Esempio n. 1
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	def addLight(self, type, tag, pos, color, hpr):
		''' Create a light of the given type and assign the given properties.
			Dynamic class instantantiation is difficult due to the Panda module
			layout so we use conditionals
			TODO - support for attenuation.
		'''
		
		LOG.debug("[GXMgr] Adding light of type %s"%type)
		
		if hasattr(pandac.PandaModules, type):
			LOG.debug("[GXMgr] Found light class - %s"%type)
			
			if (type.lower() == 'ambientlight'):
				from pandac.PandaModules import AmbientLight
				l = AmbientLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
			elif (type.lower() == 'directionallight'):
				from pandac.PandaModules import DirectionalLight
				l = DirectionalLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if hpr:
					lnp.setHpr(hpr)
			elif (type.lower() == 'pointlight'):
				from pandac.PandaModules import PointLight
				l = PointLight(tag)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if pos:
					lnp.setPos(pos)
			elif (type.lower() == 'spotlight'):
				from pandac.PandaModules import Spotlight
				l = Spotlight(tag)
				if lens:
					lightLens = PerspectiveLens()
					l.setLens(lightLens)
				if color:
					l.setColor(color)
				lnp = render.attachNewNode(l)
				if hpr:
					lnp.setHpr(hpr)
				if pos:
					lnp.setPos(pos)
			
			self.lightList.append(lnp)
			render.setLight(lnp)
		else:
			LOG.error("[GXMgr] Unknown light class - %s"%type)
Esempio n. 2
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 def __init__(self):
     super(SimViewer, self).__init__()
     # Make a window.
     size = (700, 520)
     self.create_output(size, "SimViewer")
     self.output.setClearColor((0.0, 0.0, 0.0, 1.0))
     # Lights node
     self.lights = NodePath('lights')
     # Create a spotlight
     slight = Spotlight('slight')
     slight.setScene(self.root)
     slight.setShadowCaster(True, 2**11, 2**11)
     # Set shadow mask, so we can exclude objects from casting shadows
     self.shadow_mask = BitMask32.bit(2)
     slight.setCameraMask(self.shadow_mask)
     c = 1.4
     slight.setColor((c, c, c, 1.0))
     slight.getLens().setNearFar(4, 100)
     slight.getLens().setFov(45)
     slnp = self.lights.attachNewNode(slight)
     slnp.setPos((7, 10, 40))
     slnp.lookAt(2, 0, 1.5)
     self.root.setLight(slnp)
     # Create an ambient light.
     alight = AmbientLight('alight')
     c = 0.6
     alight.setColor((c, c, c, 1.0))
     alnp = self.lights.attachNewNode(alight)
     self.root.setLight(alnp)
     self.lights.reparentTo(self.root)
     # Set auto shading for shadows.
     self.root.setShaderAuto()
     # Set antialiasing on.
     self.root.setAntialias(AntialiasAttrib.MAuto)
     # Camera.
     lens = PerspectiveLens()
     self.lens = lens
     self.lens.setNearFar(0.1, 1000.)
     self.lens.setFov((40, 30))
     self.cameras = self.root.attachNewNode('cameras')
     self.camera = self.make_camera(self.output, lens=self.lens)
     self.camera.setPos(15, 44, 3.)
     self.camera.setPos(15, 35, 15.)
     self.camera.lookAt(0, 0, 1.)
    def buildSpotlight(self, pos, fov, exponent, casts_shadow, shadow_caster,
                       pitch, near, far, color):
        """
    Builds a Panda3D Spotlight at the specified position with the specified
    field of view and color
    """
        self.light_counter += 1
        light = Spotlight("light%s" % self.light_counter)
        if casts_shadow:
            x, y = shadow_caster
            light.setShadowCaster(True, x, y)
            light.getLens().setFar(far)
        else:
            light.setShadowCaster(False)
            light.getLens().setFar(2)
        light.setColor(VBase4(*color))
        light.getLens().setNear(near)
        lightnp = render.attachNewNode(light)
        lightnp.setPos(*pos)
        lightnp.setP(pitch)
        light.getLens().setFov(fov)

        light.setExponent(exponent)
        return lightnp
Esempio n. 4
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    def __init__(self):
        """Initialise the scene."""

