Exemple #1
0
class MD5_Application( SimpleApplication ):

    def setup( self ):
        super( MD5_Application, self ).setup()

        self.setup_keyboard()

        print 'Press any key to move to the next animation'

    def setup_keyboard( self ):
        self.window.push_handlers(
            on_key_release = self.on_key_release
            )

    def on_key_release( self, *args ):
        self.increment_animation()

    def setup_viewports( self ):
        super( MD5_Application, self ).setup_viewports()

        self.colours[ 0 ] = (0.5,0.5,0.5,1.0)

    def setup_cameras( self ):
        super( MD5_Application, self ).setup_cameras()

        # move the camera
        self.cameras[ 0 ].transform.inertial.translate(
            #[ 0.0, 70.0, 100.0 ]
            [ 0.0,-3.0, 10.0 ]
            )
        # tilt the camera downward
        self.cameras[ 0 ].transform.object.rotate_x( math.pi / 8.0 )

    def setup_scene( self ):
        """Creates the scene to be rendered.
        Creates our camera, scene graph, 
        """
        # don't call 'SimpleApplication's setup_scene
        CoreApplication.setup_scene( self )

        # setup our GL state
        # enable z buffer
        glEnable( GL_DEPTH_TEST )

        # enable back face culling
        #glEnable( GL_CULL_FACE )
        glDisable( GL_CULL_FACE )
        #glCullFace( GL_BACK )

        # create a grid of cubes
        self.grid_root = SceneNode( 'grid_root' )
        self.scene_node.add_child( self.grid_root )

        self.mesh_node = RenderCallbackNode(
            'mesh',
            None,
            self.render_node
            )
        # rotate the mesh to face the camera
        self.mesh_node.transform.object.rotate_x( -math.pi * 0.5 )

        # store a list of renderables
        mesh_path = os.path.join(
            os.path.dirname( __file__ ),
            '../data/md5/boblampclean.md5mesh'
            #'../data/md5/md5/cyberdemon/cyberdemon.md5mesh'
            )

        anim_path = os.path.join(
            os.path.dirname( __file__ ),
            '../data/md5/boblampclean.md5anim'
            #'../data/md5/md5/cyberdemon/idle.md5anim'
            )

        # load our md5 data
        self.md5mesh = MD5_Mesh()
        self.md5mesh.load( mesh_path )

        self.md5anim = MD5_Anim()
        self.md5anim.load( anim_path )

        # load the gl mesh
        self.mesh_node.mesh = Mesh( self.md5mesh )

        # load our bindpose
        self.mesh_node.baseframe = BaseFrameSkeleton( self.md5mesh )

        # load some test skeletons
        self.mesh_node.anim = Animation( self.md5anim )

        # set to base frame
        self.mesh_node.mesh.set_skeleton( self.mesh_node.baseframe )

        # load a skeleton renderer
        self.mesh_node.skeleton = SkeletonRenderer()
        #self.mesh_node.skeleton.set_skeleton( self.mesh_node.baseframe )
        self.mesh_node.skeleton.set_skeleton( self.mesh_node.anim.skeleton( 0 ) )

        # create a list of frames
        self.frames = [
            skeleton
            for skeleton in self.mesh_node.anim
            ]
        #self.frames = []
        self.frames.append( self.mesh_node.baseframe )

        self.frame = 0
        self.time_accumulator = 0.0
        self.time_per_frame = 1.0 / self.mesh_node.anim.frame_rate


        # attach to our scene graph
        self.grid_root.add_child( self.mesh_node )

        # scale the node
        self.mesh_node.transform.scale = 0.5

    def step( self, dt ):
        """Updates our scene and triggers the on_draw event.
        This is scheduled in our __init__ method and
        called periodically by pyglet's event callbacks.
        We need to manually call 'on_draw' as we patched
        it our of pyglets event loop when we patched it
        out with pygly.monkey_patch.
        Because we called 'on_draw', we also need to
        perform the buffer flip at the end.
        """
        # setup the scene
        # rotate the scene nodes about their vertical axis
        self.grid_root.transform.object.rotate_y( dt * 0.2 )

