class Raycaster(Entity): line_model = Mesh(vertices=[Vec3(0, 0, 0), Vec3(0, 0, 1)], mode='line') _boxcast_box = Entity(model='cube', origin_z=-.5, collider='box', color=color.white33, enabled=False) def __init__(self): super().__init__(name='raycaster', eternal=True) self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNode.set_into_collide_mask(0) self._pickerNP = self.attach_new_node(self._pickerNode) self._picker.addCollider(self._pickerNP, self._pq) def distance(self, a, b): return sqrt(sum((a - b)**2 for a, b in zip(a, b))) def raycast(self, origin, direction=(0, 0, 1), distance=inf, traverse_target=scene, ignore=list(), debug=False): self.position = origin self.look_at(self.position + direction) self._pickerNode.clearSolids() ray = CollisionRay() ray.setOrigin(Vec3(0, 0, 0)) ray.setDirection(Vec3(0, 0, 1)) self._pickerNode.addSolid(ray) if debug: temp = Entity(position=origin, model=Raycaster.line_model, scale=Vec3(1, 1, min(distance, 9999)), add_to_scene_entities=False) temp.look_at(self.position + direction) destroy(temp, 1 / 30) self._picker.traverse(traverse_target) if self._pq.get_num_entries() == 0: self.hit = HitInfo(hit=False, distance=distance) return self.hit ignore += tuple([e for e in scene.entities if not e.collision]) self._pq.sort_entries() self.entries = [ # filter out ignored entities e for e in self._pq.getEntries() if e.get_into_node_path().parent not in ignore and self.distance( self.world_position, Vec3( *e.get_surface_point(render))) <= distance ] if len(self.entries) == 0: self.hit = HitInfo(hit=False, distance=distance) return self.hit self.collision = self.entries[0] nP = self.collision.get_into_node_path().parent point = Vec3(*self.collision.get_surface_point(nP)) world_point = Vec3(*self.collision.get_surface_point(render)) hit_dist = self.distance(self.world_position, world_point) self.hit = HitInfo(hit=True, distance=distance) for e in scene.entities: if e == nP: self.hit.entity = e nPs = [e.get_into_node_path().parent for e in self.entries] self.hit.entities = [e for e in scene.entities if e in nPs] self.hit.point = point self.hit.world_point = world_point self.hit.distance = hit_dist self.hit.normal = Vec3(*self.collision.get_surface_normal( self.collision.get_into_node_path().parent).normalized()) self.hit.world_normal = Vec3( *self.collision.get_surface_normal(render).normalized()) return self.hit self.hit = HitInfo(hit=False, distance=distance) return self.hit def boxcast(self, origin, direction=(0, 0, 1), distance=9999, thickness=(1, 1), traverse_target=scene, ignore=list(), debug=False): # similar to raycast, but with width and height if isinstance(thickness, (int, float, complex)): thickness = (thickness, thickness) Raycaster._boxcast_box.enabled = True Raycaster._boxcast_box.collision = True Raycaster._boxcast_box.position = origin Raycaster._boxcast_box.scale = Vec3(abs(thickness[0]), abs(thickness[1]), abs(distance)) Raycaster._boxcast_box.always_on_top = debug Raycaster._boxcast_box.visible = debug Raycaster._boxcast_box.look_at(origin + direction) hit_info = Raycaster._boxcast_box.intersects( traverse_target=traverse_target, ignore=ignore) if hit_info.world_point: hit_info.distance = ursinamath.distance(origin, hit_info.world_point) else: hit_info.distance = distance if debug: Raycaster._boxcast_box.collision = False Raycaster._boxcast_box.scale_z = hit_info.distance invoke(setattr, Raycaster._boxcast_box, 'enabled', False, delay=.2) else: Raycaster._boxcast_box.enabled = False return hit_info
class Mouse(): def __init__(self): self.enabled = False self.locked = False self.position = Vec3(0, 0, 0) self.delta = Vec3(0, 0, 0) self.prev_x = 0 self.prev_y = 0 self.start_x = 0 self.start_y = 0 self.velocity = Vec3(0, 0, 0) self.prev_click_time = time.time() self.double_click_distance = .5 self.hovered_entity = None # returns the closest hovered entity with a collider. self.left = False self.right = False self.middle = False self.delta_drag = Vec3(0, 0, 0) self.update_step = 1 self.traverse_target = scene self._i = 0 self._mouse_watcher = None self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('mouseRay') self._pickerNP = camera.attach_new_node(self._pickerNode) self._pickerRay = CollisionRay() # Make our ray self._pickerNode.addSolid(self._pickerRay) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNode.set_into_collide_mask(0) self.raycast = True self.collision = None self.collisions = list() self.enabled = True @property def x(self): if not self._mouse_watcher.has_mouse(): return 0 return self._mouse_watcher.getMouseX( ) / 2 * window.aspect_ratio # same space as ui stuff @x.setter def x(self, value): self.position = (value, self.y) @property def y(self): if not self._mouse_watcher.has_mouse(): return 0 return self._mouse_watcher.getMouseY() / 2 @y.setter def y(self, value): self.position = (self.x, value) @property def position(self): return Vec3(self.x, self.y, 0) @position.setter def position(self, value): base.win.move_pointer( 0, round(value[0] + (window.size[0] / 2) + (value[0] / 2 * window.size[0]) * 1.124), # no idea why I have * with 1.124 round(value[1] + (window.size[1] / 2) - (value[1] * window.size[1])), ) def __setattr__(self, name, value): if name == 'visible': window.set_cursor_hidden(not value) application.base.win.requestProperties(window) if name == 'locked': try: object.__setattr__(self, name, value) window.set_cursor_hidden(value) if value: window.set_mouse_mode(window.M_relative) else: window.set_mouse_mode(window.M_absolute) application.base.win.requestProperties(window) except: pass try: super().__setattr__(name, value) # return except: pass def input(self, key): if not self.enabled: return if key.endswith('mouse down'): self.start_x = self.x self.start_y = self.y elif key.endswith('mouse up'): self.delta_drag = Vec3(self.x - self.start_x, self.y - self.start_y, 0) if key == 'left mouse down': self.left = True if self.hovered_entity: if hasattr(self.hovered_entity, 'on_click'): self.hovered_entity.on_click() for s in self.hovered_entity.scripts: if hasattr(s, 'on_click'): s.on_click() # double click if time.time( ) - self.prev_click_time <= self.double_click_distance: base.input('double click') if self.hovered_entity: if hasattr(self.hovered_entity, 'on_double_click'): self.hovered_entity.on_double_click() for s in self.hovered_entity.scripts: if hasattr(s, 'on_double_click'): s.on_double_click() self.prev_click_time = time.time() if key == 'left mouse up': self.left = False if key == 'right mouse down': self.right = True if key == 'right mouse up': self.right = False if key == 'middle mouse down': self.middle = True if key == 'middle mouse up': self.middle = False def update(self): if not self.enabled or not self._mouse_watcher.has_mouse(): self.velocity = Vec3(0, 0, 0) return self.moving = self.x + self.y != self.prev_x + self.prev_y if self.moving: if self.locked: self.velocity = self.position self.position = (0, 0) else: self.velocity = Vec3(self.x - self.prev_x, (self.y - self.prev_y) / window.aspect_ratio, 0) else: self.velocity = Vec3(0, 0, 0) if self.left or self.right or self.middle: self.delta = Vec3(self.x - self.start_x, self.y - self.start_y, 0) self.prev_x = self.x self.prev_y = self.y self._i += 1 if self._i < self.update_step: return # collide with ui self._pickerNP.reparent_to(scene.ui_camera) self._pickerRay.set_from_lens(camera._ui_lens_node, self.x * 2 / window.aspect_ratio, self.y * 2) self._picker.traverse(camera.ui) if self._pq.get_num_entries() > 0: # print('collided with ui', self._pq.getNumEntries()) self.find_collision() return # collide with world self._pickerNP.reparent_to(camera) self._pickerRay.set_from_lens(scene.camera.lens_node, self.x * 2 / window.aspect_ratio, self.y * 2) try: self._picker.traverse(self.traverse_target) except: # print('error: mouse._picker could not traverse', self.traverse_target) return if self._pq.get_num_entries() > 0: self.find_collision() else: # print('mouse miss', base.render) # unhover all if it didn't hit anything for entity in scene.entities: if hasattr(entity, 'hovered') and entity.hovered: entity.hovered = False self.hovered_entity = None if hasattr(entity, 