def create_triangle(x_z_left, x_z_top, x_z_right, static=True):
    x1,z1 = x_z_left
    x2,z2 = x_z_top
    x3,z3 = x_z_right
    format = GeomVertexFormat.getV3n3c4t2()
    vdata=GeomVertexData('', format, Geom.UHStatic)
    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1) # left
    vertex.addData3f(x2, 0, z2) # top
    vertex.addData3f(x3, 0, z3) # right
    for _i in range(3):
        normal.addData3f(0,-1,0)
    if static:
        prim_hint = Geom.UHStatic
    else:
        prim_hint = Geom.UHDynamic
    prim = GeomTriangles(prim_hint)
    prim.addVertices(0,2,1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return node
Exemple #2
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    def generate(self):
        format = GeomVertexFormat.getV3()
        data = GeomVertexData("Data", format, Geom.UHStatic)
        vertices = GeomVertexWriter(data, "vertex")

        vertices.addData3f(-self.w, -self.h, -self.d)
        vertices.addData3f(+self.w, -self.h, -self.d)
        vertices.addData3f(-self.w, +self.h, -self.d)
        vertices.addData3f(+self.w, +self.h, -self.d)
        vertices.addData3f(-self.w, -self.h, +self.d)
        vertices.addData3f(+self.w, -self.h, +self.d)
        vertices.addData3f(-self.w, +self.h, +self.d)
        vertices.addData3f(+self.w, +self.h, +self.d)

        triangles = GeomTriangles(Geom.UHStatic)

        def addQuad(v0, v1, v2, v3):
            triangles.addVertices(v0, v1, v2)
            triangles.addVertices(v0, v2, v3)
            triangles.closePrimitive()

        addQuad(4, 5, 7, 6)  # Z+
        addQuad(0, 2, 3, 1)  # Z-
        addQuad(3, 7, 5, 1)  # X+
        addQuad(4, 6, 2, 0)  # X-
        addQuad(2, 6, 7, 3)  # Y+
        addQuad(0, 1, 5, 4)  # Y+

        geom = Geom(data)
        geom.addPrimitive(triangles)

        node = GeomNode("BoxMaker")
        node.addGeom(geom)

        return NodePath(node)
Exemple #3
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		film_size = base.cam.node().getLens().getFilmSize()
		x = film_size.getX() / 2.0
		z = x * 0.75
		vertex.addData3f(-x, 10000, z)
		vertex.addData3f(x, 10000, z)
		vertex.addData3f(-x, 10000, -z)
		vertex.addData3f(x, 10000, -z)
		color.addData4f(*[x / 255.0 for x in self.color1] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color1] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color2] + [1.0])
		color.addData4f(*[x / 255.0 for x in self.color2] + [1.0])
		primitive.addNextVertices(4)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = base.camera.attachNewNode(node)
Exemple #4
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(1000, 0, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(0, -1000, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(0, 0, 1000))
		color.addData4f(1.0, 0.0, 0.0, 1.0)
		color.addData4f(1.0, 0.0, 0.0, 1.0)
		color.addData4f(0.0, 1.0, 0.0, 1.0)
		color.addData4f(0.0, 1.0, 0.0, 1.0)
		color.addData4f(0.0, 0.0, 1.0, 1.0)
		color.addData4f(0.0, 0.0, 1.0, 1.0)
		primitive.addNextVertices(6)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path_ui.attachNewNode(node)
def create_hexagon(radius):
    """ Creates a hexagon shape that is centered at (0,0,0) with the corners having a distance of radius to the center and
    the normals pointing in direction (0,-1,0). 
    Returns the tuple (PandaNode, GeomVertexData). """
    format = GeomVertexFormat.getV3n3c4t2()
    vdata=GeomVertexData('hexagon', format, Geom.UHStatic)
    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    # create the vertices
    vertex.addData3f(0,0,0)
    normal.addData3f(0,-1,0)
    # add the other vertices
    for phi in range(0,360,60):
        # right-hand-rule (with middle finger pointing upwards): the y-axis points towards the screen,
        # therefore the hexagon will be created in the x,z plane, with x-axis pointing to the right
        # and the z-axis pointing up
        # get the next vertex coordinates by rotating the point (0,0,radius) in the x,z plane
        x,z = rotate_phi_degrees_counter_clockwise(phi, (0,radius))
        #print (x,z)
        vertex.addData3f(x,0,z) 
        normal.addData3f(0,-1,0) # the normal vector points away from the screen
    # add the vertices to a geometry primitives
    prim = GeomTrifans(Geom.UHStatic)
    for i in range(7):
        prim.addVertex(i)
    prim.addVertex(1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    hex_node = GeomNode('')
    hex_node.addGeom(geom)
    return hex_node, vdata
Exemple #6
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    def __init__(self):
        # GeomNode to hold our individual geoms
        self.gnode = GeomNode('wirePrim')

