Exemple #1
0
class World(DirectObject):
  def __init__(self):
    #This code puts the standard title and instruction text on screen
    self.title = OnscreenText(text="Panda3D: Tutorial - Mouse Picking",
                              style=1, fg=(1,1,1,1), font = font,
                              pos=(0.8,-0.95), scale = .07)
    self.escapeEvent = OnscreenText( 
      text="ESC: Quit", font = font,
      style=1, fg=(1,1,1,1), pos=(-1.3, 0.95),
      align=TextNode.ALeft, scale = .05)
    self.mouse1Event = OnscreenText(
      text="Left-click and drag: Pick up and drag piece",
      style=1, fg=(1,1,1,1), pos=(-1.3, 0.90), font = font,
      align=TextNode.ALeft, scale = .05)

    self.accept('escape', sys.exit)              #Escape quits
    base.disableMouse()                          #Disble mouse camera control
    camera.setPosHpr(0, -13.75, 6, 0, -25, 0)    #Set the camera
    self.setupLights()                           #Setup default lighting
    
    #Since we are using collision detection to do picking, we set it up like
    #any other collision detection system with a traverser and a handler
    self.picker = CollisionTraverser()            #Make a traverser
    self.pq     = CollisionHandlerQueue()         #Make a handler
    #Make a collision node for our picker ray
    self.pickerNode = CollisionNode('mouseRay')
    #Attach that node to the camera since the ray will need to be positioned
    #relative to it
    self.pickerNP = camera.attachNewNode(self.pickerNode)
    #Everything to be picked will use bit 1. This way if we were doing other
    #collision we could seperate it
    self.pickerNode.setFromCollideMask(BitMask32.bit(1))
    self.pickerRay = CollisionRay()               #Make our ray
    self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node
    #Register the ray as something that can cause collisions
    self.picker.addCollider(self.pickerNP, self.pq)
    #self.picker.showCollisions(render)

    #Now we create the chess board and its pieces

    #We will attach all of the squares to their own root. This way we can do the
    #collision pass just on the sqaures and save the time of checking the rest
    #of the scene
    self.squareRoot = render.attachNewNode("squareRoot")
    
    #For each square
    self.squares = [None for i in range(64)]
    self.pieces = [None for i in range(64)]
    for i in range(64):
      #Load, parent, color, and position the model (a single square polygon)
      self.squares[i] = loader.loadModel("models/samples/chessboard/square")
      self.squares[i].reparentTo(self.squareRoot)
      self.squares[i].setPos(SquarePos(i))
      self.squares[i].setColor(SquareColor(i))
      #Set the model itself to be collideable with the ray. If this model was
      #any more complex than a single polygon, you should set up a collision
      #sphere around it instead. But for single polygons this works fine.
      self.squares[i].find("**/polygon").node().setIntoCollideMask(
        BitMask32.bit(1))
      #Set a tag on the square's node so we can look up what square this is
      #later during the collision pass
      self.squares[i].find("**/polygon").node().setTag('square', str(i))

      #We will use this variable as a pointer to whatever piece is currently
      #in this square

    #The order of pieces on a chessboard from white's perspective. This list
    #contains the constructor functions for the piece classes defined below
    pieceOrder = (Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook)

    for i in range (8,16):
      #Load the white pawns
      self.pieces[i] = Pawn(i, WHITE)
    for i in range (48,56):
      #load the black pawns
      self.pieces[i] = Pawn(i, PIECEBLACK)
    for i in range(8):
      #Load the special pieces for the front row and color them white
      self.pieces[i] = pieceOrder[i](i, WHITE)
      #Load the special pieces for the back row and color them black
      self.pieces[i+56] = pieceOrder[i](i+56, PIECEBLACK)

    #This will represent the index of the currently highlited square
    self.hiSq = False
    #This wil represent the index of the square where currently dragged piece
    #was grabbed from
    self.dragging = False

    #Start the task that handles the picking
    self.mouseTask = taskMgr.add(self.mouseTask, 'mouseTask')
    self.accept("mouse1", self.grabPiece)       #left-click grabs a piece
    self.accept("mouse1-up", self.releasePiece) #releasing places it

  #This function swaps the positions of two pieces
  def swapPieces(self, fr, to):
    temp = self.pieces[fr]
    self.pieces[fr] = self.pieces[to]
    self.pieces[to] = temp
    if self.pieces[fr]:
      self.pieces[fr].square = fr
      self.pieces[fr].obj.setPos(SquarePos(fr))
    if self.pieces[to]:
      self.pieces[to].square = to
      self.pieces[to].obj.setPos(SquarePos(to))

  def mouseTask(self, task):
    #This task deals with the highlighting and dragging based on the mouse
    
    #First, clear the current highlight
    if self.hiSq is not False:
      self.squares[self.hiSq].setColor(SquareColor(self.hiSq))
      self.hiSq = False
      
    #Check to see if we can access the mouse. We need it to do anything else
    if base.mouseWatcherNode.hasMouse():
      #get the mouse position
      mpos = base.mouseWatcherNode.getMouse()
      
      #Set the position of the ray based on the mouse position
      self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
      
      #If we are dragging something, set the position of the object
      #to be at the appropriate point over the plane of the board
      if self.dragging is not False:
        #Gets the point described by pickerRay.getOrigin(), which is relative to
        #camera, relative instead to render
        nearPoint = render.getRelativePoint(camera, self.pickerRay.getOrigin())
        #Same thing with the direction of the ray
        nearVec = render.getRelativeVector(camera,
self.pickerRay.getDirection())
        self.pieces[self.dragging].obj.setPos(
          PointAtZ(.5, nearPoint, nearVec))

      #Do the actual collision pass (Do it only on the squares for
      #efficiency purposes)
      self.picker.traverse(self.squareRoot)
      if self.pq.getNumEntries() > 0:
        #if we have hit something, sort the hits so that the closest
        #is first, and highlight that node
        self.pq.sortEntries()
        i = int(self.pq.getEntry(0).getIntoNode().getTag('square'))
        #Set the highlight on the picked square
        self.squares[i].setColor(HIGHLIGHT)
        self.hiSq = i
          
    return Task.cont

  def grabPiece(self):
    #If a square is highlighted and it has a piece, set it to dragging mode
    if (self.hiSq is not False and
      self.pieces[self.hiSq]):
      self.dragging = self.hiSq
      self.hiSq = False
    
  def releasePiece(self):
    #Letting go of a piece. If we are not on a square, return it to its original
    #position. Otherwise, swap it with the piece in the new square
    if self.dragging is not False:   #Make sure we really are dragging something
      #We have let go of the piece, but we are not on a square
      if self.hiSq is False:
        self.pieces[self.dragging].obj.setPos(
          SquarePos(self.dragging))
      else:
        #Otherwise, swap the pieces
        self.swapPieces(self.dragging, self.hiSq)
        
    #We are no longer dragging anything
    self.dragging = False

  def setupLights(self):    #This function sets up some default lighting
    lAttrib = LightAttrib.makeAllOff()
    ambientLight = AmbientLight( "ambientLight" )
    ambientLight.setColor( Vec4(.8, .8, .8, 1) )
    lAttrib = lAttrib.addLight( ambientLight )
    directionalLight = DirectionalLight( "directionalLight" )
    directionalLight.setDirection( Vec3( 0, 45, -45 ) )
    directionalLight.setColor( Vec4( 0.2, 0.2, 0.2, 1 ) )
    lAttrib = lAttrib.addLight( directionalLight )
    render.attachNewNode( directionalLight ) 
    render.attachNewNode( ambientLight ) 
    render.node().setAttrib( lAttrib )