class beastGlobals(DirectObject):
	def __init__(self, base):
		DirectObject.__init__(self)
		self.base = base

        '''
            Setup point2d NodePath
        '''
		self.point2d = NodePath(PGTop('point2d'))
		self.point2d.node().setMouseWatcher(self.base.mouseWatcherNode)
		self.point2d.setDepthTest(False)
		self.point2d.setDepthWrite(False)
		self.point2d.setMaterialOff(True)
		self.point2d.setTwoSided(True)

		self.p2dTopLeft = self.point2d.attachNewNode('p2dTopLeft')
		self.p2dTopRight = self.point2d.attachNewNode('p2dTopRight')
		self.p2dTopCenter = self.point2d.attachNewNode('p2dTopCenter')

		self.p2dCenterLeft = self.point2d.attachNewNode('p2dCenterLeft')
		self.p2dCenterRight = self.point2d.attachNewNode('p2dCenterRight')

		self.p2dBottomLeft = self.point2d.attachNewNode('p2dBottomLeft')
		self.p2dBottomRight = self.point2d.attachNewNode('p2dBottomRight')
		self.p2dBottomCenter = self.point2d.attachNewNode('p2dBottomCenter')

		self.beastPointSize = ConfigVariableDouble('beast-point-size', 1.0).getValue()
		self.beastPointSizeAuto = ConfigVariableBool('beast-point-size-auto', False).getValue()
		self.beastRenderCache = ConfigVariableBool('beast-render-cache', True).getValue()
		self.beastRenderDebug = ConfigVariableBool('beast-render-debug', False).getValue()

		self.setPointSize(self.beastPointSize, update = False)
		self.setPointSizeAuto(self.beastPointSizeAuto, update = False)
		self.accept('window-event', self.windowEvent)
		self.originalResolution = (float(self.base.win.getXSize()), float(self.base.win.getYSize()))
Exemple #2
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    def __init__(self, name, dynamic=False):
        NodePath.__init__(self, PGTop(name))
        DirectObject.__init__(self)
        self.setPythonTag('SpriteCollection', self)

        global SpriteCollectionCounter
        SpriteCollectionCounter += 1
        self.__id = int(SpriteCollectionCounter)

        self.node().setMouseWatcher(base.mouseWatcherNode)
        self.setDepthTest(False)
        self.setDepthWrite(False)
        self.setMaterialOff(True)
        self.setTwoSided(True)

        self.__lastRender = globalClock.getFrameCount()
        self.buffer = None
        self.__dynamic = dynamic
        self.__beastRenderCache = ConfigVariableBool('beast-render-cache',
                                                     True).getValue()
        self.__beastForceNewFrame = ConfigVariableBool('beast-force-new-frame',
                                                       True).getValue()
        self.__beastDebug = ConfigVariableBool('beast-debug', False).getValue()
        if self.__dynamic == False and self.__beastRenderCache == True:
            self.fakeRender2d = NodePath('fakeRender2d-%s-%s' %
                                         (self.__id, self.getName()))
            self.reparentTo(self.fakeRender2d)

            self._setupTextureBuffer()
            self.accept('beastCollectionUpdate', self._update)
            base.taskMgr.add(self._update,
                             'updateTask-%s-%s' % (self.__id, self.getName()),
                             sort=-1000)
        else:
            self.reparentTo(render2d)
Exemple #3
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    def __init__(self, pg_world: PGWorld):
        if pg_world.win is None:
            return
        self.aspect2d_np = NodePath(PGTop("aspect2d"))
        self.aspect2d_np.show(self.CAM_MASK)
        self.para_vis_np = {}
        # make_buffer_func, make_camera_func = pg_world.win.makeTextureBuffer, pg_world.makeCamera