        # How many times to subdivide our spheres/cylinders resulting vertices.  Keep low
        # because this is supposed to be an approximate representation
        self.subdiv = 12
Exemple #7
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	def init_node_path_line(self, light_number):
		if self.node_path_line:
			self.node_path_line.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(0, 0, 0))
		vertex.addData3f(*coords_to_panda(*self.direction.coords))
		if light_number == 0:
			line_color = (0.0, 1.0, 1.0, 1.0)
		elif light_number == 1:
			line_color = (1.0, 0.0, 1.0, 1.0)
		elif light_number == 2:
			line_color = (1.0, 1.0, 0.0, 1.0)
		color.addData4f(*line_color)
		color.addData4f(*line_color)
		primitive.addNextVertices(2)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path_line = self.parent.node_path_ui.attachNewNode(node)
		self.node_path_line.setScale(1000)
		self.node_path_line.setPos(100, 100, 0)
		self.show_line(self.parent.parent.lights_edit_window.IsShown())
def create_side(x_z_top_left, x_z_bottom_right, static=True):
    x1, z1 = x_z_top_left
    x2, z2 = x_z_bottom_right
    format = GeomVertexFormat.getV3n3c4t2()
    vdata = GeomVertexData('', format, Geom.UHStatic)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1) # top left
    vertex.addData3f(x2, 0, z1) # top right
    vertex.addData3f(x2, 0, z2) # bottom right
    vertex.addData3f(x1, 0, z2) # bottom left
    for _i in range(4):
        normal.addData3f(0, - 1, 0)
    if static:
        prim_hint = Geom.UHStatic
    else:
        prim_hint = Geom.UHDynamic
    prim = GeomTristrips(prim_hint)
    prim.addVertices(1, 0, 2, 3)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return (node, vdata)
Exemple #9
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		node = GeomNode('gnode')
		self.node_path = self.parent.node_path_terrain.attachNewNode(node)
		for level in self.tiles:
			for row in level:
				for tile in row:
					tile.init_node_path()
Exemple #10
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		polygon = self.source
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		normal = GeomVertexWriter(vdata, 'normal')
		color = GeomVertexWriter(vdata, 'color')
		texcoord = GeomVertexWriter(vdata, 'texcoord')
		primitive = GeomTristrips(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(*polygon.A.point.coords))
		vertex.addData3f(*coords_to_panda(*polygon.B.point.coords))
		vertex.addData3f(*coords_to_panda(*polygon.C.point.coords))
		if hasattr(polygon, 'D'):
			vertex.addData3f(*coords_to_panda(*polygon.D.point.coords))
		else:
			vertex.addData3f(*coords_to_panda(*polygon.C.point.coords))
		if polygon.A.normal:
			normal.addData3f(*coords_to_panda(*polygon.A.normal.coords))
			normal.addData3f(*coords_to_panda(*polygon.B.normal.coords))
			normal.addData3f(*coords_to_panda(*polygon.C.normal.coords))
			if hasattr(polygon, 'D'):
				normal.addData3f(*coords_to_panda(*polygon.D.normal.coords))
		if polygon.A.normal:
			gray = 1.0
		else:
			gray = 0.0
		self.old_color = (gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		color.addData4f(gray, gray, gray, 1.0)
		if hasattr(polygon, 'D'):
			color.addData4f(gray, gray, gray, 1.0)
		if polygon.A.texcoord:
			pal = ((polygon.texture_palette + 1) * 256)
			
