Esempio n. 1
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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
Esempio n. 2
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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
Esempio n. 3
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    def __init__(self, base_object):
        PandaNode.__init__(self, "Moon")

        self.geom = GeomNode("Moon")
        self.vertexData = GeomVertexData("Basis", GeomVertexFormat.getV3cpt2(),
                                         Geom.UHStatic)
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.tex_coord = GeomVertexWriter(self.vertexData, 'texcoord')
        self.mesh = Geom(self.vertexData)
        self.tris = GeomTristrips(Geom.UHStatic)

        size = 700
        z = 1000
        dx = 0
        dy = 500

        self.vertex.addData3f(z, size + dx, -size + dy)
        self.tex_coord.addData2f(1.0, 0.0)

        self.vertex.addData3f(z, -size + dx, -size + dy)
        self.tex_coord.addData2f(1.0, 1.0)

        self.vertex.addData3f(z, size + dx, size + dy)
        self.tex_coord.addData2f(0.0, 0.0)

        self.vertex.addData3f(z, -size + dx, size + dy)
        self.tex_coord.addData2f(0.0, 1.0)

        self.tris.add_vertices(0, 1, 2, 3)

        self.tris.closePrimitive()
        self.mesh.addPrimitive(self.tris)
        self.geom.addGeom(self.mesh)

        self.node = base_object.render.attachNewNode(self.geom)
        self.node.set_p(90)
        # self.node.set_r(-90)
        # self.node.set_h(90)

        # self.node.set_p(90)
        # self.node.set_scale(500)

        # self.node.set_pos(1.7 * self.node.get_scale()[0],
        #                   0,
        #                   self.node.get_scale()[0] * 0.5)

        self.texture = base_object.loader.loadTexture(
            base_object.params("moon_texture"))
        self.node.set_texture(self.texture)

        self.node.setLightOff()
        self.node.setColorOff()
        self.node.setTransparency(True)

        self.node.set_bin('fixed', 2)
        self.node.set_depth_write(0)
        self.node.set_depth_test(0)
Esempio n. 4
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class Earth(PandaNode):
    def __init__(self, base_object):
        PandaNode.__init__(self, "Earth")

        self.geom = GeomNode("earth")
        self.vertexData = GeomVertexData("Basis", GeomVertexFormat.getV3cpt2(),
                                         Geom.UHStatic)
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.tex_coord = GeomVertexWriter(self.vertexData, 'texcoord')
        self.mesh = Geom(self.vertexData)
        self.tris = GeomTristrips(Geom.UHStatic)

        size = 200
        z = -1000
        dx = 0
        dy = -200

        self.vertex.addData3f(z, size + dx, -size + dy)
        self.tex_coord.addData2f(1.0, 0.0)

        self.vertex.addData3f(z, -size + dx, -size + dy)
        self.tex_coord.addData2f(1.0, 1.0)

        self.vertex.addData3f(z, size + dx, size + dy)
        self.tex_coord.addData2f(0.0, 0.0)

        self.vertex.addData3f(z, -size + dx, size + dy)
        self.tex_coord.addData2f(0.0, 1.0)

        self.tris.add_vertices(1, 0, 3, 2)

        self.tris.closePrimitive()
        self.mesh.addPrimitive(self.tris)
        self.geom.addGeom(self.mesh)

        self.node = base_object.render.attachNewNode(self.geom)
        self.node.set_p(90)
        # self.node.set_h(90)

        self.texture = base_object.loader.loadTexture(
            base_object.params("earth_texture"))
        self.node.set_texture(self.texture)

        self.node.setLightOff()
        self.node.setColorOff()
        self.node.setTransparency(True)

        # self.node.set_bin('fixed', 3)
        # self.node.set_depth_write(0)
        # self.node.set_depth_test(0)
        # self.node.setBillboardPointEye()

    def move(self, dx):
        self.node.set_pos(self.node.get_pos() + dx)
Esempio n. 5
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class Sun(PandaNode):
    def __init__(self, base_object):
        PandaNode.__init__(self, "Sun")

        self.geom = GeomNode("Sun")
        self.vertexData = GeomVertexData("Basis", GeomVertexFormat.getV3cpt2(),
                                         Geom.UHStatic)
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.tex_coord = GeomVertexWriter(self.vertexData, 'texcoord')
        self.mesh = Geom(self.vertexData)
        self.tris = GeomTristrips(Geom.UHStatic)

        self.vertex.addData3f(0.0, 0.0, 0.0)
        self.tex_coord.addData2f(1.0, 0.0)

        self.vertex.addData3f(1.0, 0.0, 0.0)
        self.tex_coord.addData2f(1.0, 1.0)

        self.vertex.addData3f(0.0, 1.0, 0.0)
        self.tex_coord.addData2f(0.0, 0.0)

        self.vertex.addData3f(1.0, 1.0, 0.0)
        self.tex_coord.addData2f(0.0, 1.0)

        self.tris.add_vertices(0, 1, 2, 3)

        self.tris.closePrimitive()
        self.mesh.addPrimitive(self.tris)
        self.geom.addGeom(self.mesh)

        self.node = base_object.render.attachNewNode(self.geom)
        self.node.set_r(-90)
        self.node.set_h(90)
        self.node.set_scale(40)

        self.node.set_pos(0, 500, 0)

        self.texture = base_object.loader.loadTexture(
            base_object.params("sun_texture"))
        self.node.set_texture(self.texture)

        self.node.setLightOff()
        self.node.setColorOff()
        self.node.setTransparency(True)

        self.node.set_bin('fixed', 1)
        self.node.set_depth_write(0)
        self.node.set_depth_test(0)

        self.node.setBillboardPointEye()

    def move(self, dx):
        self.node.set_pos(self.node.get_pos() + dx)
Esempio n. 6
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    def moveForwardTask(self, task):
        change = 0.7
        self.counter = self.counter + change
        x, y, z = self.camera.get_pos()
        self.camera.set_pos(x, y + change, z)
        for i in range(0, len(self.plights)):
            x, y, z = self.plights[i].get_pos()
            self.plights[i].set_pos(x, y + change, z)
            self.render.set_light(self.plights[i])

        if y > self.rows1:
            self.nodeTrisPath.removeNode()

        if self.counter >= 1:
            if y > self.rows1:
                self.newNodePath[0].removeNode()
                del self.newNodePath[0]
            self.counter = self.counter - 1
            for x in range(0, self.cols):
                nz1 = random.uniform(self.pz[x] - 1, self.pz[x] + 1)
                nz2 = random.uniform(self.pz[x - 1] - 1, self.pz[x - 1] + 1)
                nz3 = random.uniform(self.pz[x + 1] - 1, self.pz[x + 1] + 1)
                nz = (nz1 + nz2 + nz3) / 3
                self.vertex.add_data3f((x, self.rows + 1, nz))
                self.vertex.add_data3f((x, self.rows, self.pz[x]))
                if nz < -5:
                    self.color.add_data4f(0.2, 0.1, 0, 1)
                elif nz < -3:
                    self.color.add_data4f(0, 0.2, 0.1, 1)
                elif nz < 0:
                    self.color.add_data4f(0, 0.4, 0.2, 1)
                elif nz < 4:
                    self.color.add_data4f(0.4, 0.4, 0.4, 1)
                else:
                    self.color.add_data4f(1, 1, 1, 1)
                if nz < -5:

                    self.color.add_data4f(0.2, 0.1, 0, 1)
                elif nz < -3:
                    self.color.add_data4f(0, 0.2, 0.1, 1)
                elif self.pz[x] < 0:
                    self.color.add_data4f(0, 0.4, 0.2, 1)
                elif self.pz[x] < 4:
                    self.color.add_data4f(0.4, 0.4, 0.4, 1)
                else:
                    self.color.add_data4f(1, 1, 1, 1)
                self.pz[x] = nz
                #print (nz)
            geom = Geom(self.vdata)
            prim = GeomTristrips(Geom.UH_static)
            prim.addVertex(self.cols * 2 * self.rows)
            prim.add_next_vertices((self.cols * 2) - 1)
            prim.close_primitive()
            geom.addPrimitive(prim)
            node = GeomNode("TriStrips")
            node.addGeom(geom)
            self.newNodePath.append(self.render.attachNewNode(node))
            self.rows = self.rows + 1
        return Task.cont
Esempio n. 7
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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
Esempio n. 8
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    def create_model(self):
        vdata = GeomVertexData('name', Diagram.gformat, Geom.UHStatic)
        vdata.setNumRows(len(self.values)*2)

        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')
        prim = GeomTristrips(Geom.UHStatic)

        i = 0
        for x, z in self.values:
            vertex.addData3(0, x, 0)
            color.addData4(0, 0, 1, 1)
            prim.addVertex(i)

            vertex.addData3(0, x, z/100)
            color.addData4(0, 0, 1, 1)
            prim.addVertex(i+1)

            i += 2

        prim.closePrimitive()

        diagram_geom = Geom(vdata)
        diagram_geom.addPrimitive(prim)

        node = GeomNode('gnode')
        node.addGeom(diagram_geom)

        node.setTag('entity_type', self.__class__.__name__)
        node.setTag('entity_id', self.entity_id)

        model_parent = self.parent.geom[0]
        parent_scale = model_parent.getScale()

        nodePath = render.attachNewNode(node)
        nodePath.reparentTo(model_parent)
        nodePath.set_two_sided(True)
        nodePath.setLightOff()

        node_parent = self.parent.start.geom[0]



        L = self.parent.longitude()
        h = 1
        nodePath.setScale(h / parent_scale[2], 1 / parent_scale[1], 1 / parent_scale[0])

        nodePath.wrtReparentTo(node_parent)
        """
        model = app.base.loader.loadModel("data/geom/plate")
        model.set_two_sided(True)
        model.setTag('entity_type', self.__class__.__name__)
        model.setTag('entity_id', self.entity_id)
        self.geom = [model]"""

        self.update_model()
 def createTristrips(self, pointCount, startPoint):
     prim = GeomTristrips(Geom.UHStatic)
     for i in xrange(pointCount):
         prim.addVertex(i+startPoint)
         prim.addVertex(i+startPoint+pointCount)         
     prim.closePrimitive() 
     return prim
Esempio n. 10
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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
Esempio n. 11
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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
Esempio n. 12
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 def __init__(self, mp):
     vdata = GeomVertexData("name_me", GeomVertexFormat.getV3c4(), Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, "vertex")
     color = GeomVertexWriter(vdata, "color")
     primitive = GeomTristrips(Geom.UHStatic)
     film_size = base.cam.node().getLens().getFilmSize()
     x = film_size.getX() / 2.0
     z = x * 256.0 / 240.0
     vertex.addData3f(x, 90, z)
     vertex.addData3f(-x, 90, z)
     vertex.addData3f(x, 90, -z)
     vertex.addData3f(-x, 90, -z)
     color.addData4f(VBase4(*mp["backgroundcolor1"]))
     color.addData4f(VBase4(*mp["backgroundcolor1"]))
     color.addData4f(VBase4(*mp["backgroundcolor2"]))
     color.addData4f(VBase4(*mp["backgroundcolor2"]))
     primitive.addNextVertices(4)
     primitive.closePrimitive()
     geom = Geom(vdata)
     geom.addPrimitive(primitive)
     self.node = GeomNode("sky")
     self.node.addGeom(geom)
     base.camera.attachNewNode(self.node)
Esempio n. 13
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def make_cube(x, y, z):  # FIXME make prism
    """ make x, y, z sized cube (ints pls) """
    colors = [[1,1,1,0] for i in range(8)]
    #colors[0] = np.array((1,1,1,1))
    #colors[1] = np.array((1,0,0,0))
    #colors[2] = np.array((0,1,0,0))
    #colors[5] = np.array((0,0,1,0))
    points = (
        (0,0,0),
        (0,0,z),
        (0,y,0),
        (0,y,z),
        (x,0,0),
        (x,0,z),
        (x,y,0),
        (x,y,z),
    )
    order = [0, 5, 1, 7, 3, 2, 1, 0, 5, 4, 7, 6, 2, 4, 0]  # perfect for clockwise
    #order = [2, 6, 3, 7, 5, 6, 4, 2, 0, 3, 1, 4, 0, 4]
    #order.reverse()
    #order = [4, 3, 7, 8, 5, 3, 1, 4, 2, 7, 6, 5, 2, 1]


    fmt = GeomVertexFormat.getV3c4()
    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)

    targetTris = GeomTristrips(Geom.UHStatic)
    targetTris.addConsecutiveVertices(0,8)
    for i in order:
        targetTris.addVertex(i)#-1)
    targetTris.closePrimitive()

    target = Geom(vertexData)
    target.addPrimitive(targetTris)
    return target
Esempio n. 14
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def makeEquiTri():
    colors = (
        (1,1,1,1),
        (1,0,0,1),
        (0,0,1,1),
        (0,1,0,1),
        (1,1,1,1),
        (1,0,0,1),
    )
    points = (
        (-1,0,0),
        (1,0,0),
        (0,3**.5/2,3**.5),
        (0,3**.5,0),
        #(-1,0,0),
        #(1,0,0),
    )