        # don't delete the space in word, it is used to set a proper position
        for i, np_name in enumerate(
            ["Steering", " Throttle", "     Brake", "    Speed"]):
            text = TextNode(np_name)
            text.setText(np_name)
            text.setSlant(0.1)
            textNodePath = self.aspect2d_np.attachNewNode(text)
            textNodePath.setScale(0.052)
            text.setFrameColor(0, 0, 0, 1)
            text.setTextColor(0, 0, 0, 1)
            text.setFrameAsMargin(-self.GAP, self.PARA_VIS_LENGTH, 0, 0)
            text.setAlign(TextNode.ARight)
            textNodePath.setPos(-1.125111, 0, 0.9 - i * 0.08)
            if i != 0:
                cm = CardMaker(np_name)
                cm.setFrame(0, self.PARA_VIS_LENGTH - 0.21,
                            -self.PARA_VIS_HEIGHT / 2 + 0.1,
                            self.PARA_VIS_HEIGHT / 2)
                cm.setHasNormals(True)
                card = textNodePath.attachNewNode(cm.generate())
                card.setPos(0.21, 0, 0.22)
                self.para_vis_np[np_name.lstrip()] = card
            else:
                # left
                name = "Left"
                cm = CardMaker(name)
                cm.setFrame(0, (self.PARA_VIS_LENGTH - 0.4) / 2,
                            -self.PARA_VIS_HEIGHT / 2 + 0.1,
                            self.PARA_VIS_HEIGHT / 2)
                cm.setHasNormals(True)
                card = textNodePath.attachNewNode(cm.generate())
                card.setPos(0.2 + self.PARA_VIS_LENGTH / 2, 0, 0.22)
                self.para_vis_np[name] = card
                # right
                name = "Right"
                cm = CardMaker(np_name)
                cm.setFrame(-(self.PARA_VIS_LENGTH - 0.1) / 2, 0,
                            -self.PARA_VIS_HEIGHT / 2 + 0.1,
                            self.PARA_VIS_HEIGHT / 2)
                cm.setHasNormals(True)
                card = textNodePath.attachNewNode(cm.generate())
                card.setPos(0.2 + self.PARA_VIS_LENGTH / 2, 0, 0.22)
                self.para_vis_np[name] = card
        super(VehiclePanel, self).__init__(self.BUFFER_W,
                                           self.BUFFER_H,
                                           Vec3(-0.9, -1.01, 0.78),
                                           self.BKG_COLOR,
                                           pg_world=pg_world,
                                           parent_node=self.aspect2d_np)
        self.add_to_display(pg_world,
                            [2 / 3, 1, self.display_bottom, self.display_top])
Exemple #4
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    def setupPoint2d(self):
        fakeRender2d = NodePath('render2d')
        fakeRender2d.setDepthTest(False)
        fakeRender2d.setDepthWrite(False)
        fakeRender2d.setMaterialOff(True)
        fakeRender2d.setTwoSided(True)

        self.point2d = beastNodePath(PGTop('point2d'))
        self.point2d.reparentTo(fakeRender2d)
        self.point2d.node().setMouseWatcher(self.base.mouseWatcherNode)

        self.p2dTopLeft = self.point2d.attachNewNode('p2dTopLeft')
        self.p2dTopRight = self.point2d.attachNewNode('p2dTopRight')
        self.p2dTopCenter = self.point2d.attachNewNode('p2dTopCenter')

        self.p2dCenterLeft = self.point2d.attachNewNode('p2dCenterLeft')
        self.p2dCenterRight = self.point2d.attachNewNode('p2dCenterRight')

        self.p2dBottomLeft = self.point2d.attachNewNode('p2dBottomLeft')
        self.p2dBottomRight = self.point2d.attachNewNode('p2dBottomRight')
        self.p2dBottomCenter = self.point2d.attachNewNode('p2dBottomCenter')
Exemple #5
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    def newWindow(self):
        self.wp = WindowProperties()
        self.wp.setSize(700, 500)
        self.wp.setRawMice(True)
        print(self.wp.getMouseMode())
        win2mouseWatcher = MouseWatcher()
        ar = 1
        self.win2 = base.openWindow(props=self.wp, aspectRatio=ar)
        self.window2render2d = NodePath('window2render2d')
        self.window2render2d.setDepthTest(0)
        self.window2render2d.setDepthWrite(0)

        self.window2camera2d = base.makeCamera2d(self.win2)
        self.window2camera2d.reparentTo(self.window2render2d)