			texcoord_A = uv_to_panda2(polygon, pal, *polygon.A.texcoord.coords)
			texcoord_B = uv_to_panda2(polygon, pal, *polygon.B.texcoord.coords)
			texcoord_C = uv_to_panda2(polygon, pal, *polygon.C.texcoord.coords)
			texcoord.addData2f(*texcoord_A)
			texcoord.addData2f(*texcoord_B)
			texcoord.addData2f(*texcoord_C)
			if hasattr(polygon, 'D'):
				texcoord_D = uv_to_panda2(polygon, pal, *polygon.D.texcoord.coords)
				texcoord.addData2f(*texcoord_D)
		primitive.addNextVertices(4)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path_mesh.attachNewNode(node)
Exemple #11
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    def createBorderRightCollisionMesh(self):
        '''
        '''
        # Creating the Vertex
        self.createVertices(self.track_points, self.street_data.border_r_coll)
        # Connect the Vertex
        self.connectVertices(self.street_data.border_r_coll)

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

        node = GeomNode('border_r_coll')
        node.addGeom(geom)

        # nodePath = self.render.attachNewNode(node)
        return node
Exemple #12
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    def createUninterpolatedRoadMesh(self):
        '''
        '''
        # Creating the Vertex
        self.createVertices(self.track.getPoints(), self.street_data)
        # Connect the Vertex
        self.connectVertices(self.street_data)

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

        node = GeomNode('street')
        node.addGeom(geom)