        # Show the framerate
        base.setFrameRateMeter(True)

        # Initialise terrain:
        # Make 4 terrain nodepath objects with different hilliness values
        # and arrange them side-by-side in a 2x2 grid, giving a big terrain
        # with variable hilly and flat areas.

        color = (0.6, 0.8, 0.5, 1)  # Bright green-ish
        scale = 12
        height = 18  # FIXME: For now we are raising the terrain so it
        # floats above the sea to prevent lakes from
        # appearing (but you still get them sometimes)

        t1 = Terrain(color=color,
                     scale=scale,
                     trees=0.7,
                     pos=P.Point3(0, 0, height))
        t1.prime.reparentTo(render)
        t2 = Terrain(color=color,
                     scale=scale,
                     h=24,
                     pos=P.Point3(32 * scale, 0, height),
                     trees=0.5)
        t2.prime.reparentTo(render)
        t3 = Terrain(color=color,
                     scale=scale,
                     h=16,
                     pos=P.Point3(32 * scale, 32 * scale, height),
                     trees=0.3)
        t3.prime.reparentTo(render)
        t4 = Terrain(color=color,
                     scale=scale,
                     h=2,
                     pos=P.Point3(0, 32 * scale, height),
                     trees=0.9)
        t4.prime.reparentTo(render)

        #tnp1.setPos(tnp1,-32,-32,terrainHeight)

        # Initialise sea
        sea = Sea()

        # Initialise skybox.
        self.box = loader.loadModel("models/skybox/space_sky_box.x")
        self.box.setScale(6)
        self.box.reparentTo(render)

        # Initialise characters
        self.characters = []
        self.player = C.Character(model='models/eve',
                                  run='models/eve-run',
                                  walk='models/eve-walk')
        self.player.prime.setZ(100)
        self.player._pos = SteerVec(32 * 12 + random.random() * 100,
                                    32 * 12 + random.random() * 100)
        self.player.maxforce = 0.4
        self.player.maxspeed = 0.55
        EdgeScreenTracker(self.player.prime, dist=200)  # Setup camera
        for i in range(0, 11):
            self.characters.append(C.Character())
            self.characters[i].prime.setZ(100)
            self.characters[i].wander()
            self.characters[i].maxforce = 0.3
            self.characters[i].maxspeed = 0.2
            self.characters[i]._pos = SteerVec(32 * 12 + random.random() * 100,
                                               32 * 12 + random.random() * 100)

        C.setContainer(
            ContainerSquare(pos=SteerVec(32 * 12, 32 * 12), radius=31 * 12))

        #C.toggleAnnotation()

        # Initialise keyboard controls.
        self.accept("c", C.toggleAnnotation)
        self.accept("escape", sys.exit)

        # Setup CollisionRay and CollisionHandlerQueue for mouse picking.
        self.pickerQ = P.CollisionHandlerQueue()
        self.picker = camera.attachNewNode(
            P.CollisionNode('Picker CollisionNode'))
        self.picker.node().addSolid(P.CollisionRay())
        # We want the picker ray to collide with the floor and nothing else.
        self.picker.node().setFromCollideMask(C.floorMASK)
        self.picker.setCollideMask(P.BitMask32.allOff())
        base.cTrav.addCollider(self.picker, self.pickerQ)
        try:
            handler.addCollider(self.picker, camera)
        except:
            pass
        self.accept('mouse1', self.onClick)

        # Set the far clipping plane to be far enough away that we can see the
        # skybox.
        base.camLens.setFar(10000)