'on_mouse_exit'): entity.on_mouse_exit() for s in entity.scripts: if hasattr(s, 'on_mouse_exit'): s.on_mouse_exit() @property def normal(self): if not self.collision: return None return self.collision.normal @property def world_normal(self): if not self.collision: return None return self.collision.world_normal @property def point(self): # returns the point hit in local space if self.collision: return self.collision.point return None @property def world_point(self): if self.collision: return self.collision.world_point return None def find_collision(self): self.collisions = list() self.collision = None if not self.raycast or self._pq.get_num_entries() == 0: self.unhover_everything_not_hit() return False self._pq.sortEntries() for entry in self._pq.getEntries(): for entity in scene.entities: if entry.getIntoNodePath( ).parent == entity and entity.collision: if entity.collision: hit = HitInfo( hit=entry.collided(), entity=entity, distance=distance(entry.getSurfacePoint(scene), camera.getPos()), point=entry.getSurfacePoint(entity), world_point=entry.getSurfacePoint(scene), normal=entry.getSurfaceNormal(entity), world_normal=entry.getSurfaceNormal(scene), ) self.collisions.append(hit) break if self.collisions: self.collision = self.collisions[0] self.hovered_entity = self.collision.entity if not self.hovered_entity.hovered: self.hovered_entity.hovered = True if hasattr(self.hovered_entity, 'on_mouse_enter'): self.hovered_entity.on_mouse_enter() for s in self.hovered_entity.scripts: if hasattr(s, 'on_mouse_enter'): s.on_mouse_enter() self.unhover_everything_not_hit() def unhover_everything_not_hit(self): for e in scene.entities: if e == self.hovered_entity: continue if e.hovered: e.hovered = False if hasattr(e, 'on_mouse_exit'): e.on_mouse_exit() for s in e.scripts: if hasattr(s, 'on_mouse_exit'): s.on_mouse_exit()
class Raycaster(Entity): def __init__(self): super().__init__(name='raycaster', eternal=True) self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNode.set_into_collide_mask(0) self._pickerNP = self.attach_new_node(self._pickerNode) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNP.show() def distance(self, a, b): return math.sqrt(sum((a - b)**2 for a, b in zip(a, b))) def raycast(self, origin, direction=(0, 0, 1), distance=math.inf, traverse_target=scene, ignore=list(), debug=False): self.position = origin self.look_at(self.position + direction) self._pickerNode.clearSolids() # if thickness == (0,0): if distance == math.inf: ray = CollisionRay() ray.setOrigin(Vec3(0, 0, 0)) ray.setDirection(Vec3(0, 1, 0)) else: ray = CollisionSegment(Vec3(0, 0, 0), Vec3(0, distance, 0)) self._pickerNode.addSolid(ray) if debug: self._pickerNP.show() else: self._pickerNP.hide() self._picker.traverse(traverse_target) if self._pq.get_num_entries() == 0: self.hit = Hit(hit=False) return self.hit ignore += tuple([e for e in scene.entities if not e.collision]) self._pq.sort_entries() self.entries = [ # filter out ignored entities e for e in self._pq.getEntries() if e.get_into_node_path().parent not in ignore ] if len(self.entries) == 0: self.hit = Hit(hit=False) return self.hit self.collision = self.entries[0] nP = self.collision.get_into_node_path().parent point = self.collision.get_surface_point(nP) point = Vec3(point[0], point[2], point[1]) world_point = self.collision.get_surface_point(render) world_point = Vec3(world_point[0], world_point[2], world_point[1]) hit_dist = self.distance(self.world_position, world_point) if nP.name.endswith('.egg'): nP = nP.parent self.hit = Hit(hit=True) for e in scene.entities: if e == nP: # print('cast nP to Entity') self.hit.entity = e self.hit.point = point self.hit.world_point = world_point self.hit.distance = hit_dist normal = self.collision.get_surface_normal( self.collision.get_into_node_path().parent) self.hit.normal = (normal[0], normal[2], normal[1]) normal = self.collision.get_surface_normal(render) self.hit.world_normal = (normal[0], normal[2], normal[1]) return self.hit self.hit = Hit(hit=False) return self.hit def boxcast(self, origin, direction=(0, 0, 1), distance=math.inf, thickness=(1, 1), traverse_target=scene, ignore=list(), debug=False): if isinstance(thickness, (int, float, complex)): thickness = (thickness, thickness) resolution = 3 rays = list() debugs = list() for y in range(3): for x in range(3): pos = origin + Vec3( lerp(-(thickness[0] / 2), thickness[0] / 2, x / (3 - 1)), lerp(-(thickness[1] / 2), thickness[1] / 2, y / (3 - 1)), 0) ray = self.raycast(pos, direction, distance, traverse_target, ignore, False) rays.append(ray) if debug and ray.hit: d = Entity(model='cube', origin_z=-.5, position=pos, scale=(.02, .02, distance), ignore=True) d.look_at(pos + Vec3(direction)) debugs.append(d) # print(pos, hit.point) if ray.hit and ray.distance > 0: d.scale_z = ray.distance d.color = color.green from ursina import destroy # [destroy(e, 1/60) for e in debugs] rays.sort(key=lambda x: x.distance) closest = rays[0] return Hit( hit=sum([int(e.hit) for e in rays]) > 0, entity=closest.entity, point=closest.point, world_point=closest.world_point, distance=closest.distance, normal=closest.normal, world_normal=closest.world_normal, hits=[e.hit for e in rays], entities=list(set([e.entity for e in rays])), # get unique entities hit )
class Entity(NodePath): rotation_directions = (-1,-1,1) default_shader = None def __init__(self, add_to_scene_entities=True, **kwargs): super().__init__(self.__class__.__name__) self.name = camel_to_snake(self.type) self.enabled = True # disabled entities wil not be visible nor run code self.visible = True self.ignore = False # if True, will not try to run code self.eternal = False # eternal entities does not get destroyed on scene.clear() self.ignore_paused = False self.ignore_input = False self.parent = scene self.add_to_scene_entities = add_to_scene_entities # set to False to be ignored by the engine, but still get rendered. if add_to_scene_entities: scene.entities.append(self) self.model = None # set model with model='model_name' (without file type extention) self.color = color.white self.texture = None # set model with texture='texture_name'. requires a model to be set beforehand. self.reflection_map = scene.reflection_map self.reflectivity = 0 self.render_queue = 0 self.double_sided = False self.shader = Entity.default_shader # self.always_on_top = False self.collision = False # toggle collision without changing collider. self.collider = None # set to 'box'/'sphere'/'mesh' for auto fitted collider. self.scripts = list() # add with add_script(class_instance). will assign an 'entity' variable to the script. self.animations = list() self.hovered = False # will return True if mouse hovers entity. self.origin = Vec3(0,0,0) self.position = Vec3(0,0,0) # right, up, forward. can also set self.x, self.y, self.z self.rotation = Vec3(0,0,0) # can also set self.rotation_x, self.rotation_y, self.rotation_z self.scale = Vec3(1,1,1) # can also set self.scale_x, self.scale_y, self.scale_z self.line_definition = None # returns a Traceback(filename, lineno, function, code_context, index). if application.trace_entity_definition and add_to_scene_entities: from inspect import getframeinfo, stack _stack = stack() caller = getframeinfo(_stack[1][0]) if len(_stack) > 2 and _stack[1].code_context and 'super().