        # nodePath = self.render.attachNewNode(node)
        return node
Exemple #13
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		y = self.height * 12 + self.depth * 12 + 1
		try:
			(slope, rotation) = slope_types[self.slope_type]
		except KeyError:
			print 'Unknown slope type:', self.slope_type
			(slope, rotation) = (flat, 0)
		if self.slope_height == 0:
			(slope, rotation) = (flat, 0)
		scale_y = self.slope_height * 12
		vertex.addData3f(*coords_to_panda(-14.0, -slope['sw'] * scale_y, -14.0))
		vertex.addData3f(*coords_to_panda(-14.0, -slope['nw'] * scale_y, 14.0))
		vertex.addData3f(*coords_to_panda(14.0, -slope['ne'] * scale_y, 14.0))
		vertex.addData3f(*coords_to_panda(14.0, -slope['se'] * scale_y, -14.0))
		vertex.addData3f(*coords_to_panda(-14.0, -slope['sw'] * scale_y, -14.0))
		tile_color = (0.5, 0.5, 1.0)
		if self.cant_walk:
			tile_color = (1.0, 0.5, 0.5)
		if self.cant_cursor:
			tile_color = (0.5, 0.0, 0.0)
		if (self.x + self.z) % 2 == 0:
			tile_color = tuple([x * 0.8 for x in tile_color])
		self.tile_color = tile_color
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		color.addData4f(*tile_color + (1.0,))
		primitive.addNextVertices(5)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.node_path.attachNewNode(node)
		self.node_path.setH(rotation)
		can_stand_height = 0
		if not self.cant_cursor:
			can_stand_height = 1
		self.node_path.setPos(*coords_to_panda(self.x * 28 + 14, -((self.height + self.depth) * 12 + 1 + can_stand_height), self.z * 28 + 14))
		self.node_path.setTag('terrain_xyz', '%u,%u,%u' % (self.x, self.y, self.z))
def create_line(x1, z1, x2, z2):
    format = GeomVertexFormat.getV3n3c4t2()
    vdata = GeomVertexData('', format, Geom.UHStatic)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    vertex.addData3f(x1, 0, z1)
    vertex.addData3f(x2, 0, z2) 
    for _i in range(2):
        normal.addData3f(0, - 1, 0)
    prim_hint = Geom.UHStatic
    prim = GeomLines(prim_hint)
    prim.addVertices(0, 1)
    prim.closePrimitive()
    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('')
    node.addGeom(geom)
    return (node, vdata)
Exemple #15
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomTristrips(Geom.UHStatic)
		vertex.addData3f(-2.0, -2.0, -2.0)
		vertex.addData3f(2.0, -2.0, -2.0)
		vertex.addData3f(0, 2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(-2.0, -2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(2.0, -2.0, -2.0)
		vertex.addData3f(0, 0, 2.0)
		vertex.addData3f(0, 2.0, -2.0)
		color_tuple = (1.0, 1.0, 1.0)
		if self.point == 'A':
			color_tuple = (1.0, 0.0, 0.0)
		elif self.point == 'B':
			color_tuple = (0.0, 1.0, 0.0)
		elif self.point == 'C':
			color_tuple = (0.0, 0.0, 1.0)
		elif self.point == 'D':
			color_tuple = (1.0, 1.0, 0.0)
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		color.addData4f(*color_tuple + (1.0,))
		primitive.addNextVertices(9)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.parent.node_path_ui.attachNewNode(node)
		self.node_path.setP(180)
		self.node_path.setPos(*coords_to_panda(*self.coords))
Exemple #16
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	def init_node_path(self):
		if self.node_path:
			self.node_path.remove()
		vdata = GeomVertexData('name_me', self.format, Geom.UHStatic)
		vertex = GeomVertexWriter(vdata, 'vertex')
		color = GeomVertexWriter(vdata, 'color')
		primitive = GeomLines(Geom.UHStatic)
		vertex.addData3f(*coords_to_panda(*self.vector))
		vertex.addData3f(*coords_to_panda(*[-x for x in self.vector]))
		color.addData4f((1.0, 0.0, 0.0, 1.0,))
		color.addData4f((0.0, 0.0, 1.0, 1.0,))
		primitive.addNextVertices(2)
		primitive.closePrimitive()
		geom = Geom(vdata)
		geom.addPrimitive(primitive)
		node = GeomNode('gnode')
		node.addGeom(geom)
		self.node_path = self.parent.parent.node_path_ui.attachNewNode(node)
		self.node_path.setScale(20)
		self.node_path.setPos(*coords_to_panda(*self.coords))
Exemple #17
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    def draw(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        circle = Geom(vdata)
        # Create vertices
        vertex.addData3f(self.pos)
        color.addData4f(self.color)
        for v in range(self._EDGES):
            x = self.pos.getX() + (self.size * math.cos(
                (2 * math.pi / self._EDGES) * v))
            y = self.pos.getY() + (self.size * math.sin(
                (2 * math.pi / self._EDGES) * v))
            z = self.pos.getZ()
            vertex.addData3f(x, y, z)
            color.addData4f(self.color)

        # Create triangles
        for t in range(self._EDGES):
            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(0)
            tri.addVertex(t + 1)
            if (t + 2) > self._EDGES:
                tri.addVertex(1)
            else:
                tri.addVertex(t + 2)
            tri.closePrimitive()
            circle.addPrimitive(tri)

        gn = GeomNode('Circle')
        gn.addGeom(circle)
        np = NodePath(gn)
        np.setHpr(0, 90, 0)
        return np
Exemple #18
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    def visualize(self,
                  parentNodePath,
                  highlightVerts=[],
                  pathVerts=[],
                  visitedVerts=[]):
        '''
        XXX Should move this into a product-specific class.
        '''
        gFormat = GeomVertexFormat.getV3cp()
        self.visVertexData = GeomVertexData("OMGVERTEXDATA2", gFormat,
                                            Geom.UHDynamic)
        self.visVertexWriter = GeomVertexWriter(self.visVertexData, "vertex")
        self.visVertexColorWriter = GeomVertexWriter(self.visVertexData,
                                                     "color")

