand(n,4)

    fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point,clr4 in zip(points,colors):
    #for point in points:
        verts.addData3f(*point)
        #color.addData4f(*point)
        color.addData4f(*clr4)
        #color.addData4f(.1,.1,.1,1)

    #pointCloud = GeomLinestrips(Geom.UHStatic) #this is f*****g cool!
    pointCloud = GeomTristrips(Geom.UHStatic) #this is f*****g cool!
    #pointCloud = GeomPoints(Geom.UHStatic)
    #pointCloud.addVerticies(*range(n))
    pointCloud.addConsecutiveVertices(0,n) #warning may error since n-1?
    pointCloud.closePrimitive()

    cloud = Geom(vertexData)
    cloud.addPrimitive(pointCloud)
    return cloud
Exemple #29
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    def draw(self):
        if self.rendered_mesh != None:
            self.reset_draw()

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

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

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

        mesh = Geom(vdata)

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

        snode = GeomNode(self.name)
        snode.addGeom(mesh)
        self.rendered_mesh = render.attachNewNode(snode)
        self.rendered_mesh.setTwoSided(True)
Exemple #30
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    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()
        """
Exemple #31
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    def create_geom(self, sidelength):
        # Set up the vertex arrays
        vformat = GeomVertexFormat.getV3n3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        geom = Geom(vdata)

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

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

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        
        # Remember GeomVertexWriters to adjust vertex data later
        #self.vertex_writer = vertex
        #self.color_writer = color
        self.vdata = vdata
        
        return node
Exemple #32
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    def create_geom(self, sidelength):
        # Set up the vertex arrays
        vformat = GeomVertexFormat.getV3n3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        geom = Geom(vdata)

        # Write vertex data
        # Vertex data for the poles needs to be different
        for key, value in self.map.items():
            v_x, v_y, v_z, asteroid_color = value
            n_x, n_y, n_z = 1, 1, 1
            #c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
            c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
            vertex.addData3f(v_x, v_y, v_z)
            normal.addData3f(n_x, n_y, n_z)
            color.addData4f(c_r, c_g, c_b, c_a)
        #Create triangles
        #top of sphere
        verts_per_row = int(360 / self.step) + 1
        for vert in range(1, verts_per_row + 1):
            tris = GeomTriangles(Geom.UHStatic)
            tris.addVertices(vert + 1, 0, vert)
            tris.closePrimitive()
            geom.addPrimitive(tris)
        #middle of shpere
        for row in range(1, int(180 / self.step) - 1):
            for vert_iir in range(
                    0, verts_per_row -
                    1):  # vert_iir = vertex index in row, not vertex number
                vert_number = verts_per_row * row + vert_iir + 1
                vert_up_row = vert_number - verts_per_row
                #Bottom Triangle in the sphere
                tris = GeomTriangles(Geom.UHStatic)
                tris.add_vertices(vert_up_row, vert_number, vert_up_row + 1)
                tris.close_primitive()
                geom.addPrimitive(tris)
                #Top triangle of square
                tris = GeomTriangles(Geom.UHStatic)
                tris.add_vertices(vert_number + 1, vert_up_row + 1,
                                  vert_number)
                tris.close_primitive()
                geom.addPrimitive(tris)
        #bottom of sphere
        last_vert = len(self.map) - 1
        for vert in range(last_vert - verts_per_row, last_vert):
            tris = GeomTriangles(Geom.UHStatic)
            tris.add_vertices(vert - 1, last_vert, vert)
            tris.close_primitive()
            geom.addPrimitive(tris)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)

        return node
Exemple #33
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class Skidmark:

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

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

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

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

    def destroy(self):
        self.remove_seq = self.remove_seq.finish()
Exemple #34
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def makeGeom(index_counter, array, ctup, i, pipe, geomType=GeomPoints):
    """ multiprocessing capable geometery maker """
    #man = indexMan(('127.0.0.1',5000), authkey='none')
    #man.connect()
    #index = man.index()
    index = {}

    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData(
        'points', fmt, Geom.UHDynamic
    )  #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    #vertexData.setPythonTag('uid',index.reserve()) #maybe we don't need this? the geom should have it all?
    cloudGeom = Geom(vertexData)
    #cloudGeom.setPythonTag('uid',index.reserve())
    cloudNode = GeomNode('bin %s selectable' % (i))
    uid = next(index_counter)
    index[uid] = None
    cloudNode.setPythonTag(
        'uid', uid
    )  #FIXME we return cloudnode elsewhere... maybe on the other end we can set the uid in the index properly?

