Exemple #1
0
 def loadImageAsPlane(self, filepath, yresolution = 600):
     tex = loader.loadTexture(filepath) # @UndefinedVariable
     tex.setBorderColor(Vec4(0,0,0,0))
     tex.setWrapU(Texture.WMBorderColor)
     tex.setWrapV(Texture.WMBorderColor)
     cm = CardMaker(filepath + ' card')
     cm.setFrame(-tex.getOrigFileXSize(), tex.getOrigFileXSize(), -tex.getOrigFileYSize(), tex.getOrigFileYSize())
     card = NodePath(cm.generate())
     card.setTexture(tex)
     card.setScale(card.getScale()/ yresolution)
     card.flattenLight() # apply scale
     return card
Exemple #2
0
 def loadImageAsPlane(filepath, yresolution = 600):
     tex = loader.loadTexture(filepath)
     tex.setBorderColor(Vec4(0,0,0,0))
     tex.setWrapU(Texture.WMBorderColor)
     tex.setWrapV(Texture.WMBorderColor)
     cm = CardMaker(filepath + ' card')
     cm.setFrame(-tex.getOrigFileXSize(), tex.getOrigFileXSize(), -tex.getOrigFileYSize(), tex.getOrigFileYSize())
     card = NodePath(cm.generate())
     card.setTransparency(TransparencyAttrib.MAlpha)
     card.setTexture(tex)
     card.setZ(card.getZ()+0.018)
     card.setScale(card.getScale()/ yresolution)
     card.flattenLight() # apply scale
     return card
class Water(AssetBase):
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        # self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate,
            TextureStage.CSTexture,
            TextureStage.COSrcColor,
            TextureStage.CSPrevious,
            TextureStage.COSrcColor,
            TextureStage.CSConstant,
            TextureStage.COSrcAlpha,
        )

        self.addTask(self.update, name="water update", sort=1, taskChain="world")

    def update(self, task):
        """Updates position of the reflection camera and the water plane."""
        mc = base.cam.getMat(render)
        # mf = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)).getReflectionMat()
        mf = Mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1)
        self.refl_cam.setMat(mc * mf)

        self.node.setX(camera.getX(render))
        self.node.setY(camera.getY(render))
        self.node.setTexOffset(self.diffuse_stage, self.node.getX() / self.tex_size, self.node.getY() / self.tex_size)

        return task.cont

    def destroy(self):
        self.removeAllTasks()
        self.node.removeNode()
        self.refl_cam.removeNode()
Exemple #4
0
class Water(AssetBase):
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        #self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size,
                              size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution,
                                            resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane",
                          Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate, TextureStage.CSTexture,
            TextureStage.COSrcColor, TextureStage.CSPrevious,
            TextureStage.COSrcColor, TextureStage.CSConstant,
            TextureStage.COSrcAlpha)

        self.addTask(self.update,
                     name="water update",
                     sort=1,
                     taskChain="world")

    def update(self, task):
        """Updates position of the reflection camera and the water plane."""
        mc = base.cam.getMat(render)
        #mf = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)).getReflectionMat()
        mf = Mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1)
        self.refl_cam.setMat(mc * mf)

        self.node.setX(camera.getX(render))
        self.node.setY(camera.getY(render))
        self.node.setTexOffset(self.diffuse_stage,
                               self.node.getX() / self.tex_size,
                               self.node.getY() / self.tex_size)

        return task.cont

    def destroy(self):
        self.removeAllTasks()
        self.node.removeNode()
        self.refl_cam.removeNode()
class TownLoader(StateData):
    notify = directNotify.newCategory("TownLoader")

    def __init__(self, hood, parentFSMState, doneEvent):
        self.hood = hood
        self.parentFSMState = parentFSMState
        StateData.__init__(self, doneEvent)
        self.fsm = ClassicFSM('TownLoader', [
            State('start', self.enterStart, self.exitStart,
                  ['quietZone', 'street', 'toonInterior']),
            State('street', self.enterStreet, self.exitStreet, ['quietZone']),
            State('toonInterior', self.enterToonInterior,
                  self.exitToonInterior, ['quietZone']),
            State('suitInterior', self.enterSuitInterior,
                  self.exitSuitInterior, ['quietZone']),
            State('quietZone', self.enterQuietZone, self.exitQuietZone,
                  ['street', 'toonInterior', 'suitInterior']),
            State('final', self.enterFinal, self.exitFinal, ['start'])
        ], 'start', 'final')
        self.branchZone = None
        self.canonicalBranchZone = None
        self.placeDoneEvent = 'placeDone'
        self.streetSong = ''
        self.interiorSong = ''
        self.linkTunnels = []
        self.place = None
        return

