Esempio n. 1
0
    def mousePressed(self, event):
        self.parent.beginTransformation()
       
        lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        origin = Point3(mvMat.xformPoint(Point3()))
        dir = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        xprod = dir.cross(origin)
        planeNorm = xprod.cross(dir)
        planeNorm.normalize()
        d = planeNorm.dot(origin)
        self.dir = dir
        self.origin = origin
        self.planeNorm = planeNorm
        self.d = d
        self.lens = lens

        self.fromCam = base.camera.getMat(self.parent.path) * scale
        
        transl = self.mouse2Vec(event.pos)
        self.origin = transl + self.origin
Esempio n. 2
0
def drawLeaf(nodePath,
             vdata,
             pos=Vec3(0, 0, 0),
             vecList=[Vec3(0, 0, 1),
                      Vec3(1, 0, 0),
                      Vec3(0, -1, 0)],
             scale=0.125):

    #use the vectors that describe the direction the branch grows to make the right
    #rotation matrix
    newCs = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
    newCs.setRow(0, vecList[2])  #right
    newCs.setRow(1, vecList[1])  #up
    newCs.setRow(2, vecList[0])  #forward
    newCs.setRow(3, Vec3(0, 0, 0))
    newCs.setCol(3, Vec4(0, 0, 0, 1))

    axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)

    #orginlly made the leaf out of geometry but that didnt look good
    #I also think there should be a better way to handle the leaf texture other than
    #hardcoding the filename
    leafModel = loader.loadModel('models/shrubbery')
    leafTexture = loader.loadTexture('models/material-10-cl.png')

    leafModel.reparentTo(nodePath)
    leafModel.setTexture(leafTexture, 1)
    leafModel.setTransform(TransformState.makeMat(axisAdj))
Esempio n. 3
0
    def mousePressed(self, event):
        self.parent.beginTransformation()

        lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        origin = Point3(mvMat.xformPoint(Point3()))
        dir = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        xprod = dir.cross(origin)
        planeNorm = xprod.cross(dir)
        planeNorm.normalize()
        d = planeNorm.dot(origin)
        self.dir = dir
        self.origin = origin
        self.planeNorm = planeNorm
        self.d = d
        self.lens = lens

        self.fromCam = base.camera.getMat(self.parent.path) * scale

        transl = self.mouse2Vec(event.pos)
        self.origin = transl + self.origin
Esempio n. 4
0
    def __init__(self):
        self.instructionText = addInstructions(0.95,
                '[ESC]: Leave Mouselook mode.')
        self.eventDispatcher = EventDispatcher()
        self.cameraMode = None
        self.clickPos = Vec2()
        self.lastMousePos = Vec2()
        self.focus = Vec3()
        self.mouseDown = False
        self.initialPos = Vec3()
        self.initialHpr = Vec3()
        self.initialMat = None

        # Disable the built-in mouse camera control (it sucks).
        base.disableMouse()
        self.setCameraMode(TRACKBALL)

        # Set the camera's initial position.
        base.camera.setPosHpr(0, 12, 30, 180, -70, 0)
        
        # Turn off events generated with modifier buttons, e.g. 'shift-a'
        # This is to keep keyboard control working after you alt-tab out
        # of the app.
        base.mouseWatcherNode.setModifierButtons(ModifierButtons())
        base.buttonThrowers[0].node().setModifierButtons(ModifierButtons())

        # This is a diagonal matrix that keeps track of movement key
        # state. The first three diagonal entries can be 1, 0, or -1.
        self.mouseLookTransMat = Mat4.scaleMat(Vec3(0.0, 0.0, 0.0))
        
        # Keep track of how many movement keys are currently pressed. This
        # lets us short-circuit past a lot of math when no keys are held.
        self.keysHeld = 0