    points = array

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point in points:
        index[next(index_counter)] = [
            point, cloudNode.getPythonTag('uid'), None
        ]  #FIXME we're gonna need a decode on the other end?
        verts.addData3f(*point)
        color.addData4f(*ctup)

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0, len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(
        cloudGeom
    )  #TODO figure out if it is faster to add and subtract Geoms from geom nodes...
    #output[i] = cloudNode
    #print('ping',{i:cloudNode})
    #pipe.send((i,))
    #out = q.get()
    #print('pong',out)
    #q.put(out)
    if pipe == None:
        return cloudNode, index
    pipe.send(
        cloudNode.encodeToBamStream())  #FIXME make this return a pointer NOPE
    pipe.send(index)  #FIXME make this return a pointer NOPE
 def set_points(self, position, color):
     assert len(position) == len(color)
     self.vertexData.setNumRows(len(position))
     self.primitive.clearVertices()
     for i in range(len(position)):
         self.primitive.addVertex(i)
     self.primitive.closePrimitive()
     positionWriter = GeomVertexWriter(self.vertexData, "vertex")
     colorWriter = GeomVertexWriter(self.vertexData, "color")
     for p, c in zip(position, color):
         positionWriter.addData3f(p[0], p[1], p[2])
         colorWriter.addData4f(c[0], c[1], c[2], c[3])
Exemple #36
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def makeAxis(): #FIXME make this scale based on zoom???
    """
    x y z
    r g b
    """
    colors = (
        (1,0,0,1),
        (0,1,0,1),
        (0,0,1,1),

        (1,0,0,1),
        (0,1,0,1),
        (0,0,1,1),
    )
    points = (
        (0,0,0),
        (0,0,0),
        (0,0,0),
        (1,0,0),
        (0,1,0),
        (0,0,1),
    )

    fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color
    #fmt = GeomVertexFormat.getV3() #3 component vertex, w/ 4 comp color
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')


    for p,c in zip(points,colors):
        verts.addData3f(*p)
        color.addData4f(*c)

    axisX = GeomLinestrips(Geom.UHStatic)
    axisX.addVertices(0,3)
    axisX.closePrimitive()

    axisY = GeomLinestrips(Geom.UHStatic)
    axisY.addVertices(1,4)
    axisY.closePrimitive()

    axisZ = GeomLinestrips(Geom.UHStatic)
    axisZ.addVertices(2,5)
    axisZ.closePrimitive()

    axis = Geom(vertexData)
    axis.addPrimitive(axisX)
    axis.addPrimitive(axisY)
    axis.addPrimitive(axisZ)
    return axis
 def update_geometry(self):
     # The geosphere itself
     vertex = GeomVertexWriter(self.sphere_vdata, 'vertex')
     normal = GeomVertexWriter(self.sphere_vdata, 'normal')
     # u_map and v_map are in [-pi, pi]
     u_map_list = [(float(u) / float(self.res[0]) - 0.5) * 2.0 * pi for u in range(0, self.res[0] + 1)]
     v_map_list = [(float(v) / float(self.res[1]) - 0.5) * 2.0 * pi for v in range(0, self.res[1] + 1)]
     if self.unwrap_state == 0.0: # Flat map
         for v_map in v_map_list:
             for u_map in u_map_list:
                 vertex.addData3f(u_map, 0.0, v_map / 2.0)
                 normal.addData3f(0.0, -1.0, 0.0)
     else: # Non-flat map
         sphere_radius = 1.0 / self.unwrap_state
         sphere_offset = sphere_radius - self.unwrap_state
         for v_map in v_map_list:
             for u_map in u_map_list:
                 u_sphere = u_map / sphere_radius
                 v_sphere = v_map / sphere_radius
                 # And this, kids, is why you should pay attention in trigonometry.
                 v_x, v_y, v_z = sin(u_sphere) * cos(v_sphere/2.0) * sphere_radius, \
                                 -cos(u_sphere) * cos(v_sphere/2.0) * sphere_radius + sphere_offset, \
                                 sin(v_sphere / 2.0) * sphere_radius
                 n_x_un, n_y_un, n_z_un = v_x, sphere_offset - v_y, v_z # FIXME: This is a lie.
                 length = sqrt(n_x_un**2 + n_y_un**2 + n_z_un**2)
                 n_x, n_y, n_z = n_x_un / length, n_y_un / length, n_z_un / length
                 vertex.addData3f(v_x, v_y, v_z)
                 normal.addData3f(n_x, n_y, n_z)
                 