__init__()' in _stack[1].code_context[0]: caller = getframeinfo(_stack[2][0]) self.line_definition = caller if caller.code_context: self.code_context = caller.code_context[0] if (self.code_context.count('(') == self.code_context.count(')') and ' = ' in self.code_context and not 'name=' in self.code_context and not 'Ursina()' in self.code_context): self.name = self.code_context.split(' = ')[0].strip().replace('self.', '') # print('set name to:', self.code_context.split(' = ')[0].strip().replace('self.', '')) if application.print_entity_definition: print(f'{Path(caller.filename).name} -> {caller.lineno} -> {caller.code_context}') for key, value in kwargs.items(): setattr(self, key, value) def _list_to_vec(self, value): if isinstance(value, (int, float, complex)): return Vec3(value, value, value) if len(value) % 2 == 0: new_value = Vec2() for i in range(0, len(value), 2): new_value.add_x(value[i]) new_value.add_y(value[i+1]) if len(value) % 3 == 0: new_value = Vec3() for i in range(0, len(value), 3): new_value.add_x(value[i]) new_value.add_y(value[i+1]) new_value.add_z(value[i+2]) return new_value def enable(self): self.enabled = True def disable(self): self.enabled = False def __setattr__(self, name, value): if name == 'enabled': try: # try calling on_enable() on classes inheriting from Entity if value == True: self.on_enable() else: self.on_disable() except: pass if value == True: if hasattr(self, 'is_singleton') and not self.is_singleton(): self.unstash() else: if hasattr(self, 'is_singleton') and not self.is_singleton(): self.stash() if name == 'eternal': for c in self.children: c.eternal = value if name == 'world_parent': self.reparent_to(value) if name == 'model': if value is None: if hasattr(self, 'model') and self.model: self.model.removeNode() # print('removed model') object.__setattr__(self, name, value) return None if isinstance(value, NodePath): # pass procedural model if self.model is not None and value != self.model: self.model.removeNode() object.__setattr__(self, name, value) elif isinstance(value, str): # pass model asset name m = load_model(value, application.asset_folder) if not m: m = load_model(value, application.internal_models_compressed_folder) if m: if self.model is not None: self.model.removeNode() object.__setattr__(self, name, m) # if isinstance(m, Mesh): # m.recipe = value # print('loaded model successively') else: # if '.' in value: # print(f'''trying to load model with specific filename extention. please omit it. '{value}' -> '{value.split('.')[0]}' ''') print('missing model:', value) return if self.model: self.model.reparentTo(self) self.model.setTransparency(TransparencyAttrib.M_dual) self.color = self.color # reapply color after changing model self.texture = self.texture # reapply texture after changing model self._vert_cache = None if isinstance(value, Mesh): if hasattr(value, 'on_assign'): value.on_assign(assigned_to=self) return if name == 'color' and value is not None: if isinstance(value, str): value = color.hex(value) if not isinstance(value, Vec4): value = Vec4(value[0], value[1], value[2], value[3]) if self.model: self.model.setColorScaleOff() # prevent inheriting color from parent self.model.setColorScale(value) object.__setattr__(self, name, value) if name == 'collision' and hasattr(self, 'collider') and self.collider: if value: self.collider.node_path.unstash() else: self.collider.node_path.stash() object.__setattr__(self, name, value) return if name == 'render_queue': if self.model: self.model.setBin('fixed', value) if name == 'double_sided': self.setTwoSided(value) try: super().__setattr__(name, value) except: pass # print('failed to set attribiute:', name) @property def parent(self): try: return self._parent except: return None @parent.setter def parent(self, value): self._parent = value if value is None: destroy(self) else: try: self.reparentTo(value) except: print('invalid parent:', value) @property def type(self): # get class name. return self.__class__.__name__ @property def types(self): # get all class names including those this inhertits from. from inspect import getmro return [c.__name__ for c in getmro(self.__class__)] @property def visible(self): return self._visible @visible.setter def visible(self, value): self._visible = value if value: self.show() else: self.hide() @property def visible_self(self): # set visibility of self, without affecting children. if not hasattr(self, '_visible_self'): return True return self._visible_self @visible_self.setter def visible_self(self, value): self._visible_self = value if not self.model: return if value: self.model.show() else: self.model.hide() @property def collider(self): return self._collider @collider.setter def collider(self, value): # destroy existing collider if value and hasattr(self, 'collider') and self._collider: self._collider.remove() self._collider = value if value == 'box': if self.model: self._collider = BoxCollider(entity=self, center=-self.origin, size=self.model_bounds) else: self._collider = BoxCollider(entity=self) self._collider.name = value elif value == 'sphere': self._collider = SphereCollider(entity=self, center=-self.origin) self._collider.name = value elif value == 'mesh' and self.model: self._collider = MeshCollider(entity=self, mesh=None, center=-self.origin) self._collider.name = value elif isinstance(value, Mesh): self._collider = MeshCollider(entity=self, mesh=value, center=-self.origin) elif isinstance(value, str): m = load_model(value) if not m: return self._collider = MeshCollider(entity=self, mesh=m, center=-self.origin) self._collider.name = value self.collision = bool(self.collider) return @property def origin(self): return self._origin @origin.setter def origin(self, value): if not self.model: self._origin = Vec3(0,0,0) return if not isinstance(value, (Vec2, Vec3)): value = self._list_to_vec(value) if isinstance(value, Vec2): value = Vec3(*value, self.origin_z) self._origin = value self.model.setPos(-value[0], -value[1], -value[2]) @property def origin_x(self): return self.origin[0] @origin_x.setter def origin_x(self, value): self.origin = (value, self.origin_y, self.origin_z) @property def origin_y(self): return self.origin[1] @origin_y.setter def origin_y(self, value): self.origin = (self.origin_x, value, self.origin_z) @property def origin_z(self): return self.origin[2] @origin_z.setter def origin_z(self, value): self.origin = (self.origin_x, self.origin_y, value) @property def world_position(self): return Vec3(self.get_position(render)) @world_position.setter def world_position(self, value): if not isinstance(value, (Vec2, Vec3)): value = self._list_to_vec(value) if isinstance(value, Vec2): value = Vec3(*value, self.z) self.setPos(render, Vec3(value[0], value[1], value[2])) @property def world_x(self): return self.getX(render) @property def world_y(self): return self.getY(render) @property def world_z(self): return self.getZ(render) @world_x.setter def world_x(self, value): self.setX(render, value) @world_y.setter def world_y(self, value): self.setY(render, value) @world_z.setter def world_z(self, value): self.setZ(render, value) @property def position(self): return Vec3(*self.getPos()) @position.setter def position(self, value): if not isinstance(value, (Vec2, Vec3)): value = self._list_to_vec(value) if isinstance(value, Vec2): value = Vec3(*value, self.z) self.setPos(value[0], value[1], value[2]) @property def x(self): return self.getX() @x.setter def x(self, value): self.setX(value) @property def y(self): return self.getY() @y.setter def y(self, value): self.setY(value) @property def z(self): return self.getZ() @z.setter def z(self, value): self.setZ(value) @property def world_rotation(self): rotation = self.getHpr(base.render) return Vec3(rotation[1], rotation[0], rotation[2]) * Entity.rotation_directions @world_rotation.setter def world_rotation(self, value): rotation = self.setHpr(Vec3(value[1], value[0], value[2]) * Entity.rotation_directions, base.render) @property def world_rotation_x(self): return self.world_rotation[0] @world_rotation_x.setter def world_rotation_x(self, value): self.world_rotation = Vec3(value, self.world_rotation[1], self.world_rotation[2]) @property def world_rotation_y(self): return self.world_rotation[1] @world_rotation_y.setter def world_rotation_y(self, value): self.world_rotation = Vec3(self.world_rotation[0], value, self.world_rotation[2]) @property def world_rotation_z(self): return self.world_rotation[2] @world_rotation_z.setter def world_rotation_z(self, value): self.world_rotation = Vec3(self.world_rotation[0], self.world_rotation[1], value) @property def rotation(self): rotation = self.getHpr() return Vec3(rotation[1], rotation[0], rotation[2]) * Entity.rotation_directions @rotation.setter def rotation(self, value): if not isinstance(value, (Vec2, Vec3)): value = self._list_to_vec(value) if isinstance(value, Vec2): value = Vec3(*value, self.rotation_z) self.setHpr(Vec3(value[1], value[0], value[2]) * Entity.rotation_directions) @property def rotation_x(self): return self.rotation.x @rotation_x.setter def rotation_x(self, value): self.rotation = Vec3(value, self.rotation[1], self.rotation[2]) @property def rotation_y(self): return self.rotation.y @rotation_y.setter def rotation_y(self, value): self.rotation = Vec3(self.rotation[0], value, self.rotation[2]) @property def rotation_z(self): return self.rotation.z @rotation_z.setter def rotation_z(self, value): self.rotation = Vec3(self.rotation[0], self.rotation[1], value) @property def world_scale(self): return Vec3(*self.getScale(base.render)) @world_scale.setter def world_scale(self, value): if isinstance(value, (int, float, complex)): value = Vec3(value, value, value) self.setScale(base.render, value) @property def world_scale_x(self): return self.getScale(base.render)[0] @world_scale_x.setter def world_scale_x(self, value): self.setScale(base.render, Vec3(value, self.world_scale_y, self.world_scale_z)) @property def world_scale_y(self): return self.getScale(base.render)[1] @world_scale_y.setter def world_scale_y(self, value): self.setScale(base.render, Vec3(self.world_scale_x, value, self.world_scale_z)) @property def world_scale_z(self): return self.getScale(base.render)[2] @world_scale_z.setter def world_scale_z(self, value): self.setScale(base.render, Vec3(self.world_scale_x, value, self.world_scale_z)) @property def scale(self): scale = self.getScale() return Vec3(scale[0], scale[1], scale[2]) @scale.setter def scale(self, value): if not isinstance(value, (Vec2, Vec3)): value = self._list_to_vec(value) if isinstance(value, Vec2): value = Vec3(*value, self.scale_z) value = [e if e!=0 else .001 for e in value] self.setScale(value[0], value[1], value[2]) @property def scale_x(self): return self.scale[0] @scale_x.setter def scale_x(self, value): self.setScale(value, self.scale_y, self.scale_z) @property def scale_y(self): return self.scale[1] @scale_y.setter def scale_y(self, value): self.setScale(self.scale_x, value, self.scale_z) @property def scale_z(self): return self.scale[2] @scale_z.setter def scale_z(self, value): self.setScale(self.scale_x, self.scale_y, value) @property def forward(self): # get forward direction. return render.getRelativeVector(self, (0, 0, 1)) @property def back(self): # get backwards direction. return -self.forward @property def right(self): # get right direction. return render.getRelativeVector(self, (1, 0, 0)) @property def left(self): # get left direction. return -self.right @property def up(self): # get up direction. return render.getRelativeVector(self, (0, 1, 0)) @property def down(self): # get down direction. return -self.up @property def screen_position(self): # get screen position(ui space) from world space. from ursina import camera p3 = camera.getRelativePoint(self, Vec3.zero()) full = camera.lens.getProjectionMat().xform(Vec4(*p3, 1)) recip_full3 = 1 / full[3] p2 = Vec3(full[0], full[1], full[2]) * recip_full3 screen_pos = Vec3(p2[0]*camera.aspect_ratio/2, p2[1]/2, 0) return screen_pos @property def shader(self): return self._shader @shader.setter def shader(self, value): self._shader = value if value is None: self.setShaderAuto() return if isinstance(value, Panda3dShader): #panda3d shader self.setShader(value) return if isinstance(value, Shader): if not value.compiled: value.compile() self.setShader(value._shader) value.entity = self for key, value in value.default_input.items(): self.set_shader_input(key, value) def set_shader_input(self, name, value): if isinstance(value, Texture): value = value._texture # make sure to send the panda3d texture to the shader super().set_shader_input(name, value) @property def texture(self): if not hasattr(self, '_texture'): return None return self._texture @texture.setter def texture(self, value): if value is None and self._texture: # print('remove texture') self._texture = None self.setTextureOff(True) return if value.__class__ is Texture: texture = value elif isinstance(value, str): texture = load_texture(value) # print('loaded texture:', texture) if texture is None: print('no texture:', value) return if texture.__class__ is MovieTexture: self._texture = texture self.model.setTexture(texture, 1) return self._texture = texture if self.model: self.model.setTexture(texture._texture, 1) @property def texture_scale(self): if not hasattr(self, '_texture_scale'): return Vec2(1,1) return self._texture_scale @texture_scale.setter def texture_scale(self, value): self._texture_scale = value if self.model and self.texture: self.model.setTexScale(TextureStage.getDefault(), value[0], value[1]) @property def texture_offset(self): return self._texture_offset @texture_offset.setter def texture_offset(self, value): if self.model and self.texture: self.model.setTexOffset(TextureStage.getDefault(), value[0], value[1]) self.texture = self.texture self._texture_offset = value @property def alpha(self): return self.color[3] @alpha.setter def alpha(self, value): if value > 1: value = value / 255 self.color = color.color(self.color.h, self.color.s, self.color.v, value) @property def always_on_top(self): return self._always_on_top @always_on_top.setter def always_on_top(self, value): self._always_on_top = value self.set_bin("fixed", 0) self.set_depth_write(not value) self.set_depth_test(not value) @property def billboard(self): # set to True to make this Entity always face the camera. return self._billboard @billboard.setter def billboard(self, value): self._billboard = value if value: self.setBillboardPointEye(value) @property def reflection_map(self): return self._reflection_map @reflection_map.setter def reflection_map(self, value): if value.__class__ is Texture: texture = value elif isinstance(value, str): texture = load_texture(value) self._reflection_map = texture @property def reflectivity(self): return self._reflectivity @reflectivity.setter def reflectivity(self, value): self._reflectivity = value if value == 0: self.texture = None if value > 0: # if self.reflection_map == None: # self.reflection_map = scene.reflection_map # # if not self.reflection_map: # print('error setting reflectivity. no reflection map') # return if not self.normals: self.model.generate_normals() # ts = TextureStage('env') # ts.setMode(TextureStage.MAdd) # self.model.setTexGen(ts, TexGenAttrib.MEyeSphereMap) # print('---------------set reflectivity', self.reflection_map) # self.model.setTexture(ts, self.reflection_map) self.texture = self._reflection_map # print('set reflectivity') def generate_sphere_map(self, size=512, name=f'sphere_map_{len(scene.entities)}'): from ursina import camera _name = 'textures/' + name + '.jpg' org_pos = camera.position camera.position = self.position base.saveSphereMap(_name, size=size) camera.position = org_pos print('saved sphere map:', name) self.model.setTexGen(TextureStage.getDefault(), TexGenAttrib.MEyeSphereMap) self.reflection_map = name def generate_cube_map(self, size=512, name=f'cube_map_{len(scene.entities)}'): from ursina import camera _name = 'textures/' + name org_pos = camera.position camera.position = self.position base.saveCubeMap(_name+'.jpg', size=size) camera.position = org_pos print('saved cube map:', name + '.jpg') self.model.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldCubeMap) self.reflection_map = _name + '#.jpg' self.model.setTexture(loader.loadCubeMap(_name + '#.jpg'), 1) @property def model_bounds(self): if self.model: bounds = self.model.getTightBounds() bounds = Vec3( Vec3(bounds[1][0], bounds[1][1], bounds[1][2]) # max point - Vec3(bounds[0][0], bounds[0][1], bounds[0][2]) # min point ) return bounds return (0,0,0) @property def bounds(self): return Vec3( self.model_bounds[0] * self.scale_x, self.model_bounds[1] * self.scale_y, self.model_bounds[2] * self.scale_z ) def reparent_to(self, entity): if entity is not None: self.wrtReparentTo(entity) self._parent = entity def get_position(self, relative_to=scene): return self.getPos(relative_to) def set_position(self, value, relative_to=scene): self.setPos(relative_to, Vec3(value[0], value[1], value[2])) def add_script(self, class_instance): if isinstance(class_instance, object) and type(class_instance) is not str: class_instance.entity = self class_instance.enabled = True setattr(self, camel_to_snake(class_instance.__class__.