def _makeGeom(array,ctup,i,pipe, geomType=GeomPoints): #XXX testing multiple Geom version ... for perf seems like it will be super slow #SUUUPER slow TONS of draw calls #wwwayyy better to make a bunch of geoms ahead of time... """ multiprocessing capable geometery maker """ fmt = GeomVertexFormat.getV3c4() cloudNode = GeomNode('bin %s selectable'%(i)) for point in array: vertexData = GeomVertexData('poitn', fmt, Geom.UHStatic) GeomVertexWriter(vertexData, 'vertex').addData3f(*point) GeomVertexWriter(vertexData, 'color').addData4f(*ctup) #verts.addData3f(*point) #color.addData4f(*ctup) points = geomType(Geom.UHStatic) points.addVertex(0) points.closePrimitive() cloudGeom = Geom(vertexData) cloudGeom.addPrimitive(points) cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes... #output[i] = cloudNode #print('ping',{i:cloudNode}) #pipe.send((i,)) #out = q.get() #print('pong',out) #q.put(out) if pipe == None: return (cloudNode) pipe.send(cloudNode.encodeToBamStream()) #FIXME make this return a pointer NOPE
def makeSimpleGeomBuffer(array, color, geomType=GeomPoints): """ massively faster than the nonbuffer version """ full = [tuple(d) for d in np.hstack((array,color))] fmt = GeomVertexFormat.getV3c4() vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some cloudGeom = Geom(vertexData) cloudNode = GeomNode('just some points') vertexData.setNumRows(len(array)) mem_array = vertexData.modifyArray(0) view = memoryview(mem_array) arr = np.asarray(view) arr[:] = full points = geomType(Geom.UHDynamic) points.addConsecutiveVertices(0,len(array)) points.closePrimitive() cloudGeom.addPrimitive(points) cloudNode.addGeom(cloudGeom) return cloudNode
def draw_rain_mesh(self): _format = GeomVertexFormat.get_v3cp() self.rain_vdata = GeomVertexData('rain', _format, Geom.UHDynamic) self.rain_vdata.setNumRows(self.n_points**2) vertex = GeomVertexWriter(self.rain_vdata, 'vertex') color = GeomVertexWriter(self.rain_vdata, 'color') for j in range(self.n_points): for i in range(self.n_points): # Rain Vertices vertex.addData3f(self.x[j][i], self.y[j][i], self.n_points) # Rain Colors color.addData4f(0.3, 0.3, 1, 0) # Rain Primitive prim = GeomPoints(Geom.UHDynamic) for j in range(self.n_points): for i in range(self.n_points): prim.add_vertices(j * (self.n_points) + i, j * (self.n_points) + i, j * (self.n_points) + i) geom = Geom(self.rain_vdata) prim.closePrimitive() geom.addPrimitive(prim) node = GeomNode('gnode') node.addGeom(geom) rain_nodePath = render.attachNewNode(node) rain_nodePath.setTransparency(TransparencyAttrib.MAlpha) rain_nodePath.setAntialias(AntialiasAttrib.MAuto) rain_nodePath.setRenderModeThickness(2) rain_nodePath.setPos(-50, -50, 0)
def draw_face(self,f,f_color): #add normal format = GeomVertexFormat.getV3n3cp() vdata=GeomVertexData('vert', format, Geom.UHDynamic) vertex=GeomVertexWriter(vdata, 'vertex') color=GeomVertexWriter(vdata, 'color') normal=GeomVertexWriter(vdata, 'normal') vertex.addData3f(f.v1.pos) normal.addData3f(f.v1.norm.x, f.v1.norm.y, f.v1.norm.z) color.addData4f(f_color) vertex.addData3f(f.v2.pos) normal.addData3f(f.v2.norm.x, f.v2.norm.y, f.v2.norm.z) color.addData4f(f_color) vertex.addData3f(f.v3.pos) normal.addData3f(f.v3.norm.x, f.v3.norm.y, f.v3.norm.z) color.addData4f(f_color) mesh = Geom(vdata) tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(0) tri.addVertex(1) tri.addVertex(2) tri.closePrimitive() mesh.addPrimitive(tri) face_node = GeomNode(self.mesh.name+'_face_'+str(f.ID)) face_node.addGeom(mesh) face_node.setTag('ID',str(f.ID)) rendered_face = self.render_root.attachNewNode(face_node) rendered_face.setTwoSided(True) self.render_nodes['face_'+str(f.ID)] = rendered_face
def makeSimpleGeomBuffer(array, color, geomType=GeomPoints): """ massively faster than the nonbuffer version """ full = [tuple(d) for d in np.hstack((array, color))] fmt = GeomVertexFormat.getV3c4() vertexData = GeomVertexData( 'points', fmt, Geom.UHDynamic ) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some cloudGeom = Geom(vertexData) cloudNode = GeomNode('just some points') vertexData.setNumRows(len(array)) mem_array = vertexData.modifyArray(0) view = memoryview(mem_array) arr = np.asarray(view) arr[:] = full points = geomType(Geom.UHDynamic) points.addConsecutiveVertices(0, len(array)) points.closePrimitive() cloudGeom.addPrimitive(points) cloudNode.addGeom(cloudGeom) return cloudNode
def create_model(self): # Set up the vertex arrays vformat = GeomVertexFormat.get_v3c4() vdata = GeomVertexData("Data", vformat, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') color = GeomVertexWriter(vdata, 'color') geom = Geom(vdata) # Vertex data vertex.addData3f(1.5, 0, -1) color.addData4f(1, 0, 0, 1) vertex.addData3f(-1.5, 0, -1) color.addData4f(0, 1, 0, 1) vertex.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) # Primitive tri = GeomTriangles(Geom.UHStatic) tri.add_vertex(2) tri.add_vertex(1) tri.add_vertex(0) tri.close_primitive() geom.addPrimitive(tri) # Create the actual node node = GeomNode('geom_node') node.addGeom(geom) np = NodePath(node) # Shader and initial shader vars np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag")) np.set_shader_input("time", 0.0) # No instancing necessary #np.set_instance_count(27) # return np np.reparent_to(base.render) self.model = np
def makePoints(n=1000): """ make a cloud of points that are a single node VS branching and making subnodes to control display """ #points = np.random.uniform(-10,10,(n,4)) points = np.random.randn(n, 3) colors = np.random.rand(n, 4) fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color vertexData = GeomVertexData('points', fmt, Geom.UHStatic) verts = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') for point, clr4 in zip(points, colors): #for point in points: verts.addData3f(*point) #color.addData4f(*point) color.addData4f(*clr4) #color.addData4f(.1,.1,.1,1) #pointCloud = GeomLinestrips(Geom.UHStatic) #this is f*****g cool! pointCloud = GeomTristrips(Geom.UHStatic) #this is f*****g cool! #pointCloud = GeomPoints(Geom.UHStatic) #pointCloud.addVerticies(*range(n)) pointCloud.addConsecutiveVertices(0, n) #warning may error since n-1? pointCloud.closePrimitive() cloud = Geom(vertexData) cloud.addPrimitive(pointCloud) return cloud
def mesh(vertices, normals, colours, triangles): # TODO: Make this name meaningful in some way name = 'test' v3n3c4 = GeomVertexFormat.get_v3n3c4() data = GeomVertexData(name, v3n3c4, Geom.UHStatic) data.set_num_rows(len(vertices)) vertex_writer = GeomVertexWriter(data, 'vertex') normal_writer = GeomVertexWriter(data, 'normal') colour_writer = GeomVertexWriter(data, 'color') for vertex in vertices: vertex_writer.add_data3(*vertex) for normal in normals: normal_writer.add_data3(*normal) for colour in colours: colour_writer.add_data4(*colour) prim = GeomTriangles(Geom.UHStatic) for triangle in triangles: prim.add_vertices(*triangle) geom = Geom(data) geom.add_primitive(prim) node = GeomNode(name) node.add_geom(geom) return node