    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)

    targetTris = GeomTristrips(Geom.UHStatic)
    targetTris.addConsecutiveVertices(0,4)
    targetTris.addVertex(0)
    targetTris.addVertex(1)
    targetTris.closePrimitive()

    target = Geom(vertexData)
    target.addPrimitive(targetTris)
    return target
Esempio n. 15
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def _generate_mesh(radius: float, count: int) -> Geom:
    """Generate mesh for the ground plane."""
    vertex_data = GeomVertexData('ground', VERTEX_FORMAT, Geom.UH_static)
    vertex_data.set_num_rows(count**2)
    vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
    normal_writer = GeomVertexWriter(vertex_data, 'normal')
    texcoord_writer = GeomVertexWriter(vertex_data, 'texcoord')

    step = 2 * radius / count
    for i, j in product(range(count + 1), repeat=2):
        vertex_writer.add_data3f(i * step - radius, j * step - radius, 0.0)
        normal_writer.add_data3f(0.0, 0.0, 1.0)
        texcoord_writer.add_data2f(i * 512, j * 512)

    geom = Geom(vertex_data)
    primitive = GeomTristrips(Geom.UH_static)
    for j in range(count):
        rows = range(count + 1) if j % 2 else reversed(range(count + 1))
        for i in rows:
            primitive.add_vertex((j + (j + 1) % 2) * (count + 1) + i)
            primitive.add_vertex((j + j % 2) * (count + 1) + i)
    primitive.close_primitive()
    geom.add_primitive(primitive)
    return geom
Esempio n. 16
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def _generate_mesh(node: Node) -> Geom:
    """Generate mesh for a Node."""
    size = len(node.geometry.polygon)
    vertex_data = GeomVertexData(str(node.id), VERTEX_FORMAT, Geom.UH_static)
    vertex_data.set_num_rows(size)
    vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
    normal_writer = GeomVertexWriter(vertex_data, 'normal')
    texcoord_writer = GeomVertexWriter(vertex_data, 'texcoord')

    indexes = [range(i - 1, i + 2) for i in range(0, size, 2)]
    triangles = [[node.geometry.polygon[j] for j in t] for t in indexes]

    for point in node.geometry.polygon:
        vertex_writer.add_data3f(point.x, point.y, LEVEL_HEIGHT * node.level)
        normal_writer.add_data3f(0.0, 0.0, 1.0)
        texcoord_writer.add_data2f(point.x / LANE_WIDTH, point.y / LANE_WIDTH)

    indexes = [
        i for i, t in zip(indexes, triangles)
        if not t[0].close_to(t[1]) and not t[1].close_to(t[2])
    ]

    geom = Geom(vertex_data)
    primitive = GeomTriangles(Geom.UH_static)
    for index in chain.from_iterable(indexes):
        primitive.add_vertex(index % size)
    primitive.close_primitive()
    geom.add_primitive(primitive)

    if size > 4:
        primitive = GeomTristrips(Geom.UH_static)
        for index in (i if i % 2 else -i - 1 for i in range(size // 2)):
            primitive.add_vertex(index % size)
        primitive.close_primitive()
        geom.add_primitive(primitive)

    return geom
Esempio n. 17
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 def primitives(self, vdata):
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     r = int(self.diameter / 2.0)
     n = 0
     for i in range(-r, r + 1, self.resolution):
         for j in range(-r, r + 1, self.resolution):
             h = elevation(i, j)
             vertex.addData3f(i, j, h)
             color.addData4f(elevation_color(h))
         n += 1
     for i in range(n - 1):
         row = GeomTristrips(Geom.UHStatic)
         for j in range(n):
             t = i * n + j
             b = t + n
             row.addVertices(t, b)
         row.closePrimitive()
         yield row
Esempio n. 18
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def _generate_mesh(way: Way) -> Geom:
    """Generate mesh for a Way."""
    geometry = way.geometry
    rows = 2 * len(geometry.segments) + 2

    vertex_data = GeomVertexData(str(way.id), VERTEX_FORMAT, Geom.UH_static)
    vertex_data.set_num_rows(rows)
    vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
    normal_writer = GeomVertexWriter(vertex_data, 'normal')
    texcoord_writer = GeomVertexWriter(vertex_data, 'texcoord')

    start_z = way.start.level * LEVEL_HEIGHT
    end_z = way.end.level * LEVEL_HEIGHT
    lanes_float = float(way.total_lane_count)

    segment = geometry.segments[0]
    for vertex in (segment.start_left, segment.start_right):
        vertex_writer.add_data3f(vertex.x, vertex.y, start_z)
        normal_writer.add_data3f(0.0, 0.0, 1.0)
    texture_v = 0.0
    texcoord_writer.add_data2f(0.0, texture_v)
    texcoord_writer.add_data2f(lanes_float, texture_v)

    lengths = [s.length() for s in geometry.segments]
    total_len = sum(lengths)

    for segment, acc_len in zip(geometry.segments, accumulate(lengths)):
        height = start_z + (end_z - start_z) * acc_len / total_len
        for vertex in (segment.end_left, segment.end_right):
            vertex_writer.add_data3f(vertex.x, vertex.y, height)
            normal_writer.add_data3f(0.0, 0.0, 1.0)
        texture_v = acc_len / LANE_WIDTH
        texcoord_writer.add_data2f(0.0, texture_v)
        texcoord_writer.add_data2f(lanes_float, texture_v)

    primitive = GeomTristrips(Geom.UH_static)
    primitive.add_consecutive_vertices(0, rows)
    primitive.close_primitive()
    geom = Geom(vertex_data)
    geom.add_primitive(primitive)
    return geom
Esempio n. 19
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 def primitives(self, vdata):
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     w = ROAD_WIDTH / 2.0
     v = 0
     for a, b in self.edges:
         a, b = self.points[a], self.points[b]
         ab = b - a
         n = ab.length()
         inc = abs(a.z - b.z) / n
         probes = max(2, n / 25)
         ab_ = Vec3(ab)
         ab_.normalize()
         pab = Vec3.up().cross(ab_) * w
         road = GeomTristrips(Geom.UHStatic)
         for i in range(0, int(probes) + 1):
             p = a + ab / probes * i
             p1 = p + pab
             p2 = p - pab
             z = max(elevation(p1.x, p1.y), elevation(p2.x, p2.y))
             p1.z = z + 0.2
             p2.z = z + 0.2
             vertex.addData3f(p1)
             vertex.addData3f(p2)
             if inc > 0.1:
                 color.addData4f(0.4, 0.0, 0.0, 0.0)
                 color.addData4f(0.4, 0.0, 0.0, 0.0)
             elif n > 1000:
                 color.addData4f(0.0, 0.0, 0.4, 0.0)
                 color.addData4f(0.0, 0.0, 0.4, 0.0)
             else:
                 color.addData4f(0.2, 0.2, 0.2, 0.0)
                 color.addData4f(0.2, 0.2, 0.2, 0.0)
             road.addVertices(v, v + 1)
             v += 2
         road.closePrimitive()
         yield road
Esempio n. 20
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 def __init__(self, mp):
     vdata = GeomVertexData('name_me', GeomVertexFormat.getV3c4(),
                            Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     primitive = GeomTristrips(Geom.UHStatic)
     film_size = base.cam.node().getLens().getFilmSize()
     x = film_size.getX() / 2.0
     z = x * 256.0 / 240.0
     vertex.addData3f(x, 90, z)
     vertex.addData3f(-x, 90, z)
     vertex.addData3f(x, 90, -z)
     vertex.addData3f(-x, 90, -z)
     color.addData4f(VBase4(*mp['backgroundcolor1']))
     color.addData4f(VBase4(*mp['backgroundcolor1']))
     color.addData4f(VBase4(*mp['backgroundcolor2']))
     color.addData4f(VBase4(*mp['backgroundcolor2']))
     primitive.addNextVertices(4)
     primitive.closePrimitive()
     geom = Geom(vdata)
     geom.addPrimitive(primitive)
     self.node = GeomNode('sky')
     self.node.addGeom(geom)
     base.camera.attachNewNode(self.node)
Esempio n. 21
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def drawBody(nodePath, vdata, pos, vecList, radius=1, keepDrawing=True, numVertices=8):

    circleGeom = Geom(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)

    sCoord = 0

    if (startRow != 0):
        texReWriter.setRow(startRow - numVertices)
        sCoord = texReWriter.getData2f().getX() + 1

        drawReWriter.setRow(startRow - numVertices)
        if(drawReWriter.getData1f() == False):
            sCoord -= 1

    drawReWriter.setRow(startRow)
    texReWriter.setRow(startRow)

    angleSlice = 2 * math.pi / numVertices
    currAngle = 0

    #axisAdj=LMatrix4.rotateMat(45, axis)*LMatrix4.scaleMat(radius)*LMatrix4.translateMat(pos)

    perp1 = vecList[1]
    perp2 = vecList[2]

    # vertex information is written here
    for i in range(numVertices):
        adjCircle = pos + \
            (perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)) * \
            radius
        normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
        normalWriter.addData3f(normal)
        vertWriter.addData3f(adjCircle)
        texReWriter.addData2f(sCoord, (i + 0.001) / (numVertices - 1))
        colorWriter.addData4f(0.5, 0.5, 0.5, 1)
        drawReWriter.addData1f(keepDrawing)
        currAngle += angleSlice

    drawReader = GeomVertexReader(vdata, "drawFlag")
    drawReader.setRow(startRow - numVertices)

    # we cant draw quads directly so we use Tristrips
    if (startRow != 0) & (drawReader.getData1f() != False):
        lines = GeomTristrips(Geom.UHStatic)
        half = int(numVertices * 0.5)
        for i in range(numVertices):
            lines.addVertex(i + startRow)
            if i < half:
                lines.addVertex(i + startRow - half)
            else:
                lines.addVertex(i + startRow - half - numVertices)

        lines.addVertex(startRow)
        lines.addVertex(startRow - half)
        lines.closePrimitive()
        lines.decompose()
        circleGeom.addPrimitive(lines)

        circleGeomNode = GeomNode("Debug")
        circleGeomNode.addGeom(circleGeom)

        # I accidentally made the front-face face inwards. Make reverse makes the tree render properly and
        # should cause any surprises to any poor programmer that tries to use
        # this code
        circleGeomNode.setAttrib(CullFaceAttrib.makeReverse(), 1)
        global numPrimitives
        numPrimitives += numVertices * 2

        nodePath.attachNewNode(circleGeomNode)
Esempio n. 22
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    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
Esempio n. 23
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def makeCylinder(vdata, numVertices=40):
    topCircleGeom = makeCircle(vdata, numVertices, Vec3(0, 0, 1))
    bottomCircleGeom = makeCircle(vdata, numVertices, Vec3(0, 0, 0), -1)

    body = GeomTristrips(Geom.UHStatic)

    j = 40
    i = 0
    while i < numVertices + 1:
        body.addVertex(i)
        body.addVertex(j)
        i += 1
        if j == 40:
            j = 2 * numVertices - 1
        else:
            j -= 1
        body.addVertex(i)
        body.addVertex(j)
        j -= 1
        i += 1

    body.addVertex(numVertices - 1)
    body.addVertex(0)
    body.addVertex(numVertices)
    body.closePrimitive()
    #print body

    cylinderGeom = Geom(vdata)

    cylinderGeom.addPrimitive(body)
    cylinderGeom.copyPrimitivesFrom(topCircleGeom)
    cylinderGeom.copyPrimitivesFrom(bottomCircleGeom)

    cylinderGeom.decomposeInPlace()
    cylinderGeom.unifyInPlace()
    return cylinderGeom
def add_button(self, text, label_id, pos_x, pos_y, width=0.0, hight=0.1):
    if width == 0.0:
        for c in range(len(text)/2):
            width += 0.08
    ls = LineSegs("lines")
    ls.setColor(0,1,0,1)
    ls.drawTo(-width/2, 0, hight/2)
    ls.drawTo(width/2, 0, hight/2)
    ls.drawTo(width/2, 0,-hight/2)
    ls.drawTo(-width/2, 0,-hight/2)
    ls.drawTo(-width/2, 0, hight/2)
    border = ls.create(False)
    border.setTag('back_ground', '1')
    
    array = GeomVertexArrayFormat()
    array.addColumn("vertex", 4, Geom.NTFloat32, Geom.CPoint)
    arr_format = GeomVertexFormat()
    arr_format.addArray(array)
    arr_format = GeomVertexFormat.registerFormat(arr_format)

    vdata = GeomVertexData('fill', arr_format, Geom.UHStatic)
    vdata.setNumRows(4)
    vertex = GeomVertexWriter(vdata, 'vertex')

    vertex.addData3f(-width/2, 0, hight/2)
    vertex.addData3f(width/2, 0, hight/2)
    vertex.addData3f(-width/2, 0,-hight/2)
    vertex.addData3f(width/2, 0,-hight/2)

    prim = GeomTristrips(Geom.UHStatic)
    prim.addVertex(0)
    prim.addVertex(1)
    prim.addVertex(2)
    prim.addVertex(3)

