Esempio n. 1
0
    def __init__(self, dimension, textureAtlas=None, geometryCache=None, sharedGLWidget=None):
        """

        :param dimension:
        :type dimension: WorldEditorDimension
        :param textureAtlas:
        :type textureAtlas: TextureAtlas
        :param geometryCache:
        :type geometryCache: GeometryCache
        :param sharedGLWidget:
        :type sharedGLWidget: QGLWidget
        :return:
        :rtype:
        """
        QGLWidget.__init__(self, shareWidget=sharedGLWidget)
        self.dimension = None
        self.worldScene = None
        self.loadableChunksNode = None
        self.textureAtlas = None

        validateWidgetQGLContext(self)

        self.setAcceptDrops(True)
        self.setSizePolicy(QtGui.QSizePolicy.Policy.Expanding, QtGui.QSizePolicy.Policy.Expanding)
        self.setFocusPolicy(Qt.ClickFocus)

        self.layerToggleGroup = LayerToggleGroup()
        self.layerToggleGroup.layerToggled.connect(self.setLayerVisible)

        self.mouseRay = Ray(Vector(0, 1, 0), Vector(0, -1, 0))

        self.setMouseTracking(True)

        self.lastAutoUpdate = time.time()
        self.autoUpdateInterval = 0.5  # frequency of screen redraws in response to loaded chunks

        self.compassNode = self.createCompass()
        self.compassOrthoNode = OrthoNode((1, float(self.height()) / self.width()))
        self.compassOrthoNode.addChild(self.compassNode)

        self.viewActions = []
        self.pressedKeys = set()

        self.setTextureAtlas(textureAtlas)

        if geometryCache is None and sharedGLWidget is not None:
            geometryCache = sharedGLWidget.geometryCache
        if geometryCache is None:
            geometryCache = GeometryCache()
        self.geometryCache = geometryCache

        self.matrixNode = None
        self.skyNode = None
        self.overlayNode = scenenode.Node()

        self.sceneGraph = None
        self.renderGraph = None

        self.frameSamples = deque(maxlen=500)
        self.frameSamples.append(time.time())

        self.cursorNode = None

        self.setDimension(dimension)
Esempio n. 2
0
class WorldView(QGLWidget):
    """
    Superclass for the following views:

    IsoWorldView: Display the world using an isometric viewing angle, without perspective.
    Click and drag to pan the viewing area. Use the mouse wheel or a UI control to zoom.

    CameraWorldView: Display the world using a first-person viewing angle with perspective.
    Click and drag to pan the camera. Use WASD or click and drag to move the camera.

    CutawayWorldView: Display a single slice of the world. Click and drag to move sideways.
    Use the mouse wheel or a UI widget to move forward or backward. Use a UI widget to zoom.

    FourUpWorldView: Display up to four other world views at once. Default to three cutaways
    and one isometric view.

    """
    viewportMoved = QtCore.Signal(QtGui.QWidget)
    cursorMoved = QtCore.Signal(QtGui.QMouseEvent)

    urlsDropped = QtCore.Signal(QtCore.QMimeData, Vector, faces.Face)
    mapItemDropped = QtCore.Signal(QtCore.QMimeData, Vector, faces.Face)

    mouseBlockPos = Vector(0, 0, 0)
    mouseBlockFace = faces.FaceYIncreasing

    def __init__(self, dimension, textureAtlas=None, geometryCache=None, sharedGLWidget=None):
        """

        :param dimension:
        :type dimension: WorldEditorDimension
        :param textureAtlas:
        :type textureAtlas: TextureAtlas
        :param geometryCache:
        :type geometryCache: GeometryCache
        :param sharedGLWidget:
        :type sharedGLWidget: QGLWidget
        :return:
        :rtype:
        """
        QGLWidget.__init__(self, shareWidget=sharedGLWidget)
        self.dimension = None
        self.worldScene = None
        self.loadableChunksNode = None
        self.textureAtlas = None

        validateWidgetQGLContext(self)

        self.setAcceptDrops(True)
        self.setSizePolicy(QtGui.QSizePolicy.Policy.Expanding, QtGui.QSizePolicy.Policy.Expanding)
        self.setFocusPolicy(Qt.ClickFocus)

        self.layerToggleGroup = LayerToggleGroup()
        self.layerToggleGroup.layerToggled.connect(self.setLayerVisible)