def line(self): # Create and populate the Moon orbit model using Vertices and Lines self.planetOrbitVertexData = GeomVertexData(self.description+'OrbitVertexData', GeomVertexFormat.getV3(), Geom.UHDynamic) self.planetOrbitVertexWriter = GeomVertexWriter(self.planetOrbitVertexData, 'vertex') self.planetOrbitNumberPoints = 360 for i in range(self.planetOrbitNumberPoints): angleDegrees = i * 360 / self.planetOrbitNumberPoints angleRadians = angleDegrees * (pi / 180.0) x = -self.distance * sin(angleRadians) y = self.distance * cos(angleRadians) self.planetOrbitVertexWriter.addData3f(x, y, 0.0) self.planetOrbitLines = GeomLines(Geom.UHStatic) for i in range(self.planetOrbitNumberPoints-1): self.planetOrbitLines.addVertex(i) self.planetOrbitLines.addVertex(i+1) self.planetOrbitLines.closePrimitive() self.planetOrbitLines.addVertex(self.planetOrbitNumberPoints-1) self.planetOrbitLines.addVertex(0) self.planetOrbitLines.closePrimitive() self.planetOrbitGeom = Geom(self.planetOrbitVertexData) self.planetOrbitGeom.addPrimitive(self.planetOrbitLines) self.planetOrbitNode = GeomNode(self.description+'OrbitNode') self.planetOrbitNode.addGeom(self.planetOrbitGeom) self.planetOrbitNnodePath = render.attachNewNode(self.planetOrbitNode) self.planetOrbitNnodePath.reparentTo(self.worldOrigin) return self.planetOrbitVertexWriter
def makeSelectRect(): ctup = (1,1,1,1) fmt = GeomVertexFormat.getV3c4() vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) points = ( #makes nice for Tristrips (0,0,0), (0,0,1), (1,0,0), (1,0,1), ) verts = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') for point in points: verts.addData3f(*point) color.addData4f(*ctup) boxLines = GeomLinestrips(Geom.UHDynamic) boxLines.addVertices(0,1,3,2) boxLines.addVertex(0) boxLines.closePrimitive() boxTris = GeomTristrips(Geom.UHDynamic) boxTris.addConsecutiveVertices(0,3) boxTris.closePrimitive() box = Geom(vertexData) box.addPrimitive(boxLines) #box.addPrimitive(boxTris) return box
def __init__(self, vertices, normals, colours, tetrahedra): super().__init__() self.n_vertices = len(vertices) self.n_tetrahedra = len(tetrahedra) self.data = GeomVertexData(repr(self), format4, Geom.UHDynamic) self.data.setNumRows(self.n_vertices) self.prim = GeomLinesAdjacency(Geom.UHDynamic) vertex_writer = GeomVertexWriter(self.data, "vertex") normal_writer = GeomVertexWriter(self.data, "normal") colour_writer = GeomVertexWriter(self.data, "colour") for vertex in vertices: vertex_writer.addData4(*vertex) for normal in normals: normal_writer.addData4(*normal) for colour in colours: colour_writer.addData4(*colour) for tetra in tetrahedra: self.prim.addVertices(*tetra) self.prim.closePrimitive() self.geom = Geom(self.data) self.geom.addPrimitive(self.prim) self.node = GeomNode(repr(self)) self.node.addGeom(self.geom)
def make_grid(num_ticks=10, step=1.0): """Make a grid geometry. Keyword Arguments: step {float} -- step in meters (default: {1.0}) num_ticks {int} -- ticks number per axis (default: {5}) Returns: Geom -- p3d geometry """ ticks = np.arange(-num_ticks // 2, num_ticks // 2 + 1) * step vformat = GeomVertexFormat.get_v3() vdata = GeomVertexData('vdata', vformat, Geom.UHStatic) vdata.uncleanSetNumRows(len(ticks) * 4) vertex = GeomVertexWriter(vdata, 'vertex') for t in ticks: vertex.addData3(t, ticks[0], 0) vertex.addData3(t, ticks[-1], 0) vertex.addData3(ticks[0], t, 0) vertex.addData3(ticks[-1], t, 0) prim = GeomLines(Geom.UHStatic) prim.addNextVertices(len(ticks) * 4) geom = Geom(vdata) geom.addPrimitive(prim) return geom
def make_plane(size=(1.0, 1.0)): """Make a plane geometry. Arguments: size {tuple} -- plane size x,y Returns: Geom -- p3d geometry """ vformat = GeomVertexFormat.get_v3n3t2() vdata = GeomVertexData('vdata', vformat, Geom.UHStatic) vdata.uncleanSetNumRows(4) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') tcoord = GeomVertexWriter(vdata, 'texcoord') quad = ((0, 0), (1, 0), (0, 1), (1, 1)) for u, v in quad: vertex.addData3((u - 0.5) * size[0], (v - 0.5) * size[1], 0) normal.addData3(0, 0, 1) tcoord.addData2(u, v) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 1, 3) geom = Geom(vdata) geom.addPrimitive(prim) return geom
def make_square(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, tex_len=None, tex_width=None): format = GeomVertexFormat.getV3n3cpt2() vdata = GeomVertexData('square', format, Geom.UHDynamic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') texcoord = GeomVertexWriter(vdata, 'texcoord') vertex.addData3(x1, y1, z1) vertex.addData3(x2, y2, z2) vertex.addData3(x3, y3, z3) vertex.addData3(x4, y4, z4) D = Vec3(x1, y1, z1) C = Vec3(x2, y2, z2) B = Vec3(x3, y3, z3) A = Vec3(x4, y4, z4) normal_vec = (C - A).cross(D - B).normalize() normal.addData3(normal_vec) normal.addData3(normal_vec) normal.addData3(normal_vec) normal.addData3(normal_vec) side_len = math.sqrt((x3 - x1)**2 + (y3 - y1)**2) start_width = math.sqrt((x2 - x1)**2 + (y2 - y1)**2) end_width = math.sqrt((x4 - x3)**2 + (y4 - y3)**2) texcoord.addData2f(0.0, (start_width / tex_width) if tex_width is not None else 1.0) texcoord.addData2f(0.0, 0.0) texcoord.addData2f((side_len / tex_len) if tex_len is not None else 1.0, 0.0) texcoord.addData2f( (side_len / tex_len) if tex_len is not None else 1.0, (end_width / tex_width) if tex_width is not None else 1.0) # Quads aren't directly supported by the Geom interface # you might be interested in the CardMaker class if you are # interested in rectangle though tris = GeomTriangles(Geom.UHDynamic) tris.addVertices(0, 1, 2) tris.addVertices(0, 2, 3) square = Geom(vdata) square.addPrimitive(tris) return square
def makeSimpleGeom(array, ctup, geomType = GeomPoints, fix = False): fmt = GeomVertexFormat.getV3c4() vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some cloudGeom = Geom(vertexData) cloudNode = GeomNode('just some points') verts = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') if fix: if len(ctup) == len(array): for point,c in zip(array, ctup): verts.addData3f(*point) color.addData4f(*c) else: for point in array: verts.addData3f(*point) color.addData4f(*ctup) else: for point in array: verts.addData3f(*point) color.addData4f(*ctup) points = geomType(Geom.UHDynamic) points.addConsecutiveVertices(0,len(array)) points.closePrimitive() cloudGeom.addPrimitive(points) cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes... if fix: return cloudNode.__reduce__() else: return cloudNode # decoding fails becuase ForkingPickler is called for reasons beyond comprehension