__name__), class_instance) self.scripts.append(class_instance) # print('added script:', camel_to_snake(name.__class__.__name__)) return class_instance def combine(self, analyze=False, auto_destroy=True, ignore=[]): from ursina.scripts.combine import combine self.model = combine(self, analyze, auto_destroy, ignore) return self.model def flip_faces(self): if not hasattr(self, '_vertex_order'): self._vertex_order = True self._vertex_order = not self._vertex_order if self._vertex_order: self.setAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullClockwise)) else: self.setAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullCounterClockwise)) def look_at(self, target, axis='forward'): from panda3d.core import Quat if not isinstance(target, Entity): target = Vec3(*target) self.lookAt(target) if axis == 'forward': return rotation_offset = { 'back' : Quat(0,0,1,0), 'down' : Quat(-.707,.707,0,0), 'up' : Quat(-.707,-.707,0,0), 'right' : Quat(-.707,0,.707,0), 'left' : Quat(-.707,0,-.707,0), }[axis] self.setQuat(rotation_offset * self.getQuat()) def look_at_2d(self, target, axis='z'): from math import degrees, atan2 if isinstance(target, Entity): target = Vec3(target.world_position) pos = target - self.world_position if axis == 'z': self.rotation_z = degrees(atan2(pos[0], pos[1])) def has_ancestor(self, possible_ancestor): p = self if isinstance(possible_ancestor, Entity): # print('ENTITY') for i in range(100): if p.parent: if p.parent == possible_ancestor: return True p = p.parent if isinstance(possible_ancestor, list) or isinstance(possible_ancestor, tuple): # print('LIST OR TUPLE') for e in possible_ancestor: for i in range(100): if p.parent: if p.parent == e: return True break p = p.parent elif isinstance(possible_ancestor, str): print('CLASS NAME', possible_ancestor) for i in range(100): if p.parent: if p.parent.__class__.__name__ == possible_ancestor: return True break p = p.parent return False @property def children(self): return [e for e in scene.entities if e.parent == self] @property def attributes(self): # attribute names. used by duplicate() for instance. return ('name', 'enabled', 'eternal', 'visible', 'parent', 'origin', 'position', 'rotation', 'scale', 'model', 'color', 'texture', 'texture_scale', 'texture_offset', # 'world_position', 'world_x', 'world_y', 'world_z', # 'world_rotation', 'world_rotation_x', 'world_rotation_y', 'world_rotation_z', # 'world_scale', 'world_scale_x', 'world_scale_y', 'world_scale_z', # 'x', 'y', 'z', # 'origin_x', 'origin_y', 'origin_z', # 'rotation_x', 'rotation_y', 'rotation_z', # 'scale_x', 'scale_y', 'scale_z', 'render_queue', 'always_on_top', 'collision', 'collider', 'scripts') #------------ # ANIMATIONS #------------ def animate(self, name, value, duration=.1, delay=0, curve=curve.in_expo, loop=False, resolution=None, interrupt='kill', time_step=None, auto_destroy=True): animator_name = name + '_animator' # print('start animating value:', name, animator_name ) if interrupt and hasattr(self, animator_name): getattr(getattr(self, animator_name), interrupt)() # call kill() or finish() depending on what the interrupt value is. # print('interrupt', interrupt, animator_name) sequence = Sequence(loop=loop, time_step=time_step, auto_destroy=auto_destroy) setattr(self, animator_name, sequence) self.animations.append(sequence) sequence.append(Wait(delay)) if not resolution: resolution = max(int(duration * 60), 1) for i in range(resolution+1): t = i / resolution t = curve(t) sequence.append(Wait(duration / resolution)) sequence.append(Func(setattr, self, name, lerp(getattr(self, name), value, t))) sequence.start() return sequence def animate_position(self, value, duration=.1, **kwargs): x = self.animate('x', value[0], duration, **kwargs) y = self.animate('y', value[1], duration, **kwargs) z = None if len(value) > 2: z = self.animate('z', value[2], duration, **kwargs) return x, y, z def animate_rotation(self, value, duration=.1, **kwargs): x = self.animate('rotation_x', value[0], duration, **kwargs) y = self.animate('rotation_y', value[1], duration, **kwargs) z = self.animate('rotation_z', value[2], duration, **kwargs) return x, y, z def animate_scale(self, value, duration=.1, **kwargs): if isinstance(value, (int, float, complex)): value = Vec3(value, value, value) return self.animate('scale', value, duration, **kwargs) # generate animation functions for e in ('x', 'y', 'z', 'rotation_x', 'rotation_y', 'rotation_z', 'scale_x', 'scale_y', 'scale_z'): exec(dedent(f''' def animate_{e}(self, value, duration=.1, delay=0, **kwargs): return self.animate('{e}', value, duration=duration, delay=delay, **kwargs) ''')) def shake(self, duration=.2, magnitude=1, speed=.05, direction=(1,1)): import random s = Sequence() original_position = self.position for i in range(int(duration / speed)): s.append(Func(self.set_position, Vec3( original_position[0] + (random.uniform(-.1, .1) * magnitude * direction[0]), original_position[1] + (random.uniform(-.1, .1) * magnitude * direction[1]), original_position[2], ))) s.append(Wait(speed)) s.append(Func(self.set_position, original_position)) s.start() return s def animate_color(self, value, duration=.1, interrupt='finish', **kwargs): return self.animate('color', value, duration, interrupt=interrupt, **kwargs) def fade_out(self, value=0, duration=.5, **kwargs): return self.animate('color', Vec4(self.color[0], self.color[1], self.color[2], value), duration, **kwargs) def fade_in(self, value=1, duration=.5, **kwargs): return self.animate('color', Vec4(self.color[0], self.color[1], self.color[2], value), duration, **kwargs) def blink(self, value=color.clear, duration=.1, delay=0, curve=curve.in_expo_boomerang, interrupt='finish', **kwargs): return self.animate_color(value, duration=duration, delay=delay, curve=curve, interrupt=interrupt, **kwargs) def intersects(self, traverse_target=scene, ignore=(), debug=False): from ursina.hit_info import HitInfo if not self.collision or not self.collider: self.hit = HitInfo(hit=False) return self.hit from ursina import distance if not hasattr(self, '_picker'): from panda3d.core import CollisionTraverser, CollisionNode, CollisionHandlerQueue from panda3d.core import CollisionRay, CollisionSegment, CollisionBox self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNode.set_into_collide_mask(0) self._pickerNP = self.attach_new_node(self._pickerNode) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNP.show() self._pickerNode.addSolid(self._collider.shape) if debug: self._pickerNP.show() else: self._pickerNP.hide() self._picker.traverse(traverse_target) if self._pq.get_num_entries() == 0: self.hit = HitInfo(hit=False) return self.hit ignore += (self, ) ignore += tuple([e for e in scene.entities if not e.collision]) self._pq.sort_entries() self.entries = [ # filter out ignored entities e for e in self._pq.getEntries() if e.get_into_node_path().parent not in ignore ] if len(self.entries) == 0: self.hit = HitInfo(hit=False, distance=0) return self.hit collision = self.entries[0] nP = collision.get_into_node_path().parent point = collision.get_surface_point(nP) point = Vec3(*point) world_point = collision.get_surface_point(render) world_point = Vec3(*world_point) hit_dist = distance(self.world_position, world_point) self.hit = HitInfo(hit=True) self.hit.entity = next(e for e in scene.entities if e == nP) self.hit.point = point self.hit.world_point = world_point self.hit.distance = hit_dist normal = collision.get_surface_normal(collision.get_into_node_path().parent).normalized() self.hit.normal = Vec3(*normal) normal = collision.get_surface_normal(render).normalized() self.hit.world_normal = Vec3(*normal) self.hit.entities = [] for collision in self.entries: self.hit.entities.append(next(e for e in scene.entities if e == collision.get_into_node_path().parent)) return self.hit