        self.mouseRay = Ray(Vector(0, 1, 0), Vector(0, -1, 0))

        self.setMouseTracking(True)

        self.lastAutoUpdate = time.time()
        self.autoUpdateInterval = 0.5  # frequency of screen redraws in response to loaded chunks

        self.compassNode = self.createCompass()
        self.compassOrthoNode = OrthoNode((1, float(self.height()) / self.width()))
        self.compassOrthoNode.addChild(self.compassNode)

        self.viewActions = []
        self.pressedKeys = set()

        self.setTextureAtlas(textureAtlas)

        if geometryCache is None and sharedGLWidget is not None:
            geometryCache = sharedGLWidget.geometryCache
        if geometryCache is None:
            geometryCache = GeometryCache()
        self.geometryCache = geometryCache

        self.matrixNode = None
        self.skyNode = None
        self.overlayNode = scenenode.Node()

        self.sceneGraph = None
        self.renderGraph = None

        self.frameSamples = deque(maxlen=500)
        self.frameSamples.append(time.time())

        self.cursorNode = None

        self.setDimension(dimension)

    acceptableMimeTypes = [
        MimeFormats.MapItem,
    ]

    def dragEnterEvent(self, event):
        # xxx show drop preview as scene node
        print("DRAG ENTER. FORMATS:\n%s" % event.mimeData().formats())
        for mimeType in self.acceptableMimeTypes:
            if event.mimeData().hasFormat(mimeType):
                event.acceptProposedAction()
                return
        if event.mimeData().hasUrls():
            event.acceptProposedAction()

    def dropEvent(self, event):
        mimeData = event.mimeData()
        x = event.pos().x()
        y = event.pos().y()
        ray = self.rayAtPosition(x, y)
        dropPosition, face = self.rayCastInView(ray)

        if mimeData.hasFormat(MimeFormats.MapItem):
            self.mapItemDropped.emit(mimeData, dropPosition, face)
        elif mimeData.hasUrls:
            self.urlsDropped.emit(mimeData, dropPosition, face)

    def setDimension(self, dimension):
        """

        :param dimension:
        :type dimension: WorldEditorDimension
        :return:
        :rtype:
        """
        log.info("Changing %s to dimension %s", self, dimension)
        self.dimension = dimension
        self.makeCurrent()
        if self.renderGraph:
            self.renderGraph.destroy()
        self.sceneGraph = self.createSceneGraph()
        self.renderGraph = rendernode.createRenderNode(self.sceneGraph)
        self.resetLoadOrder()
        self.update()

    def setTextureAtlas(self, textureAtlas):
        self.textureAtlas = textureAtlas
        if self.worldScene:
            self.worldScene.setTextureAtlas(textureAtlas)

        if textureAtlas is not None:
            self.makeCurrent()
            textureAtlas.load()
            self.resetLoadOrder()

    def destroy(self):
        self.makeCurrent()
        self.renderGraph.destroy()
        super(WorldView, self).destroy()

    def __str__(self):
        try:
            if self.dimension:
                dimName = displayName(self.dimension.worldEditor.filename) + ": " + self.dimension.dimName
            else:
                dimName = "None"
        except Exception as e:
            return "%s trying to get node name" % e
        return "%s(%r)" % (self.__class__.__name__, dimName)

    def createCompass(self):
        return compass.CompassNode()

    def createWorldScene(self):
        return worldscene.WorldScene(self.dimension, self.textureAtlas, self.geometryCache)

    def createSceneGraph(self):
        sceneGraph = scenenode.Node()
        self.worldScene = self.createWorldScene()
        self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers())

        clearNode = ClearNode()
        self.skyNode = sky.SkyNode()
        self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension)

        self.matrixNode = MatrixNode()
        self._updateMatrices()

        self.matrixNode.addChild(self.loadableChunksNode)
        self.matrixNode.addChild(self.worldScene)
        self.matrixNode.addChild(self.overlayNode)

        sceneGraph.addChild(clearNode)
        sceneGraph.addChild(self.skyNode)
        sceneGraph.addChild(self.matrixNode)
        sceneGraph.addChild(self.compassOrthoNode)
        if self.cursorNode:
            self.matrixNode.addChild(self.cursorNode)

        return sceneGraph

    def initializeGL(self, *args, **kwargs):
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        GL.glEnable(GL.GL_DEPTH_TEST)