        # this will trigger the draw event and buffer flip
        CoreApplication.step( self, dt )

        if self.time_accumulator == 0.0:
            self.mesh_node.mesh.set_skeleton( self.frames[ self.frame ] )
            self.mesh_node.skeleton.set_skeleton( self.frames[ self.frame ] )

        self.time_accumulator += dt
        if self.time_accumulator > self.time_per_frame:
            self.time_accumulator = 0.0

            self.frame += 1
            self.frame %= len( self.frames )


    def render_scene( self, camera ):
        """Renders each renderable in the scene
        using the current projection and model
        view matrix.
        The original GL state will be restored
        upon leaving this function.
        """
        projection = camera.view_matrix.matrix
        model_view = camera.model_view

        # update the model view
        world_matrix = self.mesh_node.world_transform.matrix
        current_mv = matrix44.multiply(
            world_matrix,
            model_view
            )

        # render a cube
        self.mesh_node.render(
            projection = projection,
            model_view = current_mv
            )

    def render_node( self, node, **kwargs ):
        node.mesh.render( **kwargs )
        node.skeleton.render( **kwargs )
Exemple #2
0
class MD2_Application(SimpleApplication):
    def setup(self):
        super(MD2_Application, self).setup()

        self.setup_keyboard()

        print "Press any key to move to the next animation"

    def setup_keyboard(self):
        self.window.push_handlers(on_key_release=self.on_key_release)

    def on_key_release(self, *args):
        self.increment_animation()

    def setup_viewports(self):
        super(MD2_Application, self).setup_viewports()

        self.colours[0] = (1.0, 1.0, 1.0, 1.0)

    def setup_camera(self):
        super(MD2_Application, self).setup_camera()

        # move the camera
        self.cameras[0].transform.inertial.translate([0.0, -3.0, 0.0])
        # tilt the camera downward
        self.cameras[0].transform.object.rotate_x(math.pi / 8.0)

    def setup_scene(self):
        """Creates the scene to be rendered.
        Creates our camera, scene graph, 
        """
        # don't call 'SimpleApplication's setup_scene
        CoreApplication.setup_scene(self)

        # setup our GL state
        # enable z buffer
        glEnable(GL_DEPTH_TEST)

        # enable back face culling
        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)

        # load our texture
        # use the PIL decoder as the pyglet one is broken
        # and loads most images as greyscale
        path = os.path.join(os.path.dirname(__file__), "../../data/md2/sydney.bmp")
        image = Image.open(path)
        self.texture = Texture2D(GL_TEXTURE_2D)
        self.texture.bind()
        self.texture.set_min_mag_filter(min=GL_LINEAR, mag=GL_LINEAR)
        # load the image from PIL
        # MD2 textures are inverted
        pygly.pil_texture.set_pil_image(self.texture, image, flip=False)
        self.texture.unbind()

        # create a grid of cubes
        self.grid_root = SceneNode("grid_root")
        self.scene_node.add_child(self.grid_root)

        # store a list of renderables
        path = os.path.join(os.path.dirname(__file__), "../../data/md2/sydney.md2")

        self.mesh_node = RenderCallbackNode("mesh", None, self.render_node)
        # rotate the mesh to face the camera
        self.mesh_node.transform.object.rotate_y(math.pi)

        self.mesh_node.mesh = MD2_Mesh(path)
        self.mesh_node.mesh.load()