    def findAndMakeLinkTunnels(self, requestStatus):
        for tunnel in self.geom.findAllMatches('**/*linktunnel*'):
            dnaRootStr = tunnel.getName()
            zone = LinkTunnel.getZoneFromDNARootStr(dnaRootStr)
            zone = LinkTunnel.maybeFixZone(zone)
            tunnelClass = LinkTunnel.getRecommendedTunnelClassFromZone(zone)
            link = tunnelClass(tunnel, dnaRootStr)
            self.linkTunnels.append(link)

    def load(self, zoneId):
        StateData.load(self)
        self.zoneId = zoneId
        self.branchZone = ZoneUtil.getBranchZone(zoneId)
        self.canonicalBranchZone = ZoneUtil.getCanonicalBranchZone(zoneId)

    def unload(self):
        self.parentFSMState.removeChild(self.fsm)
        del self.parentFSMState
        del self.fsm
        del self.streetClass
        base.disablePhysicsNodes(self.landmarkBlocks)
        self.landmarkBlocks.removeNode()
        del self.landmarkBlocks
        self.hood.dnaStore.resetSuitPoints()
        self.hood.dnaStore.resetBattleCells()
        del self.hood
        del self.nodeDict
        del self.zoneDict
        del self.fadeInDict
        del self.fadeOutDict
        del self.nodeList
        del self.zoneVisDict

        base.disablePhysicsNodes(self.geom)
        self.geom.removeNode()
        del self.geom
        del self.streetSong
        del self.interiorSong

        #CIGlobals.doSceneCleanup()

        StateData.unload(self)

    def enter(self, requestStatus):
        StateData.enter(self)
        self.findAndMakeLinkTunnels(requestStatus)
        self.fsm.enterInitialState()
        self.setState(requestStatus['where'], requestStatus)

    def exit(self):
        self.fsm.requestFinalState()
        self.ignoreAll()
        ModelPool.garbageCollect()
        TexturePool.garbageCollect()
        StateData.exit(self)

    def setState(self, state, requestStatus):
        self.fsm.request(state, [requestStatus])

    def enterStart(self):
        pass

    def exitStart(self):
        pass

    def enterStreet(self, requestStatus):
        self.acceptOnce(self.placeDoneEvent, self.streetDone)
        self.place = self.streetClass(self, self.fsm, self.placeDoneEvent)
        self.place.load()

    def exitStreet(self):
        self.ignore(self.placeDoneEvent)
        self.place.exit()
        self.place.unload()
        self.place = None
        base.cr.playGame.setPlace(self.place)
        return

    def streetDone(self):
        self.requestStatus = self.place.doneStatus
        status = self.place.doneStatus
        if (status['loader'] == 'townLoader'
                and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone
                and status['shardId'] is None or status['how'] == 'doorOut'
                or status['where'] == 'suitInterior'):
            self.fsm.request('quietZone', [status])
        else:
            self.doneStatus = status
            messenger.send(self.doneEvent)

    def enterToonInterior(self, requestStatus):
        self.acceptOnce(self.placeDoneEvent, self.handleToonInteriorDone)
        self.place = ToonInterior.ToonInterior(self, self.fsm,
                                               self.placeDoneEvent)
        self.place.load()

    def exitToonInterior(self):
        self.ignore(self.placeDoneEvent)
        self.place.exit()
        self.place.unload()
        self.place = None
        base.cr.playGame.setPlace(self.place)
        return

    def enterSuitInterior(self, requestStatus):
        self.acceptOnce(self.placeDoneEvent, self.handleSuitInteriorDone)
        self.place = CogOfficeInterior.CogOfficeInterior(
            self, self.fsm, self.placeDoneEvent)
        self.place.load()

    def exitSuitInterior(self):
        self.ignore(self.placeDoneEvent)
        self.place.exit()
        self.place.unload()
        self.place = None
        base.cr.playGame.setPlace(self.place)

    def enterThePlace(self, requestStatus):
        base.cr.playGame.setPlace(self.place)
        if self.place is not None:
            self.place.enter(requestStatus)