        # Handle events for the movement keys.       
        for key, value in key2MatArgs.items():
            self.accept(key, self._moveKeyHandler, value)

        self.accept('escape', self._escKeyHandler)
        self.accept('m', self._mKeyHandler)
        self.accept('mouse1', self._mouseDownHandler, [1])
        self.accept('mouse1-up', self._mouseUpHandler, [1])
        self.accept('mouse2', self._mouseDownHandler, [2])
        self.accept('mouse2-up', self._mouseUpHandler, [2])
        self.accept('wheel_up', self._mouseWheelHandler, [1])
        self.accept('wheel_down', self._mouseWheelHandler, [-1])

        self.modButtons = ModifierButtons()
        self.modButtons.addButton(KeyboardButton.control())
        self.accept('control', self.modButtons.buttonDown,
                [KeyboardButton.control()])
        self.accept('control-up', self.modButtons.buttonUp,
                [KeyboardButton.control()])

        self.accept(base.win.getWindowEvent(), self._windowHandler)
Esempio n. 5
0
    def __init__(self):
        self.instructionText = addInstructions(0.95,
                                               '[ESC]: Leave Mouselook mode.')
        self.eventDispatcher = EventDispatcher()
        self.cameraMode = None
        self.clickPos = Vec2()
        self.lastMousePos = Vec2()
        self.focus = Vec3()
        self.mouseDown = False
        self.initialPos = Vec3()
        self.initialHpr = Vec3()
        self.initialMat = None

        # Disable the built-in mouse camera control (it sucks).
        base.disableMouse()
        self.setCameraMode(TRACKBALL)

        # Set the camera's initial position.
        base.camera.setPosHpr(0, 12, 30, 180, -70, 0)

        # Turn off events generated with modifier buttons, e.g. 'shift-a'
        # This is to keep keyboard control working after you alt-tab out
        # of the app.
        base.mouseWatcherNode.setModifierButtons(ModifierButtons())
        base.buttonThrowers[0].node().setModifierButtons(ModifierButtons())

        # This is a diagonal matrix that keeps track of movement key
        # state. The first three diagonal entries can be 1, 0, or -1.
        self.mouseLookTransMat = Mat4.scaleMat(Vec3(0.0, 0.0, 0.0))

        # Keep track of how many movement keys are currently pressed. This
        # lets us short-circuit past a lot of math when no keys are held.
        self.keysHeld = 0

        # Handle events for the movement keys.
        for key, value in key2MatArgs.items():
            self.accept(key, self._moveKeyHandler, value)

        self.accept('escape', self._escKeyHandler)
        self.accept('m', self._mKeyHandler)
        self.accept('mouse1', self._mouseDownHandler, [1])
        self.accept('mouse1-up', self._mouseUpHandler, [1])
        self.accept('mouse2', self._mouseDownHandler, [2])
        self.accept('mouse2-up', self._mouseUpHandler, [2])
        self.accept('wheel_up', self._mouseWheelHandler, [1])
        self.accept('wheel_down', self._mouseWheelHandler, [-1])

        self.modButtons = ModifierButtons()
        self.modButtons.addButton(KeyboardButton.control())
        self.accept('control', self.modButtons.buttonDown,
                    [KeyboardButton.control()])
        self.accept('control-up', self.modButtons.buttonUp,
                    [KeyboardButton.control()])

        self.accept(base.win.getWindowEvent(), self._windowHandler)
Esempio n. 6
0
 def drawLeaf(self, pos=Vec3(0, 0, 0), quat=None, scale=0.125):
     """
     this draws leafs when we reach an end
     """
     #use the vectors that describe the direction the branch grows to make
     #the right rotation matrix
     newCs = Mat4()
     quat.extractToMatrix(newCs)
     axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)
     leafModel = NodePath("leaf")
     self.leafModel.instanceTo(leafModel)
     leafModel.reparentTo(self.leaves)
     leafModel.setTransform(TransformState.makeMat(axisAdj))
Esempio n. 7
0
def draw_leaf(nodePath, vdata, pos=Vec3(0, 0, 0), vecList=[Vec3(0, 0, 1), Vec3(1, 0, 0), Vec3(0, -1, 0)], scale=0.125):