class MouseOverOnEntity(System): entity_filters = { 'mouseoverable': [Proxy('model'), MouseOverable], 'mouseoverable_geometry': [Proxy('geometry'), MouseOverableGeometry], 'camera': [Camera, Input, MouseOveringCamera], } proxies = { 'model': ProxyType(Model, 'node'), 'geometry': ProxyType(Geometry, 'node'), } def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.traverser = CollisionTraverser() self.queue = CollisionHandlerQueue() self.picker_ray = CollisionRay() self.picker_node = CollisionNode('mouse ray') self.picker_node.add_solid(self.picker_ray) self.picker_node.set_from_collide_mask(MOUSEOVER_MASK) self.picker_node.set_into_collide_mask(0x0) self.picker_node_path = NodePath(self.picker_node) self.traverser.add_collider(self.picker_node_path, self.queue) def enter_filter_mouseoverable(self, entity): model_proxy = self.proxies['model'] model_node = model_proxy.field(entity) mouseoverable = entity[MouseOverable] into_node = CollisionNode('wecs_mouseoverable') into_node.add_solid(mouseoverable.solid) into_node.set_from_collide_mask(0x0) into_node.set_into_collide_mask(mouseoverable.mask) into_node_path = model_node.attach_new_node(into_node) into_node_path.set_python_tag('wecs_mouseoverable', entity._uid) def exit_filter_mouseoverable(self, entity): # FIXME: Undo all the other stuff that accumulated! entity[MouseOverable].solid.detach_node() def enter_filter_mouseoverable_geometry(self, entity): into_node = self.proxies['geometry'].field(entity) old_mask = into_node.get_collide_mask() new_mask = old_mask | entity[MouseOverableGeometry].mask into_node.set_collide_mask(new_mask) into_node.find('**/+GeomNode').set_python_tag('wecs_mouseoverable', entity._uid) def update(self, entities_by_filter): for entity in entities_by_filter['camera']: mouse_overing = entity[MouseOveringCamera] camera = entity[Camera] input = entity[Input] # Reset overed entity to None mouse_overing.entity = None mouse_overing.collision_entry = None requested = 'mouse_over' in input.contexts has_mouse = base.mouseWatcherNode.has_mouse() if requested and has_mouse: # Attach and align testing ray, and run collisions self.picker_node_path.reparent_to(camera.camera) mpos = base.mouseWatcherNode.get_mouse() self.picker_ray.set_from_lens( base.camNode, mpos.getX(), mpos.getY(), ) self.traverser.traverse(camera.camera.get_top()) # Remember reference to mouseovered entity, if any if self.queue.get_num_entries() > 0: self.queue.sort_entries() entry = self.queue.get_entry(0) picked_node = entry.get_into_node_path() picked_uid = picked_node.get_python_tag( 'wecs_mouseoverable') mouse_overing.entity = picked_uid mouse_overing.collision_entry = entry
class Cursor(DirectObject): """Cursor object for the UI.""" parent: NodePath mouse_np: NodePath actor: Actor last_position: Point moved: bool pointed_at: Optional[NodePath] def __init__(self, parent: NodePath): super().__init__() self.parent = parent self.mouse_np = p3d.camera.attach_new_node(PandaNode('mouse')) self.mouse_np.set_y(p3d.lens.get_near()) picker_node = CollisionNode('mouse_ray') picker_np = p3d.camera.attach_new_node(picker_node) self._picker_ray = CollisionRay() picker_node.add_solid(self._picker_ray) self._collision_handler = CollisionHandlerQueue() self._traverser = CollisionTraverser('mouse_traverser') self._traverser.add_collider(picker_np, self._collision_handler) self.actor = Actor( resource_filename('tsim', 'data/models/cursor'), {'spin': resource_filename('tsim', 'data/models/cursor-spin')}) self.actor.loop('spin') self.actor.reparent_to(parent) self.actor.set_pos(0.0, 0.0, 0.0) self.actor.set_shader_off() self._position = Point(0.0, 0.0) self.last_position = self._position self.moved = False self.pointed_at = None self._tool: Optional[Tool] = None self._register_events() @property def position(self) -> Point: """Get the cursor position.""" return self._position @position.setter def position(self, value: Union[Point, Iterable]): if not isinstance(value, Point): value = Point(*islice(value, 2)) self.actor.set_x(value.x) self.actor.set_y(value.y) self._position = value @property def tool(self) -> Optional[Tool]: """Get current tool.""" return self._tool @tool.setter def tool(self, value: Tool): if self._tool is not None: self._tool.cleanup() self.ignore_all() self._register_events() self._tool = value if value is not None: for key in INPUT.keys_for('tool_1'): self.accept(key, self._tool.on_button1_press) self.accept(f'{key}-up', self._tool.on_button1_release) for key in INPUT.keys_for('tool_2'): self.accept(key, self._tool.on_button2_press) self.accept(f'{key}-up', self._tool.on_button2_release) for key in INPUT.keys_for('tool_3'): self.accept(key, self._tool.on_button3_press) self.accept(f'{key}-up', self._tool.on_button3_release) self.accept('cursor_move', self._tool.on_cursor_move) def update(self): """Update callback.""" self.actor.set_scale(p3d.camera.get_z()**0.6 / 10) self.moved = False if p3d.mouse_watcher.has_mouse(): mouse_x, mouse_y = p3d.mouse_watcher.get_mouse() self._picker_ray.set_from_lens(p3d.cam_node, mouse_x, mouse_y) self._traverser.traverse(p3d.render) if self._collision_handler.get_num_entries(): self._collision_handler.sort_entries() node_path = ( self._collision_handler.get_entry(0).get_into_node_path()) self.position = node_path.get_pos(p3d.render) self.actor.set_z(2.0) self.pointed_at = node_path else: self.pointed_at = None film = p3d.lens.get_film_size() * 0.5 self.mouse_np.set_x(mouse_x * film.x) self.mouse_np.set_y(p3d.lens.get_focal_length()) self.mouse_np.set_z(mouse_y * film.y) self.last_position = self._position mouse_pos = self.mouse_np.get_pos(self.parent) cam_pos = p3d.camera.get_pos(self.parent) mouse_vec = mouse_pos - cam_pos if mouse_vec.z < 0.0: scale = -mouse_pos.z / mouse_vec.z self.actor.set_pos(mouse_pos + mouse_vec * scale) self.position = self.actor.get_pos() if self._position != self.last_position: self.moved = True p3d.messenger.send('cursor_move') if self._tool is not None: self._tool.on_update() def _on_simulation_step(self, dt: Duration): if self._tool is not None: self._tool.on_simulation_step(dt) def _register_events(self): def set_tool(tool: Type[Tool]): self.tool = tool(self) log.info('[%s] Changing tool to %s', __name__, tool.__name__) for tool in TOOLS: try: self.accept(tool.KEY, partial(set_tool, tool)) except AttributeError: log.warning('[%s] No KEY set for tool %s', __name__, tool.__name__) self.accept('simulation_step', self._on_simulation_step)
class Raycaster(Entity): def __init__(self): super().__init__(name='raycaster', eternal=True) self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNode.set_into_collide_mask(0) self._pickerNP = self.attach_new_node(self._pickerNode) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNP.show() def distance(self, a, b): return sqrt(sum((a - b)**2 for a, b in zip(a, b))) def raycast(self, origin, direction=(0, 0, 1), distance=inf, traverse_target=scene, ignore=list(), debug=False): self.position = origin self.look_at(self.position + direction) self._pickerNode.clearSolids() # if thickness == (0,0): if distance == inf: ray = CollisionRay() ray.setOrigin(Vec3(0, 0, 0)) # ray.setDirection(Vec3(0,1,0)) ray.setDirection(Vec3(0, 0, 1)) else: # ray = CollisionSegment(Vec3(0,0,0), Vec3(0,distance,0)) ray = CollisionSegment(Vec3(0, 0, 0), Vec3(0, 0, distance)) self._pickerNode.addSolid(ray) if debug: self._pickerNP.show() else: self._pickerNP.hide() self._picker.traverse(traverse_target) if self._pq.get_num_entries() == 0: self.hit = HitInfo(hit=False) return self.hit ignore += tuple([e for e in scene.entities if not e.collision]) self._pq.sort_entries() self.entries = [ # filter out ignored entities e for e in self._pq.getEntries() if e.get_into_node_path().parent not in ignore ] if len(self.entries) == 0: self.hit = HitInfo(hit=False) return self.hit self.collision = self.entries[0] nP = self.collision.get_into_node_path().parent point = self.collision.get_surface_point(nP) # point = Vec3(point[0], point[2], point[1]) point = Vec3(point[0], point[1], point[2]) world_point = self.collision.get_surface_point(render) # world_point = Vec3(world_point[0], world_point[2], world_point[1]) world_point = Vec3(world_point[0], world_point[1], world_point[2]) hit_dist = self.distance(self.world_position, world_point) if nP.name.endswith('.egg'): nP = nP.parent self.hit = HitInfo(hit=True) for e in scene.entities: if e == nP: # print('cast nP to Entity') self.hit.entity = e self.hit.point = point self.hit.world_point = world_point self.hit.distance = hit_dist self.hit.normal = Vec3(*self.collision.get_surface_normal( self.collision.get_into_node_path().parent).normalized()) self.hit.world_normal = Vec3( *self.collision.get_surface_normal(render).normalized()) return self.hit self.hit = HitInfo(hit=False) return self.hit def boxcast(self, origin, direction=(0, 0, 1), distance=9999, thickness=(1, 1), traverse_target=scene, ignore=list(), debug=False): if isinstance(thickness, (int, float, complex)): thickness = (thickness, thickness) temp = Entity(position=origin, model='cube', origin_z=-.5, scale=Vec3(abs(thickness[0]), abs(thickness[1]), abs(distance)), collider='box', color=color.white33, always_on_top=debug, visible=debug) temp.look_at(origin + direction) hit_info = temp.intersects(traverse_target=traverse_target, ignore=ignore) if debug: temp.collision = False destroy(temp, delay=.1) else: destroy(temp) return hit_info