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('gnode')
    node.addGeom(geom)
    nodePath = NodePath("button")
    nodePath.attachNewNode(node)
    nodePath.setPos(0,0,0)
    nodePath.setTag('button', '1')
    nodePath.setBin("unsorted", 0)
    nodePath.setDepthTest(False)
    nodePath.setColor(0,0,0,1)
    nodePath.attachNewNode(border)

    nodePath1 = NodePath("button")
    nodePath1.attachNewNode(node)
    nodePath1.setPos(0,0,0)
    nodePath1.setTag('button1', '1')
    nodePath1.setBin("unsorted", 0)
    nodePath1.setDepthTest(False)
    nodePath1.setColor(0,1,0,1)
    nodePath1.attachNewNode(border)


    button=DirectFrame( 
                        enableEdit=1,                      
                        text=text,
                        geom=nodePath,
                        text_scale=0.05,
                        text_fg=(0,1,0,1),
                        borderWidth=(1,1), 
                        relief = None,
                        text_pos=(0,-0.01,0),
                        textMayChange=1,
                        state=DGG.NORMAL,
                        parent=aspect2d
                        )
    button.setPos(pos_x,0,pos_y)
    button.bind(DGG.B1PRESS, button_click, [button])
    button.bind(DGG.WITHIN, button_hover, [button])
    button.bind(DGG.WITHOUT, button_no_hover, [button])
    # button.resetFrameSize()
    # self.button.bind(DGG.WITHIN, self.onMouseHoverInFunction, [button, some_value1])

    defines.ENTITIES[defines.ENTITY_ID] = {'CATEGORY':'button', 'BUTTON':button, 'NODE':nodePath, 'LABEL':label_id,'STATUS': 0}
    defines.ENTITY_ID += 1
Esempio n. 25
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class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.seeNode = self.render.attachNewNode("see")

        self.cam.reparentTo(self.seeNode)
        self.cam.setPos(0, 0, 5)

        self.fpscamera = fpscontroller.FpsController(self, self.seeNode)
        self.fpscamera.setFlyMode(True)

        self.prevPos = self.fpscamera.getPos()
        self.prevInto = None
        self.info = self.genLabelText("Position: <unknown>", 4)

        self.makeInstructions()
        self.initCollisions()

        self.leftColor = LVecBase4i(224, 224, 64, 255)
        self.rightColor = LVecBase4i(64, 224, 224, 255)

        self.isDrawing = False
        self.toggleDrawing()

        self.accept("escape", sys.exit)  # Escape quits
        self.accept("enter", self.toggleDrawing)

    def initCollisions(self):
        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        self.cTrav.showCollisions(self.render)

        #         self.cQueue = CollisionHandlerQueue()

        # Initialize the Pusher collision handler.
        # self.pusher = CollisionHandlerPusher()
        self.pusher = CollisionHandlerFloor()

        ### player

        print DirectNotifyGlobal.directNotify.getCategories()
        # Create a collsion node for this object.
        playerNode = CollisionNode("player")
        playerNode.addSolid(CollisionSphere(0, 0, 0, 1))

        #         playerNode.setFromCollideMask(BitMask32.bit(0))
        #         playerNode.setIntoCollideMask(BitMask32.allOn())

        # Attach the collision node to the object's model.
        self.playerC = self.fpscamera.player.attachNewNode(playerNode)
        # Set the object's collision node to render as visible.
        self.playerC.show()

        # Add the 'player' collision node to the Pusher collision handler.
        # self.pusher.addCollider(self.playerC, self.fpscamera.player)
        # self.pusher.addCollider(playerC, self.fpscamera.player)

    #         self.cTrav.addCollider(self.playerC, self.cQueue)

    def toggleDrawing(self):
        self.isDrawing = not self.isDrawing

        if self.isDrawing:
            self.drawText.setText("Enter: Turn off drawing")
            self.fpscamera.setFlyMode(True)
            self.prevPos = None

            self.cTrav.removeCollider(self.playerC)
            self.pusher.removeCollider(self.playerC)

            self.removeTask("updatePhysics")
            self.addTask(self.drawHere, "drawHere")

            self.geomNode = GeomNode("geomNode")
            self.geomNodePath = self.render.attachNewNode(self.geomNode)

            self.geomNodePath.setTwoSided(True)

            # apparently p3tinydisplay needs this
            self.geomNodePath.setColorOff()

            # Create a collision node for this object.
            self.floorCollNode = CollisionNode("geom")

            #             self.floorCollNode.setFromCollideMask(BitMask32.bit(0))
            #             self.floorCollNode.setIntoCollideMask(BitMask32.allOn())

            # Attach the collision node to the object's model.
            floorC = self.geomNodePath.attachNewNode(self.floorCollNode)
            # Set the object's collision node to render as visible.
            floorC.show()

            # self.pusher.addCollider(floorC, self.geomNodePath)

            self.newVertexData()

            self.newGeom()

        else:
            self.drawText.setText("Enter: Turn on drawing")
            self.removeTask("drawHere")
            if self.prevPos:
                self.completePath()

            self.fpscamera.setFlyMode(True)

            self.drive.setPos(self.fpscamera.getPos())

            self.cTrav.addCollider(self.playerC, self.pusher)
            self.pusher.addCollider(self.playerC, self.fpscamera.player)

            self.taskMgr.add(self.updatePhysics, "updatePhysics")

    def newVertexData(self):
        fmt = GeomVertexFormat.getV3c4()
        #         fmt = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic)
        self.vertexWriter = GeomVertexWriter(self.vertexData, "vertex")
        #         self.normalWriter = GeomVertexWriter(self.vertexData, 'normal')
        self.colorWriter = GeomVertexWriter(self.vertexData, "color")

    def newGeom(self):
        self.triStrips = GeomTristrips(Geom.UHDynamic)
        self.geom = Geom(self.vertexData)
        self.geom.addPrimitive(self.triStrips)

    def makeInstructions(self):
        OnscreenText(text="Draw Path by Walking", style=1, fg=(1, 1, 0, 1), pos=(0.5, -0.95), scale=0.07)

        self.drawText = self.genLabelText("", 0)
        self.genLabelText("Walk (W/S/A/D), Jump=Space, Look=PgUp/PgDn", 1)
        self.genLabelText("  (hint, go backwards with S to see your path immediately)", 2)
        self.genLabelText("ESC: Quit", 3)

    def genLabelText(self, text, i):
        return OnscreenText(text=text, pos=(-1.3, 0.95 - 0.05 * i), fg=(1, 1, 0, 1), align=TextNode.ALeft, scale=0.05)

    def drawHere(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText(
            "Position: {0}, {1}, {2} at {3} by {4}".format(
                int(pos.x * 100) / 100.0,
                int(pos.y * 100) / 100.0,
                int(pos.z) / 100.0,
                self.fpscamera.getHeading(),
                self.fpscamera.getLookAngle(),
            )
        )

        prevPos = self.prevPos

        if not prevPos:
            self.prevPos = pos

        elif (pos - prevPos).length() > 1:
            self.drawQuadTo(prevPos, pos, 2)

            row = self.vertexWriter.getWriteRow()
            numPrims = self.triStrips.getNumPrimitives()
            if numPrims == 0:
                primVerts = row
            else:
                primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1)

            if primVerts >= 4:
                self.triStrips.closePrimitive()

                if row >= 256:
                    print "Packing and starting anew"
                    newGeom = True
                    self.geom.unifyInPlace(row, False)
                else:
                    newGeom = False

                self.completePath()

                if newGeom:
                    self.newVertexData()

                self.newGeom()
                if not newGeom:
                    self.triStrips.addConsecutiveVertices(row - 2, 2)
                else:
                    self.drawQuadTo(prevPos, pos, 2)

            self.leftColor[1] += 63
            self.rightColor[2] += 37

            self.prevPos = pos

        return task.cont

    def drawLineTo(self, pos, color):
        self.vertexWriter.addData3f(pos.x, pos.y, pos.z)
        #         self.normalWriter.addData3f(0, 0, 1)
        self.colorWriter.addData4i(color)

        self.triStrips.addNextVertices(1)

    def drawQuadTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new quad. """
        into = b - a
        if abs(into.x) + abs(into.y) < 1:
            if not self.prevInto:
                return
            into = self.prevInto
            print into
        else:
            into.normalize()

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        if self.vertexWriter.getWriteRow() == 0:
            self.drawQuadRow(a, into, width)

        self.drawQuadRow(b, into, width)

        self.prevInto = into

    def drawQuadRow(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)

        row = self.vertexWriter.getWriteRow()

        self.vertexWriter.addData3f(aLeft)
        self.vertexWriter.addData3f(aRight)

        #         self.normalWriter.addData3f(Vec3(0, 0, 1))
        #         self.normalWriter.addData3f(Vec3(0, 0, 1))

        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)

        self.triStrips.addConsecutiveVertices(row, 2)

    def completePath(self):
        self.geomNode.addGeom(self.geom)

        if self.triStrips.getNumPrimitives() == 0:
            return

        floorMesh = CollisionFloorMesh()

        tris = self.triStrips.decompose()
        p = 0
        vertexReader = GeomVertexReader(self.vertexData, "vertex")
        for i in range(tris.getNumPrimitives()):
            v0 = tris.getPrimitiveStart(i)
            ve = tris.getPrimitiveEnd(i)
            if v0 < ve:
                vertexReader.setRow(tris.getVertex(v0))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 1))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 2))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                floorMesh.addTriangle(p, p + 1, p + 2)
                p += 3

        self.floorCollNode.addSolid(floorMesh)

    def updatePhysics(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText(
            "Position: {0}, {1}, {2}".format(int(pos.x * 100) / 100.0, int(pos.y * 100) / 100.0, int(pos.z) / 100.0)
        )
        return task.cont
def makeCylinder(vdata,numVertices=40):
	topCircleGeom=makeCircle(vdata, numVertices,Vec3(0,0, 1))
	bottomCircleGeom=makeCircle(vdata, numVertices,Vec3(0,0,0),-1)
	
	
	body=GeomTristrips(Geom.UHStatic)
	
	j=40
	i=0
	while i < numVertices+1:
		body.addVertex(i)
		body.addVertex(j)
		i+=1
		if j==40:
			j=2*numVertices-1
		else:
			j-=1
		body.addVertex(i)
		body.addVertex(j)
		j-=1
		i+=1
	
	body.addVertex(numVertices-1)
	body.addVertex(0)
	body.addVertex(numVertices)
	body.closePrimitive()
	#print body
		