    # use the vectors that describe the direction the branch grows to make the right
    # rotation matrix
    newCs = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
    newCs.setRow(0, vecList[2])  # right
    newCs.setRow(1, vecList[1])  # up
    newCs.setRow(2, vecList[0])  # forward
    newCs.setRow(3, Vec3(0, 0, 0))
    newCs.setCol(3, Vec4(0, 0, 0, 1))

    try:
        axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)
    except TypeError, e:
        print e
        print scale, pos
Esempio n. 8
0
    def mousePressed(self, event):
        self.parent.beginTransformation()
       
        self.lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        self.origin = Point3(mvMat.xformPoint(Point3()))
        self.planeNorm = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        self.planeNorm.normalize()
        self.d = self.planeNorm.dot(self.origin)

        self.fromCam = base.camera.getMat(self.parent.path) * scale
        
        self.dir = Vec3(self.mouse2Vec(event.pos))
        self.dir.normalize()
Esempio n. 9
0
    def mousePressed(self, event):
        self.parent.beginTransformation()

        self.lens = base.cam.node().getLens()

        scale = Mat4.scaleMat(self.path.getScale(base.camera))
        descale = Mat4()
        descale.invertAffineFrom(scale)
        mvMat = descale * self.path.getMat(base.camera)

        self.origin = Point3(mvMat.xformPoint(Point3()))
        self.planeNorm = Vec3(mvMat.xformVec(Vec3(0, 0, 1)))
        self.planeNorm.normalize()
        self.d = self.planeNorm.dot(self.origin)

        self.fromCam = base.camera.getMat(self.parent.path) * scale

        self.dir = Vec3(self.mouse2Vec(event.pos))
        self.dir.normalize()
Esempio n. 10
0
def draw_leaf(nodePath,
              vdata,
              pos=Vec3(0, 0, 0),
              vecList=[Vec3(0, 0, 1),
                       Vec3(1, 0, 0),
                       Vec3(0, -1, 0)],
              scale=0.125):

    #use the vectors that describe the direction the branch grows to make the right
    #rotation matrix
    newCs = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
    newCs.setRow(0, vecList[2])  #right
    newCs.setRow(1, vecList[1])  #up
    newCs.setRow(2, vecList[0])  #forward
    newCs.setRow(3, Vec3(0, 0, 0))
    newCs.setCol(3, Vec4(0, 0, 0, 1))

    try:
        axisAdj = Mat4.scaleMat(scale) * newCs * Mat4.translateMat(pos)
    except TypeError, e:
        print e
        print scale, pos
def drawLeaf(nodePath,vdata,pos=Vec3(0,0,0),vecList=[Vec3(0,0,1), Vec3(1,0,0),Vec3(0,-1,0)], scale=0.125):
	
	#use the vectors that describe the direction the branch grows to make the right 
		#rotation matrix
	newCs=Mat4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
	newCs.setRow(0, vecList[2]) #right
	newCs.setRow(1, vecList[1]) #up
	newCs.setRow(2, vecList[0]) #forward
	newCs.setRow(3, Vec3(0,0,0))
	newCs.setCol(3,Vec4(0,0,0,1))

	axisAdj=Mat4.scaleMat(scale)*newCs*Mat4.translateMat(pos)	
	
	#orginlly made the leaf out of geometry but that didnt look good
	#I also think there should be a better way to handle the leaf texture other than
	#hardcoding the filename
	leafModel=loader.loadModel('models/shrubbery')
	leafTexture=loader.loadTexture('models/material-10-cl.png')


	leafModel.reparentTo(nodePath)
	leafModel.setTexture(leafTexture,1)
	leafModel.setTransform(TransformState.makeMat(axisAdj))