class Mouse(): def __init__(self): self.enabled = False self.locked = False self.position = Vec3(0, 0, 0) self.delta = Vec3(0, 0, 0) self.prev_x = 0 self.prev_y = 0 self.velocity = Vec3(0, 0, 0) self.prev_click_time = time.time() self.double_click_distance = .5 self.hovered_entity = None self.left = False self.right = False self.middle = False self.delta_drag = Vec3(0, 0, 0) self.i = 0 self.update_rate = 10 self._mouse_watcher = None self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('mouseRay') self._pickerNP = camera.attach_new_node(self._pickerNode) self._pickerRay = CollisionRay() # Make our ray self._pickerNode.addSolid(self._pickerRay) self._picker.addCollider(self._pickerNP, self._pq) self.raycast = True self.collision = None self.enabled = True @property def x(self): if not self._mouse_watcher.has_mouse(): return 0 return self._mouse_watcher.getMouseX( ) / 2 * window.aspect_ratio # same space as ui stuff @property def y(self): if not self._mouse_watcher.has_mouse(): return 0 return self._mouse_watcher.getMouseY() / 2 def __setattr__(self, name, value): if name == 'visible': window.set_cursor_hidden(not value) application.base.win.requestProperties(window) if name == 'locked': try: object.__setattr__(self, name, value) window.set_cursor_hidden(value) application.base.win.requestProperties(window) except: pass try: super().__setattr__(name, value) # return except: pass def input(self, key): if not self.enabled: return if key.endswith('mouse down'): self.start_x = self.x self.start_y = self.y elif key.endswith('mouse up'): self.delta_drag = Vec3(self.x - self.start_x, self.y - self.start_y, 0) if key == 'left mouse down': self.left = True if self.hovered_entity: if hasattr(self.hovered_entity, 'on_click'): self.hovered_entity.on_click() for s in self.hovered_entity.scripts: if hasattr(s, 'on_click'): s.on_click() # double click if time.time( ) - self.prev_click_time <= self.double_click_distance: base.input('double click') if self.hovered_entity: if hasattr(self.hovered_entity, 'on_double_click'): self.hovered_entity.on_double_click() for s in self.hovered_entity.scripts: if hasattr(s, 'on_double_click'): s.on_double_click() self.prev_click_time = time.time() if key == 'left mouse up': self.left = False if key == 'right mouse down': self.right = True if key == 'right mouse up': self.right = False if key == 'middle mouse down': self.middle = True if key == 'middle mouse up': self.middle = False def update(self): if not self.enabled or not self._mouse_watcher.has_mouse(): self.velocity = Vec3(0, 0, 0) return self.position = Vec3(self.x, self.y, 0) self.moving = self.x + self.y != self.prev_x + self.prev_y if self.moving: if self.locked: self.velocity = self.position application.base.win.move_pointer(0, int(window.size[0] / 2), int(window.size[1] / 2)) else: self.velocity = Vec3(self.x - self.prev_x, (self.y - self.prev_y) / window.aspect_ratio, 0) else: self.velocity = Vec3(0, 0, 0) if self.left or self.right or self.middle: self.delta = Vec3(self.x - self.start_x, self.y - self.start_y, 0) self.prev_x = self.x self.prev_y = self.y self.i += 1 if self.i < self.update_rate: return # collide with ui self._pickerNP.reparent_to(scene.ui_camera) self._pickerRay.set_from_lens(camera._ui_lens_node, self.x * 2 / window.aspect_ratio, self.y * 2) self._picker.traverse(camera.ui) if self._pq.get_num_entries() > 0: # print('collided with ui', self._pq.getNumEntries()) self.find_collision() return # collide with world self._pickerNP.reparent_to(camera) self._pickerRay.set_from_lens(scene.camera.lens_node, self.x * 2 / window.aspect_ratio, self.y * 2) self._picker.traverse(base.render) if self._pq.get_num_entries() > 0: # print('collided with world', self._pq.getNumEntries()) self.find_collision() return # else: # print('mouse miss', base.render) # unhover all if it didn't hit anything for entity in scene.entities: if hasattr(entity, 'hovered') and entity.hovered: entity.hovered = False self.hovered_entity = None if hasattr(entity, 'on_mouse_exit'): entity.on_mouse_exit() for s in entity.scripts: if hasattr(s, 'on_mouse_exit'): s.on_mouse_exit() @property def normal(self): if not self.collision: return None if not self.collision.has_surface_normal(): print('no surface normal') return None n = self.collision.get_surface_normal( self.collision.get_into_node_path().parent) return (n[0], n[2], n[1]) @property def world_normal(self): if not self.collision: return None if not self.collision.has_surface_normal(): print('no surface normal') return None n = self.collision.get_surface_normal(render) return (n[0], n[2], n[1]) @property def point(self): if self.hovered_entity: p = self.collision.getSurfacePoint(self.hovered_entity) return Point3(p[0], p[2], p[1]) else: return None @property def world_point(self): if self.hovered_entity: p = self.collision.getSurfacePoint(render) return Point3(p[0], p[2], p[1]) else: return None def find_collision(self): if not self.raycast: return self._pq.sortEntries() if len(self._pq.get_entries()) == 0: self.collision = None return self.collisions = list() for entry in self._pq.getEntries(): # print(entry.getIntoNodePath().parent) for entity in scene.entities: if entry.getIntoNodePath().parent == entity: if entity.collision: self.collisions.append( Hit( hit=entry.collided(), entity=entity, distance=0, point=entry.getSurfacePoint(entity), world_point=entry.getSurfacePoint(scene), normal=entry.getSurfaceNormal(entity), world_normal=entry.getSurfaceNormal(scene), )) break self.collision = self._pq.getEntry(0) nP = self.collision.getIntoNodePath().parent for entity in scene.entities: if not hasattr(entity, 'collision' ) or not entity.collision or not entity.collider: continue # if hit entity is not hovered, call on_mouse_enter() if entity == nP: if not entity.hovered: entity.hovered = True self.hovered_entity = entity # print(entity.name) if hasattr(entity, 'on_mouse_enter'): entity.on_mouse_enter() for s in entity.scripts: if hasattr(s, 'on_mouse_enter'): s.on_mouse_enter() # unhover the rest else: if entity.hovered: entity.hovered = False if hasattr(entity, 'on_mouse_exit'): entity.on_mouse_exit() for s in entity.scripts: if hasattr(s, 'on_mouse_exit'): s.on_mouse_exit()