        # Initialise lighting
        self.alight = AmbientLight('alight')
        self.alight.setColor(VBase4(0.35, 0.35, 0.35, 1))
        self.alnp = render.attachNewNode(self.alight)
        render.setLight(self.alnp)

        self.dlight = DirectionalLight('dlight')
        self.dlight.setColor(VBase4(0.4, 0.4, 0.4, 1))
        self.dlnp = render.attachNewNode(self.dlight)
        self.dlnp.setHpr(45, -45, 0)
        render.setLight(self.dlnp)

        self.plight = PointLight('plight')
        self.plight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.plnp = render.attachNewNode(self.plight)
        self.plnp.setPos(160, 160, 50)

        self.slight = Spotlight('slight')
        self.slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        self.slight.setLens(lens)
        self.slnp = render.attachNewNode(self.slight)
        self.slnp.setPos(-20, -20, 20)
        self.slnp.lookAt(50, 50, 0)

        # Initialise some scene-wide exponential fog
        colour = (0.5, 0.8, 0.8)
        self.expfog = Fog("Scene-wide exponential Fog object")
        self.expfog.setColor(*colour)
        self.expfog.setExpDensity(0.0005)
        render.setFog(self.expfog)
        base.setBackgroundColor(*colour)

        # Add a task for this Plant to the global task manager.
        self.stepcount = 0
        taskMgr.add(self.step, "Plant step task")
Esempio n. 5
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 def __init__(self):
     ShowBase.__init__(self)
     resize_window = ConfigVariableBool('viewer-resize-window', '#t')
     if resize_window.getValue():
         self.win_size = (800, 800)
     # Black background
     self.win.setClearColor((0.0, 0.0, 0.0, 1.0))
     # Set up lights.
     self.lights = NodePath("lights")
     # Spotlight. Casts shadows.
     slight = Spotlight("slight")
     slight.setScene(self.render)
     slight.setShadowCaster(True, 2**11, 2**11)
     # Set shadow mask, so we can exclude objects from casting shadows
     self.shadow_mask = BitMask32.bit(2)
     slight.setCameraMask(self.shadow_mask)
     slight.setColor((1.2, 1.2, 1.2, 1.))
     slight.getLens().setFov(45)
     slight.getLens().setNearFar(1, 100)
     slnp = self.lights.attachNewNode(slight)
     slnp.setPos((6, 8, 20))
     slnp.lookAt(0, 0, 0)
     self.render.setLight(slnp)
     # Ambient light.
     alight = AmbientLight("alight")
     a = 0.75
     alight.setColor((a, a, a, 1.0))
     #alight.setColor((0.8, 0.8, 0.8, 1.0))
     alnp = self.lights.attachNewNode(alight)
     self.render.setLight(alnp)
     self.lights.reparentTo(self.render)
     # Set auto shading for shadows
     use_shaders = ConfigVariableBool('viewer-use-shaders', '#t')
     if use_shaders.getValue():
         self.render.setShaderAuto()
     # Set antialiasing on
     self.render.setAntialias(AntialiasAttrib.MAuto)
     # Camera
     self.camera_rot = self.render.attachNewNode("camera_rot")
     self.cameras = self.camera_rot.attachNewNode("cameras")
     self.cameras.setPos(14, 32, 9.)
     self.look_at = self.render.attachNewNode("look_at")
     self.look_at.setPos(Point3(2, 0, 1))
     self.cameras.lookAt(self.look_at)
     self.camera.reparentTo(self.cameras)
     # Adjust the camera's lens
     lens = PerspectiveLens()
     self.camLens = lens
     self.camLens.setNearFar(0.01, 1000.0)
     setlens = ConfigVariableBool('viewer-set-cam-lens', '#t')
     if setlens:
         self.cam.node().setLens(self.camLens)
     #
     # Initialize / set variables
     self.sso = None
     self.ssos = []
     self.cache = None
     self.scene = SSO("scene")
     self.scene.reparentTo(self.render)
     # Key callbacks.
     self.accept("shift-control-escape", self.exit)
     self.accept("escape", self.exit)
     self.accept("0", self.reset_sso)
     self.accept("arrow_left", self.prev)
     self.accept("arrow_right", self.next)
     self.accept("page_down", self.prev, [100])
     self.accept("page_up", self.next, [100])
     self.accept("f1", self.toggle_debug)
     self.accept("o", self.physics_once, extraArgs=[1. / 10])
     self.accept("i", self.physics_once, extraArgs=[1. / 10000])
     # Remove existing keyboard tasks.
     self.mandatory_events = ("window-event", "async_loader_0",
                              "render-texture-targets-changed",
                              "shift-control-escape")
     # Task list: name: (key, args)
     events = {
         "physics": ("p", ),
         "repel": ("t", ),
         "bump": ("f", ),
         "rotate": ("r", 20),
         "rotate90": ("h", ),
         "ss_task": ("s", ),
         "ssa_task": ("w", ),
         "bp": ("b", )
     }
     # Add events
     for key, val in events.iteritems():
         call = [key] + list(val[1:])
         self.accept(val[0], self.toggle_task, call)
     # These are the key events that we will never ignore
     self.permanent_events = self.getAllAccepting()
     # These are the key events that we will never ignore
     self.permanent_tasks = [
         task.getName() for task in self.taskMgr.getAllTasks()
     ]
     self.start_time = -1
     self.old_elapsed = 0
Esempio n. 6
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terrain.setScale(10)
floorcollider = terrain.find("**/floor_collide")
floorcollider.node().setFromCollideMask(BitMask32.allOff())
floorcollider.node().setIntoCollideMask(FLOOR_MASK)
wallcollider = terrain.find("**/wall_collide")
wallcollider.node().setFromCollideMask(BitMask32.allOff())
wallcollider.node().setIntoCollideMask(WALL_MASK)