        # Parent gui to this
        self.window2aspect2d = self.window2render2d.attachNewNode(
            PGTop('window2aspect2d'))
        self.window2aspect2d.setScale(1.0 / ar, 1.0, 1.0)

        name = self.win2.getInputDeviceName(0)
        mk = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win2, 0, name))
        mw = mk.attachNewNode(MouseWatcher(name))
        self.window2aspect2d.node().setMouseWatcher(mw.node())
Exemple #6
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from panda3d.core import VirtualFileSystem, Notify, ClockObject, PandaSystem
from panda3d.core import ConfigPageManager, ConfigVariableManager
from panda3d.core import NodePath, PGTop
from . import DConfig as config

__dev__ = config.GetBool('want-dev', __debug__)

vfs = VirtualFileSystem.getGlobalPtr()
ostream = Notify.out()
globalClock = ClockObject.getGlobalClock()
cpMgr = ConfigPageManager.getGlobalPtr()
cvMgr = ConfigVariableManager.getGlobalPtr()
pandaSystem = PandaSystem.getGlobalPtr()

# This is defined here so GUI elements can be instantiated before ShowBase.
aspect2d = NodePath(PGTop("aspect2d"))

# Set direct notify categories now that we have config
directNotify.setDconfigLevels()


def run():
    assert ShowBase.notify.warning(
        "run() is deprecated, use base.run() instead")
    base.run()


def inspect(anObject):
    # Don't use a regular import, to prevent ModuleFinder from picking
    # it up as a dependency when building a .p3d package.
    import importlib
Exemple #7
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    def __init__(self,
                 base: wd.World,
                 window_title: str = "WRS Robot Planning and Control System",
                 cam_pos: np.ndarray = np.array([2.0, 0, 2.0]),
                 lookat_pos: np.ndarray = np.array([0, 0, 0.25]),
                 up: np.ndarray = np.array([0, 0, 1]),
                 fov: int = 40,
                 w: int = 1920,
                 h: int = 1080,
                 lens_type: str = "perspective"):
        self._base = base
        # setup render scene
        self.render = NodePath("extra_win_render")
        # setup render 2d
        self.render2d = NodePath("extra_win_render2d")
        self.render2d.setDepthTest(0)
        self.render2d.setDepthWrite(0)

        self.win = base.openWindow(
            props=WindowProperties(base.win.getProperties()),
            makeCamera=False,
            scene=self.render,
            requireWindow=True,
        )

        # set window background to white
        base.setBackgroundColor(r=1, g=1, b=1, win=self.win)
        # set window title and window's dimension
        self.set_win_props(
            title=window_title,
            size=(w, h),
        )
        # set len for the camera and set the camera for the new window
        lens = PerspectiveLens()
        lens.setFov(fov)
        lens.setNearFar(0.001, 5000.0)
        if lens_type == "orthographic":
            lens = OrthographicLens()
            lens.setFilmSize(1, 1)
        # make aspect ratio looks same as base window
        aspect_ratio = base.getAspectRatio()
        lens.setAspectRatio(aspect_ratio)
        self.cam = base.makeCamera(
            self.win,
            scene=self.render,
        )  # can also be found in base.camList
        self.cam.reparentTo(self.render)
        self.cam.setPos(Point3(cam_pos[0], cam_pos[1], cam_pos[2]))
        self.cam.lookAt(Point3(lookat_pos[0], lookat_pos[1], lookat_pos[2]),
                        Vec3(up[0], up[1], up[2]))
        self.cam.node().setLens(lens)  # use same len as sys
        # set up cartoon effect
        self._separation = 1
        self.filter = flt.Filter(self.win, self.cam)
        self.filter.setCartoonInk(separation=self._separation)

        # camera in camera 2d
        self.cam2d = base.makeCamera2d(self.win, )
        self.cam2d.reparentTo(self.render2d)
        # attach GPTop to the render2d to make sure the DirectGui can be used
        self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
        # self.aspect2d.setScale(1.0 / aspect_ratio, 1.0, 1.0)

        # setup mouse for the new window
        # name of mouse watcher is to adapt to the name in the input manager
        self.mouse_thrower = base.setupMouse(self.win, fMultiWin=True)
        self.mouseWatcher = self.mouse_thrower.getParent()
        self.mouseWatcherNode = self.mouseWatcher.node()
        self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode)
        # self.mouseWatcherNode.addRegion(PGMouseWatcherBackground())