def _make_fullscreen_tri(self): """ Creates the oversized triangle used for rendering """ vformat = GeomVertexFormat.get_v3() vdata = GeomVertexData("vertices", vformat, Geom.UH_static) vdata.set_num_rows(3) vwriter = GeomVertexWriter(vdata, "vertex") vwriter.add_data3f(-1, 0, -1) vwriter.add_data3f(3, 0, -1) vwriter.add_data3f(-1, 0, 3) gtris = GeomTriangles(Geom.UH_static) gtris.add_next_vertices(3) geom = Geom(vdata) geom.add_primitive(gtris) geom_node = GeomNode("gn") geom_node.add_geom(geom) geom_node.set_final(True) geom_node.set_bounds(OmniBoundingVolume()) tri = NodePath(geom_node) tri.set_depth_test(False) tri.set_depth_write(False) tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000) tri.set_color(Vec4(1)) tri.set_bin("unsorted", 10) tri.reparent_to(self._node) self._tri = tri
def __build_Star_Sphere(self, bg_stars): from panda3d.core import GeomVertexWriter, GeomVertexFormat, GeomVertexData from panda3d.core import Geom, GeomNode, GeomPoints, AmbientLight self.star_sphere_np.removeNode() # Fill GeomVertexData. vformat = GeomVertexFormat.getV3c4() vdata = GeomVertexData("Data", vformat, Geom.UHStatic) vertices = GeomVertexWriter(vdata, "vertex") colours = GeomVertexWriter(vdata, "color") for coords in bg_stars: x, y, z = coords vertices.addData3f(x, y, z) colours.addData4f(1, 1, 1, 1) # Render bg stars. bg_stars = GeomPoints(Geom.UHStatic) bg_stars.addNextVertices(_env.STAR_COUNT) bg_stars_geom = Geom(vdata) bg_stars_geom.addPrimitive(bg_stars) star_sphere = GeomNode("star_sphere") star_sphere.addGeom(bg_stars_geom) star_sphere_np = NodePath(star_sphere) star_sphere_np.reparentTo(self.NP) return star_sphere_np
def _create_geom(self): color = ConfigVariableColor('grid-color', DEFAULT_GRID_COLOR) radius = floor(self.size / (2 * self.spacing)) diameter = (2 * radius + 1) start = -radius * self.spacing vertex_format = GeomVertexFormat.get_v3c4() vertex_data = GeomVertexData('grid', vertex_format, Geom.UH_static) vertex_data.set_num_rows(diameter * 4) vertex_writer = GeomVertexWriter(vertex_data, 'vertex') color_writer = GeomVertexWriter(vertex_data, 'color') for i, j in product(range(diameter), repeat=2): vertex_writer.add_data3f(start + i * self.spacing, start + j * self.spacing, 0.0) alpha = GRID_ALPHA - GRID_ALPHA * ( Vector(i - radius, j - radius).norm() / radius) color_writer.add_data4f(color[0], color[1], color[2], alpha) primitive = GeomLinestrips(Geom.UH_static) for vertex in vertex_indexes(diameter): primitive.add_vertex(vertex) primitive.close_primitive() self.geom = Geom(vertex_data) self.geom.add_primitive(primitive)
def buildGeom(self, meshData): prims = meshData["prims"] vertices = meshData["vertices"] normals = meshData["normals"] texcoords = meshData["texcoords"] vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(), Geom.UHStatic) vwriter = GeomVertexWriter(vdata, 'vertex') nvwriter = GeomVertexWriter(vdata, 'normal') tvwriter = GeomVertexWriter(vdata, 'texcoord') for i in range(len(vertices)): v = vertices[i] n = normals[i] t = texcoords[i] vwriter.addData3f(v) nvwriter.addData3f(n) tvwriter.addData2f(t) prim = GeomTriangles(Geom.UHStatic) for i in range(len(prims)): A, B, C = prims[i] prim.addVertices(A, B, C) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) geomNode = GeomNode('trig') geomNode.addGeom(geom) geomNode.unify(1, True) return geomNode
def __build_Geom(self, data_dict, tris, prim_type=GeomTriangles): data_list = list(data_dict.items()) _num_rows = 0 for field, data in data_list: if not _num_rows: _num_rows = len(data) writer = self.__writers[field] writer.reserveNumRows(_num_rows) set_data = self._data_types[self.field_types[field]][-1] for datum in data: set_data(writer, *datum) # Tris prim = prim_type(Geom.UHStatic) prim.reserveNumVertices(len(tris)) for tri in tris: prim.addVertices(*tri) prim.closePrimitive() # Geom. geom = Geom(self.__vdata) geom.addPrimitive(prim) geom_node = GeomNode("geom") geom_node.addGeom(geom) geom_np = NodePath(geom_node) return geom_np
def makePoints(n=1000): """ make a cloud of points that are a single node VS branching and making subnodes to control display """ #points = np.random.uniform(-10,10,(n,4)) points = np.random.randn(n,3) colors = np.random.rand(n,4) fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color vertexData = GeomVertexData('points', fmt, Geom.UHStatic) verts = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') for point,clr4 in zip(points,colors): #for point in points: verts.addData3f(*point) #color.addData4f(*point) color.addData4f(*clr4) #color.addData4f(.1,.1,.1,1) #pointCloud = GeomLinestrips(Geom.UHStatic) #this is f*****g cool! pointCloud = GeomTristrips(Geom.UHStatic) #this is f*****g cool! #pointCloud = GeomPoints(Geom.UHStatic) #pointCloud.addVerticies(*range(n)) pointCloud.addConsecutiveVertices(0,n) #warning may error since n-1? pointCloud.closePrimitive() cloud = Geom(vertexData) cloud.addPrimitive(pointCloud) return cloud
def addMeshConvexRB(self,vertices, faces,ghost=False,**kw): #step 1) create GeomVertexData and add vertex information format=GeomVertexFormat.getV3() vdata=GeomVertexData("vertices", format, Geom.UHStatic) vertexWriter=GeomVertexWriter(vdata, "vertex") [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices] #step 2) make primitives and assign vertices to them tris=GeomTriangles(Geom.UHStatic) [self.setGeomFaces(tris,face) for face in faces] #step 3) make a Geom object to hold the primitives geom=Geom(vdata) geom.addPrimitive(tris) #step 4) create the bullet mesh and node mesh = BulletTriangleMesh() mesh.addGeom(geom) shape = BulletConvexHullShape(mesh, dynamic=not ghost)# if ghost : inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh')) else : inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh')) inodenp.node().addShape(shape) # inodenp.setPos(0, 0, 0.1) self.setRB(inodenp,**kw) inodenp.setCollideMask(BitMask32.allOn()) self.world.attachRigidBody(inodenp.node()) return inodenp
def __build_ocean_mesh(self): vdata = GeomVertexData('data', GeomVertexFormat.getV3n3c4t2(), Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') texcoord = GeomVertexWriter(vdata, 'texcoord') color = GeomVertexWriter(vdata, 'color') axes = [Vec3.unitX(), Vec3.unitY(), Vec3.unitZ()] face = 0 for x in range(3): for s in [-1, 1]: for i in range(self.__n + 1): for j in range(self.__n + 1): a = (i * 1.0 / self.__n) * (pi / 2) - (pi / 4) b = (j * 1.0 / self.__n) * (pi / 2) - (pi / 4) xAxis = axes[(x + 3) % 3] yAxis = axes[(x + 4) % 3] zAxis = axes[(x + 5) % 3] v = (xAxis * (-cos(a) * sin(b)) + yAxis * (sin(a) * cos(b)) + zAxis * (cos(a) * cos(b))) * s v.normalize() normal.addData3f(v) vertex.addData3f(v * self.__radius) texcoord.addData2f(i * 1.0, j * 1.0) color.addData4f(self.__ocean_color) face = face + 1 prim = self.__heightmap_primitive() geom = Geom(vdata) geom.addPrimitive(prim) return geom