#** Here the sentinel - the only collider we put in it is the ray detector (see below)
sentinel = loader.loadModel("frowney")
sentinel.setCollideMask(BitMask32.allOff())
sentinel.reparentTo(render)
sentinel.setPos((7.83, -25.31, 24))
avatar_in_sight = False
# we create a spotlight that will be the sentinel's eye and will be used to fire the inView method
slight = Spotlight('slight')
slight.setColor((1, 1, 1, 1))
lens = PerspectiveLens()
lens.setFar(80)
slight.setLens(lens)
slnp = sentinel.attachNewNode(slight)
render.setLight(slnp)
# this is important: as we said the inView method don't cull geometry but take everything is in sight frustum - therefore to simulate an hide and seek feature we gotta cheat a little: this ray is masked to collide with walls and so if the avatar is behind a wall the ray will be 'deflected' (we'll see how later in the sent_traverse function) - so we know who's behind a wall but we fake we can't see it.
sentraygeom = CollisionRay(0, 0, 0, 0, 1, 0)
sentinelRay = sentinel.attachNewNode(CollisionNode('sentinelray'))
sentinelRay.node().addSolid(sentraygeom)
# we set to the ray a cumulative masking using the or operator to detect either the avatar's body and the wall geometry
sentinelRay.node().setFromCollideMask(SENTINEL_MASK | WALL_MASK)
sentinelRay.node().setIntoCollideMask(BitMask32.allOff())
# we add the ray to the sentinel collider and now it is ready to go
base.cTrav.addCollider(sentinelRay, sentinelHandler)
Esempio n. 7
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    def collectPlayer(self, task):
        '''
        Wait until all players are ready
        '''
        if len(self._players) > 0 and self.player_buttonpressed[0] < task.time:
            if self._players[0].device.boost and self.countdown <= 0:
                loading = False
                for player in self._players:
                    if player.vehicle.model_loading:
                        loading = True
                        break
                self._notify.debug("Loading vehicle: %s" % (loading))
                if not loading:
                    taskMgr.remove("selectVehicle")
                    self.track = trackgen3d.Track3d(1000, 1800, 1600, 1200,
                                                    5)  # len(self._players))
                    self.streetPath = render.attachNewNode(
                        self.track.createRoadMesh())
                    # self.borderleftPath = render.attachNewNode(self.track.createBorderLeftMesh())
                    self.borderleftPath = render.attachNewNode(
                        self.track.createBorderLeftMesh())
                    self.borderrightPath = render.attachNewNode(
                        self.track.createBorderRightMesh())
                    self.borderleftcollisionPath = NodePath(
                        self.track.createBorderLeftCollisionMesh())
                    self.borderrightcollisionPath = NodePath(
                        self.track.createBorderRightCollisionMesh())
                    # #self.borderPath = render.attachNewNode(self.track.createBorderMesh())