        # setup input manager
        self.inputmgr = im.InputManager(self, lookatpos=lookat_pos)

        # copy attributes and functions from base
        ## change the bound function to a function, and bind to `self` to become a unbound function
        self._interaction_update = functools.partial(
            base._interaction_update.__func__, self)
        self.p3dh = base.p3dh

        base.taskMgr.add(self._interaction_update,
                         "interaction_extra_window",
                         appendTask=True)
Exemple #8
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#: See :meth:`panda3d.core.ConfigVariableManager.getGlobalPtr()`.
cvMgr = ConfigVariableManager.getGlobalPtr()

#: See :meth:`panda3d.core.PandaSystem.getGlobalPtr()`.
pandaSystem = PandaSystem.getGlobalPtr()

#: The root of the 2-D scene graph.  The coordinate system of this node runs
#: from -1 to 1, with the X axis running from left to right and the Z axis from
#: bottom to top.
render2d = NodePath("render2d")

#: The root of the 2-D scene graph used for GUI rendering.  Unlike render2d,
#: which may result in elements being stretched in windows that do not have a
#: square aspect ratio, this node is scaled automatically to ensure that nodes
#: parented to it do not appear stretched.
aspect2d = render2d.attachNewNode(PGTop("aspect2d"))

#: A dummy scene graph that is not being rendered by anything.
hidden = NodePath("hidden")

# Set direct notify categories now that we have config
directNotify.setDconfigLevels()


def run():
    """Deprecated alias for :meth:`base.run() <.ShowBase.run>`."""
    assert ShowBase.notify.warning(
        "run() is deprecated, use base.run() instead")
    base.run()

    def __init__(self):
        self.bspLoader = Py_CL_BSPLoader()
        self.bspLoader.setGlobalPtr(self.bspLoader)

        if metadata.USE_RENDER_PIPELINE:
            from rpcore import RenderPipeline
            self.pipeline = RenderPipeline()
            self.pipeline.create(self)
        else:
            ShowBase.__init__(self)
            self.loader.destroy()
            self.loader = CogInvasionLoader(self)
            __builtin__.loader = self.loader
            self.graphicsEngine.setDefaultLoader(self.loader.loader)

        self.cam.node().getDisplayRegion(0).setClearDepthActive(1)

        from panda3d.core import RenderAttribRegistry
        from panda3d.core import ShaderAttrib, TransparencyAttrib
        from libpandabsp import BSPMaterialAttrib
        attribRegistry = RenderAttribRegistry.getGlobalPtr()
        attribRegistry.setSlotSort(BSPMaterialAttrib.getClassSlot(), 0)
        attribRegistry.setSlotSort(ShaderAttrib.getClassSlot(), 1)
        attribRegistry.setSlotSort(TransparencyAttrib.getClassSlot(), 2)

        gsg = self.win.getGsg()

        # Let's print out the Graphics information.
        self.notify.info(
            'Graphics Information:\n\tVendor: {0}\n\tRenderer: {1}\n\tVersion: {2}\n\tSupports Cube Maps: {3}\n\tSupports 3D Textures: {4}\n\tSupports Compute Shaders: {5}'
            .format(gsg.getDriverVendor(), gsg.getDriverRenderer(),
                    gsg.getDriverVersion(), str(gsg.getSupportsCubeMap()),
                    str(gsg.getSupports3dTexture()),
                    str(gsg.getSupportsComputeShaders())))

        # Enable shader generation on all of the main scenes
        if gsg.getSupportsBasicShaders() and gsg.getSupportsGlsl():
            render.setShaderAuto()
            render2d.setShaderAuto()
            render2dp.setShaderAuto()
        else:
            # I don't know how this could be possible
            self.notify.error("GLSL shaders unsupported by graphics driver.")
            return

        # Let's disable fog on Intel graphics
        if gsg.getDriverVendor() == "Intel":
            metadata.NO_FOG = 1
            self.notify.info('Applied Intel-specific graphical fix.')