def _CreateOneSynapse(self, presynCell, synapsesType): presynCell.setPresynapticFocus() # highlight presynaptic cells form = GeomVertexFormat.getV3() vdata = GeomVertexData("SynapseLine", form, Geom.UHStatic) vdata.setNumRows(1) vertex = GeomVertexWriter(vdata, "vertex") vertex.addData3f(presynCell.getNode().getPos(self._node)) vertex.addData3f(0, 0, 0) prim = GeomLines(Geom.UHStatic) prim.addVertices(0, 1) geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode("Synapse_" + str(synapsesType)) node.addGeom(geom) nodePath = self._node.attachNewNode(node) nodePath.setRenderModeThickness(2) # color of the line if presynCell.active: nodePath.setColor(COL_DISTAL_SYNAPSES_ACTIVE) else: nodePath.setColor(COL_DISTAL_SYNAPSES_INACTIVE)
def create_model(self): # Set up the vertex arrays vformat = GeomVertexFormat.get_v3c4() vdata = GeomVertexData("Data", vformat, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') color = GeomVertexWriter(vdata, 'color') geom = Geom(vdata) # Vertex data vertex.addData3f(1.5, 0, -1) color.addData4f(1, 0, 0, 1) vertex.addData3f(-1.5, 0, -1) color.addData4f(0, 1, 0, 1) vertex.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) # Primitive tri = GeomTriangles(Geom.UHStatic) tri.add_vertex(2) tri.add_vertex(1) tri.add_vertex(0) tri.close_primitive() geom.addPrimitive(tri) # Create the actual node node = GeomNode('geom_node') node.addGeom(geom) np = NodePath(node) # Shader and initial shader vars np.set_shader( Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag")) np.set_shader_input("time", 0.0) # No instancing necessary #np.set_instance_count(27) # return np np.reparent_to(base.render) self.model = np
def __init__(self, length=1., tickness=3.): GeomNode.__init__(self, "Basis") self.vertexData = GeomVertexData("Basis", GeomVertexFormat.getV3c4(), Geom.UHStatic) self.vertex = GeomVertexWriter(self.vertexData, 'vertex') self.color = GeomVertexWriter(self.vertexData, 'color') self.mesh = Geom(self.vertexData) self.lines = GeomLines(Geom.UHStatic) self.vertex.addData3f(0.0, 0.0, 0.0) self.color.addData4f(1.0, 0.0, 0.0, 1.0) self.vertex.addData3f(length, 0.0, 0.0) self.color.addData4f(1.0, 0.0, 0.0, 1.0) self.lines.add_vertices(0, 1) self.vertex.addData3f(0.0, 0.0, 0.0) self.color.addData4f(0.0, 1.0, 0.0, 1.0) self.vertex.addData3f(0.0, length, 0.0) self.color.addData4f(0.0, 1.0, 0.0, 1.0) self.lines.add_vertices(2, 3) self.vertex.addData3f(0.0, 0.0, 0.0) self.color.addData4f(0.0, 0.0, 1.0, 1.0) self.vertex.addData3f(0.0, 0.0, length) self.color.addData4f(0.0, 0.0, 1.0, 1.0) self.lines.add_vertices(4, 5) self.lines.closePrimitive() self.mesh.addPrimitive(self.lines) self.addGeom(self.mesh) NodePath(self).setRenderModeThickness(tickness) NodePath(self).setLightOff() NodePath(self).setColorOff() NodePath(self).set_bin('fixed', 9)
def create_GeomNode_Single_Point(color_vec4=Vec4(1., 1., 1., 1.)): # ---- step 1: create point at (0,0,0) and close the primitive format = GeomVertexFormat.getV3c4() vdata = GeomVertexData("colored_point", format, Geom.UHStatic) vdata.setNumRows(4) # add color to each vertex colorWriter = GeomVertexWriter(vdata, "color") # add a vertex position to each vertex vertexPosWriter = GeomVertexWriter(vdata, "vertex") # just one origin point vertex, it gets transformed later # to it's intended position vertexPosWriter.addData3f(0., 0., 0.) colorWriter.addData4f(color_vec4) # build the primitive pointsprimitive = GeomPoints(Geom.UHStatic) pointsprimitive.addVertex(0) pointsprimitive.closePrimitive() # this resets all the data contained in the vertexPosWriter and colorWriter # ----- step 3: make a GeomNode out of the Geom (to which the Primitives have been added) # make a Geom object to hold the primitives geom = Geom(vdata) geom.addPrimitive(pointsprimitive) geom_node = GeomNode("colored_point_node") geom_node.addGeom(geom) return geom_node
def create_instance(self): self.vertexData = GeomVertexData('vertexData', GeomVertexFormat.getV3(), Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex') radius = 1.0 top = LPoint3d(0, 0, radius * 1.25) north_pole = LPoint3d(0, 0, radius) south_pole = LPoint3d(0, 0, -radius) bottom = LPoint3d(0, 0, -radius * 1.25) self.vertexWriter.addData3f(*top) self.vertexWriter.addData3f(*north_pole) self.vertexWriter.addData3f(*south_pole) self.vertexWriter.addData3f(*bottom) self.lines = GeomLines(Geom.UHStatic) self.lines.addVertex(0) self.lines.addVertex(1) self.lines.addVertex(2) self.lines.addVertex(3) self.lines.closePrimitive() self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.lines) self.node = GeomNode(self.body.get_ascii_name() + '-axis') self.node.addGeom(self.geom) self.instance = NodePath(self.node) self.instance.setRenderModeThickness(settings.axis_thickness) self.instance.setColor(self.parent.get_orbit_color()) self.instance.setAntialias(AntialiasAttrib.MMultisample) self.instance.reparentTo(self.context.annotation)
def wrap_up(self): self.prim.close_primitive() geom = Geom(self.vdata) geom.add_primitive(self.prim) node = GeomNode('point') node.add_geom(geom) return NodePath(node)
def createColoredUnitDisk(color_vec4=Vec4(0., 0., 1., 1.), num_of_verts=10, origin_point=Vec3(0., 0., 0.), radius=1.): # Own Geometry # format = GeomVertexFormat.getV3c4t2() format = GeomVertexFormat.getV3c4() vdata = GeomVertexData("colored_circle", format, Geom.UHStatic) vdata.setNumRows(4) vertexPosWriter = GeomVertexWriter(vdata, "vertex") # num_of_verts = 10 # phi = 0. r = radius # origin_point_x = 0. # origin_point_z = 0. vertexPosWriter.addData3f(origin_point[0], origin_point[1], origin_point[2]) circle_points = math_utils.get_circle_vertices(num_of_verts=num_of_verts, radius=r) circle_points[:,0] += origin_point[0] circle_points[:,1] += origin_point[1] circle_points[:,2] += origin_point[2] _normal_vector_info = Vec3(0., 1., 0.) # this is returned just as info about the normal vector of the generated geometry for p in circle_points: vertexPosWriter.addData3f(p[0], 0, p[1]) # for i in range(num_of_verts): # phi += 2. * np.pi / num_of_verts # x = r * np.cos(phi) # z = r * np.sin(phi) # vertexPosWriter.addData3f(x, 0, z) # let's also add color to each vertex colorWriter = GeomVertexWriter(vdata, "color") colorWriter.addData4f(color_vec4) # origin point for i in range(num_of_verts): colorWriter.addData4f(color_vec4) # make primitives and assign vertices to them (primitives and primitive # groups can be made independently from vdata, and are later assigned # to vdata) tris = GeomTrifans(Geom.UHStatic) # the first vertex is a vertex that all triangles share tris.add_consecutive_vertices(0, num_of_verts+1) tris.addVertex(1) tris.closePrimitive() # the 1st primitive is finished # make a Geom object to hold the primitives geom = Geom(vdata) geom.addPrimitive(tris) geom_node = GeomNode("colored_circle_node") geom_node.addGeom(geom) return geom_node, _normal_vector_info
def __init__(self, wheel_pos, radius, heading): self.radius = radius v_f = GeomVertexFormat.getV3() self.vdata = GeomVertexData('skid', v_f, Geom.UHDynamic) self.vdata.setNumRows(1) self.vertex = GeomVertexWriter(self.vdata, 'vertex') self.prim = GeomTriangles(Geom.UHStatic) self.cnt = 1 self.last_pos = wheel_pos geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('gnode') node.addGeom(geom) nodePath = render.attachNewNode(node) nodePath.setTransparency(True) nodePath.setDepthOffset(1) self.__set_material(nodePath) nodePath.node().setBounds(OmniBoundingVolume()) self.add_vertices(radius, heading) self.add_vertices(radius, heading) self.remove_seq = Sequence( Wait(8), LerpFunc(nodePath.setAlphaScale, 8, 1, 0, 'easeInOut'), Func(nodePath.remove_node)) self.remove_seq.start()