        # attach to our scene graph
        self.grid_root.add_child(self.mesh_node)

        # scale the node
        # self.mesh_node.transform.scale = 0.2

        # store current animation
        self.animation_number = 0
        self.set_animation(self.animation_number)

    def increment_animation(self):
        self.animation_number += 1
        if self.animation_number >= len(self.mesh_node.mesh.animations):
            self.animation_number = 0

        self.set_animation(self.animation_number)

    def set_animation(self, number):
        self.animation_number = number
        self.animation = pymesh.md2.MD2.animations.keys()[number]

        start, end = self.mesh_node.mesh.animation_start_end_frame(self.animation)
        num_frames = self.mesh_node.mesh.num_frames

        if start >= num_frames or end >= num_frames:
            print 'Animation "%s" not present' % self.animation
            return self.set_animation(0)

        self.mesh_node.mesh.frame_1 = start
        self.mesh_node.mesh.frame_2 = start + 1

        # some animations have only 1 frame
        if self.mesh_node.mesh.frame_2 > end:
            self.mesh_node.mesh.frame_2 = end

        print "Animation:", self.animation

    def step(self, dt):
        """Updates our scene and triggers the on_draw event.
        This is scheduled in our __init__ method and
        called periodically by pyglet's event callbacks.
        We need to manually call 'on_draw' as we patched
        it our of pyglets event loop when we patched it
        out with pygly.monkey_patch.
        Because we called 'on_draw', we also need to
        perform the buffer flip at the end.
        """
        # setup the scene
        # rotate the scene nodes about their vertical axis
        self.grid_root.transform.object.rotate_y(dt * 0.2)

        # update our frame rates
        frame_rate = self.mesh_node.mesh.frame_rate

        # increment our frame
        self.mesh_node.mesh.interpolation += dt * frame_rate

        # calculate the current and next frame
        # and the blending fraction
        fraction, whole = math.modf(self.mesh_node.mesh.interpolation)
        whole = int(whole)

        # check if we're moving to the next keyframe
        if whole > 0:
            # ensure fraction remains < 1.0
            self.mesh_node.mesh.interpolation = fraction

            # increment our frames
            self.mesh_node.mesh.frame_1 += whole
            self.mesh_node.mesh.frame_2 += whole

            # get the animation's start and end frame
            start, end = self.mesh_node.mesh.animation_start_end_frame(self.animation)

            num_frames = self.mesh_node.mesh.num_frames
            if start >= num_frames:
                start = num_frames
                end = num_frames
                print "Animation has insufficient frames"
            elif end >= num_frames:
                end = num_frames
                print "Animation has insufficient frames"

            # ensure we don't go outside the animation
            animation_size = (end - start) + 1
            if self.mesh_node.mesh.frame_1 > end:
                self.mesh_node.mesh.frame_1 -= animation_size

            if self.mesh_node.mesh.frame_2 > end:
                self.mesh_node.mesh.frame_2 -= animation_size

        # this will trigger the draw event and buffer flip
        CoreApplication.step(self, dt)

    def render_scene(self, camera):
        """Renders each renderable in the scene
        using the current projection and model
        view matrix.
        The original GL state will be restored
        upon leaving this function.
        """
        projection = camera.view_matrix.matrix
        model_view = camera.model_view

        # bind our diffuse texture
        glActiveTexture(GL_TEXTURE0)
        self.texture.bind()

        # update the model view
        world_matrix = self.mesh_node.world_transform.matrix
        current_mv = matrix44.multiply(world_matrix, model_view)

        # render a cube
        self.mesh_node.render(projection=projection, model_view=current_mv)

        glActiveTexture(GL_TEXTURE0)
        self.texture.unbind()

    def render_node(self, node, **kwargs):
        node.mesh.render(**kwargs)
Exemple #3
0
class OBJ_Application(SimpleApplication):
    def setup_viewports(self):
        super(OBJ_Application, self).setup_viewports()

        self.colours[0] = (0.1, 0.1, 0.1, 1.0)

    def setup_camera(self):
        super(OBJ_Application, self).setup_camera()