        self.win.disableClears()

        self.camNode.setCameraMask(CIGlobals.MainCameraBitmask)

        from direct.distributed.ClockDelta import globalClockDelta
        __builtin__.globalClockDelta = globalClockDelta

        # Any ComputeNodes should be parented to this node, not render.
        # We isolate ComputeNodes to avoid traversing the same ComputeNodes
        # when doing multi-pass rendering.
        self.computeRoot = NodePath('computeRoot')
        self.computeCam = self.makeCamera(base.win)
        self.computeCam.node().setCullBounds(OmniBoundingVolume())
        self.computeCam.node().setFinal(True)
        self.computeCam.reparentTo(self.computeRoot)

        # Initialized in initStuff()
        self.shaderGenerator = None

        render.hide()

        self.camLens.setNearFar(0.5, 10000)

        self.physicsWorld = BulletWorld()
        # Panda units are in feet, so the gravity is 32 feet per second,
        # not 9.8 meters per second.
        self.physicsWorld.setGravity(Vec3(0, 0, -32.1740))

        self.physicsWorld.setGroupCollisionFlag(7, 1, True)
        self.physicsWorld.setGroupCollisionFlag(7, 2, True)
        self.physicsWorld.setGroupCollisionFlag(7, 3, False)
        self.physicsWorld.setGroupCollisionFlag(7, 4, False)
        self.physicsWorld.setGroupCollisionFlag(7, 8, True)

        self.taskMgr.add(self.__physicsUpdate, "physicsUpdate", sort=30)

        debugNode = BulletDebugNode('Debug')
        self.debugNP = render.attachNewNode(debugNode)
        self.physicsWorld.setDebugNode(self.debugNP.node())

        self.physicsDbgFlag = False
        self.setPhysicsDebug(self.config.GetBool('physics-debug', False))

        #self.shadowCaster = ShadowCaster(Vec3(163, -67, 0))
        #self.shadowCaster.enable()

        self.bspLoader.setGamma(2.2)
        self.bspLoader.setWin(self.win)
        self.bspLoader.setCamera(self.camera)
        self.bspLoader.setRender(self.render)
        self.bspLoader.setMaterialsFile("phase_14/etc/materials.txt")
        #self.bspLoader.setTextureContentsFile("phase_14/etc/texturecontents.txt")
        self.bspLoader.setWantVisibility(True)
        self.bspLoader.setVisualizeLeafs(False)
        self.bspLoader.setWantLightmaps(True)
        #self.bspLoader.setShadowCamPos(Point3(-15, 5, 40))
        #self.bspLoader.setShadowResolution(60 * 2, 1024 * 1)
        self.bspLoader.setPhysicsWorld(self.physicsWorld)
        self.bspLevel = None
        self.materialData = {}
        self.skyBox = None
        self.skyBoxUtil = None

        #self.nmMgr = RNNavMeshManager.get_global_ptr()
        #self.nmMgr.set_root_node_path(self.render)
        #self.nmMgr.get_reference_node_path().reparentTo(self.render)
        #self.nmMgr.start_default_update()
        #self.nmMgr.get_reference_node_path_debug().reparentTo(self.render)
        self.navMeshNp = None

        # Setup 3d audio                                 run before igLoop so 3d positioning doesn't lag behind
        base.audio3d = Audio3DManager(base.sfxManagerList[0], camera, render)
        base.audio3d.setDropOffFactor(0.15)
        base.audio3d.setDopplerFactor(0.15)

        # Setup collision handlers
        base.cTrav = CollisionTraverser()
        base.lifter = CollisionHandlerFloor()
        base.pusher = CollisionHandlerPusher()
        base.queue = CollisionHandlerQueue()

        base.lightingCfg = None

        self.cl_attackMgr = None

        #self.accept('/', self.projectShadows)