     # The connections between bases
     segs_per_connection = 30
     vertex = GeomVertexWriter(self.connections_vdata, 'vertex')
     color = GeomVertexWriter(self.connections_vdata, 'color')
     for c_1_uv, c_2_uv in self.connections:
         # s will be [0.0, 1.0]
         for s in [float(c)/float(segs_per_connection+1) for c in range(0, segs_per_connection+2)]:
             u = (c_1_uv[0] * s) + (c_2_uv[0] * (1.0 - s))
             v = (c_1_uv[1] * s) + (c_2_uv[1] * (1.0 - s))
             (v_x, v_y, v_z), (n_x, n_y, n_z) = self.uv_to_xyz(u, v)
             min_height = 0.0001 * (1.0 - self.unwrap_state)
             max_height = (0.2 - min_height) * self.unwrap_state
             seg_height = (1.0 - (abs(s-0.5) * 2.0)**2.0) * max_height + min_height
             vertex.addData3f(v_x + n_x*seg_height,
                              v_y + n_y*seg_height,
                              v_z + n_z*seg_height)
             color.addData4f(1, 1, 1, 1)
     for c in range(0, len(self.connections)):
         for s in range(0, segs_per_connection+1):
             seg = GeomLines(Geom.UHDynamic)
             seg.addVertices(c*(segs_per_connection+2) + s, c*(segs_per_connection+2) + s + 1)
             seg.closePrimitive()
             self.connections_geom.addPrimitive(seg)
Exemple #38
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 def draw_landscape_mesh(self):
     _format = GeomVertexFormat.get_v3n3cp()
     self.landscape_vdata = GeomVertexData('terrain', _format,
                                           Geom.UHStatic)
     self.landscape_vdata.setNumRows(self.n_points**2)
     vertex = GeomVertexWriter(self.landscape_vdata, 'vertex')
     normal = GeomVertexWriter(self.landscape_vdata, 'normal')
     color = GeomVertexWriter(self.landscape_vdata, 'color')
     for j in range(self.n_points):
         for i in range(self.n_points):
             # Terrain Vertices
             vertex.addData3f(self.x[j][i], self.y[j][i], self.lz[j][i])
             # Terrain Colors
             if self.lz[j][i] < 2:
                 color.addData4f(0.3, 0.2, 0.1, 1)
             elif self.lz[j][i] < 5:
                 color.addData4f(0.8, 0.8, 0.4, 1)
             elif self.lz[j][i] < 50:
                 color.addData4f(0, 0.5, 0, 1)
             elif self.lz[j][i] < 70:
                 color.addData4f(0, 0.3, 0, 1)
             elif self.lz[j][i] < 80:
                 color.addData4f(0.7, 0.7, 0.7, 1)
             else:
                 color.addData4f(0.8, 1, 1, 1)
             # Terrain Normals
             if self.lz[j][i] != 0:
                 n = np.array([self.x[j][i], self.y[j][i], self.lz[j][i]])
             else:
                 n = np.array([self.x[j][i], self.y[j][i], 1e-12])
             norm = n / np.linalg.norm(n)
             normal.addData3f(norm[0], norm[1], norm[2])
     # Terrain Primitive
     prim = GeomTriangles(Geom.UHStatic)
     for j in range(self.n_points):
         for i in range(self.n_points):
             if j != self.n_points - 1 and i != self.n_points - 1:
                 prim.add_vertices(j * (self.n_points) + i,
                                   j * (self.n_points) + (i + 1),
                                   (j + 1) * (self.n_points) + i)
                 prim.add_vertices(j * (self.n_points) + (i + 1),
                                   (j + 1) * (self.n_points) + (i + 1),
                                   (j + 1) * (self.n_points) + i)
     geom = Geom(self.landscape_vdata)
     prim.closePrimitive()
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     landscape_nodePath = render.attachNewNode(node)
     landscape_nodePath.setPos(-50, -50, 0)
