Esempio n. 1
0
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
Esempio n. 2
0
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()
Esempio n. 3
0
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
        )
Esempio n. 4
0
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
Esempio n. 5
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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
Esempio n. 6
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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)
Esempio n. 7
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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
Esempio n. 8
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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()
Esempio n. 9
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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
Esempio n. 10
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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
Esempio n. 11
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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()