	

	cylinderGeom=Geom(vdata)
	
	cylinderGeom.addPrimitive(body)
	cylinderGeom.copyPrimitivesFrom(topCircleGeom)
	cylinderGeom.copyPrimitivesFrom(bottomCircleGeom)

	
	cylinderGeom.decomposeInPlace()
	cylinderGeom.unifyInPlace()
	return cylinderGeom
Esempio n. 27
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def _generate_mesh(points: List[Point]) -> Geom:
    """Generate mesh for a Path."""
    def calc_color(param):
        return interpolate_rgb(START_COLOR, END_COLOR, param)

    if len(points) < 2:
        return Geom()

    vertex_data = GeomVertexData('path', VERTEX_FORMAT, Geom.UH_static)
    vertex_data.set_num_rows(2 * len(points) + 1)
    vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
    normal_writer = GeomVertexWriter(vertex_data, 'normal')
    color_writer = GeomVertexWriter(vertex_data, 'color')

    length = sum(p1.distance(p2) for p1, p2 in window_iter(points))
    vector = points[1] - points[0]
    distance = vector.norm()
    position = distance / length
    vector = vector.normalized()

    width_vector = LANE_WIDTH * 0.5 * vector.rotated_left()
    for vertex in (points[0] + width_vector, points[0] - width_vector):
        vertex_writer.add_data3f(vertex.x, vertex.y, HEIGHT)
        normal_writer.add_data3f(0.0, 0.0, 1.0)
        color_writer.add_data4f(*START_COLOR)

    last_vector = vector
    for point, next_ in zip(islice(points, 1, None), islice(points, 2, None)):
        vector = next_ - point
        distance = vector.norm()
        vector = vector.normalized()
        try:
            bisector = (last_vector + vector).normalized()
            width_vector = (sec(bisector, vector) * 0.5 * LANE_WIDTH
                            * bisector.rotated_left())
        except ZeroDivisionError:
            width_vector = vector.rotated_right() * 0.5 * LANE_WIDTH
        color = calc_color(position)
        for vertex in (point + width_vector, point - width_vector):
            vertex_writer.add_data3f(vertex.x, vertex.y, HEIGHT)
            normal_writer.add_data3f(0.0, 0.0, 1.0)
            color_writer.add_data4f(*color)
        position = position + distance / length
        last_vector = vector

    point = points[-1]
    width_vector = 0.5 * LANE_WIDTH * last_vector.rotated_left()

    distance = LANE_WIDTH if distance > LANE_WIDTH else distance / 2
    vector = -last_vector * distance

    for vertex in (point + width_vector + vector,
                   point - width_vector + vector,
                   point):
        vertex_writer.add_data3f(vertex.x, vertex.y, HEIGHT)
        normal_writer.add_data3f(0.0, 0.0, 1.0)
        color_writer.add_data4f(*END_COLOR)

    primitive = GeomTristrips(Geom.UH_static)
    primitive.add_consecutive_vertices(0, 2 * len(points) + 1)
    primitive.close_primitive()
    geom = Geom(vertex_data)
    geom.add_primitive(primitive)
    return geom
Esempio n. 28
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 def newGeom(self):
     self.triStrips = GeomTristrips(Geom.UHDynamic)
     self.geom = Geom(self.vertexData)
     self.geom.addPrimitive(self.triStrips)
Esempio n. 29
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    def generate(
            self
    ):  # call this after setting some of the variables to update it
        if not self.vertices:
            return

        if hasattr(self, 'geomNode'):
            self.geomNode.removeAllGeoms()

        static_mode = Geom.UHStatic if self.static else Geom.UHDynamic

        formats = {
            (0, 0, 0): GeomVertexFormat.getV3(),
            (1, 0, 0): GeomVertexFormat.getV3c4(),
            (0, 1, 0): GeomVertexFormat.getV3t2(),
            (0, 0, 1): GeomVertexFormat.getV3n3(),
            (1, 0, 1): GeomVertexFormat.getV3n3c4(),
            (1, 1, 0): GeomVertexFormat.getV3c4t2(),
            (0, 1, 1): GeomVertexFormat.getV3n3t2(),
            (1, 1, 1): GeomVertexFormat.getV3n3c4t2(),
        }

        vertex_format = formats[(bool(self.colors), bool(self.uvs),
                                 bool(self.normals))]
        vdata = GeomVertexData('name', vertex_format, static_mode)
        vdata.setNumRows(len(self.vertices))  # for speed

        vertexwriter = GeomVertexWriter(vdata, 'vertex')
        for v in self.vertices:
            vertexwriter.addData3f((v[0], v[2], v[1]))  # swap y and z

        if self.colors:
            colorwriter = GeomVertexWriter(vdata, 'color')
            for c in self.colors:
                colorwriter.addData4f(c)

        if self.uvs:
            uvwriter = GeomVertexWriter(vdata, 'texcoord')
            for uv in self.uvs:
                uvwriter.addData2f(uv[0], uv[1])

        if self.normals != None:
            normalwriter = GeomVertexWriter(vdata, 'normal')
            for norm in self.normals:
                normalwriter.addData3f((norm[0], norm[2], norm[1]))

        modes = {
            'triangle': GeomTriangles(static_mode),
            'tristrip': GeomTristrips(static_mode),
            'ngon': GeomTrifans(static_mode),
            'line': GeomLines(static_mode),
            'lines': GeomLinestrips(static_mode),
            'point': GeomPoints(static_mode),
        }
        if self.mode == 'line' and len(self.vertices) % 2 > 0:
            if len(self.vertices) == 1:
                self.mode = point
            print(
                'warning: number of vertices must be even for line mode, ignoring last vert'
            )
            self.vertices = self.vertices[:len(self.vertices) - 1]

        prim = modes[self.mode]

        if self._triangles:
            if isinstance(self._triangles[0], int):
                for t in self._triangles:
                    prim.addVertex(t)

            elif len(
                    self._triangles[0]
            ) >= 3:  # if tris are tuples like this: ((0,1,2), (1,2,3))
                for t in self._triangles:
                    if len(t) == 3:
                        for e in t:
                            prim.addVertex(e)
                    elif len(t) == 4:  # turn quad into tris
                        prim.addVertex(t[0])
                        prim.addVertex(t[1])
                        prim.addVertex(t[2])
                        prim.addVertex(t[2])
                        prim.addVertex(t[3])
                        prim.addVertex(t[0])

        else:
            prim.addConsecutiveVertices(0, len(self.vertices))

        prim.close_primitive()

        geom = Geom(vdata)
        geom.addPrimitive(prim)

        self.geomNode = GeomNode('mesh')
        self.geomNode.addGeom(geom)
        self.attachNewNode(self.geomNode)
        # print('finished')

        self.recipe = f'''Mesh(
Esempio n. 30
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def makeClickableGeom():
    vdata = GeomVertexData('handleData', GeomVertexFormat.getV3(),
            Geom.UHStatic)
    v = GeomVertexWriter(vdata, 'vertex')
    length = 1.0
    cylRad = 0.10
    circRes = 8

    # Add vertices cylinder.
    for z in [length/2.0, -length/2.0]:
        for i in xrange(circRes):
            theta = i*(2*pi/circRes)
            v.addData3f(cylRad*sin(theta), cylRad*cos(theta), z)

    geom = Geom(vdata)
    # Make polys for the circles
    CCW = 1
    CW = 0
    for i, wind in ((0, CCW), (circRes, CW)):
        circle = GeomTristrips(Geom.UHStatic)
        l = range(i, i+circRes)
        for i in xrange(1-wind, (len(l)-wind)/2):
            l.insert(2*i+wind, l.pop())
        for v in l:
            circle.addVertex(v)
        circle.closePrimitive()
        geom.addPrimitive(circle)

    # Make polys for the cylinder.
    cyl = GeomTristrips(Geom.UHStatic)
    for i in xrange(circRes):
        cyl.addVertex(i + circRes)
        cyl.addVertex(i)
    cyl.addVertex(circRes)
    cyl.addVertex(0)
    cyl.closePrimitive()
    geom.addPrimitive(cyl)
    node = GeomNode('geomnode')
    node.addGeom(geom)
    return node
Esempio n. 31
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 def getGeomTristrips(self):
     if self._geomTristrips is None:
         self._geomTristrips = GeomTristrips(Geom.UHStatic)
     return self._geomTristrips
Esempio n. 32
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 def primitives(self, vdata):
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     n = len(self.border)
     # Points
     for p in self.border:
         vertex.addData3f(p.x, p.y, p.z)
         color.addData4f(0.5, 0.5, 0.5, 0.0)
     for p in self.border:
         vertex.addData3f(p.x, p.y, p.z + self.top)
         color.addData4f(1.0, 1.0, 1.0, 0.0)
     # Wall
     wall = GeomTristrips(Geom.UHStatic)
     for i in range(n):
         wall.addVertices(i, i + n)
     wall.addVertices(0, n)
     wall.closePrimitive()
     yield wall
     # Ceiling
     if self.cover:
         ceil = GeomTristrips(Geom.UHStatic)
         ceil.addConsecutiveVertices(n, n)
         ceil.addVertex(n)
         ceil.closePrimitive()
         yield ceil
Esempio n. 33
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    def drawBody(self, pos, quat, radius=1, keepDrawing=True, numVertices=16):
        """
        this draws the body of the tree. This draws a ring of vertices and
        connects the rings with triangles to from the body.

        the keepDrawing parameter tells the function whether or not we're
        at an end
        if the vertices before were an end, don't draw branches to it
        """
        vdata = self.bodydata
        circleGeom = Geom(vdata)
        vertWriter = GeomVertexWriter(vdata, "vertex")
        normalWriter = GeomVertexWriter(vdata, "normal")
        texReWriter = GeomVertexRewriter(vdata, "texcoord")
        startRow = vdata.getNumRows()
        vertWriter.setRow(startRow)
        normalWriter.setRow(startRow)
        sCoord = 0
        if (startRow != 0):
            texReWriter.setRow(startRow - numVertices)
            sCoord = texReWriter.getData2f().getX() + 1
            draw = (startRow - numVertices) in self.drawFlags
            if not draw:
                sCoord -= 1
        drawIndex = startRow
        texReWriter.setRow(startRow)

        angleSlice = 2 * math.pi / numVertices
        currAngle = 0
        perp1 = quat.getRight()
        perp2 = quat.getForward()
        #vertex information is written here
        for i in xrange(numVertices + 1):
            #doubles the last vertex to fix UV seam
            adjCircle = pos + (perp1 * math.cos(currAngle) +
                               perp2 * math.sin(currAngle)) * radius
            normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
            normalWriter.addData3f(normal)
            vertWriter.addData3f(adjCircle)
            texReWriter.addData2f(1.0 * i / numVertices, sCoord)
            if keepDrawing:
                self.drawFlags.add(drawIndex)
            drawIndex += 1
            currAngle += angleSlice
        draw = (startRow - numVertices) in self.drawFlags
        #we cant draw quads directly so we use Tristrips
        if (startRow != 0) and draw:
            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)
Esempio n. 34
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    def __init__(self):
        ShowBase.__init__(self)

        self.cols = 100
        self.rows = 100

        base.disableMouse()
        base.setFrameRateMeter(True)
        self.cameraHeight = 13
        self.camera.set_pos(self.cols / 2, -30, self.cameraHeight)
        self.camera.look_at(self.cols / 2, 300, 0)

        plights = []

        for i in range(0, int(self.cols / 5), 2):
            plight = PointLight("plight")
            plight.setColor(VBase4(1, 1, 1, 1))
            plights.append(plight)
            plights[i] = self.render.attachNewNode(plight)
            x, y, z = self.camera.get_pos()
            plights[i].setPos(self.cols / 2 + ((i - int(i / 2)) * 10), y + 20,
                              5)
            self.render.set_light(plights[i])

            plight = PointLight("plight")
            plight.setColor(VBase4(1, 1, 1, 1))
            plights.append(plight)
            plights[i + 1] = self.render.attachNewNode(plight)
            x, y, z = self.camera.get_pos()
            plights[i + 1].setPos(self.cols / 2 + ((i - int(i / 2)) * 10),
                                  y + 20, 10)
            self.render.set_light(plights[i + 1])

        self.plights = plights

        format = GeomVertexFormat.getV3c4()
        vdata = GeomVertexData('name', format, Geom.UHStatic)
        vdata.setNumRows(self.cols * self.rows)
        self.vertex = GeomVertexWriter(vdata, 'vertex')
        self.color = GeomVertexWriter(vdata, 'color')

        pz = [random.uniform(-1, 1)]
        for i in range(self.rows):
            pz.append(random.uniform(pz[i - 1] - 1, pz[i] + 1))
        for y in range(0, self.rows):
            for x in range(0, self.cols):
                nz1 = random.uniform(pz[x] - 1, pz[x] + 1)
                nz2 = random.uniform(pz[x - 1] - 1, pz[x - 1] + 1)
                nz3 = random.uniform(pz[x + 1] - 1, pz[x + 1] + 1)
                nz = (nz1 + nz2 + nz3) / 3
                self.vertex.add_data3f((x, y + 1, nz))
                self.vertex.add_data3f((x, y, pz[x]))
                if nz < -5:
                    self.color.add_data4f(0.2, 0.1, 0, 1)
                elif nz < -3:
                    self.color.add_data4f(0, 0.2, 0.1, 1)
                elif nz < 0:
                    self.color.add_data4f(0, 0.4, 0.2, 1)
                elif nz < 2:
                    self.color.add_data4f(0.4, 0.4, 0.4, 1)
                else:
                    self.color.add_data4f(1, 1, 1, 1)
                if nz < -5:
                    self.color.add_data4f(0.2, 0.1, 0, 1)
                elif nz < -3:
                    self.color.add_data4f(0, 0.2, 0.1, 1)
                elif pz[x] < 0:
                    self.color.add_data4f(0, 0.4, 0.2, 1)
                elif pz[x] < 2:
                    self.color.add_data4f(0.4, 0.4, 0.4, 1)
                else:
                    self.color.add_data4f(1, 1, 1, 1)
                pz[x] = nz
                #print (nz)
        self.pz = pz