        vertToWriterIndex = {}
        currIndex = 0

        for v in self.vertexCoords.keys():
            vertToWriterIndex[v] = currIndex
            x = self.vertexCoords[v][0]
            y = self.vertexCoords[v][1]
            z = self.vertexCoords[v][2]
            self.visVertexWriter.addData3f(x, y, z + 0.5)
            if v in highlightVerts:
                self.visVertexColorWriter.addData4f(1.0, 0.0, 0.0, 1.0)
            elif v in visitedVerts:
                self.visVertexColorWriter.addData4f(0.0, 0.0, 1.0, 1.0)
            else:
                self.visVertexColorWriter.addData4f(1.0, 1.0, 0.0, 1.0)
            currIndex += 1

        pathOffsetIntoIndex = currIndex

        for v in pathVerts:
            self.visVertexWriter.addData3f(v[0], v[1], v[2] + 0.5)
            self.visVertexColorWriter.addData4f(0.0, 1.0, 0.0, 1.0)
            currIndex += 1

        lines = GeomLinestrips(Geom.UHStatic)

        for p in self.polyToVerts.keys():
            for v in self.polyToVerts[p]:
                lines.addVertex(vertToWriterIndex[v])
            lines.addVertex(vertToWriterIndex[self.polyToVerts[p][0]])
            lines.closePrimitive()

        if len(pathVerts) > 0:
            for i in xrange(len(pathVerts)):
                lines.addVertex(pathOffsetIntoIndex + i)
            lines.closePrimitive()

        self.visGeom = Geom(self.visVertexData)
        self.visGeom.addPrimitive(lines)

        self.visGN = GeomNode("NavMeshVis")
        self.visGN.addGeom(self.visGeom)

        self.visNodePath = parentNodePath.attachNewNode(self.visGN)

        self.visNodePath.setTwoSided(True)
Exemple #19
0
    def pandaRender(self):
        frameList = []
        for node in self.compositeFrames.getiterator('composite-frame'):
            if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex):
                for frameCallNode in node:
                    for frameNode in self.frames.getiterator('frame'):
                        if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"):
                            offsetX = 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x"))
                            offsetY = 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y"))
                            tweenId = frameCallNode.attrib.get("tween")
                            frameInTween = 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween"))
                            addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w"))
                            addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h"))
                            sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s"))
                            tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t"))
                            swInPixels = sInPixels + addWidth
                            thInPixels = tInPixels + addHeight
                            s = (sInPixels / self.baseWidth)
                            t = 1 - (tInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            S = (swInPixels / self.baseWidth)
                            T = 1 - (thInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            blend = "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend")
                            scaleX = 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x"))
                            scaleY = 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y"))
                            color = Color(1,1,1,1)
                            tweenHasColor = False
                            frameCallHasColor = False
                            frameCallColorName = frameCallNode.attrib.get("color-name")
                            if frameCallColorName != None:
                                # Get color at frame call as first resort.
                                frameCallHasColor = True
                                for colorNode in self.colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameCallColorName:
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass

                            if tweenId != None and tweenId != "0":
                                # Get color at tween frame as second resort.
                                thisTween = None
                                frameLength = 1
                                advancementFunction = "linear"
                                foundTween = False
                                pointList = []
                                colorList = []
                                for tweenNode in self.tweens.getiterator('motion-tween'):
                                    if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId:
                                        foundTween = True
                                        frameLength = 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames")
                                        advancementFunction = "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function")
                                        for pointOrColorNode in tweenNode.getiterator():
                                            if pointOrColorNode.tag == "point":
                                                pX = 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x"))
                                                pY = 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y"))
                                                pointList.append(Point(pX, pY, 0))
                                            elif pointOrColorNode.tag == "color-state":
                                                colorName = "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name")
                                                for colorNode in self.colors.getiterator('color'):
                                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == colorName:
                                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                                        colorList.append(Color(R, G, B, A))
                                                        break # leave for loop when we find the correct color reference
                                            pass # Run through all child nodes of selected tween
                                        break # Exit after finding correct tween
                                pass
                                if foundTween:
                                    thisTween = Tween(frameLength, advancementFunction, pointList, colorList)
                                    offset = thisTween.XYFromFrame(frameInTween);
                                    offsetFromTweenX = int(offset.X);
                                    offsetFromTweenY = int(offset.Y);
                                    offsetX += int(offset.X);
                                    offsetY += int(offset.Y);
                                    if thisTween.hasColorComponent():
                                        tweenHasColor = True;
                                        if frameCallHasColor == False:
                                            color = thisTween.colorFromFrame(frameInTween);
                                    pass
                            if frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False:
                                # Get color at frame definition as last resort.
                                for colorNode in colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameNode.attrib.get("color-name"):
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass
                            rotationZ = 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z"))
                            frameList.append(Frame(Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ))
                    pass 
                break # Leave once we've found the appropriate frame