    def handleToonInteriorDone(self):
        status = self.place.doneStatus
        if (status['loader'] == 'townLoader'
                and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone
                and status['shardId'] is None or status['how'] == 'doorOut'):
            self.fsm.request('quietZone', [status])
        else:
            self.doneStatus = status
            messenger.send(self.doneEvent)
        return

    def handleSuitInteriorDone(self):
        self.handleToonInteriorDone()

    def enterQuietZone(self, requestStatus):
        self.fsm.request(requestStatus['where'], [requestStatus],
                         exitCurrent=0)

        self.quietZoneDoneEvent = uniqueName('quietZoneDone')
        self.acceptOnce(self.quietZoneDoneEvent, self.handleQuietZoneDone)
        self.quietZoneStateData = QuietZoneState(self.quietZoneDoneEvent)
        self.quietZoneStateData.load()
        self.quietZoneStateData.enter(requestStatus)

    def exitQuietZone(self):
        self.ignore(self.quietZoneDoneEvent)
        del self.quietZoneDoneEvent
        self.quietZoneStateData.exit()
        self.quietZoneStateData.unload()
        self.quietZoneStateData = None
        return

    def handleQuietZoneDone(self):
        status = self.quietZoneStateData.getRequestStatus()
        self.exitQuietZone()
        self.enterThePlace(status)

    def enterFinal(self):
        pass

    def exitFinal(self):
        pass

    def createHood(self, dnaFile, loadStorage=1, flattenNow=True):
        if loadStorage:
            loader.loadDNAFile(self.hood.dnaStore,
                               'phase_5/dna/storage_town.pdna')
            loader.loadDNAFile(self.hood.dnaStore, self.townStorageDNAFile)
        node = loader.loadDNAFile(self.hood.dnaStore, dnaFile)
        if node.getNumParents() == 1:
            self.geom = NodePath(node.getParent(0))
            self.geom.reparentTo(hidden)
        else:
            self.geom = hidden.attachNewNode(node)
        if flattenNow:
            self.doFlatten()
        self.geom.setName('town_top_level')

    def doFlatten(self):
        self.makeDictionaries(self.hood.dnaStore)
        self.reparentLandmarkBlockNodes()
        base.createPhysicsNodes(self.geom)
        self.renameFloorPolys(self.nodeList)
        self.geom.flattenLight()

        CIGlobals.preRenderScene(self.geom)

    def reparentLandmarkBlockNodes(self):
        bucket = self.landmarkBlocks = hidden.attachNewNode('landmarkBlocks')
        npc = self.geom.findAllMatches('**/sb*:*_landmark_*_DNARoot')
        for i in xrange(npc.getNumPaths()):
            nodePath = npc.getPath(i)
            nodePath.wrtReparentTo(bucket)

        npc = self.geom.findAllMatches('**/sb*:*animated_building*_DNARoot')
        for i in xrange(npc.getNumPaths()):
            nodePath = npc.getPath(i)
            nodePath.wrtReparentTo(bucket)

    def makeDictionaries(self, dnaStore):
        self.nodeDict = {}
        self.zoneDict = {}
        self.zoneVisDict = {}
        self.nodeList = []
        self.fadeInDict = {}
        self.fadeOutDict = {}
        a1 = Vec4(1, 1, 1, 1)
        a0 = Vec4(1, 1, 1, 0)
        numVisGroups = dnaStore.getNumDNAVisGroupsAI()
        for i in xrange(numVisGroups):
            groupFullName = dnaStore.getDNAVisGroupName(i)
            visGroup = dnaStore.getDNAVisGroupAI(i)
            groupName = base.cr.hoodMgr.extractGroupName(groupFullName)
            zoneId = int(groupName)
            zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
            groupNode = self.geom.find('**/' + groupFullName)
            if groupNode.isEmpty():
                continue
            else:
                if ':' in groupName:
                    groupName = '%s%s' % (zoneId,
                                          groupName[groupName.index(':'):])
                else:
                    groupName = '%s' % zoneId
                groupNode.setName(groupName)

            CIGlobals.replaceDecalEffectsWithDepthOffsetAttrib(groupNode)