    def setToolCursor(self, cursorNode):
        if self.cursorNode:
            self.matrixNode.removeChild(self.cursorNode)
        self.cursorNode = cursorNode
        if cursorNode:
            self.matrixNode.addChild(cursorNode)

    def setToolOverlays(self, overlayNodes):
        self.overlayNode.clear()
        for node in overlayNodes:
            self.overlayNode.addChild(node)

    def _updateMatrices(self):
        self.updateMatrices()
        self.updateFrustum()
        #min = self.unprojectPoint(0, 0)[0]
        #max = self.unprojectPoint(self.width(), self.height())[0]
        #self.visibleBox = BoundingBox(min, (0, 0, 0)).union(BoundingBox(max, (0, 0, 0)))

    def updateMatrices(self):
        """
        Subclasses must implement updateMatrices to set the projection and modelview matrices.

        Should set self.matrixNode.projection and self.matrixNode.modelview
        """
        raise NotImplementedError

    def updateFrustum(self):
        matrix = self.matrixNode.projection * self.matrixNode.modelview
        self.frustum = Frustum.fromViewingMatrix(numpy.array(matrix.data()))

    def getViewCorners(self):
        """
        Returns corners:
            bottom left, near
            bottom left, far
            top left, near
            top left, far
            bottom right, near
            bottom right, far
            top right, near
            top right, far

        :return:
        :rtype: list[QVector4D]
        """
        corners = [QtGui.QVector4D(x, y, z, 1.) for x, y, z in itertools.product((-1., 1.), (-1., 1.), (0., 1. ))]
        matrix = self.matrixNode.projection * self.matrixNode.modelview
        matrix, inverted = matrix.inverted()
        worldCorners = [matrix.map(corner) for corner in corners]
        worldCorners = [Vector(*((corner / corner.w()).toTuple()[:3])) for corner in worldCorners]
        return worldCorners

    def getViewBounds(self):
        """
        Get the corners of the viewing area, intersected with the world's bounds.
        xxx raycast to intersect with terrain height too

        :return:
        :rtype:
        """
        corners = self.getViewCorners()
        # Convert the 4 corners into rays extending from the near point, then interpolate each ray at the
        # current dimension's height limits
        pairs = []
        for i in range(0, 8, 2):
            pairs.append(corners[i:i+2])

        rays = [Ray.fromPoints(p1, p2) for p1, p2 in pairs]
        bounds = self.dimension.bounds
        pointPairs = [(r.atHeight(bounds.maxy), r.atHeight(bounds.miny)) for r in rays]

        return sum(pointPairs, ())

    def resizeGL(self, width, height):
        GL.glViewport(0, 0, width, height)

        self._updateMatrices()

    def resizeEvent(self, event):
        center = self.viewCenter()
        self.compassOrthoNode.size = (1, float(self.height()) / self.width())
        super(WorldView, self).resizeEvent(event)
        # log.info("WorldView: resized. moving to %s", center)
        # self.centerOnPoint(center)

    _centerPoint = Vector(0, 0, 0)

    @property
    def centerPoint(self):
        return self._centerPoint

    @centerPoint.setter
    def centerPoint(self, value):
        value = Vector(*value)
        if value != self._centerPoint:
            self._centerPoint = value
            self._updateMatrices()
            log.debug("update(): centerPoint %s %s", self, value)
            self.update()
            self.resetLoadOrder()
            self.viewportMoved.emit(self)

    scaleChanged = QtCore.Signal(float)

    _scale = 1. / 16

    @property
    def scale(self):
        return self._scale

    @scale.setter
    def scale(self, value):
        self._scale = value
        self._updateMatrices()
        log.debug("update(): scale %s %s", self, value)
        self.update()
        self.scaleChanged.emit(value)
        self.viewportMoved.emit(self)

    def centerOnPoint(self, pos, distance=None):
        """Center the view on the given position"""
        # delta = self.viewCenter() - self.centerPoint
        # self.centerPoint = pos - delta
        self.centerPoint = pos
        self.update()

    def viewCenter(self):
        """Return the world position at the center of the view."""
        #return self.unprojectAtHeight(self.width() / 2, self.height() / 2, 64.)
        # ray = self.rayAtPosition(self.width() / 2, self.height() / 2)
        # try:
        #     point, face = raycast.rayCastInBounds(ray, self.dimension, 600)
        # except (raycast.MaxDistanceError, ValueError):
        #     point = ray.atHeight(0)
        # return point or ray.point
        return self.centerPoint