        # move the camera
        self.cameras[0].transform.inertial.translate([0.0, -3.0, -5.0])
        # tilt the camera downward
        self.cameras[0].transform.object.rotate_x(math.pi / 8.0)

    def setup_scene(self):
        """Creates the scene to be rendered.
        Creates our camera, scene graph, 
        """
        # don't call 'SimpleApplication's setup_scene
        CoreApplication.setup_scene(self)

        # setup our GL state
        # enable z buffer
        glEnable(GL_DEPTH_TEST)

        # enable back face culling
        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)

        # create a grid of cubes
        self.grid_root = SceneNode('grid_root')
        self.scene_node.add_child(self.grid_root)

        # store a list of renderables
        path = os.path.join(os.path.dirname(__file__),
                            '../data/obj/capsule.obj')

        self.mesh_node = RenderCallbackNode('mesh', None, self.render_node)
        # rotate the mesh to face the camera
        self.mesh_node.transform.object.rotate_y(math.pi)

        self.mesh_node.mesh = OBJ_Mesh(path)
        self.mesh_node.mesh.load()

        # attach to our scene graph
        self.grid_root.add_child(self.mesh_node)

        # scale the node
        self.mesh_node.transform.scale = 1.0

        # create a list of groups to render
        # by default, render all groups
        # this may be in-efficient if data is contained in
        # multiple groups
        self.groups = self.mesh_node.mesh.data.meshes.keys()

    def step(self, dt):
        """Updates our scene and triggers the on_draw event.
        This is scheduled in our __init__ method and
        called periodically by pyglet's event callbacks.
        We need to manually call 'on_draw' as we patched
        it our of pyglets event loop when we patched it
        out with pygly.monkey_patch.
        Because we called 'on_draw', we also need to
        perform the buffer flip at the end.
        """
        # setup the scene
        # rotate the scene nodes about their vertical axis
        self.grid_root.transform.object.rotate_y(dt * 0.2)

        # this will trigger the draw event and buffer flip
        CoreApplication.step(self, dt)

    def render_scene(self, camera):
        """Renders each renderable in the scene
        using the current projection and model
        view matrix.
        The original GL state will be restored
        upon leaving this function.
        """
        projection = camera.view_matrix.matrix
        model_view = camera.model_view

        # update the model view
        world_matrix = self.mesh_node.world_transform.matrix
        current_mv = matrix44.multiply(world_matrix, model_view)

        # render a cube
        self.mesh_node.render(projection=projection,
                              model_view=current_mv,
                              groups=self.groups)

    def render_node(self, node, **kwargs):
        node.mesh.render(**kwargs)
Exemple #4
0
class MD2_Application(SimpleApplication):
    def setup(self):
        super(MD2_Application, self).setup()

        self.setup_keyboard()

        print 'Press any key to move to the next animation'

    def setup_keyboard(self):
        self.window.push_handlers(on_key_release=self.on_key_release)

    def on_key_release(self, *args):
        self.increment_animation()

    def setup_viewports(self):
        super(MD2_Application, self).setup_viewports()

        self.colours[0] = (1.0, 1.0, 1.0, 1.0)

    def setup_camera(self):
        super(MD2_Application, self).setup_camera()

        # move the camera
        self.cameras[0].transform.inertial.translate([0.0, -3.0, 0.0])
        # tilt the camera downward
        self.cameras[0].transform.object.rotate_x(math.pi / 8.0)

    def setup_scene(self):
        """Creates the scene to be rendered.
        Creates our camera, scene graph, 
        """
        # don't call 'SimpleApplication's setup_scene
        CoreApplication.setup_scene(self)

        # setup our GL state
        # enable z buffer
        glEnable(GL_DEPTH_TEST)

        # enable back face culling
        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)

        # load our texture
        # use the PIL decoder as the pyglet one is broken
        # and loads most images as greyscale
        path = os.path.join(os.path.dirname(__file__),
                            '../../data/md2/sydney.bmp')
        image = Image.open(path)
        self.texture = Texture2D(GL_TEXTURE_2D)
        self.texture.bind()
        self.texture.set_min_mag_filter(min=GL_LINEAR, mag=GL_LINEAR)
        # load the image from PIL
        # MD2 textures are inverted
        pygly.pil_texture.set_pil_image(self.texture, image, flip=False)
        self.texture.unbind()