            #group all the flat walls

            block2flatwall = {}
            flatwalls = groupNode.findAllMatches("**/tb*:*_DNARoot;+s")
            for flatwall in flatwalls:
                if "toon_landmark" in flatwall.getName():
                    print "Skipping", flatwall.getName()
                    continue
                if flatwall.hasTag("DNACode") and flatwall.hasMat():
                    continue
                block = int(flatwall.getName().split(":")[0][2:])
                if not block2flatwall.has_key(block):
                    block2flatwall[block] = groupNode.attachNewNode(
                        ModelNode('toonBuildingsBlock' + str(block)))
                flatwall.wrtReparentTo(block2flatwall[block])

            for node in block2flatwall.values():
                for child in node.findAllMatches("**"):
                    child.clearEffect(DecalEffect.getClassType())
                    child.clearTag("DNACode")
                    child.clearTag("cam")
                CIGlobals.clearModelNodesBelow(node)
                node.flattenStrong()

            flattenGroup = groupNode.attachNewNode('optim')
            flattens = ['street*_DNARoot']
            removes = ['interactive_prop*_DNARoot']
            for remove in removes:
                for np in groupNode.findAllMatches("**/" + remove):
                    np.removeNode()
            for flatten in flattens:
                for np in groupNode.findAllMatches("**/" + flatten):
                    if np.hasTag("DNACode") and np.hasMat():
                        continue
                    for child in np.findAllMatches("**"):
                        child.clearEffect(DecalEffect.getClassType())
                        child.clearTag("DNACode")
                        child.clearTag("cam")
                    np.wrtReparentTo(flattenGroup)
            flattenGroup.clearModelNodes()
            flattenGroup.flattenStrong()

            CIGlobals.flattenModelNodes(groupNode)
            groupNode.flattenStrong()
            #groupNode.ls()

            self.nodeDict[zoneId] = []
            self.nodeList.append(groupNode)
            self.zoneDict[zoneId] = groupNode
            visibles = []
            for i in xrange(visGroup.getNumVisibles()):
                visibles.append(int(visGroup.get_visible(i)))
            visibles.append(ZoneUtil.getBranchZone(zoneId))
            self.zoneVisDict[zoneId] = visibles
            fadeDuration = 0.5
            self.fadeOutDict[groupNode] = Sequence(
                Func(groupNode.setTransparency, 1),
                LerpColorScaleInterval(groupNode,
                                       fadeDuration,
                                       a0,
                                       startColorScale=a1),
                Func(groupNode.clearColorScale),
                Func(groupNode.clearTransparency),
                Func(groupNode.stash),
                Func(base.disablePhysicsNodes, groupNode),
                name='fadeZone-' + str(zoneId),
                autoPause=1)
            self.fadeInDict[groupNode] = Sequence(
                Func(base.enablePhysicsNodes, groupNode),
                Func(groupNode.unstash),
                Func(groupNode.setTransparency, 1),
                LerpColorScaleInterval(groupNode,
                                       fadeDuration,
                                       a1,
                                       startColorScale=a0),
                Func(groupNode.clearColorScale),
                Func(groupNode.clearTransparency),
                name='fadeZone-' + str(zoneId),
                autoPause=1)

        for i in xrange(numVisGroups):
            groupFullName = dnaStore.getDNAVisGroupName(i)
            zoneId = int(base.cr.hoodMgr.extractGroupName(groupFullName))
            zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
            for j in xrange(dnaStore.getNumVisiblesInDNAVisGroup(i)):
                visName = dnaStore.getVisibleName(i, j)
                groupName = base.cr.hoodMgr.extractGroupName(visName)
                nextZoneId = int(groupName)
                nextZoneId = ZoneUtil.getTrueZoneId(nextZoneId, self.zoneId)
                visNode = self.zoneDict[nextZoneId]
                self.nodeDict[zoneId].append(visNode)

        self.hood.dnaStore.resetPlaceNodes()
        self.hood.dnaStore.resetDNAGroups()
        self.hood.dnaStore.resetDNAVisGroups()
        self.hood.dnaStore.resetDNAVisGroupsAI()

    def renameFloorPolys(self, nodeList):
        for i in nodeList:
            collNodePaths = i.findAllMatches('**/+BulletRigidBodyNode')
            numCollNodePaths = collNodePaths.getNumPaths()
            visGroupName = i.node().getName()
            for j in xrange(numCollNodePaths):
                collNodePath = collNodePaths.getPath(j)
                bitMask = collNodePath.node().getIntoCollideMask()
                if bitMask == CIGlobals.FloorGroup:
                    collNodePath.node().setName(visGroupName)
                    collNodePath.setCollideMask(CIGlobals.StreetVisGroup)