    def _anglesToVector(self, yaw, pitch):
        def nanzero(x):
            if math.isnan(x):
                return 0
            else:
                return x

        dx = -math.sin(math.radians(yaw)) * math.cos(math.radians(pitch))
        dy = -math.sin(math.radians(pitch))
        dz = math.cos(math.radians(yaw)) * math.cos(math.radians(pitch))
        return Vector(*map(nanzero, [dx, dy, dz]))

    dragStart = None

    def keyPressEvent(self, event):
        self.augmentKeyEvent(event)
        self.pressedKeys.add(event.key())
        for action in self.viewActions:
            if action.matchKeyEvent(event):
                action.keyPressEvent(event)

    def keyReleaseEvent(self, event):
        self.augmentKeyEvent(event)
        self.pressedKeys.discard(event.key())
        for action in self.viewActions:
            if action.matchKeyEvent(event):
                action.keyReleaseEvent(event)

    def mousePressEvent(self, event):
        self.augmentMouseEvent(event)
        for action in self.viewActions:
            if action.button & event.button():
                if action.matchModifiers(event):
                    if not action.key or action.key in self.pressedKeys:
                        action.mousePressEvent(event)

    def mouseMoveEvent(self, event):
        self.augmentMouseEvent(event)
        for action in self.viewActions:
            if not action.button or action.button == event.buttons() or action.button & event.buttons():
                # Important! mouseMove checks event.buttons(), press and release check event.button()
                if action.matchModifiers(event):
                    if not action.key or action.key in self.pressedKeys:
                        action.mouseMoveEvent(event)
        self.cursorMoved.emit(event)
        self.update()

    def mouseReleaseEvent(self, event):
        self.augmentMouseEvent(event)
        for action in self.viewActions:
            if action.button & event.button():
                if action.matchModifiers(event):
                    if not action.key or action.key in self.pressedKeys:
                        action.mouseReleaseEvent(event)

    wheelPos = 0

    def wheelEvent(self, event):
        self.augmentMouseEvent(event)
        for action in self.viewActions:
            if action.acceptsMouseWheel and ((action.modifiers & event.modifiers()) or action.modifiers == event.modifiers()):
                self.wheelPos += event.delta()
                # event.delta reports eighths of a degree. a standard wheel tick is 15 degrees, or 120 eighths.
                # keep count of wheel position and emit an event for each 15 degrees turned.
                # xxx will we ever need sub-click precision for wheel events?
                clicks = 0
                while self.wheelPos >= 120:
                    self.wheelPos -= 120
                    clicks += 1
                while self.wheelPos <= -120:
                    self.wheelPos += 120
                    clicks -= 1

                if action.button == action.WHEEL_UP and clicks > 0:
                    for i in range(abs(clicks)):
                        action.keyPressEvent(event)

                if action.button == action.WHEEL_DOWN and clicks < 0:
                    for i in range(abs(clicks)):
                        action.keyPressEvent(event)


    def augmentMouseEvent(self, event):
        x, y = event.x(), event.y()
        return self.augmentEvent(x, y, event)

    def augmentKeyEvent(self, event):
        globalPos = QtGui.QCursor.pos()
        mousePos = self.mapFromGlobal(globalPos)
        x = mousePos.x()
        y = mousePos.y()

        # xxx fake position of mouse event -- need to use mcedit internal event object already
        event.x = lambda: x
        event.y = lambda: y

        return self.augmentEvent(x, y, event)

    @profiler.function
    def augmentEvent(self, x, y, event):
        ray = self.rayAtPosition(x, y)

        event.ray = ray
        event.view = self

        position, face = self.rayCastInView(ray)

        self.mouseBlockPos = event.blockPosition = position
        self.mouseBlockFace = event.blockFace = face
        self.mouseRay = ray

    def rayCastInView(self, ray):
        try:
            result = raycast.rayCastInBounds(ray, self.dimension, maxDistance=200)
            position, face = result

        except (raycast.MaxDistanceError, ValueError):
            # GL.glReadBuffer(GL.GL_BACK)
            # pixel = GL.glReadPixels(x, self.height() - y, 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT)
            # depth = -1 + 2 * pixel[0, 0]
            # p = self.pointsAtPositions((x, y, depth))[0]
            #
            # face = faces.FaceYIncreasing
            # position = p.intfloor()
            defaultDistance = 200
            position = (ray.point + ray.vector * defaultDistance).intfloor()
            face = faces.FaceUp