        # create a grid of cubes
        self.grid_root = SceneNode('grid_root')
        self.scene_node.add_child(self.grid_root)

        # store a list of renderables
        path = os.path.join(os.path.dirname(__file__),
                            '../../data/md2/sydney.md2')

        self.mesh_node = RenderCallbackNode('mesh', None, self.render_node)
        # rotate the mesh to face the camera
        self.mesh_node.transform.object.rotate_y(math.pi)

        self.mesh_node.mesh = MD2_Mesh(path)
        self.mesh_node.mesh.load()

        # attach to our scene graph
        self.grid_root.add_child(self.mesh_node)

        # scale the node
        #self.mesh_node.transform.scale = 0.2

        # store current animation
        self.animation_number = 0
        self.set_animation(self.animation_number)

    def increment_animation(self):
        self.animation_number += 1
        if self.animation_number >= len(self.mesh_node.mesh.animations):
            self.animation_number = 0

        self.set_animation(self.animation_number)

    def set_animation(self, number):
        self.animation_number = number
        self.animation = pymesh.md2.MD2.animations.keys()[number]

        start, end = self.mesh_node.mesh.animation_start_end_frame(
            self.animation)
        num_frames = self.mesh_node.mesh.num_frames

        if start >= num_frames or end >= num_frames:
            print 'Animation "%s" not present' % self.animation
            return self.set_animation(0)

        self.mesh_node.mesh.frame_1 = start
        self.mesh_node.mesh.frame_2 = start + 1

        # some animations have only 1 frame
        if self.mesh_node.mesh.frame_2 > end:
            self.mesh_node.mesh.frame_2 = end

        print 'Animation:', self.animation

    def step(self, dt):
        """Updates our scene and triggers the on_draw event.
        This is scheduled in our __init__ method and
        called periodically by pyglet's event callbacks.
        We need to manually call 'on_draw' as we patched
        it our of pyglets event loop when we patched it
        out with pygly.monkey_patch.
        Because we called 'on_draw', we also need to
        perform the buffer flip at the end.
        """
        # setup the scene
        # rotate the scene nodes about their vertical axis
        self.grid_root.transform.object.rotate_y(dt * 0.2)

        # update our frame rates
        frame_rate = self.mesh_node.mesh.frame_rate

        # increment our frame
        self.mesh_node.mesh.interpolation += dt * frame_rate

        # calculate the current and next frame
        # and the blending fraction
        fraction, whole = math.modf(self.mesh_node.mesh.interpolation)
        whole = int(whole)

        # check if we're moving to the next keyframe
        if whole > 0:
            # ensure fraction remains < 1.0
            self.mesh_node.mesh.interpolation = fraction

            # increment our frames
            self.mesh_node.mesh.frame_1 += whole
            self.mesh_node.mesh.frame_2 += whole

            # get the animation's start and end frame
            start, end = self.mesh_node.mesh.animation_start_end_frame(
                self.animation)

            num_frames = self.mesh_node.mesh.num_frames
            if start >= num_frames:
                start = num_frames
                end = num_frames
                print 'Animation has insufficient frames'
            elif end >= num_frames:
                end = num_frames
                print 'Animation has insufficient frames'

            # ensure we don't go outside the animation
            animation_size = (end - start) + 1
            if self.mesh_node.mesh.frame_1 > end:
                self.mesh_node.mesh.frame_1 -= animation_size

            if self.mesh_node.mesh.frame_2 > end:
                self.mesh_node.mesh.frame_2 -= animation_size