        # Prepare tracking list of consumed nodes.
        self.clearNodesForDrawing()
        # Make an identifier to tack onto primitive names in Panda3d's scene graph.
        frameIndexForName = 1
                
        # Loop through loaded frames that make up composite frame.
        for loadedFrame in frameList:              
            # For debugging purposes, print the object.
            if False:
                loadedFrame.printAsString()
            
            # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData
            squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic)
              
            # Set up place to hold 3d data and for the following coordinates:
            #   square's points (V3: x, y, z), 
            #   the colors at each point of the square (c4: r, g, b, a), and
            #   for the UV texture coordinates at each point of the square     (t2: S, T).
            vertexData = GeomVertexData('square-'+str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic)
            vertex = GeomVertexWriter(vertexData, 'vertex')
            color = GeomVertexWriter(vertexData, 'color')
            texcoord = GeomVertexWriter(vertexData, 'texcoord') 
              
            # Add the square's data
            # Upper-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.T)

            # Upper-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.T)
            
            # Lower-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.t)
            
            # Lower-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.t)

            # Pass data to primitive
            squareMadeByTriangleStrips.addNextVertices(4)
            squareMadeByTriangleStrips.closePrimitive()
            square = Geom(vertexData)
            square.addPrimitive(squareMadeByTriangleStrips)
            # Pass primtive to drawing node
            drawPrimitiveNode=GeomNode('square-'+str(frameIndexForName))    
            drawPrimitiveNode.addGeom(square)
            # Pass node to scene (effect camera)
            nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode)
            # Linear dodge:
            if loadedFrame.blendMode == "darken":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "multiply":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero))
                pass
            elif loadedFrame.blendMode == "color-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "linear-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor))
                pass
            elif loadedFrame.blendMode == "lighten":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
                pass
            elif loadedFrame.blendMode == "color-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne))
                pass
            elif loadedFrame.blendMode == "linear-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            else: # Overwrite:
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha))
                pass
            nodePath.setDepthTest(False)
            # Apply texture
            nodePath.setTexture(self.tex)
            # Apply translation, then rotation, then scaling to node.
            nodePath.setPos((loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0))
            nodePath.setR(loadedFrame.rotationZ)
            nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY)
            nodePath.setTwoSided(True)
            self.consumedNodesList.append(nodePath)
            frameIndexForName = frameIndexForName + 1
        # Loop continues on through each frame called in the composite frame.
        pass
Exemple #20
0
 def addGeometry(self, geomData):
   debugGui = dict()
   
   format = GeomVertexFormat.getV3n3t2()
   vdata = GeomVertexData('name', format, Geom.UHStatic)
   vertex = GeomVertexWriter(vdata, 'vertex')
   normal = GeomVertexWriter(vdata, 'normal')
   texcoord = GeomVertexWriter(vdata, 'texcoord')
   prim = GeomTriangles(Geom.UHStatic)
   