        return position, face

    maxFPS = 30

    @profiler.function
    def glDraw(self, *args, **kwargs):
        frameInterval = 1.0 / self.maxFPS
        if time.time() - self.frameSamples[-1] < frameInterval:
            return
        super(WorldView, self).glDraw(*args, **kwargs)

    def paintGL(self):
        with profiler.context("paintGL: %s" % self):
            self.frameSamples.append(time.time())
            if self.textureAtlas:
                self.textureAtlas.update()

            with profiler.context("renderScene"):
                rendernode.renderScene(self.renderGraph)



    @property
    def fps(self):
        samples = 3
        if len(self.frameSamples) <= samples:
            return 0.0

        return (samples - 1) / (self.frameSamples[-1] - self.frameSamples[-samples])

    def rayAtPosition(self, x, y):
        """
        Given coordinates in screen space, return a ray in 3D space.

        Parameters:
            x and y are coordinates local to this QWidget

        :rtype: Ray
        """

        p0, p1 = self.pointsAtPositions((x, y, 0.0), (x, y, 1.0))
        return Ray(p0, (p1 - p0).normalize())

    def rayAtCenter(self):
        return self.rayAtPosition(self.width()/2, self.height()/2)

    def pointsAtPositions(self, *screenPoints):
        w = float(self.width())
        h = float(self.height())
        matrix = self.matrixNode.projection * self.matrixNode.modelview
        inverse, ok = matrix.inverted()

        if not ok or 0 in (w, h):
            return [Vector(0, 0, 0) for i in screenPoints]

        def _unproject():
            for x, y, z in screenPoints:
                x = float(x)
                y = float(y)
                y = h - y
                x = 2 * x / w - 1
                y = 2 * y / h - 1

                def v(p):
                    return Vector(p.x(), p.y(), p.z())

                yield v(inverse.map(QtGui.QVector3D(x, y, z)))

        return list(_unproject())

    def unprojectAtHeight(self, x, y, h):
        """
        Given coordinates in screen space, find the corresponding point in 3D space.

        Like rayAtPosition, but the third parameter is a height value in 3D space.
        """
        ray = self.rayAtPosition(x, y)
        return ray.atHeight(h)

    _chunkIter = None

    def resetLoadOrder(self):
        self._chunkIter = None

    def makeChunkIter(self):
        x, y, z = self.viewCenter()
        return iterateChunks(x, z, 1 + max(self.width() * self.scale, self.height() * self.scale) // 32)

    def requestChunk(self):
        if self._chunkIter is None:
            self._chunkIter = self.makeChunkIter()
        try:
            for c in self._chunkIter:
                if self.worldScene.wantsChunk(c):
                    return c
        except StopIteration:
            pass

    def wantsChunk(self, c):
        if not self.worldScene.wantsChunk(c):
            return False

        if hasattr(self, 'frustum'):
            point = [
                c[0] * 16 + 8,
                self.dimension.bounds.miny + self.dimension.bounds.height / 2,
                c[1] * 16 + 8,
                1.0
            ]
            return self.frustum.visible1(point=point, radius=self.dimension.bounds.height / 2)

        return True

    def chunkNotPresent(self, cPos):
        self.worldScene.chunkNotPresent(cPos)
        self.loadableChunksNode.dirty = True  # gross.

    def recieveChunk(self, chunk):
        t = time.time()
        if self.lastAutoUpdate + self.autoUpdateInterval < t:
            self.lastAutoUpdate = t
            log.debug("update(): receivedChunk %s %s", self, chunk)
            self.update()

        with profiler.getProfiler().context("preloadCulling"):
            if hasattr(self, 'frustum'):
                cx, cz = chunk.chunkPosition
                points = [(cx * 16 + 8, h + 8, cz * 16 + 8, 1.0)
                          for h in chunk.sectionPositions()]
                points = numpy.array(points)

                visibleSections = self.frustum.visible(points, radius=8 * math.sqrt(2))
            else:
                visibleSections = None

        return self.worldScene.workOnChunk(chunk, visibleSections)

    def chunkInvalid(self, (cx, cz)):
        self.worldScene.invalidateChunk(cx, cz)
        self.resetLoadOrder()