def draw(self): if self.rendered_mesh != None: self.reset_draw() format=GeomVertexFormat.getV3n3cp() vdata=GeomVertexData('tri', format, Geom.UHDynamic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') color=GeomVertexWriter(vdata, 'color') v_mapping = {} i=0 for v in self.verts.values(): vertex.addData3f(v.pos.x,v.pos.y,v.pos.z) normal.addData3f(v.norm.x, v.norm.y, v.norm.z) color.addData4f(v.color[0],v.color[1],v.color[2],v.color[3]) v_mapping[v.ID] = i i += 1 mesh = Geom(vdata) for f in self.faces.values(): tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(v_mapping[f.v1.ID]) tri.addVertex(v_mapping[f.v2.ID]) tri.addVertex(v_mapping[f.v3.ID]) tri.closePrimitive() mesh.addPrimitive(tri) snode = GeomNode(self.name) snode.addGeom(mesh) self.rendered_mesh = render.attachNewNode(snode) self.rendered_mesh.setTwoSided(True)
def makeGeom(self, points, colors, sizes): #format = GeomVertexFormat.getV3c4() array = GeomVertexArrayFormat() array.addColumn(InternalName.get_vertex(), 3, Geom.NTFloat32, Geom.CPoint) array.addColumn(InternalName.get_color(), 4, Geom.NTFloat32, Geom.CColor) array.addColumn(InternalName.get_size(), 1, Geom.NTFloat32, Geom.COther) format = GeomVertexFormat() format.addArray(array) format = GeomVertexFormat.registerFormat(format) vdata = GeomVertexData('vdata', format, Geom.UH_static) vdata.unclean_set_num_rows(len(points)) self.vwriter = GeomVertexWriter(vdata, InternalName.get_vertex()) self.colorwriter = GeomVertexWriter(vdata, InternalName.get_color()) self.sizewriter = GeomVertexWriter(vdata, InternalName.get_size()) geompoints = GeomPoints(Geom.UH_static) geompoints.reserve_num_vertices(len(points)) index = 0 for (point, color, size) in zip(points, colors, sizes): self.vwriter.addData3f(*point) self.colorwriter.addData4f(*color) self.sizewriter.addData1f(size) geompoints.addVertex(index) #geompoints.closePrimitive() index += 1 geom = Geom(vdata) geom.addPrimitive(geompoints) return geom
def __build_Tris(self, sphere, mode): vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic) _num_rows = len(sphere.pts) # Vertices. vertices = GeomVertexWriter(vdata, "vertex") vertices.reserveNumRows(_num_rows) for pt in sphere.pts: vertices.addData3f(*pt) # Map coords. if mode == "mid": mapcoords = GeomVertexWriter(vdata, "mapcoord") mapcoords.reserveNumRows(_num_rows) for mc in sphere.coords: u, v = mc[:2] mapcoords.addData2f(u, v) # Tris. prim = GeomTriangles(Geom.UHStatic) prim.reserveNumVertices(len(sphere.tris)) for tri in sphere.tris: prim.addVertices(*tri) prim.closePrimitive() # Geom. geom = Geom(vdata) geom.addPrimitive(prim) geom_node = GeomNode("geom") geom_node.addGeom(geom) geom_np = NodePath(geom_node) return geom_np
def __init__(self, whl_pos, whl_radius, car_h): GameObject.__init__(self) self.radius = whl_radius v_f = GeomVertexFormat.getV3() vdata = GeomVertexData('skid', v_f, Geom.UHDynamic) prim = GeomTriangles(Geom.UHStatic) self.vtx_cnt = 1 self.last_pos = whl_pos geom = Geom(vdata) geom.add_primitive(prim) self.node = GeomNode('gnode') self.node.add_geom(geom) nodepath = self.eng.gfx.root.attach_node(self.node) nodepath.set_transparency(True) nodepath.set_depth_offset(1) nodepath.node.set_two_sided(True) # for self-shadowing issues self.__set_material(nodepath) nodepath.p3dnode.set_bounds(OmniBoundingVolume()) self.add_vertices(whl_radius, car_h) self.add_vertices(whl_radius, car_h) def alpha(time, n_p): if not n_p.is_empty: n_p.node.set_shader_input('alpha', time) # this if seems necessary since, if there are skidmarks and you # exit from the race (e.g. back to the menu), then alpha is being # called from the interval manager even if the interval manager # correctly says that there are 0 intervals. self.remove_seq = Sequence( Wait(8), LerpFunc(alpha, 8, .5, 0, 'easeInOut', [nodepath]), Func(nodepath.remove_node)) self.remove_seq.start()
def __build_Tris(self, sphere, mode): vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic) _num_rows = len(sphere.pts) # Vertices. vertices = GeomVertexWriter(vdata, "vertex") vertices.reserveNumRows(_num_rows) for pt in sphere.pts: vertices.addData3f(*pt) # Map coords. if mode == "mid": mapcoords = GeomVertexWriter(vdata, "mapcoord") mapcoords.reserveNumRows(_num_rows) for mc in sphere.coords: u, v = mc[:2] mapcoords.addData2f(u,v) # Tris. prim = GeomTriangles(Geom.UHStatic) prim.reserveNumVertices(len(sphere.tris)) for tri in sphere.tris: prim.addVertices(*tri) prim.closePrimitive() # Geom. geom = Geom(vdata) geom.addPrimitive(prim) geom_node = GeomNode("geom") geom_node.addGeom(geom) geom_np = NodePath(geom_node) return geom_np
def makeGeom(): # Vertex data fmt = GeomVertexFormat.getV3n3t2() vdata = GeomVertexData('', fmt, Geom.UHStatic) vertex = GeomVertexWriter(vdata, InternalName.getVertex()) normal = GeomVertexWriter(vdata, InternalName.getNormal()) texcoord = GeomVertexWriter(vdata, InternalName.getTexcoord()) for (x, y, z) in vertices: vertex.addData3f(x, y, z) normal.addData3f(0, 0, 0) # Privitive prim = GeomTriangles(Geom.UHStatic) for (i1, i2, i3) in indices: prim.addVertices(i1, i2, i3) prim.closePrimitive() # Geom geom = Geom(vdata) geom.addPrimitive(prim) return geom
def draw(self): if self.rendered_mesh != None: self.reset_draw() format = GeomVertexFormat.getV3n3cp() vdata = GeomVertexData('tri', format, Geom.UHDynamic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') v_mapping = {} i = 0 for v in self.verts.values(): vertex.addData3f(v.pos.x, v.pos.y, v.pos.z) normal.addData3f(v.norm.x, v.norm.y, v.norm.z) color.addData4f(v.color[0], v.color[1], v.color[2], v.color[3]) v_mapping[v.ID] = i i += 1 mesh = Geom(vdata) for f in self.faces.values(): tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(v_mapping[f.v1.ID]) tri.addVertex(v_mapping[f.v2.ID]) tri.addVertex(v_mapping[f.v3.ID]) tri.closePrimitive() mesh.addPrimitive(tri) snode = GeomNode(self.name) snode.addGeom(mesh) self.rendered_mesh = render.attachNewNode(snode) self.rendered_mesh.setTwoSided(True)
def add_plane(map_width, map_height): # Prepare the vertex format writers v_fmt = GeomVertexFormat.getV3n3c4() v_data = GeomVertexData('TerrainData', v_fmt, Geom.UHStatic) vertex = GeomVertexWriter(v_data, 'vertex') normal = GeomVertexWriter(v_data, 'normal') color = GeomVertexWriter(v_data, 'color') #texcoord = GeomVertexWriter(v_data, 'texcoord') # Create a primitive prim = GeomTrifans(Geom.UHStatic) poly_color = (uniform(0, 0.05), uniform(0, 0.5), uniform(0.5, 1), 0.5, ) for i, point in enumerate([ (-map_width/2, -map_height/2), (map_width/2, -map_height/2), (map_width/2, map_height/2), (-map_width/2, map_height/2), ]): x, y = point vertex.addData3f(x, y, 0) normal.addData3f(0, 0, 1) color.addData4f(*poly_color) #texcoord.addData2f(1, 0) prim.addVertex(i) prim.addVertex(0) prim.closePrimitive() # Add to the scene graph geom = Geom(v_data) geom.addPrimitive(prim) node = GeomNode('gnode') node.addGeom(geom) nodePath = render.attachNewNode(node) nodePath.setTwoSided(True) nodePath.setAlphaScale(0.5)