        # Let's setup the user input storage system
        uis = UserInputStorage()
        self.inputStore = uis
        self.userInputStorage = uis
        __builtin__.inputStore = uis
        __builtin__.userInputStorage = uis

        self.credits2d = self.render2d.attachNewNode(PGTop("credits2d"))
        self.credits2d.setScale(1.0 / self.getAspectRatio(), 1.0, 1.0)

        self.wakeWaterHeight = -30.0

        self.bloomToggle = False
        self.hdrToggle = False
        self.fxaaToggle = CIGlobals.getSettingsMgr().getSetting(
            "aa").getValue() == "FXAA"
        self.aoToggle = False

        self.music = None
        self.currSongName = None

        render.show(CIGlobals.ShadowCameraBitmask)

        self.avatars = []

        wrm = WaterReflectionManager()
        self.waterReflectionMgr = wrm
        __builtin__.waterReflectionMgr = wrm

        # Let's setup our margins
        base.marginManager = MarginManager()
        base.margins = aspect2d.attachNewNode(
            base.marginManager, DirectGuiGlobals.MIDGROUND_SORT_INDEX + 1)
        base.leftCells = [
            base.marginManager.addCell(0.1, -0.6, base.a2dTopLeft),
            base.marginManager.addCell(0.1, -1.0, base.a2dTopLeft),
            base.marginManager.addCell(0.1, -1.4, base.a2dTopLeft)
        ]
        base.bottomCells = [
            base.marginManager.addCell(0.4, 0.1, base.a2dBottomCenter),
            base.marginManager.addCell(-0.4, 0.1, base.a2dBottomCenter),
            base.marginManager.addCell(-1.0, 0.1, base.a2dBottomCenter),
            base.marginManager.addCell(1.0, 0.1, base.a2dBottomCenter)
        ]
        base.rightCells = [
            base.marginManager.addCell(-0.1, -0.6, base.a2dTopRight),
            base.marginManager.addCell(-0.1, -1.0, base.a2dTopRight),
            base.marginManager.addCell(-0.1, -1.4, base.a2dTopRight)
        ]

        base.mouseWatcherNode.setEnterPattern('mouse-enter-%r')
        base.mouseWatcherNode.setLeavePattern('mouse-leave-%r')
        base.mouseWatcherNode.setButtonDownPattern('button-down-%r')
        base.mouseWatcherNode.setButtonUpPattern('button-up-%r')

        cbm = CullBinManager.getGlobalPtr()
        cbm.addBin('ground', CullBinManager.BTUnsorted, 18)
        # The portal uses the shadow bin by default,
        # but we still want to see it with real shadows.
        cbm.addBin('portal', CullBinManager.BTBackToFront, 19)
        if not metadata.USE_REAL_SHADOWS:
            cbm.addBin('shadow', CullBinManager.BTBackToFront, 19)
        else:
            cbm.addBin('shadow', CullBinManager.BTFixed, -100)
        cbm.addBin('gui-popup', CullBinManager.BTUnsorted, 60)
        cbm.addBin('gsg-popup', CullBinManager.BTFixed, 70)
        self.setBackgroundColor(CIGlobals.DefaultBackgroundColor)
        self.disableMouse()
        self.enableParticles()
        base.camLens.setNearFar(CIGlobals.DefaultCameraNear,
                                CIGlobals.DefaultCameraFar)
        base.transitions = CITransitions(loader)
        base.transitions.IrisModelName = "phase_3/models/misc/iris.bam"
        base.transitions.FadeModelName = "phase_3/models/misc/fade.bam"

        self.accept(self.inputStore.TakeScreenshot,
                    ScreenshotHandler.takeScreenshot)

        #self.accept('u', render.setShaderOff)
        #self.accept('i', render.setShaderOff, [1])
        #self.accept('o', render.setShaderOff, [2])

        # Disabled oobe culling
        #self.accept('o', self.oobeCull)
        #self.accept('c', self.reportCam)

        self.taskMgr.add(self.__updateShadersAndPostProcess,
                         'CIBase.updateShadersAndPostProcess', 47)
        self.taskMgr.add(self.__update3DAudio, 'CIBase.update3DAudio', 59)
Exemple #10
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def windowMaker(base, label):
    # find an open slot, if none, return false
    windict = dict()
    grid = None
    for i in range(grid_size[0]):
        for j in range(grid_size[1]):
            if occupied[i][j] == False:
                grid = (i, j)
                occupied[i][j] = True
                break
        else:
            continue
        break
    if not grid: return False
    windict['grid'] = grid
    position = grid_to_screen_pos(*grid)