     landscape_nodePath.setAntialias(AntialiasAttrib.MAuto)
     return landscape_nodePath
Exemple #39
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    def __init__(self, nrects: int = 100, wheel_width=0.2, zpos=-0.38):
        """
		Initalizes one track for a skid mark.  The mark will be placed parallel to X-Y in world coordinates.
		They will be placed at the given height given by 'zpos'.  The 'nrects' argument specifies how long
		the skid can be in input point locations.  You can make the skid mark longer by increasing nrects, or
		spreading out the distance between input points.  Once nrect points have been input, the earlier points
		will disappear.  The 'wheel-width' parameter is the thickness of the wheel that is producing the marks.
		"""
        self.wheel_width = wheel_width  # One unit = about 10 inches in current world.
        self.wheel_state = [
        ]  # Tupels of: X, Y position of wheel, While Direction in degrees, and force
        self.nrects = nrects
        self.zpos = zpos
        self.vdata = GeomVertexData("skid", GeomVertexFormat.getV3c4(),
                                    Geom.UHStatic)
        self.vdata.setNumRows(4 * nrects)
        vtx = GeomVertexWriter(self.vdata, "vertex")
        cx = GeomVertexWriter(self.vdata, "color")
        prim = GeomTriangles(Geom.UHStatic)
        c = self.forceToColor(0.0)
        # Here we set up all the vertexts and the primatives that use them.  For each set of four vertices, a
        # flat rectangle is defined. Then 4 primatives are defined by splitting up the rectangle into pair of 2
        # triangles -- 4 triangles per rectangle. Each pair of triangles are identical, except that their normals
        # are opposite, so that we don't have to worry about back culling later.  Although it would be possible
        # to share vertics between the rectangles we don't do that here so that the chain can be cut at any point
        # by only operating on the vertics and not visiting the primatives.  Finally, to "disable" a rectangle,
        # we set all the vertics to the same point in 3D space (and therefore create a zero-area rectangle).
        for i in range(nrects):
            vtx.addData3f(0.0, 0.0, 0.0)
            vtx.addData3f(0.0, 0.0, 0.0)
            vtx.addData3f(0.0, 0.0, 0.0)
            vtx.addData3f(0.0, 0.0, 0.0)
            cx.addData4f(*c)
            cx.addData4f(*c)
            cx.addData4f(*c)
            cx.addData4f(*c)
            j = i * 4
            j0, j1, j2, j3 = j + 0, j + 1, j + 2, j + 3
            prim.addVertices(j0, j1, j3)
            prim.addVertices(j3, j1, j0)
            prim.addVertices(j0, j3, j2)
            prim.addVertices(j2, j3, j0)
        prim.closePrimitive()
        geom = Geom(self.vdata)
        geom.addPrimitive(prim)
        node = GeomNode('Skid')
        node.addGeom(geom)
        self.nodepath = render.attachNewNode(node)
        self.nextrect = 0
        self.havelast = False
        self.lastpoints = (0, 0, 0, 0)
Exemple #40
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    def drawBody(self, pos, quat, radius=1,UVcoord=(1,1), numVertices=_polySize):
#        if isRoot:
#            self.bodydata = GeomVertexData("body vertices", GeomVertexFormat.getV3n3t2(), Geom.UHStatic)
        vdata = self.bodydata
        circleGeom = Geom(vdata) # this was originally a copy of all previous geom in vdata...
        vertWriter = GeomVertexWriter(vdata, "vertex")
        #colorWriter = GeomVertexWriter(vdata, "color")
        normalWriter = GeomVertexWriter(vdata, "normal")
#        drawReWriter = GeomVertexRewriter(vdata, "drawFlag")
        texReWriter = GeomVertexRewriter(vdata, "texcoord")