def makeRotationGeomNode(): vdata = GeomVertexData('rotHandleData', GeomVertexFormat.getV3(), Geom.UHStatic) v = GeomVertexWriter(vdata, 'vertex') radius = 0.7 width = 0.08 res = 30 innerRad = radius - width for i in xrange(res): theta = i*(2*pi/res) v.addData3f(innerRad*sin(theta), innerRad*cos(theta), width/2.0) v.addData3f(innerRad*sin(theta), innerRad*cos(theta), -width/2.0) v.addData3f(radius*sin(theta), radius*cos(theta), width/2.0) v.addData3f(radius*sin(theta), radius*cos(theta), -width/2.0) circle = Geom(vdata) # Make prims for the faces of the torus faces = [GeomTristrips(Geom.UHStatic) for i in xrange(4)] for i in xrange(res): i = i*4 faces[0].addVertices(i + 1, i) faces[1].addVertices(i + 2, i + 1) faces[2].addVertices(i + 3, i + 2) faces[3].addVertices(i, i + 3) for i in xrange(4): faces[i].addVertices((i + 1) % 4, i) faces[i].closePrimitive() circle.addPrimitive(faces[i]) node = GeomNode('geomnode') node.addGeom(circle) return node
def pandageom_from_vfnf(vertices, face_normals, triangles, name='auto'): """ :param vertices: nx3 nparray, each row is vertex :param face_normals: nx3 nparray, each row is the normal of a face :param triangles: nx3 nparray, each row is three idx to the vertices :param name: :return: a geom model that is ready to be used to define a nodepath author: weiwei date: 20160613, 20210109 """ # expand vertices to let each triangle refer to a different vert+normal # vertices and normals vertformat = GeomVertexFormat.getV3n3() vertexdata = GeomVertexData(name, vertformat, Geom.UHStatic) vertids = triangles.flatten() multiplied_verticies = np.empty((len(vertids), 3), dtype=np.float32) multiplied_verticies[:] = vertices[vertids] vertex_normals = np.repeat(face_normals.astype(np.float32), repeats=3, axis=0) npstr = np.hstack((multiplied_verticies, vertex_normals)).tobytes() vertexdata.modifyArrayHandle(0).setData(npstr) # triangles primitive = GeomTriangles(Geom.UHStatic) primitive.setIndexType(GeomEnums.NTUint32) multiplied_triangles = np.arange(len(vertids), dtype=np.uint32).reshape(-1, 3) primitive.modifyVertices(-1).modifyHandle().setData( multiplied_triangles.tobytes()) # make geom geom = Geom(vertexdata) geom.addPrimitive(primitive) return geom
def create_instance(self): self.vertexData = GeomVertexData('vertexData', GeomVertexFormat.getV3c4(), Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex') self.colorwriter = GeomVertexWriter(self.vertexData, 'color') for point in self.points: position = point.project(0, self.context.observer.camera_global_pos, self.context.observer.infinity) self.vertexWriter.addData3f(*position) self.colorwriter.addData4f(*self.color) self.lines = GeomLines(Geom.UHStatic) index = 0 for i in range(len(self.points) - 1): self.lines.addVertex(index) self.lines.addVertex(index + 1) self.lines.closePrimitive() index += 1 self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.lines) self.node = GeomNode("boundary") self.node.addGeom(self.geom) self.instance = NodePath(self.node) self.instance.setRenderModeThickness(settings.boundary_thickness) self.instance.reparentTo(self.context.annotation) self.instance.setBin('background', settings.boundaries_depth) self.instance.set_depth_write(False)
def __build_Patches(self, sphere): vdata = GeomVertexData("Data", self.__vformat['high'], Geom.UHStatic) vertices = GeomVertexWriter(vdata, "vertex") mapcoords = GeomVertexWriter(vdata, "mapcoord") texcoords = GeomVertexWriter(vdata, "texcoord") _num_rows = len(sphere.pts) vertices.reserveNumRows(_num_rows) mapcoords.reserveNumRows(_num_rows) texcoords.reserveNumRows(_num_rows) # Pts. for pt, uv, coords, in zip(sphere.pts, sphere.uvs, sphere.coords): vertices.addData3f(*pt) mapcoords.addData2f(*coords) texcoords.addData2f(*uv) ## *.99+.01) # Patches. prim = GeomPatches(3, Geom.UHStatic) prim.reserveNumVertices(len(sphere.tris)) for tri in sphere.tris: prim.addVertices(*tri) prim.closePrimitive() # Geom. geom = Geom(vdata) geom.addPrimitive(prim) geom_node = GeomNode("geom") geom_node.addGeom(geom) geom_np = NodePath(geom_node) return geom_np
def pg_draw_tris(pg, render): format = GeomVertexFormat.getV3c4() vdata = GeomVertexData('pgtris', format, Geom.UHStatic) vdata.setNumRows(len(pg.nodes)) vertex = GeomVertexWriter(vdata, 'vertex') color = GeomVertexWriter(vdata, 'color') prim = GeomTriangles(Geom.UHStatic) for pt in pg.nodes: vertex.addData3f(pt.x, pt.y, pt.z) color.addData4f(random.random(), random.random(), random.random(), 1.0) for pt in pg.nodes: if len(pt.conn) > 0: for i, cpt in enumerate(pt.conn): next_cpt = pt.conn[(i + 1) % len(pt.conn)] prim.addVertices(pt.idx, cpt.idx, next_cpt.idx) print("%d - %d - %d" % (pt.idx, cpt.idx, next_cpt.idx)) geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('TheTris') node.addGeom(geom) nodePath = render.attachNewNode(node) nodePath.setPos(0, 10, 0)
def create_mesh(parentnp, debug=False, invert=False): """This creates a simple 17x17 grid mesh for the sides of our cube. The ultimate goal is to use a LOD system, probably based on quadtrees. If debug is true then we get a color gradiant on our vertexes.""" x = -1.0 y = -1.0 vertex_count = 0 u = 0.0 v = 0.0 WIDTH_STEP = 2 / 16.0 while y <= 1.0: while x <= 1.0: vertex.addData3f(x, y, 0) if invert: normal.addData3f(myNormalize((Vec3(2 * x + 1, 2 * y + 1, 2 * 0 - 1)))) else: normal.addData3f(myNormalize((Vec3(2 * x - 1, 2 * y - 1, 2 * 0 - 1)))) if debug: color.addData4f(1.0, u, v, 1.0) texcoord.addData2f(u, v) vertex_count += 1 x += WIDTH_STEP u += WIDTH_STEP / 2.0 x = -1.0 u = 0 y += WIDTH_STEP v += WIDTH_STEP / 2.0 print vertex_count triangles = [] for y in range(0, 16): for x in range(0, 16): v = 17 * y + x tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(v) tri.addVertex(v + 1) tri.addVertex(v + 17) tri.closePrimitive() triangles.append(tri) tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(v + 1) tri.addVertex(v + 18) tri.addVertex(v + 17) tri.closePrimitive() triangles.append(tri) mesh = Geom(vdata) for t in triangles: mesh.addPrimitive(t) mnode = GeomNode("quadface") mnode.addGeom(mesh) nodePath = parentnp.attachNewNode(mnode) return nodePath