class Picker(object): ''' A class for picking (Panda3d) objects. ''' def __init__(self, app, render, camera, mouseWatcher, pickKeyOn, pickKeyOff, collideMask, pickableTag="pickable"): self.render = render self.mouseWatcher = mouseWatcher.node() self.camera = camera self.camLens = camera.node().get_lens() self.collideMask = collideMask self.pickableTag = pickableTag self.taskMgr = app.task_mgr # setup event callback for picking body self.pickKeyOn = pickKeyOn self.pickKeyOff = pickKeyOff app.accept(self.pickKeyOn, self._pickBody, [self.pickKeyOn]) app.accept(self.pickKeyOff, self._pickBody, [self.pickKeyOff]) # collision data self.collideMask = collideMask self.cTrav = CollisionTraverser() self.collisionHandler = CollisionHandlerQueue() self.pickerRay = CollisionRay() pickerNode = CollisionNode("Utilities.pickerNode") node = NodePath("PhysicsNode") node.reparentTo(render) anp = node.attachNewNode(pickerNode) base.physicsMgr.attachPhysicalNode(pickerNode) pickerNode.add_solid(self.pickerRay) pickerNode.set_from_collide_mask(self.collideMask) pickerNode.set_into_collide_mask(BitMask32.all_off()) #pickerNode.node().getPhysicsObject().setMass(10) self.cTrav.add_collider(self.render.attach_new_node(pickerNode), self.collisionHandler) # service data self.pickedBody = None self.oldPickingDist = 0.0 self.deltaDist = 0.0 self.dragging = False self.updateTask = None def _pickBody(self, event): # handle body picking if event == self.pickKeyOn: # check mouse position if self.mouseWatcher.has_mouse(): # Get to and from pos in camera coordinates pMouse = self.mouseWatcher.get_mouse() # pFrom = LPoint3f() pTo = LPoint3f() if self.camLens.extrude(pMouse, pFrom, pTo): # Transform to global coordinates rayFromWorld = self.render.get_relative_point( self.camera, pFrom) rayToWorld = self.render.get_relative_point( self.camera, pTo) # cast a ray to detect a body # traverse downward starting at rayOrigin self.pickerRay.set_direction(rayToWorld - rayFromWorld) self.pickerRay.set_origin(rayFromWorld) self.cTrav.traverse(self.render) if self.collisionHandler.get_num_entries() > 0: self.collisionHandler.sort_entries() entry0 = self.collisionHandler.get_entry(0) hitPos = entry0.get_surface_point(self.render) # get the first parent with name pickedObject = entry0.get_into_node_path() while not pickedObject.has_tag(self.pickableTag): pickedObject = pickedObject.getParent() if not pickedObject: return if pickedObject == self.render: return # self.pickedBody = pickedObject self.oldPickingDist = (hitPos - rayFromWorld).length() self.deltaDist = ( self.pickedBody.get_pos(self.render) - hitPos) print(self.pickedBody.get_name(), hitPos) if not self.dragging: self.dragging = True # create the task for updating picked body motion self.updateTask = self.taskMgr.add( self._movePickedBody, "_movePickedBody") # set sort/priority self.updateTask.set_sort(0) self.updateTask.set_priority(0) else: if self.dragging: # remove pick body motion update task self.taskMgr.remove("_movePickedBody") self.updateTask = None self.dragging = False self.pickedBody = None def _movePickedBody(self, task): # handle picked body if any if self.pickedBody and self.dragging: # check mouse position if self.mouseWatcher.has_mouse(): # Get to and from pos in camera coordinates pMouse = self.mouseWatcher.get_mouse() # pFrom = LPoint3f() pTo = LPoint3f() if self.camLens.extrude(pMouse, pFrom, pTo): # Transform to global coordinates rayFromWorld = self.render.get_relative_point( self.camera, pFrom) rayToWorld = self.render.get_relative_point( self.camera, pTo) # keep it at the same picking distance direction = (rayToWorld - rayFromWorld).normalized() direction *= self.oldPickingDist self.pickedBody.set_pos( self.render, rayFromWorld + direction + self.deltaDist) #self.pickedBody.reparentTo(np) #self.pickedBody.setMass(10.0) # return task.cont
class Raycaster(Entity): def __init__(self): super().__init__( name = 'raycaster', eternal = True ) self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNP = self.attach_new_node(self._pickerNode) self._collision_ray = CollisionRay() # Make our ray self._pickerNode.addSolid(self._collision_ray) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNP.show() def distance(self, a, b): return math.sqrt(sum( (a - b)**2 for a, b in zip(a, b))) def raycast(self, origin, direction=(0,0,1), dist=math.inf, traverse_target=scene, ignore=list(), debug=False): self.position = origin self.look_at(self.position + direction) # need to do this for it to work for some reason self._collision_ray.set_origin(Vec3(0,0,0)) self._collision_ray.set_direction(Vec3(0,1,0)) if debug: self._pickerNP.show() else: self._pickerNP.hide() self._picker.traverse(traverse_target) if self._pq.get_num_entries() == 0: self.hit = Hit(hit=False) return self.hit self._pq.sort_entries() self.entries = [ # filter out ignored entities e for e in self._pq.getEntries() if e.get_into_node_path().parent not in ignore ] if len(self.entries) == 0: self.hit = Hit(hit=False) return self.hit self.collision = self.entries[0] nP = self.collision.get_into_node_path().parent point = self.collision.get_surface_point(nP) point = Vec3(point[0], point[2], point[1]) world_point = self.collision.get_surface_point(render) world_point = Vec3(world_point[0], world_point[2], world_point[1]) hit_dist = self.distance(self.world_position, world_point) if hit_dist <= dist: if nP.name.endswith('.egg'): nP = nP.parent self.hit = Hit(hit=True) for e in scene.entities: if e == nP: # print('cast nP to Entity') self.hit.entity = e self.hit.point = point self.hit.world_point = world_point self.hit.distance = hit_dist normal = self.collision.get_surface_normal(self.collision.get_into_node_path().parent) self.hit.normal = (normal[0], normal[2], normal[1]) normal = self.collision.get_surface_normal(render) self.hit.world_normal = (normal[0], normal[2], normal[1]) return self.hit self.hit = Hit(hit=False) return self.hit
class MapPicker(): __name: Final[str] __base: Final[ShowBase] __data: Final[NDArray[(Any, Any, Any), np.uint8]] # collision data __ctrav: Final[CollisionTraverser] __cqueue: Final[CollisionHandlerQueue] __cn: Final[CollisionNode] __cnp: Final[NodePath] # picker data __pn: Final[CollisionNode] __pnp: Final[NodePath] __pray: Final[CollisionRay] # constants COLLIDE_MASK: Final[BitMask32] = BitMask32.bit(1) def __init__(self, services: Services, base: ShowBase, map_data: MapData, name: Optional[str] = None): self.__services = services self.__services.ev_manager.register_listener(self) self.__base = base self.__name = name if name is not None else (map_data.name + "_picker") self.__map = map_data self.__data = map_data.data # collision traverser & queue self.__ctrav = CollisionTraverser(self.name + '_ctrav') self.__cqueue = CollisionHandlerQueue() # collision boxes self.__cn = CollisionNode(self.name + '_cn') self.__cn.set_collide_mask(MapPicker.COLLIDE_MASK) self.__cnp = self.__map.root.attach_new_node(self.__cn) self.__ctrav.add_collider(self.__cnp, self.__cqueue) self.__points = [] z_offset = 1 if self.__map.dim == 3 else self.__map.depth for idx in np.ndindex(self.__data.shape): if bool(self.__data[idx] & MapData.TRAVERSABLE_MASK): p = Point(*idx) self.__points.append(p) idx = self.__cn.add_solid(CollisionBox(idx, Point3(p.x+1, p.y+1, p.z-z_offset))) assert idx == (len(self.__points) - 1) # mouse picker self.__pn = CollisionNode(self.name + '_pray') self.__pnp = self.__base.cam.attach_new_node(self.__pn) self.__pn.set_from_collide_mask(MapPicker.COLLIDE_MASK) self.__pray = CollisionRay() self.__pn.add_solid(self.__pray) self.__ctrav.add_collider(self.__pnp, self.__cqueue) # debug -> shows collision ray / impact point # self.__ctrav.show_collisions(self.__map.root) @property def name(self) -> str: return self.__name @property def pos(self): # check if we have access to the mouse if not self.__base.mouseWatcherNode.hasMouse(): return None # get the mouse position mpos = self.__base.mouseWatcherNode.get_mouse() # set the position of the ray based on the mouse position self.__pray.set_from_lens(self.__base.camNode, mpos.getX(), mpos.getY()) # find collisions self.__ctrav.traverse(self.__map.root) # if we have hit something sort the hits so that the closest is first if self.__cqueue.get_num_entries() == 0: return None self.__cqueue.sort_entries() # compute & return logical cube position x, y, z = self.__cqueue.get_entry(0).getSurfacePoint(self.__map.root) x, y, z = [max(math.floor(x), 0), max(math.floor(y), 0), max(math.ceil(z), 0)] if x == len(self.__data): x -= 1 if y == len(self.__data[x]): y -= 1 if z == len(self.__data[x][y]): z -= 1 return Point(x, y, z) def notify(self, event: Event) -> None: if isinstance(event, MapUpdateEvent): z_offset = 1 if self.__map.dim == 3 else self.__map.depth for p in event.updated_cells: if p.n_dim == 2: p = Point(*p, 0) if bool(self.__data[p.values] & MapData.TRAVERSABLE_MASK): self.__points.append(p) idx = self.__cn.add_solid(CollisionBox(p.values, Point3(p.x+1, p.y+1, p.z-z_offset))) assert idx == (len(self.__points) - 1) else: try: i = self.__points.index(p) except ValueError: continue self.__cn.remove_solid(i) self.__points.pop(i) def destroy(self) -> None: self.__cqueue.clearEntries() self.__ctrav.clear_colliders() self.__cnp.remove_node() self.__pnp.remove_node()