        startRow = vdata.getNumRows()
        vertWriter.setRow(startRow)
        #colorWriter.setRow(startRow)
        normalWriter.setRow(startRow)       
        texReWriter.setRow(startRow)   
       
        #axisAdj=Mat4.rotateMat(45, axis)*Mat4.scaleMat(radius)*Mat4.translateMat(pos)
        perp1 = quat.getRight()
        perp2 = quat.getForward()   
        
#TODO: PROPERLY IMPLEMENT RADIAL NOISE        
        #vertex information is written here
        angleSlice = 2 * pi / numVertices
        currAngle = 0
        for i in xrange(numVertices+1): 
            adjCircle = pos + (perp1 * cos(currAngle) + perp2 * sin(currAngle)) * radius * (.5+bNodeRadNoise*random.random())
            normal = perp1 * cos(currAngle) + perp2 * sin(currAngle)       

            normalWriter.addData3f(normal)
            vertWriter.addData3f(adjCircle)
            texReWriter.addData2f(float(UVcoord[0]*i) / numVertices,UVcoord[1])            # UV SCALE HERE!
            #colorWriter.addData4f(0.5, 0.5, 0.5, 1)
            currAngle += angleSlice 
        
        #we cant draw quads directly so we use Tristrips
        if (startRow != 0):
            lines = GeomTristrips(Geom.UHStatic)         
            for i in xrange(numVertices+1):
                lines.addVertex(i + startRow)
                lines.addVertex(i + startRow - numVertices-1)
            lines.addVertex(startRow)
            lines.addVertex(startRow - numVertices)
            lines.closePrimitive()
            #lines.decompose()
            circleGeom.addPrimitive(lines)           
            circleGeomNode = GeomNode("Debug")
            circleGeomNode.addGeom(circleGeom)   
            self.numPrimitives += numVertices * 2
            self.bodies.attachNewNode(circleGeomNode)
            return circleGeomNode
Exemple #41
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def createTexturedUnitQuadGeomNode():
    # Own Geometry

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

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

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

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

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

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

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

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

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

    return quadGeomNode
Exemple #42
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def create_colored_polygon2d_GeomNode_from_point_cloud(point_cloud, color_vec4=Vec4(0., 0., 1., 1.)):
    # for triangulation (with tripy) the elements of point_cloud
    # must be 3-tuples instead of np.arrays
    triangles = tripy_modified.earclip(
        [tuple(elem) for elem in point_cloud])
    triangles = np.array(triangles)  # convert tuples to np.arrays

    # naive rendering: abusing the concept of an index buffer

    # format = GeomVertexFormat.getV3c4t2()
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_polygon", format, Geom.UHStatic)
    vdata.setNumRows(4)
    # make a Geom object to hold the primitives
    geom = Geom(vdata)  # give it a reference to the 
    # add position and color to each vertex
    vertex_pos_writer = GeomVertexWriter(vdata, "vertex")
    vertex_color_writer = GeomVertexWriter(vdata, "color")

    # fill vertex buffer
    for triangle in triangles: 
        vertex_pos_writer.addData3f(triangle[0][0], 0, triangle[0][1])  # z is up
        vertex_pos_writer.addData3f(triangle[1][0], 0, triangle[1][1])
        vertex_pos_writer.addData3f(triangle[2][0], 0, triangle[2][1])
        vertex_color_writer.addData4f(color_vec4)
        vertex_color_writer.addData4f(color_vec4)
        vertex_color_writer.addData4f(color_vec4)

    # create the GeomPrimitive (just one) by filling the index buffer 
    # in stages. The documentation says 'Each GeomPrimitive object actually
    # stores several different individual primitives, each of which is
    # represwended simply as a list of vertex numbers, indexing into the
    # vertices stored in the associated GeomVertexData'

    tris = GeomTriangles(Geom.UHStatic)  # derived from GeomPrimitive
    # for idx, triangle in enumerate(triangles): 
    #     tris.addVertex(idx*3 + 0)
    #     tris.addVertex(idx*3 + 1)
    #     tris.addVertex(idx*3 + 2)
    #     # close the current primitive (not the GeomPrimitive!)

    tris.add_consecutive_vertices(0, 3*len(triangles))

    tris.closePrimitive()

    geom.addPrimitive(tris)

    geom_node = GeomNode("colored_polygon_node")
    geom_node.addGeom(geom)

    return geom_node 
Exemple #43
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def makeRotationGeomNode():
    vdata = GeomVertexData('rotHandleData', GeomVertexFormat.getV3(),
            Geom.UHStatic)
    v = GeomVertexWriter(vdata, 'vertex')
    radius = 0.7
    width = 0.08
    res = 30
    innerRad = radius - width

    for i in xrange(res):
        theta = i*(2*pi/res)
        v.addData3f(innerRad*sin(theta), innerRad*cos(theta), width/2.0)
        v.addData3f(innerRad*sin(theta), innerRad*cos(theta), -width/2.0)
        v.addData3f(radius*sin(theta), radius*cos(theta), width/2.0)
        v.addData3f(radius*sin(theta), radius*cos(theta), -width/2.0)

    circle = Geom(vdata)
    # Make prims for the faces of the torus
    faces = [GeomTristrips(Geom.UHStatic) for i in xrange(4)]
    for i in xrange(res):
        i = i*4
        faces[0].addVertices(i + 1, i)
        faces[1].addVertices(i + 2, i + 1)
        faces[2].addVertices(i + 3, i + 2)
        faces[3].addVertices(i, i + 3)
    for i in xrange(4):
        faces[i].addVertices((i + 1) % 4, i)
        faces[i].closePrimitive()
        circle.addPrimitive(faces[i])
    node = GeomNode('geomnode')
    node.addGeom(circle)
    return node
Exemple #44
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def makePoint(point=(0,0,0)):
    clr4 = [1,1,1,1]
    fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)
    verts = GeomVertexWriter(vertexData, 'vertex')
    verts.addData3f(*point)
    color = GeomVertexWriter(vertexData, 'color')
    color.addData4f(*clr4)
    pointCloud = GeomPoints(Geom.UHStatic)
    pointCloud.addVertex(0)
    pointCloud.closePrimitive()
    cloud = Geom(vertexData)
    cloud.addPrimitive(pointCloud)
    cloudNode = GeomNode('point')
    cloudNode.addGeom(cloud)
    return cloudNode
Exemple #45
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    def addMeshConvexRB(self,vertices, faces,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        format=GeomVertexFormat.getV3()
        vdata=GeomVertexData("vertices", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]
        