                    textures = ["tube", "tube2", "street"]
                    tex = textures[random.randint(0, len(textures) - 1)]
                    roadtex = loader.loadTexture('data/textures/' + tex +
                                                 '.png')
                    bordertex = loader.loadTexture('data/textures/border.png')
                    self.streetPath.setTexture(roadtex)
                    self.borderleftPath.setTexture(bordertex)
                    self.borderrightPath.setTexture(bordertex)

                    # self.streetPath = loader.loadModel('data/models/Street.egg')
                    # self.streetPath = loader.loadModel('data/models/Street.egg')
                    # tex = loader.loadTexture('data/models/StreetTex.png')
                    # self.nodePath.setTexture(tex)

                    self._parent.startGame(self.streetPath,
                                           self.borderleftPath,
                                           self.borderrightPath,
                                           self.track.trackpoints,
                                           self.borderleftcollisionPath,
                                           self.borderrightcollisionPath)
                    return task.done

        for device in self.unusedDevices:
            if device.boost:
                self.countdown = COUNTDOWN_START
                self.player_buttonpressed.append(0)
                self._parent.addPlayer(device)

                # Set the PlayerCam to the Vehicle select menu Node
                vehicleSelectNode = NodePath("VehicleSelectNode")
                self._players[-1].camera.camera.reparentTo(vehicleSelectNode)

                # Light, that casts shadows
                plight = Spotlight('plight')
                plight.setColor(VBase4(10.0, 10.0, 10.0, 1))
                if (base.win.getGsg().getSupportsBasicShaders() != 0):
                    pass
                    # plight.setShadowCaster(True, 2048, 2048)#enable shadows for this light ##TODO wegen Linux

                # Light
                plight.getLens().setFov(80)
                plnp = vehicleSelectNode.attachNewNode(plight)
                plnp.setPos(2, -10, 10)
                plnp.lookAt(0, 0, 0)
                vehicleSelectNode.setLight(plnp)
                # vehicleSelectNode.setShaderAuto()#enable autoshader so we can use shadows

                # Light
                ambilight = AmbientLight('ambilight')
                ambilight.setColor(VBase4(0.2, 0.2, 0.2, 1))
                vehicleSelectNode.setLight(
                    vehicleSelectNode.attachNewNode(ambilight))
                self.platform.instanceTo(
                    vehicleSelectNode)  # Load the platform

                # instance shown text
                self.countdown_node.instanceTo(
                    vehicleSelectNode)  # Instance the Countdown
                self.loading.instanceTo(
                    vehicleSelectNode)  # Show the Loading-Text
                self.attributes.copyTo(vehicleSelectNode).hide()
                self._players[-1].vehicle.model_loading = True

                # start loading the model
                loader.loadModel(self.vehicle_list[0],
                                 callback=self._players[-1].setVehicle)
                self._notify.debug("Loading initial vehicle: %s" %
                                   (self.vehicle_list[0]))
                self.unusedDevices.remove(device)
                self.player_buttonpressed[-1] = task.time + self.KEY_DELAY

                # Add the Skybox
                skybox = loader.loadModel("data/models/skybox.egg")
                t = Texture()
                t.load(PNMImage("data/textures/skybox_hangar.png"))
                skybox.setTexture(t)
                skybox.setBin("background", 1)
                skybox.setDepthWrite(0)
                skybox.setDepthTest(0)
                skybox.setLightOff()
                skybox.setScale(10000)
                skybox.reparentTo(vehicleSelectNode)

        for player in self._players:
            if self.player_buttonpressed[self._players.index(
                    player)] < task.time:
                if player.device.use_item:
                    self.countdown = COUNTDOWN_START
                    self._notify.debug("Removing player: %s" % (player))
                    self.unusedDevices.append(player.device)
                    self.player_buttonpressed.pop(self._players.index(player))
                    self._parent.removePlayer(player)
        return task.cont