    #open window
    newwin = base.openWindow(name=label)
    newwin.setWindowEvent(label + "-event")
    listener.accept(newwin.getWindowEvent(), windowEvent)
    windict['win'] = newwin

    #format window
    wp = WindowProperties()
    wp.setOrigin(*position)
    wp.setSize(*ws)
    newwin.requestProperties(wp)

    #make 3d-mousewatcher display region
    displayRegion = newwin.getDisplayRegion(0)
    displayRegion.setDimensions(.3, 1, 0, 1)
    mkNode = MouseAndKeyboard(newwin, 0, label + "_keyboard_mouse")
    mk = base.dataRoot.attachNewNode(mkNode)
    windict['mk'] = mk
    modis = ModifierButtons()
    modis.addButton(ButtonHandle('shift'))
    modis.addButton(ButtonHandle('control'))
    mwNode = MouseWatcher(label)
    mwNode.setModifierButtons(modis)
    mwNode.setDisplayRegion(displayRegion)
    mw = mk.attachNewNode(mwNode)
    windict['mw'] = mw
    bt = ButtonThrower(label + "_button_thrower")
    bt.setModifierButtons(modis)
    windict['bt'] = bt
    bt.setPrefix(label + "_")
    mw.attachNewNode(bt)
    #listen for default button events
    for button in buttons:
        listener.accept(bt.prefix + button, buttons[button])

    #format render display region
    render_dr = newwin.getDisplayRegion(1)
    windict['render_dr'] = render_dr
    render_dr.setDimensions(.3, 1, 0, 1)

    #create a display region for Gui Elements
    gui_dr = newwin.makeDisplayRegion(0, .3, .3, 1)
    # gui_dr.setSort(20)
    mwNodegui = MouseWatcher(label + "gui")
    mwNodegui.setDisplayRegion(gui_dr)
    mwgui = mk.attachNewNode(mwNodegui)

    #create a 2d render/aspect for gui
    rendergui = NodePath('render2d')
    rendergui.setDepthWrite(0)
    rendergui.setMaterialOff(1)
    rendergui.setTwoSided(1)
    #set up aspect2d
    aspectgui = rendergui.attachNewNode(PGTop('aspectgui'))
    aspectgui.node().setMouseWatcher(mwgui.node())
    #set up camera
    camNodegui = Camera("camNode2d")
    cameragui = rendergui.attachNewNode(camNodegui)
    cameragui.setPos(0, 0, 0)
    cameragui.setDepthTest(False)
    cameragui.setDepthWrite(False)
    lens = OrthographicLens()
    lens.setFilmSize(2, 2)
    lens.setNearFar(-1000, 1000)
    cameragui.node().setLens(lens)
    gui_dr.setCamera(cameragui)
    #make frame for gui
    frame = DirectFrame(frameSize=(-1, 1, -1, 1),
                        frameColor=(.5, .5, .5, 1),
                        relief='ridge')
    frame.reparentTo(aspectgui)
    frame.setTransparency(0)
    windict['gui_frame'] = frame

    #create Gui elements
    guibuttons = dict()
    # guibuttons['Create'] = label+"_mode_create"
    guibuttons['Preview'] = label + "_preview"
    # createButton(base, frame, .7, "Create", label+"_mode_create")
    createButton(base, frame, .7, "Preview", label + "_preview")
    windict['guibuttons'] = guibuttons

    #create a display region for math data preview
    preview_dr = newwin.makeDisplayRegion(0, .3, 0, .3)
    windict['preview_dr'] = preview_dr
    # preview_label = label+"_preview"
    # preview_mwNode = MouseWatcher(preview_label)
    # preview_mwNode.setDisplayRegion(preview_dr)
    # preview_mw = mk.attachNewNode(preview_mwNode)
    # preview_bt = ButtonThrower(preview_label+"_button_thrower")
    # preview_bt.setPrefix(preview_label+"_")
    # preview_mw.attachNewNode(preview_bt)
    # preview_dr.setSort(30)

    win_to_windict[newwin] = windict

    return windict