        #step 2) make primitives and assign vertices to them
        tris=GeomTriangles(Geom.UHStatic)
        [self.setGeomFaces(tris,face) for face in faces]
        
        #step 3) make a Geom object to hold the primitives
        geom=Geom(vdata)
        geom.addPrimitive(tris)
        
        #step 4) create the bullet mesh and node
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)

        shape = BulletConvexHullShape(mesh, dynamic=not ghost)#
        if ghost :
            inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh'))
        else :
            inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        inodenp.node().addShape(shape)
#        inodenp.setPos(0, 0, 0.1)
        self.setRB(inodenp,**kw)
        inodenp.setCollideMask(BitMask32.allOn())
   
        self.world.attachRigidBody(inodenp.node())
        return inodenp
Exemple #46
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def makeGeom(index_counter, array,ctup,i,pipe, geomType=GeomPoints):
    """ multiprocessing capable geometery maker """
    #man = indexMan(('127.0.0.1',5000), authkey='none')
    #man.connect()
    #index = man.index()
    index = {}

    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    #vertexData.setPythonTag('uid',index.reserve()) #maybe we don't need this? the geom should have it all?
    cloudGeom = Geom(vertexData)
    #cloudGeom.setPythonTag('uid',index.reserve())
    cloudNode = GeomNode('bin %s selectable'%(i))
    uid = next(index_counter)
    index[uid] = None
    cloudNode.setPythonTag('uid',uid) #FIXME we return cloudnode elsewhere... maybe on the other end we can set the uid in the index properly?

    points = array

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for point in points:
        index[next(index_counter)]=[point,cloudNode.getPythonTag('uid'),None] #FIXME we're gonna need a decode on the other end?
        verts.addData3f(*point)
        color.addData4f(*ctup)

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0,len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes...
    #output[i] = cloudNode
    #print('ping',{i:cloudNode})
    #pipe.send((i,))
    #out = q.get()
    #print('pong',out)
    #q.put(out)
    if pipe == None:
        return cloudNode, index
    pipe.send(cloudNode.encodeToBamStream()) #FIXME make this return a pointer NOPE
    pipe.send(index) #FIXME make this return a pointer NOPE
Exemple #47
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def makeCameraTarget():
    colors = (
        (0,0,1,1),
        (1,0,0,1),
        (0,1,0,1),
        (0,0,1,1),
        (1,0,0,1),
        (0,1,0,1),
    )
    points = (
        (0,0,1),
        (-1,0,0),
        (0,-1,0),
        (0,0,-1),
        (1,0,0),
        (0,1,0),
        (0,0,1),
    )

    fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color
    #fmt = GeomVertexFormat.getV3() #3 component vertex, w/ 4 comp color
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for p,c in zip(points,colors):
        verts.addData3f(*p)
        color.addData4f(*c)

    targetTris = GeomTristrips(Geom.UHStatic)
    targetTris.addConsecutiveVertices(0,6)
    targetTris.addVertex(0)
    targetTris.addVertex(1)
    targetTris.addVertex(3)
    targetTris.addVertex(5)
    targetTris.addVertex(2)
    targetTris.addVertex(4)
    targetTris.addVertex(0)
    targetTris.closePrimitive()