        # this will trigger the draw event and buffer flip
        CoreApplication.step(self, dt)

    def render_scene(self, camera):
        """Renders each renderable in the scene
        using the current projection and model
        view matrix.
        The original GL state will be restored
        upon leaving this function.
        """
        projection = camera.view_matrix.matrix
        model_view = camera.model_view

        # bind our diffuse texture
        glActiveTexture(GL_TEXTURE0)
        self.texture.bind()

        # update the model view
        world_matrix = self.mesh_node.world_transform.matrix
        current_mv = matrix44.multiply(world_matrix, model_view)

        # render a cube
        self.mesh_node.render(projection=projection, model_view=current_mv)

        glActiveTexture(GL_TEXTURE0)
        self.texture.unbind()

    def render_node(self, node, **kwargs):
        node.mesh.render(**kwargs)
Exemple #5
0
class OBJ_Application( SimpleApplication ):

    def setup_viewports( self ):
        super( OBJ_Application, self ).setup_viewports()

        self.colours[ 0 ] = (0.1,0.1,0.1,1.0)

    def setup_camera( self ):
        super( OBJ_Application, self ).setup_camera()

        # move the camera
        self.cameras[ 0 ].transform.inertial.translate(
            [ 0.0,-3.0,-5.0 ]
            )
        # tilt the camera downward
        self.cameras[ 0 ].transform.object.rotate_x( math.pi / 8.0 )

    def setup_scene( self ):
        """Creates the scene to be rendered.
        Creates our camera, scene graph, 
        """
        # don't call 'SimpleApplication's setup_scene
        CoreApplication.setup_scene( self )

        # setup our GL state
        # enable z buffer
        glEnable( GL_DEPTH_TEST )

        # enable back face culling
        glEnable( GL_CULL_FACE )
        glCullFace( GL_BACK )

        # create a grid of cubes
        self.grid_root = SceneNode( 'grid_root' )
        self.scene_node.add_child( self.grid_root )

        # store a list of renderables
        path = os.path.join(
            os.path.dirname( __file__ ),
            '../data/obj/capsule.obj'
            )

        self.mesh_node = RenderCallbackNode(
            'mesh',
            None,
            self.render_node
            )
        # rotate the mesh to face the camera
        self.mesh_node.transform.object.rotate_y( math.pi )

        self.mesh_node.mesh = OBJ_Mesh( path )
        self.mesh_node.mesh.load()

        # attach to our scene graph
        self.grid_root.add_child( self.mesh_node )

        # scale the node
        self.mesh_node.transform.scale = 1.0

        # create a list of groups to render
        # by default, render all groups
        # this may be in-efficient if data is contained in
        # multiple groups
        self.groups = self.mesh_node.mesh.data.meshes.keys()

    def step( self, dt ):
        """Updates our scene and triggers the on_draw event.
        This is scheduled in our __init__ method and
        called periodically by pyglet's event callbacks.
        We need to manually call 'on_draw' as we patched
        it our of pyglets event loop when we patched it
        out with pygly.monkey_patch.
        Because we called 'on_draw', we also need to
        perform the buffer flip at the end.
        """
        # setup the scene
        # rotate the scene nodes about their vertical axis
        self.grid_root.transform.object.rotate_y( dt * 0.2 )

        # this will trigger the draw event and buffer flip
        CoreApplication.step( self, dt )

    def render_scene( self, camera ):
        """Renders each renderable in the scene
        using the current projection and model
        view matrix.
        The original GL state will be restored
        upon leaving this function.
        """
        projection = camera.view_matrix.matrix
        model_view = camera.model_view

        # update the model view
        world_matrix = self.mesh_node.world_transform.matrix
        current_mv = matrix44.multiply(
            world_matrix,
            model_view
            )

        # render a cube
        self.mesh_node.render(
            projection = projection,
            model_view = current_mv,
            groups = self.groups
            )

    def render_node( self, node, **kwargs ):
        node.mesh.render( **kwargs )