   postphonedTriangles = list()
   vtxTargetId0 = vtxTargetId1 = vtxTargetId2 = None
   vtxDataCounter = 0
   for vtxSourceId0, vtxSourceId1, vtxSourceId2 in geomData.triangles:
     vx0,vy0,vz0 = v0 = geomData.getVertex(vtxSourceId0)
     vx1,vy1,vz1 = v1 = geomData.getVertex(vtxSourceId1)
     vx2,vy2,vz2 = v2 = geomData.getVertex(vtxSourceId2)
     # prepare the vertices
     uvx0, uvy0 = uv0 = geomData.getUv(vtxSourceId0)
     uvx1, uvy1 = uv1 = geomData.getUv(vtxSourceId1)
     uvx2, uvy2 = uv2 = geomData.getUv(vtxSourceId2)
     #
     n0 = geomData.getNormal(vtxSourceId0)
     n1 = geomData.getNormal(vtxSourceId1)
     n2 = geomData.getNormal(vtxSourceId2)
     
     # make it wrap nicely
     if min(uvx0,uvx1,uvx2) < .25 and max(uvx0,uvx1,uvx2) > 0.75:
       if uvx0 < 0.25: uvx0 += 1.0
       if uvx1 < 0.25: uvx1 += 1.0
       if uvx2 < 0.25: uvx2 += 1.0
     
     vertex.addData3f(*v0)
     normal.addData3f(*n0)
     texcoord.addData2f(*uv0)
     vtxTargetId0 = vtxDataCounter
     vtxDataCounter += 1
   
     vertex.addData3f(*v1)
     normal.addData3f(*n1)
     texcoord.addData2f(*uv1)
     vtxTargetId1 = vtxDataCounter
     vtxDataCounter += 1
   
     vertex.addData3f(*v2)
     normal.addData3f(*n2)
     texcoord.addData2f(*uv2)
     vtxTargetId2 = vtxDataCounter
     vtxDataCounter += 1
     
     prim.addVertex(vtxTargetId0)
     prim.addVertex(vtxTargetId1)
     prim.addVertex(vtxTargetId2)
     prim.closePrimitive()
     
     if False:
       if vtxSourceId0 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x0,y0,z0)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId0, x0,y0,z0, nx0, ny0))
         debugGui[vtxSourceId0] = i
       if vtxSourceId1 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x1,y1,z1)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId1, x1,y1,z1, nx1, ny1))
         debugGui[vtxSourceId1] = i
       if vtxSourceId2 not in debugGui:
         i = InfoTextBillaboarded(render)
         i.setScale(0.05)
         i.billboardNodePath.setPos(Vec3(x2,y2,z2)*1.1)
         i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId2, x2,y2,z2, nx2, ny2))
         debugGui[vtxSourceId2] = i
   
   geom = Geom(vdata)
   geom.addPrimitive(prim)
   
   node = GeomNode('gnode')
   node.addGeom(geom)
   
   nodePath = self.attachNewNode(node)
   return nodePath
Exemple #21
0
    def draw(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHStatic)

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

        #make sure we draw the sqaure in the right plane
        #if x1!=x2:
        vertex.addData3f(self.x1, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y2, self.z2)
        vertex.addData3f(self.x1, self.y2, self.z2)

        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())

        #adding different colors to the vertex for visibility
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)

        texcoord.addData2f(0.0, 1.0)
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)

        #quads arent directly supported by the Geom interface
        #you might be interested in the CardMaker class if you are
        #interested in rectangle though
        tri1 = GeomTriangles(Geom.UHStatic)
        tri2 = GeomTriangles(Geom.UHStatic)

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

        tri2.addConsecutiveVertices(1, 3)

        tri1.closePrimitive()
        tri2.closePrimitive()

        square = Geom(vdata)
        square.addPrimitive(tri1)
        square.addPrimitive(tri2)
        #square.setIntoCollideMask(BitMask32.bit(1))

        self.squareNP = NodePath(GeomNode('square gnode'))
        self.squareNP.node().addGeom(square)
        self.squareNP.setTransparency(1)
        self.squareNP.setAlphaScale(.5)
        self.squareNP.setTwoSided(True)
        #squareNP.setCollideMask(BitMask32.bit(1))
        self.squareNP.reparentTo(self.parent)

        return self.squareNP