        geom = Geom(vdata)
        for y in range(0, self.rows):
            prim = GeomTristrips(Geom.UH_static)
            prim.addVertex(y * self.cols * 2)
            prim.add_next_vertices((self.cols * 2) - 1)
            prim.close_primitive()
            geom.addPrimitive(prim)

        nodeTris = GeomNode("TriStrips")
        nodeTris.addGeom(geom)
        self.nodeTrisPath = self.render.attachNewNode(nodeTris)
        self.task_mgr.add(self.moveForwardTask, "moveForwardTask")

        self.vdata = vdata
        self.newNodePath = []
        self.counter = 0
        self.rows1 = self.rows

        skybox = self.loader.loadModel("models/skybox.bam")
        skybox.reparent_to(self.render)
        skybox.set_scale(20000)

        skybox_texture = self.loader.loadTexture("textures/dayfair.jpg")
        skybox_texture.set_minfilter(SamplerState.FT_linear)
        skybox_texture.set_magfilter(SamplerState.FT_linear)
        skybox_texture.set_wrap_u(SamplerState.WM_repeat)
        skybox_texture.set_wrap_v(SamplerState.WM_mirror)
        skybox_texture.set_anisotropic_degree(16)
        skybox.set_texture(skybox_texture)

        skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl",
                                    "skybox.frag.glsl")
        skybox.set_shader(skybox_shader)
Esempio n. 35
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 def newGeom(self):
     self.triStrips = GeomTristrips(Geom.UHDynamic)
     self.geom = Geom(self.vertexData)
     self.geom.addPrimitive(self.triStrips)
Esempio n. 36
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    def __init__(self,
                 center: Vec3,
                 width,
                 height,
                 x_grid,
                 y_grid,
                 refinement_level=1,
                 is_hill=True,
                 map_style="pointy"):
        Hexagon.counter += 1
        self.vx_center: Vec3 = center
        self.refinement_level = refinement_level
        self.width = width
        self.height = height
        self.x_grid = x_grid
        self.y_grid = y_grid
        self.adjacent_hexagons = []
        if map_style == "pointy":
            self.adjacent_hexagons = [
                Orientation.North, Orientation.NorthEast,
                Orientation.SouthEast, Orientation.South,
                Orientation.SouthWest, Orientation.NorthWest
            ]
        # self.master_point_indices: List[int] = []
        # self.ref_points_indices: List[List[int]] = []
        self.triangulation: List[GeomTriangles] = []
        self.ref_points_indices: List[List[int]] = []
        self.connector_points_indices: List[int] = []
        from src.world.hexmap import MapPointMngr
        # print(f"ref level ({self.x_grid}|{self.y_grid}): {refinement_level}")

        # build up the vertices
        for i in range(refinement_level + 1):
            z_elevation = self.get_elevation(i)

            if i == 0:  # center point
                uv_map = self.get_uv_mapping(z_elevation, self.vx_center, None,
                                             i)
                idx = MapPointMngr.instance().add_critical_point(
                    (self.vx_center.x, self.vx_center.y, z_elevation),
                    self.x_grid, self.y_grid, uv_map)
                self.ref_points_indices.append([idx])
                continue

            self.ref_points_indices.append([])
            fac = self.get_offset_factor(i)
            for o in self.adjacent_hexagons:
                p = self.get_vector(o, size=fac) + self.vx_center.xy
                n = self.get_normal(o, z_elevation)
                uv_map = self.get_uv_mapping(z_elevation, p, o, i)
                idx = MapPointMngr.instance().add_critical_point(
                    (p.x, p.y, z_elevation),
                    self.x_grid,
                    self.y_grid,
                    uv_map,
                    n=n)
                self.ref_points_indices[i].append(idx)

        # construct geometric triangulation
        # print(self.ref_points_indices)
        for i in range(refinement_level):
            if i == 0:
                for k in range(1, 7, 1):
                    t = GeomTriangles(Geom.UHStatic)

                    t.addVertex(self.ref_points_indices[i][0])
                    t.addVertex(self.ref_points_indices[i + 1][k % 6])
                    t.addVertex(self.ref_points_indices[i + 1][(k + 1) % 6])
                    t.closePrimitive()
                    self.triangulation.append(t)
            else:
                t = GeomTristrips(Geom.UHStatic)
                for k in range(7):
                    t.addVertex(self.ref_points_indices[i][k % 6])
                    t.addVertex(self.ref_points_indices[i + 1][k % 6])
                t.closePrimitive()
                # aat.decompose()
                self.triangulation.append(t)
Esempio n. 37
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class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.seeNode = self.render.attachNewNode('see')

        self.cam.reparentTo(self.seeNode)
        self.cam.setPos(0, 0, 5)

        self.fpscamera = fpscontroller.FpsController(self, self.seeNode)
        self.fpscamera.setFlyMode(True)
        self.fpscamera.setMouseLook(True)

        self.prevPos = self.fpscamera.getPos()
        self.prevInto = None

        self.makeInstructions()
        self.info = self.genLabelText("Position: <unknown>", 2)

        self.initCollisions()

        self.leftColor = LVecBase4i(224, 224, 64, 255)
        self.rightColor = LVecBase4i(64, 224, 224, 255)

        self.isDrawing = False
        self.toggleDrawing()

        self.accept("escape", sys.exit)  #Escape quits
        self.accept("enter", self.toggleDrawing)

    def initCollisions(self):
        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        self.cTrav.showCollisions(self.render)

        # Initialize the Pusher collision handler.
        self.pusher = CollisionHandlerFloor()

        ### player

        # Create a collsion node for this object.
        playerNode = CollisionNode('player')
        playerNode.addSolid(CollisionSphere(0, 0, 0, 1))

        # Attach the collision node to the object's model.
        self.playerC = self.fpscamera.player.attachNewNode(playerNode)
        # Set the object's collision node to render as visible.
        self.playerC.show()

    def toggleDrawing(self):
        self.isDrawing = not self.isDrawing

        if self.isDrawing:
            self.instructionText.setText(
                'Enter: Generate Tunnel from Movement')

            self.fpscamera.setFlyMode(True)
            self.prevPos = None

            # self.cTrav.remosveCollider(self.playerC)

            self.removeTask('updatePhysics')
            self.addTask(self.drawHere, 'drawHere')

            self.geomNode = GeomNode('geomNode')
            self.geomNodePath = self.render.attachNewNode(self.geomNode)

            self.geomNodePath.setTwoSided(True)

            # apparently p3tinydisplay needs this
            self.geomNodePath.setColorOff()

            # Create a collision node for this object.
            self.floorCollNode = CollisionNode('geom')

            # Attach the collision node to the object's model.
            floorC = self.geomNodePath.attachNewNode(self.floorCollNode)
            # Set the object's collision node to render as visible.
            floorC.show()

            self.newVertexData()

            self.newGeom()

        else:
            self.instructionText.setText('Enter: Record Movement for Tunnel')

            self.removeTask('drawHere')
            if self.prevPos:
                #self.completePath()
                self.completeTunnelPath()

            self.fpscamera.setFlyMode(True)

            self.drive.setPos(self.fpscamera.getPos())

            self.cTrav.addCollider(self.playerC, self.pusher)
            self.pusher.addCollider(self.playerC, self.fpscamera.player)

            self.taskMgr.add(self.updatePhysics, 'updatePhysics')

    def newVertexData(self):
        fmt = GeomVertexFormat.getV3c4()
        #         fmt = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic)
        self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex')
        #         self.normalWriter = GeomVertexWriter(self.vertexData, 'normal')
        self.colorWriter = GeomVertexWriter(self.vertexData, 'color')

    def newGeom(self):
        self.triStrips = GeomTristrips(Geom.UHDynamic)
        self.geom = Geom(self.vertexData)
        self.geom.addPrimitive(self.triStrips)

    def makeInstructions(self):
        OnscreenText(text="Draw Path by Walking (WSAD/space/mouselook)",
                     style=1,
                     fg=(1, 1, 0, 1),
                     pos=(0.5, -0.95),
                     scale=.07)
        self.genLabelText("ESC: Quit", 0)
        self.instructionText = self.genLabelText("", 1)

    def genLabelText(self, text, i):
        return OnscreenText(text=text,
                            pos=(-1.3, .95 - .05 * i),
                            fg=(1, 1, 0, 1),
                            align=TextNode.ALeft,
                            scale=.05)

    def drawHere(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format(
            int(pos.x * 100) / 100.,
            int(pos.y * 100) / 100.,
            int(pos.z) / 100., self.fpscamera.getHeading(),
            self.fpscamera.getLookAngle()))

        prevPos = self.prevPos

        if not prevPos:
            self.prevPos = pos

        elif (pos - prevPos).length() >= 1:
            #             self.extendPathQuad(prevPos, pos, 2)
            self.extendPathTunnel(prevPos, pos, 3)

            self.leftColor[1] += 63
            self.rightColor[2] += 37

            self.prevPos = pos

        return task.cont

    def extendPathQuad(self, prevPos, pos, width):
        self.drawQuadTo(prevPos, pos, width)

        row = self.vertexWriter.getWriteRow()
        numPrims = self.triStrips.getNumPrimitives()
        if numPrims == 0:
            primVerts = row
        else:
            primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1)

        if primVerts >= 4:
            self.triStrips.closePrimitive()

            if row >= 256:
                print "Packing and starting anew"
                newGeom = True
                self.geom.unifyInPlace(row, False)
            else:
                newGeom = False

            self.completeQuadPath()

            if newGeom:
                self.newVertexData()

            self.newGeom()
            if newGeom:
                self.drawQuadTo(prevPos, pos, width)
            else:
                self.triStrips.addConsecutiveVertices(row - 2, 2)

    def extendPathTunnel(self, prevPos, pos, width):
        self.drawTunnelTo(prevPos, pos, width)

    def drawLineTo(self, pos, color):
        self.vertexWriter.addData3f(pos.x, pos.y, pos.z)
        #         self.normalWriter.addData3f(0, 0, 1)
        self.colorWriter.addData4i(color)

        self.triStrips.addNextVertices(1)

        return 1

    def drawQuadTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new quad. """
        into = (b - a)
        if abs(into.x) + abs(into.y) < 1:
            # ensure that if we jump in place, we don't get a thin segment
            if not self.prevInto:
                return
            into = self.prevInto
        else:
            into.normalize()

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        if self.vertexWriter.getWriteRow() == 0:
            self.drawQuadRow(a, into, width)

        verts = self.drawQuadRow(b, into, width)

        self.prevInto = into

        return verts

    def drawQuadRow(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)

        row = self.vertexWriter.getWriteRow()

        self.vertexWriter.addData3f(aLeft)
        self.vertexWriter.addData3f(aRight)

        #         self.normalWriter.addData3f(Vec3(0, 0, 1))
        #         self.normalWriter.addData3f(Vec3(0, 0, 1))

        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)

        self.triStrips.addConsecutiveVertices(row, 2)

        return 2

    def drawTunnelTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new tunnel segment. """
        into = (b - a)
        if abs(into.x) + abs(into.y) < 1:
            # ensure that if we jump in place, we don't get a thin segment
            if not self.prevInto:
                return
            into = self.prevInto
        else:
            into.normalize()

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        if self.vertexWriter.getWriteRow() == 0:
            self.drawTunnelBoundary(a, into, width)

        row = self.vertexWriter.getWriteRow()
        verts = self.drawTunnelBoundary(b, into, width)
        totalVerts = self.drawTunnelRow(row, verts)

        self.prevInto = into

        return totalVerts

    def drawTunnelBoundary(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """

        aLowLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aLowRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)
        aHighRight = Vec3(a.x + into.y * width, a.y - into.x * width,
                          a.z + width * 3)
        aHighLeft = Vec3(a.x - into.y * width, a.y + into.x * width,
                         a.z + width * 3)

        self.vertexWriter.addData3f(aLowLeft)
        self.vertexWriter.addData3f(aLowRight)
        self.vertexWriter.addData3f(aHighRight)
        self.vertexWriter.addData3f(aHighLeft)