def make_square(x1, y1, z1, x2, y2, z2, tex_coord): format = GeomVertexFormat.getV3n3t2() vdata = GeomVertexData("square", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, "vertex") normal = GeomVertexWriter(vdata, "normal") texcoord = GeomVertexWriter(vdata, "texcoord") # make sure we draw the sqaure in the right plane if x1 != x2: vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y2, z2) else: vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y2, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y1, z2) normal.addData3f(my_normalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))) normal.addData3f(my_normalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))) normal.addData3f(my_normalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))) normal.addData3f(my_normalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))) # adding different colors to the vertex for visibility u1, v1, u2, v2 = tex_coord texcoord.addData2f(u1, v2) texcoord.addData2f(u1, v1) texcoord.addData2f(u2, v1) texcoord.addData2f(u2, v2) # quads arent directly supported by the Geom interface # you might be interested in the CardMaker class if you are # interested in rectangle though tri1 = GeomTriangles(Geom.UHStatic) tri2 = GeomTriangles(Geom.UHStatic) tri1.addVertex(0) tri1.addVertex(1) tri1.addVertex(3) tri2.addConsecutiveVertices(1, 3) tri1.closePrimitive() tri2.closePrimitive() square = Geom(vdata) square.addPrimitive(tri1) square.addPrimitive(tri2) return square
def create_geom(self, sidelength): # Set up the vertex arrays vformat = GeomVertexFormat.getV3n3c4() vdata = GeomVertexData("Data", vformat, Geom.UHDynamic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') geom = Geom(vdata) # Write vertex data for x in range(0, sidelength): for y in range(0, sidelength): # vertex_number = x * sidelength + y v_x, v_y, v_z = self.map_b[(x, y)] n_x, n_y, n_z = 0.0, 0.0, 1.0 c_r, c_g, c_b, c_a = 0.5, 0.5, 0.5, 0.5 vertex.addData3f(v_x, v_y, v_z) normal.addData3f(n_x, n_y, n_z) color.addData4f(c_r, c_g, c_b, c_a) # Add triangles for x in range(0, sidelength - 1): for y in range(0, sidelength - 1): # The vertex arrangement (y up, x right) # 2 3 # 0 1 v_0 = x * sidelength + y v_1 = x * sidelength + (y + 1) v_2 = (x + 1) * sidelength + y v_3 = (x + 1) * sidelength + (y + 1) if (x+y)%1 == 0: # An even square tris = GeomTriangles(Geom.UHStatic) tris.addVertices(v_0, v_2, v_3) tris.closePrimitive() geom.addPrimitive(tris) tris = GeomTriangles(Geom.UHStatic) tris.addVertices(v_3, v_1, v_0) tris.closePrimitive() geom.addPrimitive(tris) else: # An odd square tris = GeomTriangles(Geom.UHStatic) tris.addVertices(v_1, v_0, v_2) tris.closePrimitive() geom.addPrimitive(tris) tris = GeomTriangles(Geom.UHStatic) tris.addVertices(v_2, v_3, v_1) tris.closePrimitive() geom.addPrimitive(tris) # Create the actual node node = GeomNode('geom_node') node.addGeom(geom) # Remember GeomVertexWriters to adjust vertex data later #self.vertex_writer = vertex #self.color_writer = color self.vdata = vdata return node
def makeSquare(x1, y1, z1, x2, y2, z2): format = GeomVertexFormat.getV3n3cpt2() vdata = GeomVertexData('square', format, Geom.UHDynamic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') # color = GeomVertexWriter(vdata, 'color') texcoord = GeomVertexWriter(vdata, 'texcoord') # make sure we draw the sqaure in the right plane if x1 != x2: vertex.addData3(x1, y1, z1) vertex.addData3(x2, y1, z1) vertex.addData3(x2, y2, z2) vertex.addData3(x1, y2, z2) normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1)) normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1)) normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1)) normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1)) else: vertex.addData3(x1, y1, z1) vertex.addData3(x2, y2, z1) vertex.addData3(x2, y2, z2) vertex.addData3(x1, y1, z2) normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1)) normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1)) normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1)) normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1)) # adding different colors to the vertex for visibility # color.addData4f(1.0, 0.0, 0.0, 1.0) # color.addData4f(0.0, 1.0, 0.0, 1.0) # color.addData4f(0.0, 0.0, 1.0, 1.0) # color.addData4f(1.0, 0.0, 1.0, 1.0) texcoord.addData2f(0.0, 1.0) texcoord.addData2f(0.0, 0.0) texcoord.addData2f(1.0, 0.0) texcoord.addData2f(1.0, 1.0) # Quads aren't directly supported by the Geom interface # you might be interested in the CardMaker class if you are # interested in rectangle though tris = GeomTriangles(Geom.UHDynamic) tris.addVertices(0, 1, 3) tris.addVertices(1, 2, 3) square = Geom(vdata) square.addPrimitive(tris) return square
def createTriangle(v1, v2, v3, is_flat=False): x1 = v1.x y1 = v1.y z1 = v1.z x2 = v2.x y2 = v2.y z2 = v2.z x3 = v3.x y3 = v3.y z3 = v3.z format=GeomVertexFormat.getV3n3cp() vdata=GeomVertexData('tri', format, Geom.UHDynamic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') color=GeomVertexWriter(vdata, 'color') vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x3, y3, z3) if is_flat: normVector = norm(Vec3( (x1 + x2 + x3)/3.0, (y1 + y2 + y3)/3.0, (z1+ z2+ z3)/3.0)) normal.addData3f(normVector) normal.addData3f(normVector) normal.addData3f(normVector) else: normal.addData3f(norm(Vec3(x1,y1,z1))) normal.addData3f(norm(Vec3(x2,y2,z2))) normal.addData3f(norm(Vec3(x3,y3,z3))) #adding different colors to the vertex for visibility color.addData4f(0.5,0.5,0.5,1.0) color.addData4f(0.5,0.5,0.5,1.0) color.addData4f(0.5,0.5,0.5,1.0) tri = GeomTriangles(Geom.UHDynamic) tri.addVertex(0) tri.addVertex(1) tri.addVertex(2) tri.closePrimitive() output_tri = Geom(vdata) output_tri.addPrimitive(tri) return output_tri
def create_model(self): # Set up the vertex arrays vformatArray = GeomVertexArrayFormat() # Panda3D implicitly generates a bounding volume from a # column named "vertex", so you either # * have a column of that name, or # * add a bounding volume yourself. vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint) vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor) vformat = GeomVertexFormat() vformat.addArray(vformatArray) vformat = GeomVertexFormat.registerFormat(vformat) vdata = GeomVertexData("Data", vformat, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') color = GeomVertexWriter(vdata, 'color') geom = Geom(vdata) # Vertex data vertex.addData3f(1.5, 0, -1) color.addData4f(1, 0, 0, 1) vertex.addData3f(-1.5, 0, -1) color.addData4f(0, 1, 0, 1) vertex.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) # Primitive tri = GeomPatches(3, Geom.UHStatic) tri.add_vertex(2) tri.add_vertex(1) tri.add_vertex(0) tri.close_primitive() geom.addPrimitive(tri) # Create the actual node node = GeomNode('geom_node') node.addGeom(geom) np = NodePath(node) # Shader, initial shader vars, number of instances np.set_shader(Shader.load(Shader.SL_GLSL, vertex = "shader.vert", tess_control = "shader.tesc", tess_evaluation = "shader.tese", geometry = "shader.geom", fragment = "shader.frag")) np.set_shader_input("time", 0.0) np.set_shader_input("tess_level", 32.0) np.set_instance_count(num_instances) np.set_shader_input("numInstances", num_instances) return np