    target = Geom(vertexData)
    target.addPrimitive(targetTris)
    return target
Exemple #48
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 def makeNode(self, pointmap=(lambda x, y: (x, y, 0))):
     vt = tuple(self.vertices)
     t = Triangulator()
     fmt = GeomVertexFormat.getV3()
     vdata = GeomVertexData('name', fmt, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     for x, y in vt:
         t.addPolygonVertex(t.addVertex(x, y))
         vertex.addData3f(pointmap(x, y))
     t.triangulate()
     prim = GeomTriangles(Geom.UHStatic)
     for n in xrange(t.getNumTriangles()):
         prim.addVertices(t.getTriangleV0(n),t.getTriangleV1(n),t.getTriangleV2(n))
     prim.closePrimitive()
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     return node
Exemple #49
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	def draw_vert(self,v, v_color):
		format = GeomVertexFormat.getV3cp()
		vdata=GeomVertexData('vert', format, Geom.UHDynamic)
		vertex=GeomVertexWriter(vdata, 'vertex')
		color=GeomVertexWriter(vdata, 'color')
		vertex.addData3f(0.0,0.0,0.0)
		color.addData4f(v_color)		
		mesh = Geom(vdata)
		point = GeomPoints(Geom.UHDynamic)
		point.addVertex(0)
		point.closePrimitive()
		mesh.addPrimitive(point)
		vert_node = GeomNode(self.mesh.name+'_vert_'+str(v.ID))
		vert_node.addGeom(mesh)
		vert_node.setTag('ID',str(v.ID))
		rendered_vert = self.render_root.attachNewNode(vert_node)
		rendered_vert.setPos(v.pos.x,v.pos.y,v.pos.z)
		rendered_vert.setRenderModeThickness(5.0)
		self.render_nodes['vert_'+str(v.ID)] = rendered_vert
def makeCircle(vdata, numVertices=40,offset=Vec3(0,0,0), direction=1):
	circleGeom=Geom(vdata)

	vertWriter=GeomVertexWriter(vdata, "vertex")
	normalWriter=GeomVertexWriter(vdata, "normal")
	colorWriter=GeomVertexWriter(vdata, "color")
	uvWriter=GeomVertexWriter(vdata, "texcoord")
	drawWriter=GeomVertexWriter(vdata, "drawFlag")

	#make sure we start at the end of the GeomVertexData so we dont overwrite anything
	#that might be there already
	startRow=vdata.getNumRows()

	vertWriter.setRow(startRow)
	colorWriter.setRow(startRow)
	uvWriter.setRow(startRow)
	normalWriter.setRow(startRow)
	drawWriter.setRow(startRow)

	angle=2*math.pi/numVertices
	currAngle=angle

	for i in range(numVertices):
		position=Vec3(math.cos(currAngle)+offset.getX(), math.sin(currAngle)+offset.getY(),offset.getZ())
		vertWriter.addData3f(position)
		uvWriter.addData2f(position.getX()/2.0+0.5,position.getY()/2.0+0.5)
		colorWriter.addData4f(1.0, 1.0, 1.0, 1.0)
		position.setZ(position.getZ()*direction)
		position.normalize()
		normalWriter.addData3f(position)
		
		#at default Opengl only draws "front faces" (all shapes whose vertices are arranged CCW). We
		#need direction so we can specify which side we want to be the front face
		currAngle+=angle*direction

	circle=GeomTrifans(Geom.UHStatic)
	circle.addConsecutiveVertices(startRow, numVertices)
	circle.closePrimitive()

	circleGeom.addPrimitive(circle)
	
	return circleGeom
Exemple #51
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    def msgVec(self, ctup, x, y, z):
        vertexData = GeomVertexData('points', self.fmt, Geom.UHDynamic)
        cloudGeom = Geom(vertexData)
        cloudNode = GeomNode('just some points')

        verts = GeomVertexWriter(vertexData, 'vertex')
        color = GeomVertexWriter(vertexData, 'color')

        for x_, y_, z_, c in zip(x, y, z, ctup):
            verts.addData3f(x_, y_, z_)
            color.addData4f(*c)

        points = self.geomType(Geom.UHDynamic)  # FIXME static?
        points.addConsecutiveVertices(0,len(x))
        points.closePrimitive()

        cloudGeom.addPrimitive(points)
        cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes...
        print(cloudNode)
        return cloudNode
Exemple #52
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def make_square4v(coord1, coord2, coord3, coord4, tex_coord):
    format = GeomVertexFormat.getV3n3t2()
    vdata = GeomVertexData("square", format, Geom.UHStatic)

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

    # make sure we draw the sqaure in the right plane
    vertex.addData3f(coord1)
    vertex.addData3f(coord2)
    vertex.addData3f(coord3)
    vertex.addData3f(coord4)

    side1 = coord1 - coord2
    side2 = coord1 - coord4
    norm1 = side1.cross(side2)
    side1 = coord2 - coord3
    side2 = coord2 - coord4
    norm2 = side1.cross(side2)

    normal.addData3f(norm1)
    normal.addData3f(norm1)
    normal.addData3f(norm1)
    normal.addData3f(norm2)

    # adding different colors to the vertex for visibility

    u1, v1, u2, v2 = tex_coord

    texcoord.addData2f(u1, v2)
    texcoord.addData2f(u1, v1)
    texcoord.addData2f(u2, v1)
    texcoord.addData2f(u2, v2)