        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)
        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)

        return 4

    def drawTunnelRowX(self, row, verts):
        # BOTTOM: bottom-left, new-bottom-left, bottom-right, new-bottom-right
        self.triStrips.addConsecutiveVertices(row - verts + 0, 1)
        self.triStrips.addConsecutiveVertices(row + 0, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        self.triStrips.closePrimitive()
        # RIGHT: (new-bottom-right) bottom-right, new-top-right, top-right
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.closePrimitive()
        # TOP: top-left, new top-right, new top-left
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.closePrimitive()
        # LEFT: (new top-left) new bottom-left, top-left, bottom-left, new-bottom-left
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 0, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 0, 1)
        self.triStrips.closePrimitive()

        return verts * 4

    def drawTunnelRow(self, row, verts):
        #         # clockwise for the inside of the tunnel
        #         # TOP: new-top-left, top-left, new-top-right, top-right
        #         self.triStrips.addConsecutiveVertices(row + 3, 1)
        #         self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        #         self.triStrips.addConsecutiveVertices(row + 2, 1)
        #         self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        #         # RIGHT: new-bottom-right, bottom-right
        #         self.triStrips.addConsecutiveVertices(row + 1, 1)
        #         self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        #         # BOTTOM: new-bottom-left, bottom-left
        #         self.triStrips.addConsecutiveVertices(row, 1)
        #         self.triStrips.addConsecutiveVertices(row - verts, 1)
        #         # LEFT: new top-left, top-left
        #         self.triStrips.addConsecutiveVertices(row + 3, 1)
        #         self.triStrips.addConsecutiveVertices(row - verts + 3, 1)

        # TOP: new-top-left, top-left, new-top-right, top-right
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        # RIGHT: new-bottom-right, bottom-right
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        # BOTTOM: new-bottom-left, bottom-left
        self.triStrips.addConsecutiveVertices(row - verts, 1)
        self.triStrips.addConsecutiveVertices(row, 1)
        # LEFT: new top-left, top-left
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)

        self.triStrips.closePrimitive()

        return verts * 4

    def completeQuadPath(self):
        self.geomNode.addGeom(self.geom)

        if self.triStrips.getNumPrimitives() == 0:
            return

        floorMesh = CollisionFloorMesh()
        vertexReader = GeomVertexReader(self.vertexData, 'vertex')
        tris = self.triStrips.decompose()
        print "Decomposed prims:", tris.getNumPrimitives()
        p = 0
        for i in range(tris.getNumPrimitives()):
            v0 = tris.getPrimitiveStart(i)
            ve = tris.getPrimitiveEnd(i)
            if v0 < ve:
                vertexReader.setRow(tris.getVertex(v0))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 1))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 2))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                floorMesh.addTriangle(p, p + 1, p + 2)
                p += 3

        self.floorCollNode.addSolid(floorMesh)

    def completeTunnelPath(self):
        self.geomNode.addGeom(self.geom)

        if self.triStrips.getNumPrimitives() == 0:
            return

        floorMesh = CollisionFloorMesh()
        vertexReader = GeomVertexReader(self.vertexData, 'vertex')

        print "Original prims:", self.triStrips.getNumPrimitives()

        p = 0
        for i in range(self.triStrips.getNumPrimitives()):
            v0 = self.triStrips.getPrimitiveStart(i)
            ve = self.triStrips.getPrimitiveEnd(i)
            j = v0 + 4

            # add the bottom triangles
            vertexReader.setRow(self.triStrips.getVertex(j))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            vertexReader.setRow(self.triStrips.getVertex(j + 1))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            vertexReader.setRow(self.triStrips.getVertex(j + 2))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            floorMesh.addTriangle(p, p + 1, p + 2)

            vertexReader.setRow(self.triStrips.getVertex(j + 3))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            floorMesh.addTriangle(p + 1, p + 3, p + 2)

            p += 4

        # this adds every triangle, but is not appropriate for a closed path


#         tris = self.triStrips.decompose()
#         print "Decomposed prims:",tris.getNumPrimitives()
#         p = 0
#         for i in range(tris.getNumPrimitives()):
#             v0 = tris.getPrimitiveStart(i)
#             ve = tris.getPrimitiveEnd(i)
#             if v0 < ve:
#                 vertexReader.setRow(tris.getVertex(v0))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 vertexReader.setRow(tris.getVertex(v0+1))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 vertexReader.setRow(tris.getVertex(v0+2))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 floorMesh.addTriangle(p, p+1, p+2)
#                 p += 3

        self.floorCollNode.addSolid(floorMesh)

    def updatePhysics(self, task):
        pos = self.fpscamera.getPos()

        self.info.setText("Position: {0}, {1}, {2}".format(
            int(pos.x * 100) / 100.,
            int(pos.y * 100) / 100.,
            int(pos.z) / 100.))

        return task.cont
Esempio n. 38
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    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
Esempio n. 39
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class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.seeNode = self.render.attachNewNode('see')

        self.cam.reparentTo(self.seeNode)
        self.cam.setPos(0, 0, 5)

        self.fpscamera = fpscontroller.FpsController(self, self.seeNode)
        self.fpscamera.setFlyMode(True)

        self.prevPos = self.fpscamera.getPos()
        self.prevInto = None
        self.info = self.genLabelText("Position: <unknown>", 4)

        self.makeInstructions()
        self.initCollisions()

        self.leftColor = LVecBase4i(224, 224, 64, 255)
        self.rightColor = LVecBase4i(64, 224, 224, 255)

        self.isDrawing = False
        self.toggleDrawing()

        self.accept("escape", sys.exit)  #Escape quits
        self.accept("enter", self.toggleDrawing)

    def initCollisions(self):
        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        self.cTrav.showCollisions(self.render)

        #         self.cQueue = CollisionHandlerQueue()

        # Initialize the Pusher collision handler.
        #self.pusher = CollisionHandlerPusher()
        self.pusher = CollisionHandlerFloor()

        ### player

        print DirectNotifyGlobal.directNotify.getCategories()
        # Create a collsion node for this object.
        playerNode = CollisionNode('player')
        playerNode.addSolid(CollisionSphere(0, 0, 0, 1))

        #         playerNode.setFromCollideMask(BitMask32.bit(0))
        #         playerNode.setIntoCollideMask(BitMask32.allOn())

        # Attach the collision node to the object's model.
        self.playerC = self.fpscamera.player.attachNewNode(playerNode)
        # Set the object's collision node to render as visible.
        self.playerC.show()

        # Add the 'player' collision node to the Pusher collision handler.
        #self.pusher.addCollider(self.playerC, self.fpscamera.player)
        #self.pusher.addCollider(playerC, self.fpscamera.player)


#         self.cTrav.addCollider(self.playerC, self.cQueue)

    def toggleDrawing(self):
        self.isDrawing = not self.isDrawing

        if self.isDrawing:
            self.drawText.setText("Enter: Turn off drawing")
            self.fpscamera.setFlyMode(True)
            self.prevPos = None

            self.cTrav.removeCollider(self.playerC)
            self.pusher.removeCollider(self.playerC)

            self.removeTask('updatePhysics')
            self.addTask(self.drawHere, 'drawHere')

            self.geomNode = GeomNode('geomNode')
            self.geomNodePath = self.render.attachNewNode(self.geomNode)

            self.geomNodePath.setTwoSided(True)

            # apparently p3tinydisplay needs this
            self.geomNodePath.setColorOff()

            # Create a collision node for this object.
            self.floorCollNode = CollisionNode('geom')

            #             self.floorCollNode.setFromCollideMask(BitMask32.bit(0))
            #             self.floorCollNode.setIntoCollideMask(BitMask32.allOn())

            # Attach the collision node to the object's model.
            floorC = self.geomNodePath.attachNewNode(self.floorCollNode)
            # Set the object's collision node to render as visible.
            floorC.show()

            #self.pusher.addCollider(floorC, self.geomNodePath)

            self.newVertexData()

            self.newGeom()

        else:
            self.drawText.setText("Enter: Turn on drawing")
            self.removeTask('drawHere')
            if self.prevPos:
                self.completePath()

            self.fpscamera.setFlyMode(True)

            self.drive.setPos(self.fpscamera.getPos())

            self.cTrav.addCollider(self.playerC, self.pusher)
            self.pusher.addCollider(self.playerC, self.fpscamera.player)

            self.taskMgr.add(self.updatePhysics, 'updatePhysics')

    def newVertexData(self):
        fmt = GeomVertexFormat.getV3c4()
        #         fmt = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic)
        self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex')
        #         self.normalWriter = GeomVertexWriter(self.vertexData, 'normal')
        self.colorWriter = GeomVertexWriter(self.vertexData, 'color')

    def newGeom(self):
        self.triStrips = GeomTristrips(Geom.UHDynamic)
        self.geom = Geom(self.vertexData)
        self.geom.addPrimitive(self.triStrips)

    def makeInstructions(self):
        OnscreenText(text="Draw Path by Walking",
                     style=1,
                     fg=(1, 1, 0, 1),
                     pos=(0.5, -0.95),
                     scale=.07)

        self.drawText = self.genLabelText("", 0)
        self.genLabelText("Walk (W/S/A/D), Jump=Space, Look=PgUp/PgDn", 1)
        self.genLabelText(
            "  (hint, go backwards with S to see your path immediately)", 2)
        self.genLabelText("ESC: Quit", 3)

    def genLabelText(self, text, i):
        return OnscreenText(text=text,
                            pos=(-1.3, .95 - .05 * i),
                            fg=(1, 1, 0, 1),
                            align=TextNode.ALeft,
                            scale=.05)

    def drawHere(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format(
            int(pos.x * 100) / 100.,
            int(pos.y * 100) / 100.,
            int(pos.z) / 100., self.fpscamera.getHeading(),
            self.fpscamera.getLookAngle()))

        prevPos = self.prevPos

        if not prevPos:
            self.prevPos = pos

        elif (pos - prevPos).length() > 1:
            self.drawQuadTo(prevPos, pos, 2)

            row = self.vertexWriter.getWriteRow()
            numPrims = self.triStrips.getNumPrimitives()
            if numPrims == 0:
                primVerts = row
            else:
                primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1)

            if primVerts >= 4:
                self.triStrips.closePrimitive()

                if row >= 256:
                    print "Packing and starting anew"
                    newGeom = True
                    self.geom.unifyInPlace(row, False)
                else:
                    newGeom = False

                self.completePath()

                if newGeom:
                    self.newVertexData()

                self.newGeom()
                if not newGeom:
                    self.triStrips.addConsecutiveVertices(row - 2, 2)
                else:
                    self.drawQuadTo(prevPos, pos, 2)

            self.leftColor[1] += 63
            self.rightColor[2] += 37

            self.prevPos = pos

        return task.cont

    def drawLineTo(self, pos, color):
        self.vertexWriter.addData3f(pos.x, pos.y, pos.z)
        #         self.normalWriter.addData3f(0, 0, 1)
        self.colorWriter.addData4i(color)

        self.triStrips.addNextVertices(1)

    def drawQuadTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new quad. """
        into = (b - a)
        if abs(into.x) + abs(into.y) < 1:
            if not self.prevInto:
                return
            into = self.prevInto
            print into
        else:
            into.normalize()

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        if self.vertexWriter.getWriteRow() == 0:
            self.drawQuadRow(a, into, width)

        self.drawQuadRow(b, into, width)

        self.prevInto = into

    def drawQuadRow(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """

        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space

        aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)

        row = self.vertexWriter.getWriteRow()

        self.vertexWriter.addData3f(aLeft)
        self.vertexWriter.addData3f(aRight)