def makeAxis(): #FIXME make this scale based on zoom??? """ x y z r g b """ colors = ( (1,0,0,1), (0,1,0,1), (0,0,1,1), (1,0,0,1), (0,1,0,1), (0,0,1,1), ) points = ( (0,0,0), (0,0,0), (0,0,0), (1,0,0), (0,1,0), (0,0,1), ) fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color #fmt = GeomVertexFormat.getV3() #3 component vertex, w/ 4 comp color vertexData = GeomVertexData('points', fmt, Geom.UHStatic) verts = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') for p,c in zip(points,colors): verts.addData3f(*p) color.addData4f(*c) axisX = GeomLinestrips(Geom.UHStatic) axisX.addVertices(0,3) axisX.closePrimitive() axisY = GeomLinestrips(Geom.UHStatic) axisY.addVertices(1,4) axisY.closePrimitive() axisZ = GeomLinestrips(Geom.UHStatic) axisZ.addVertices(2,5) axisZ.closePrimitive() axis = Geom(vertexData) axis.addPrimitive(axisX) axis.addPrimitive(axisY) axis.addPrimitive(axisZ) return axis
def drawBody(self, pos, quat, radius=1,UVcoord=(1,1), numVertices=_polySize): # if isRoot: # self.bodydata = GeomVertexData("body vertices", GeomVertexFormat.getV3n3t2(), Geom.UHStatic) vdata = self.bodydata circleGeom = Geom(vdata) # this was originally a copy of all previous geom in vdata... vertWriter = GeomVertexWriter(vdata, "vertex") #colorWriter = GeomVertexWriter(vdata, "color") normalWriter = GeomVertexWriter(vdata, "normal") # drawReWriter = GeomVertexRewriter(vdata, "drawFlag") texReWriter = GeomVertexRewriter(vdata, "texcoord") startRow = vdata.getNumRows() vertWriter.setRow(startRow) #colorWriter.setRow(startRow) normalWriter.setRow(startRow) texReWriter.setRow(startRow) #axisAdj=Mat4.rotateMat(45, axis)*Mat4.scaleMat(radius)*Mat4.translateMat(pos) perp1 = quat.getRight() perp2 = quat.getForward() #TODO: PROPERLY IMPLEMENT RADIAL NOISE #vertex information is written here angleSlice = 2 * pi / numVertices currAngle = 0 for i in xrange(numVertices+1): adjCircle = pos + (perp1 * cos(currAngle) + perp2 * sin(currAngle)) * radius * (.5+bNodeRadNoise*random.random()) normal = perp1 * cos(currAngle) + perp2 * sin(currAngle) normalWriter.addData3f(normal) vertWriter.addData3f(adjCircle) texReWriter.addData2f(float(UVcoord[0]*i) / numVertices,UVcoord[1]) # UV SCALE HERE! #colorWriter.addData4f(0.5, 0.5, 0.5, 1) currAngle += angleSlice #we cant draw quads directly so we use Tristrips if (startRow != 0): lines = GeomTristrips(Geom.UHStatic) for i in xrange(numVertices+1): lines.addVertex(i + startRow) lines.addVertex(i + startRow - numVertices-1) lines.addVertex(startRow) lines.addVertex(startRow - numVertices) lines.closePrimitive() #lines.decompose() circleGeom.addPrimitive(lines) circleGeomNode = GeomNode("Debug") circleGeomNode.addGeom(circleGeom) self.numPrimitives += numVertices * 2 self.bodies.attachNewNode(circleGeomNode) return circleGeomNode
def make_square4v(coord1, coord2, coord3, coord4, tex_coord): format = GeomVertexFormat.getV3n3t2() vdata = GeomVertexData("square", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, "vertex") normal = GeomVertexWriter(vdata, "normal") texcoord = GeomVertexWriter(vdata, "texcoord") # make sure we draw the sqaure in the right plane vertex.addData3f(coord1) vertex.addData3f(coord2) vertex.addData3f(coord3) vertex.addData3f(coord4) side1 = coord1 - coord2 side2 = coord1 - coord4 norm1 = side1.cross(side2) side1 = coord2 - coord3 side2 = coord2 - coord4 norm2 = side1.cross(side2) normal.addData3f(norm1) normal.addData3f(norm1) normal.addData3f(norm1) normal.addData3f(norm2) # adding different colors to the vertex for visibility u1, v1, u2, v2 = tex_coord texcoord.addData2f(u1, v2) texcoord.addData2f(u1, v1) texcoord.addData2f(u2, v1) texcoord.addData2f(u2, v2) # quads arent directly supported by the Geom interface # you might be interested in the CardMaker class if you are # interested in rectangle though tri1.addVertex(0) tri1.addVertex(1) tri1.addVertex(3) tri1.addConsecutiveVertices(1, 3) tri1.closePrimitive() square = Geom(vdata) square.addPrimitive(tri1) return square
class Polygon(GeomNode): vertices = [] def __init__(self, name): GeomNode.__init__(self, name) def addVertex(self, vertex): self.vertices.append(vertex) def reconstruct(self): trianglator = Triangulator() #Add vertices to the trianglator for vertex in self.vertices: trianglator.addPolygonVertex(trianglator.addVertex(vertex)) trianglator.triangulate() #Prepare to create the primative self.vdata = GeomVertexData('floor', GeomVertexFormat.getV3n3cpt2(), Geom.UHStatic) vertexW = GeomVertexWriter(self.vdata, 'vertex') normalW = GeomVertexWriter(self.vdata, 'normal') colorW = GeomVertexWriter(self.vdata, 'color') texcoordW = GeomVertexWriter(self.vdata, 'texcoord') #Add vertices to the primative i = 0 while i < trianglator.getNumVertices(): vertex = trianglator.getVertex(i) vertexW.addData3f(vertex.x,vertex.y,0.0) normalW.addData3f(0,0,1) colorW.addData4f(0.1,0.1,0.1,0.5) texcoordW.addData2f(0.0, 1.0) i+=1 self.geom = Geom(self.vdata) #Add triangles to the primative i = 0 print(trianglator.getNumTriangles()) while i < trianglator.getNumTriangles(): tri = GeomTriangles(Geom.UHStatic) tri.addVertices(trianglator.getTriangleV0(i),trianglator.getTriangleV1(i),trianglator.getTriangleV2(i)) tri.closePrimitive() self.geom.addPrimitive(tri) i+=1 self.addGeom(self.geom)
def createTetraeder(self, iterations): ''' Note that the first and the last node of the Thetha_Range should be 0 and 180 Degrees because this will be just one time added to verticies ''' #Format format = GeomVertexFormat.getV3n3cpt2() #VertexData vdata = GeomVertexData('name', format, Geom.UHDynamic) ##VertexWriter vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') texcoord = GeomVertexWriter(vdata, 'texcoord') vertex.addData3f(0,1.434,-0.507) vertex.addData3f(-1.242,-0.717,-0.507) vertex.addData3f(1.242,-0.717,-0.507) vertex.addData3f(0,0,1.521) color.addData4f(1,1,1,1) color.addData4f(1,1,1,1) color.addData4f(1,1,1,1) color.addData4f(1,1,1,1) normal.addData3f(0,1.434,-0.507) normal.addData3f(-1.242,-0.717,-0.507) normal.addData3f(1.242,-0.717,-0.507) normal.addData3f(0,0,1.521) ### Create Geom geom = Geom(vdata) ### Create Primitives prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(0, 1, 3) prim.addVertices(1, 2, 3) prim.addVertices(2, 0, 3) prim.closePrimitive() geom.addPrimitive(prim) node = GeomNode('gnode') node.addGeom(geom) return node
def makePoint(point=(0,0,0)): clr4 = [1,1,1,1] fmt = GeomVertexFormat.getV3c4() #3 component vertex, w/ 4 comp color vertexData = GeomVertexData('points', fmt, Geom.UHStatic) verts = GeomVertexWriter(vertexData, 'vertex') verts.addData3f(*point) color = GeomVertexWriter(vertexData, 'color') color.addData4f(*clr4) pointCloud = GeomPoints(Geom.UHStatic) pointCloud.addVertex(0) pointCloud.closePrimitive() cloud = Geom(vertexData) cloud.addPrimitive(pointCloud) cloudNode = GeomNode('point') cloudNode.addGeom(cloud) return cloudNode