    # quads arent directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though

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

    tri1.addConsecutiveVertices(1, 3)

    tri1.closePrimitive()

    square = Geom(vdata)
    square.addPrimitive(tri1)

    return square
Exemple #53
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def make_cube(x, y, z):  # FIXME make prism
    """ make x, y, z sized cube (ints pls) """
    colors = [[1,1,1,0] for i in range(8)]
    #colors[0] = np.array((1,1,1,1))
    #colors[1] = np.array((1,0,0,0))
    #colors[2] = np.array((0,1,0,0))
    #colors[5] = np.array((0,0,1,0))
    points = (
        (0,0,0),
        (0,0,z),
        (0,y,0),
        (0,y,z),
        (x,0,0),
        (x,0,z),
        (x,y,0),
        (x,y,z),
    )
    order = [0, 5, 1, 7, 3, 2, 1, 0, 5, 4, 7, 6, 2, 4, 0]  # perfect for clockwise
    #order = [2, 6, 3, 7, 5, 6, 4, 2, 0, 3, 1, 4, 0, 4]
    #order.reverse()
    #order = [4, 3, 7, 8, 5, 3, 1, 4, 2, 7, 6, 5, 2, 1]


    fmt = GeomVertexFormat.getV3c4()
    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)
    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    for p,c in zip(points,colors):
        verts.addData3f(*p)
        color.addData4f(*c)

    targetTris = GeomTristrips(Geom.UHStatic)
    targetTris.addConsecutiveVertices(0,8)
    for i in order:
        targetTris.addVertex(i)#-1)
    targetTris.closePrimitive()

    target = Geom(vertexData)
    target.addPrimitive(targetTris)
    return target
 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
Exemple #55
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def makeClickableGeom():
    vdata = GeomVertexData('handleData', GeomVertexFormat.getV3(),
            Geom.UHStatic)
    v = GeomVertexWriter(vdata, 'vertex')
    length = 1.0
    cylRad = 0.10
    circRes = 8

    # Add vertices cylinder.
    for z in [length/2.0, -length/2.0]:
        for i in xrange(circRes):
            theta = i*(2*pi/circRes)
            v.addData3f(cylRad*sin(theta), cylRad*cos(theta), z)

    geom = Geom(vdata)
    # Make polys for the circles
    CCW = 1
    CW = 0
    for i, wind in ((0, CCW), (circRes, CW)):
        circle = GeomTristrips(Geom.UHStatic)
        l = range(i, i+circRes)
        for i in xrange(1-wind, (len(l)-wind)/2):
            l.insert(2*i+wind, l.pop())
        for v in l:
            circle.addVertex(v)
        circle.closePrimitive()
        geom.addPrimitive(circle)

    # Make polys for the cylinder.
    cyl = GeomTristrips(Geom.UHStatic)
    for i in xrange(circRes):
        cyl.addVertex(i + circRes)
        cyl.addVertex(i)
    cyl.addVertex(circRes)
    cyl.addVertex(0)
    cyl.closePrimitive()
    geom.addPrimitive(cyl)
    node = GeomNode('geomnode')
    node.addGeom(geom)
    return node
Exemple #56
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def makeSimpleGeom(array, ctup, geomType = GeomPoints, fix = False):
    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    cloudGeom = Geom(vertexData)
    cloudNode = GeomNode('just some points')

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    if fix:
        if len(ctup) == len(array):
            for point,c in zip(array, ctup):
                verts.addData3f(*point)
                color.addData4f(*c)
        else:
            for point in array:
                verts.addData3f(*point)
                color.addData4f(*ctup)
    else:
        for point in array:
            verts.addData3f(*point)
            color.addData4f(*ctup)

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0,len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes...

    if fix:
        return cloudNode.__reduce__()
    else:
        return cloudNode  # decoding fails becuase ForkingPickler is called for reasons beyond comprehension
	def reconstruct(self):
		trianglator = Triangulator()

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

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

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

		self.geom = Geom(self.vdata)

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

		self.addGeom(self.geom)
Exemple #58
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Fichier : pd.py Projet : btdevel/bt
def makeSquare(face, rhs=True):
    format=GeomVertexFormat.getV3n3cpt2()
    format=GeomVertexFormat.getV3n3t2()
    vdata=GeomVertexData('square', format, Geom.UHStatic)

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

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

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

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

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

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

    square=Geom(vdata)
    square.addPrimitive(tri)
    return square