        #         self.normalWriter.addData3f(Vec3(0, 0, 1))
        #         self.normalWriter.addData3f(Vec3(0, 0, 1))

        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)

        self.triStrips.addConsecutiveVertices(row, 2)

    def completePath(self):
        self.geomNode.addGeom(self.geom)

        if self.triStrips.getNumPrimitives() == 0:
            return

        floorMesh = CollisionFloorMesh()

        tris = self.triStrips.decompose()
        p = 0
        vertexReader = GeomVertexReader(self.vertexData, 'vertex')
        for i in range(tris.getNumPrimitives()):
            v0 = tris.getPrimitiveStart(i)
            ve = tris.getPrimitiveEnd(i)
            if v0 < ve:
                vertexReader.setRow(tris.getVertex(v0))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 1))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0 + 2))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                floorMesh.addTriangle(p, p + 1, p + 2)
                p += 3

        self.floorCollNode.addSolid(floorMesh)

    def updatePhysics(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText("Position: {0}, {1}, {2}".format(
            int(pos.x * 100) / 100.,
            int(pos.y * 100) / 100.,
            int(pos.z) / 100.))
        return task.cont
Esempio n. 40
0
def drawBody(nodePath,
             vdata,
             pos,
             vecList,
             radius=1,
             keepDrawing=True,
             numVertices=8):

    circleGeom = Geom(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)

    sCoord = 0

    if (startRow != 0):
        texReWriter.setRow(startRow - numVertices)
        sCoord = texReWriter.getData2f().getX() + 1

        drawReWriter.setRow(startRow - numVertices)
        if (drawReWriter.getData1f() == False):
            sCoord -= 1

    drawReWriter.setRow(startRow)
    texReWriter.setRow(startRow)

    angleSlice = 2 * math.pi / numVertices
    currAngle = 0

    #axisAdj=LMatrix4.rotateMat(45, axis)*LMatrix4.scaleMat(radius)*LMatrix4.translateMat(pos)

    perp1 = vecList[1]
    perp2 = vecList[2]

    # vertex information is written here
    for i in range(numVertices):
        adjCircle = pos + \
            (perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)) * \
            radius
        normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
        normalWriter.addData3f(normal)
        vertWriter.addData3f(adjCircle)
        texReWriter.addData2f(sCoord, (i + 0.001) / (numVertices - 1))
        colorWriter.addData4f(0.5, 0.5, 0.5, 1)
        drawReWriter.addData1f(keepDrawing)
        currAngle += angleSlice

    if startRow == 0:
        return

    drawReader = GeomVertexReader(vdata, "drawFlag")
    drawReader.setRow(startRow - numVertices)

    # we cant draw quads directly so we use Tristrips
    if drawReader.getData1i() != 0:
        lines = GeomTristrips(Geom.UHStatic)
        half = int(numVertices * 0.5)
        for i in range(numVertices):
            lines.addVertex(i + startRow)
            if i < half:
                lines.addVertex(i + startRow - half)
            else:
                lines.addVertex(i + startRow - half - numVertices)

        lines.addVertex(startRow)
        lines.addVertex(startRow - half)
        lines.closePrimitive()
        lines.decompose()
        circleGeom.addPrimitive(lines)

        circleGeomNode = GeomNode("Debug")
        circleGeomNode.addGeom(circleGeom)

        # I accidentally made the front-face face inwards. Make reverse makes the tree render properly and
        # should cause any surprises to any poor programmer that tries to use
        # this code
        circleGeomNode.setAttrib(CullFaceAttrib.makeReverse(), 1)
        global numPrimitives
        numPrimitives += numVertices * 2

        nodePath.attachNewNode(circleGeomNode)
Esempio n. 41
0
def add_button(self, text, label_id, pos_x, pos_y, width=0.0, hight=0.1):
    if width == 0.0:
        for c in range(len(text) / 2):
            width += 0.08
    ls = LineSegs("lines")
    ls.setColor(0, 1, 0, 1)
    ls.drawTo(-width / 2, 0, hight / 2)
    ls.drawTo(width / 2, 0, hight / 2)
    ls.drawTo(width / 2, 0, -hight / 2)
    ls.drawTo(-width / 2, 0, -hight / 2)
    ls.drawTo(-width / 2, 0, hight / 2)
    border = ls.create(False)
    border.setTag('back_ground', '1')

    array = GeomVertexArrayFormat()
    array.addColumn("vertex", 4, Geom.NTFloat32, Geom.CPoint)
    arr_format = GeomVertexFormat()
    arr_format.addArray(array)
    arr_format = GeomVertexFormat.registerFormat(arr_format)

    vdata = GeomVertexData('fill', arr_format, Geom.UHStatic)
    vdata.setNumRows(4)
    vertex = GeomVertexWriter(vdata, 'vertex')

    vertex.addData3f(-width / 2, 0, hight / 2)
    vertex.addData3f(width / 2, 0, hight / 2)
    vertex.addData3f(-width / 2, 0, -hight / 2)
    vertex.addData3f(width / 2, 0, -hight / 2)

    prim = GeomTristrips(Geom.UHStatic)
    prim.addVertex(0)
    prim.addVertex(1)
    prim.addVertex(2)
    prim.addVertex(3)

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('gnode')
    node.addGeom(geom)
    nodePath = NodePath("button")
    nodePath.attachNewNode(node)
    nodePath.setPos(0, 0, 0)
    nodePath.setTag('button', '1')
    nodePath.setBin("unsorted", 0)
    nodePath.setDepthTest(False)
    nodePath.setColor(0, 0, 0, 1)
    nodePath.attachNewNode(border)

    nodePath1 = NodePath("button")
    nodePath1.attachNewNode(node)
    nodePath1.setPos(0, 0, 0)
    nodePath1.setTag('button1', '1')
    nodePath1.setBin("unsorted", 0)
    nodePath1.setDepthTest(False)
    nodePath1.setColor(0, 1, 0, 1)
    nodePath1.attachNewNode(border)

    button = DirectFrame(enableEdit=1,
                         text=text,
                         geom=nodePath,
                         text_scale=0.05,
                         text_fg=(0, 1, 0, 1),
                         borderWidth=(1, 1),
                         relief=None,
                         text_pos=(0, -0.01, 0),
                         textMayChange=1,
                         state=DGG.NORMAL,
                         parent=aspect2d)
    button.setPos(pos_x, 0, pos_y)
    button.bind(DGG.B1PRESS, button_click, [button])
    button.bind(DGG.WITHIN, button_hover, [button])
    button.bind(DGG.WITHOUT, button_no_hover, [button])
    # button.resetFrameSize()
    # self.button.bind(DGG.WITHIN, self.onMouseHoverInFunction, [button, some_value1])

    defines.ENTITIES[defines.ENTITY_ID] = {
        'CATEGORY': 'button',
        'BUTTON': button,
        'NODE': nodePath,
        'LABEL': label_id,
        'STATUS': 0
    }
    defines.ENTITY_ID += 1
Esempio n. 42
0
class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.seeNode = self.render.attachNewNode('see')
         
        self.cam.reparentTo(self.seeNode)
        self.cam.setPos(0, 0, 5)
        
        self.fpscamera = fpscontroller.FpsController(self, self.seeNode)
        self.fpscamera.setFlyMode(True)
        self.fpscamera.setMouseLook(True)
        
        self.prevPos = self.fpscamera.getPos()
        self.prevInto = None
        
        self.makeInstructions()
        self.info = self.genLabelText("Position: <unknown>", 2)

        self.initCollisions()

        self.leftColor = LVecBase4i(224, 224, 64, 255)
        self.rightColor = LVecBase4i(64, 224, 224, 255)
        
        self.isDrawing = False
        self.toggleDrawing()
        
        self.accept("escape", sys.exit)            #Escape quits
        self.accept("enter", self.toggleDrawing)

    def initCollisions(self):
        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()
        
        self.cTrav.showCollisions(self.render)
        
        # Initialize the Pusher collision handler.
        self.pusher = CollisionHandlerFloor()
                
        ### player
        
        # Create a collsion node for this object.
        playerNode = CollisionNode('player')
        playerNode.addSolid(CollisionSphere(0, 0, 0, 1))
        
        # Attach the collision node to the object's model.
        self.playerC = self.fpscamera.player.attachNewNode(playerNode)
        # Set the object's collision node to render as visible.
        self.playerC.show()
         

    def toggleDrawing(self):
        self.isDrawing = not self.isDrawing
        
        if self.isDrawing:
            self.instructionText.setText('Enter: Generate Tunnel from Movement')

            self.fpscamera.setFlyMode(True)
            self.prevPos = None

            # self.cTrav.remosveCollider(self.playerC)
            
            self.removeTask('updatePhysics')
            self.addTask(self.drawHere, 'drawHere')
            
            self.geomNode = GeomNode('geomNode')
            self.geomNodePath = self.render.attachNewNode(self.geomNode)
            
            self.geomNodePath.setTwoSided(True)
            
            
            # apparently p3tinydisplay needs this
            self.geomNodePath.setColorOff()

            # Create a collision node for this object.
            self.floorCollNode = CollisionNode('geom')

            # Attach the collision node to the object's model.
            floorC = self.geomNodePath.attachNewNode(self.floorCollNode)
            # Set the object's collision node to render as visible.
            floorC.show()

            self.newVertexData()
            
            self.newGeom()

        else:
            self.instructionText.setText('Enter: Record Movement for Tunnel')

            self.removeTask('drawHere')
            if self.prevPos:
                #self.completePath()
                self.completeTunnelPath()
            
            self.fpscamera.setFlyMode(True)
            
            self.drive.setPos(self.fpscamera.getPos())

            self.cTrav.addCollider(self.playerC, self.pusher)
            self.pusher.addCollider(self.playerC, self.fpscamera.player)

            self.taskMgr.add(self.updatePhysics, 'updatePhysics')

    def newVertexData(self):
        fmt = GeomVertexFormat.getV3c4()
#         fmt = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic)
        self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex')
#         self.normalWriter = GeomVertexWriter(self.vertexData, 'normal')
        self.colorWriter = GeomVertexWriter(self.vertexData, 'color')

    def newGeom(self):
        self.triStrips = GeomTristrips(Geom.UHDynamic)
        self.geom = Geom(self.vertexData)
        self.geom.addPrimitive(self.triStrips)
        
        
    def makeInstructions(self):
        OnscreenText(text="Draw Path by Walking (WSAD/space/mouselook)",
                          style=1, fg=(1,1,0,1),
                          pos=(0.5,-0.95), scale = .07)
        self.genLabelText("ESC: Quit", 0)
        self.instructionText = self.genLabelText("", 1)
        
    def genLabelText(self, text, i):
        return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,0,1),
                      align = TextNode.ALeft, scale = .05)

    def drawHere(self, task):
        pos = self.fpscamera.getPos()
        self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format(int(pos.x*100)/100., int(pos.y*100)/100., int(pos.z)/100., 
                                                                  self.fpscamera.getHeading(), self.fpscamera.getLookAngle()))
        
        prevPos = self.prevPos
        
        if not prevPos:
            self.prevPos = pos
            
        elif (pos - prevPos).length() >= 1:
#             self.extendPathQuad(prevPos, pos, 2)
            self.extendPathTunnel(prevPos, pos, 3)
                    
            self.leftColor[1] += 63
            self.rightColor[2] += 37
            
            self.prevPos = pos
        
        return task.cont

    def extendPathQuad(self, prevPos, pos, width):
        self.drawQuadTo(prevPos, pos, width)

        row = self.vertexWriter.getWriteRow()
        numPrims = self.triStrips.getNumPrimitives()
        if numPrims == 0:
            primVerts = row
        else:
            primVerts = row - self.triStrips.getPrimitiveEnd(numPrims-1)

        if primVerts >= 4:
            self.triStrips.closePrimitive()

            if row >= 256:
                print "Packing and starting anew"
                newGeom = True
                self.geom.unifyInPlace(row, False)
            else:
                newGeom = False
                
            self.completeQuadPath()

            if newGeom:                
                self.newVertexData()
                                
            self.newGeom()
            if newGeom:
                self.drawQuadTo(prevPos, pos, width)
            else:
                self.triStrips.addConsecutiveVertices(row - 2, 2)
            
        
    def extendPathTunnel(self, prevPos, pos, width):
        self.drawTunnelTo(prevPos, pos, width)

    def drawLineTo(self, pos, color):
        self.vertexWriter.addData3f(pos.x, pos.y, pos.z)
#         self.normalWriter.addData3f(0, 0, 1)
        self.colorWriter.addData4i(color)
        
        self.triStrips.addNextVertices(1)
        
        return 1
            
    def drawQuadTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new quad. """
        into = (b - a)
        if abs(into.x) + abs(into.y) < 1:
            # ensure that if we jump in place, we don't get a thin segment
            if not self.prevInto:
                return
            into = self.prevInto
        else:
            into.normalize()
        
        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space
        
        if self.vertexWriter.getWriteRow() == 0:
            self.drawQuadRow(a, into, width)        
        
        verts = self.drawQuadRow(b, into, width)

        self.prevInto = into
        
        return verts

    def drawQuadRow(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """
        
        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space
        
        aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)
        
        row = self.vertexWriter.getWriteRow()
        
        self.vertexWriter.addData3f(aLeft)
        self.vertexWriter.addData3f(aRight)
        
#         self.normalWriter.addData3f(Vec3(0, 0, 1))
#         self.normalWriter.addData3f(Vec3(0, 0, 1))
        
        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)
        
        self.triStrips.addConsecutiveVertices(row, 2)

        return 2
            
    def drawTunnelTo(self, a, b, width):
        """ a (to) b are vectors defining a line bisecting a new tunnel segment. """
        into = (b - a)
        if abs(into.x) + abs(into.y) < 1:
            # ensure that if we jump in place, we don't get a thin segment
            if not self.prevInto:
                return
            into = self.prevInto
        else:
            into.normalize()
        
        # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space
        
        if self.vertexWriter.getWriteRow() == 0:
            self.drawTunnelBoundary(a, into, width)        
            
        row = self.vertexWriter.getWriteRow()
        verts = self.drawTunnelBoundary(b, into, width)        
        totalVerts = self.drawTunnelRow(row, verts)        
        
        self.prevInto = into
        
        return totalVerts

    def drawTunnelBoundary(self, a, into, width):
        """ a defines a point, with 'into' being the normalized direction. """
        
        aLowLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z)
        aLowRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z)
        aHighRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z + width * 3)
        aHighLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z + width * 3)
        
        self.vertexWriter.addData3f(aLowLeft)
        self.vertexWriter.addData3f(aLowRight)
        self.vertexWriter.addData3f(aHighRight)
        self.vertexWriter.addData3f(aHighLeft)
        
        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)
        self.colorWriter.addData4i(self.leftColor)
        self.colorWriter.addData4i(self.rightColor)
        
        return 4
    
    def drawTunnelRowX(self, row, verts):
        # BOTTOM: bottom-left, new-bottom-left, bottom-right, new-bottom-right
        self.triStrips.addConsecutiveVertices(row - verts + 0, 1)
        self.triStrips.addConsecutiveVertices(row + 0, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        self.triStrips.closePrimitive()
        # RIGHT: (new-bottom-right) bottom-right, new-top-right, top-right
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.closePrimitive()
        # TOP: top-left, new top-right, new top-left
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.closePrimitive()
        # LEFT: (new top-left) new bottom-left, top-left, bottom-left, new-bottom-left
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 0, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 0, 1)
        self.triStrips.closePrimitive()
        
        return verts * 4
    
    def drawTunnelRow(self, row, verts):
#         # clockwise for the inside of the tunnel
#         # TOP: new-top-left, top-left, new-top-right, top-right
#         self.triStrips.addConsecutiveVertices(row + 3, 1)
#         self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
#         self.triStrips.addConsecutiveVertices(row + 2, 1)
#         self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
#         # RIGHT: new-bottom-right, bottom-right
#         self.triStrips.addConsecutiveVertices(row + 1, 1)
#         self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
#         # BOTTOM: new-bottom-left, bottom-left
#         self.triStrips.addConsecutiveVertices(row, 1)
#         self.triStrips.addConsecutiveVertices(row - verts, 1)
#         # LEFT: new top-left, top-left
#         self.triStrips.addConsecutiveVertices(row + 3, 1)
#         self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        
        # TOP: new-top-left, top-left, new-top-right, top-right
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)
        self.triStrips.addConsecutiveVertices(row - verts + 2, 1)
        self.triStrips.addConsecutiveVertices(row + 2, 1)
        # RIGHT: new-bottom-right, bottom-right
        self.triStrips.addConsecutiveVertices(row - verts + 1, 1)
        self.triStrips.addConsecutiveVertices(row + 1, 1)
        # BOTTOM: new-bottom-left, bottom-left
        self.triStrips.addConsecutiveVertices(row - verts, 1)
        self.triStrips.addConsecutiveVertices(row, 1)
        # LEFT: new top-left, top-left
        self.triStrips.addConsecutiveVertices(row - verts + 3, 1)
        self.triStrips.addConsecutiveVertices(row + 3, 1)

        self.triStrips.closePrimitive()
        
        return verts * 4
        
    def completeQuadPath(self):
        self.geomNode.addGeom(self.geom)
        
        if self.triStrips.getNumPrimitives() == 0:
            return
        
        floorMesh = CollisionFloorMesh()
        vertexReader = GeomVertexReader(self.vertexData, 'vertex') 
        tris = self.triStrips.decompose()
        print "Decomposed prims:",tris.getNumPrimitives()
        p = 0
        for i in range(tris.getNumPrimitives()):
            v0 = tris.getPrimitiveStart(i)
            ve = tris.getPrimitiveEnd(i)
            if v0 < ve:
                vertexReader.setRow(tris.getVertex(v0))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0+1))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                vertexReader.setRow(tris.getVertex(v0+2))
                floorMesh.addVertex(Point3(vertexReader.getData3f()))
                floorMesh.addTriangle(p, p+1, p+2)
                p += 3
        
        self.floorCollNode.addSolid(floorMesh)
        

    def completeTunnelPath(self):
        self.geomNode.addGeom(self.geom)
        
        if self.triStrips.getNumPrimitives() == 0:
            return
        
        floorMesh = CollisionFloorMesh()
        vertexReader = GeomVertexReader(self.vertexData, 'vertex') 
        
        print "Original prims:",self.triStrips.getNumPrimitives()
        
        p = 0
        for i in range(self.triStrips.getNumPrimitives()):
            v0 = self.triStrips.getPrimitiveStart(i)
            ve = self.triStrips.getPrimitiveEnd(i)
            j = v0 + 4
            
            # add the bottom triangles
            vertexReader.setRow(self.triStrips.getVertex(j))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            vertexReader.setRow(self.triStrips.getVertex(j+1))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            vertexReader.setRow(self.triStrips.getVertex(j+2))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            floorMesh.addTriangle(p, p+1, p+2)
            
            vertexReader.setRow(self.triStrips.getVertex(j+3))
            floorMesh.addVertex(Point3(vertexReader.getData3f()))
            floorMesh.addTriangle(p+1, p+3, p+2)

            p += 4
        
        # this adds every triangle, but is not appropriate for a closed path
#         tris = self.triStrips.decompose()
#         print "Decomposed prims:",tris.getNumPrimitives()
#         p = 0
#         for i in range(tris.getNumPrimitives()):
#             v0 = tris.getPrimitiveStart(i)
#             ve = tris.getPrimitiveEnd(i)
#             if v0 < ve:
#                 vertexReader.setRow(tris.getVertex(v0))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 vertexReader.setRow(tris.getVertex(v0+1))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 vertexReader.setRow(tris.getVertex(v0+2))
#                 floorMesh.addVertex(Point3(vertexReader.getData3f()))
#                 floorMesh.addTriangle(p, p+1, p+2)
#                 p += 3
        
        self.floorCollNode.addSolid(floorMesh)
        
    
          
    def updatePhysics(self, task):
        pos = self.fpscamera.getPos()

        self.info.setText("Position: {0}, {1}, {2}".format(int(pos.x*100)/100., int(pos.y*100)/100., int(pos.z)/100.))

        return task.cont
Esempio n. 43
0
    def pandaRender(self):
        frameList = []
        for node in self.compositeFrames.getiterator('composite-frame'):
            if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex):
                for frameCallNode in node:
                    for frameNode in self.frames.getiterator('frame'):
                        if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"):
                            offsetX = 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x"))
                            offsetY = 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y"))
                            tweenId = frameCallNode.attrib.get("tween")
                            frameInTween = 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween"))
                            addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w"))
                            addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h"))
                            sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s"))
                            tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t"))
                            swInPixels = sInPixels + addWidth
                            thInPixels = tInPixels + addHeight
                            s = (sInPixels / self.baseWidth)
                            t = 1 - (tInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            S = (swInPixels / self.baseWidth)
                            T = 1 - (thInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            blend = "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend")
                            scaleX = 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x"))
                            scaleY = 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y"))
                            color = Color(1,1,1,1)
                            tweenHasColor = False
                            frameCallHasColor = False
                            frameCallColorName = frameCallNode.attrib.get("color-name")
                            if frameCallColorName != None:
                                # Get color at frame call as first resort.
                                frameCallHasColor = True
                                for colorNode in self.colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameCallColorName:
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass

                            if tweenId != None and tweenId != "0":
                                # Get color at tween frame as second resort.
                                thisTween = None
                                frameLength = 1
                                advancementFunction = "linear"
                                foundTween = False
                                pointList = []
                                colorList = []
                                for tweenNode in self.tweens.getiterator('motion-tween'):
                                    if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId:
                                        foundTween = True
                                        frameLength = 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames")
                                        advancementFunction = "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function")
                                        for pointOrColorNode in tweenNode.getiterator():
                                            if pointOrColorNode.tag == "point":
                                                pX = 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x"))
                                                pY = 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y"))
                                                pointList.append(Point(pX, pY, 0))
                                            elif pointOrColorNode.tag == "color-state":
                                                colorName = "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name")
                                                for colorNode in self.colors.getiterator('color'):
                                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == colorName:
                                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                                        colorList.append(Color(R, G, B, A))
                                                        break # leave for loop when we find the correct color reference
                                            pass # Run through all child nodes of selected tween
                                        break # Exit after finding correct tween
                                pass
                                if foundTween:
                                    thisTween = Tween(frameLength, advancementFunction, pointList, colorList)
                                    offset = thisTween.XYFromFrame(frameInTween);
                                    offsetFromTweenX = int(offset.X);
                                    offsetFromTweenY = int(offset.Y);
                                    offsetX += int(offset.X);
                                    offsetY += int(offset.Y);
                                    if thisTween.hasColorComponent():
                                        tweenHasColor = True;
                                        if frameCallHasColor == False:
                                            color = thisTween.colorFromFrame(frameInTween);
                                    pass
                            if frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False:
                                # Get color at frame definition as last resort.
                                for colorNode in colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameNode.attrib.get("color-name"):
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass
                            rotationZ = 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z"))
                            frameList.append(Frame(Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ))
                    pass 
                break # Leave once we've found the appropriate frame

        # Prepare tracking list of consumed nodes.
        self.clearNodesForDrawing()
        # Make an identifier to tack onto primitive names in Panda3d's scene graph.
        frameIndexForName = 1
                
        # Loop through loaded frames that make up composite frame.
        for loadedFrame in frameList:              
            # For debugging purposes, print the object.
            if False:
                loadedFrame.printAsString()
            
            # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData
            squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic)
              
            # Set up place to hold 3d data and for the following coordinates:
            #   square's points (V3: x, y, z), 
            #   the colors at each point of the square (c4: r, g, b, a), and
            #   for the UV texture coordinates at each point of the square     (t2: S, T).
            vertexData = GeomVertexData('square-'+str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic)
            vertex = GeomVertexWriter(vertexData, 'vertex')
            color = GeomVertexWriter(vertexData, 'color')
            texcoord = GeomVertexWriter(vertexData, 'texcoord') 
              
            # Add the square's data
            # Upper-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.T)

            # Upper-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.T)
            
            # Lower-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.t)
            
            # Lower-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.t)

            # Pass data to primitive
            squareMadeByTriangleStrips.addNextVertices(4)
            squareMadeByTriangleStrips.closePrimitive()
            square = Geom(vertexData)
            square.addPrimitive(squareMadeByTriangleStrips)
            # Pass primtive to drawing node
            drawPrimitiveNode=GeomNode('square-'+str(frameIndexForName))    
            drawPrimitiveNode.addGeom(square)
            # Pass node to scene (effect camera)
            nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode)
            # Linear dodge:
            if loadedFrame.blendMode == "darken":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "multiply":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero))
                pass
            elif loadedFrame.blendMode == "color-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "linear-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor))
                pass
            elif loadedFrame.blendMode == "lighten":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
                pass
            elif loadedFrame.blendMode == "color-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne))
                pass
            elif loadedFrame.blendMode == "linear-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            else: # Overwrite:
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha))
                pass
            nodePath.setDepthTest(False)
            # Apply texture
            nodePath.setTexture(self.tex)
            # Apply translation, then rotation, then scaling to node.
            nodePath.setPos((loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0))
            nodePath.setR(loadedFrame.rotationZ)
            nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY)
            nodePath.setTwoSided(True)
            self.consumedNodesList.append(nodePath)
            frameIndexForName = frameIndexForName + 1
        # Loop continues on through each frame called in the composite frame.
        pass