コード例 #1
0
    def __init__(self, base):
        # Load texture
        tex = Loader(base).loadTexture((Path(path.realpath(__file__)).parent.parent.parent / "res/images/checkerboard.png").absolute())
        tex.setMagfilter(SamplerState.FT_nearest)
        tex.setMinfilter(SamplerState.FT_nearest)

        # Set up vertex data
        vdata = GeomVertexData("floor_data", GeomVertexFormat.get_v3t2(), Geom.UHStatic)
        vdata.setNumRows(6)
        vertex = GeomVertexWriter(vdata, "vertex")
        texcoord = GeomVertexWriter(vdata, "texcoord")

        vertex.addData3(-5, -5, 0)
        texcoord.addData3(0, 0, 0)
        vertex.addData3(-5, 5, 0)
        texcoord.addData3(0, 10, 0)
        vertex.addData3(5, 5, 0)
        texcoord.addData3(10, 10, 0)

        vertex.addData3(5, 5, 0)
        texcoord.addData3(10, 10, 0)
        vertex.addData3(5, -5, 0)
        texcoord.addData3(10, 0, 0)
        vertex.addData3(-5, -5, 0)
        texcoord.addData3(0, 0, 0)

        # Create primitive
        prim = GeomTriangles(Geom.UHStatic)
        prim.addVertices(0, 1, 2)
        prim.addVertices(3, 4, 5)
        geom = Geom(vdata)
        geom.add_primitive(prim)

        # Initialize geometry node
        GeomNode.__init__(self, "floor")
        attrib = TextureAttrib.make(tex)
        state = RenderState.make(attrib)
        self.addGeom(geom, state)
コード例 #2
0
    def gen_geom(self, mesh_json):
        # Create vertex format
        geom_array = GeomVertexArrayFormat()
        geom_array.add_column("vertex", 3, Geom.NTFloat32, Geom.CPoint)
        has_normals = False
        has_texcoords = False
        has_weights = False
        if "normals" in mesh_json:
            geom_array.add_column("normal", 3, Geom.NTFloat32, Geom.CNormal)
            has_normals = True
        if "texcoords" in mesh_json:
            geom_array.add_column("texcoord", 3, Geom.NTFloat32,
                                  Geom.CTexcoord)
            has_texcoords = True
        if "weights" in mesh_json:
            geom_array.add_column("joint", 4, Geom.NTUint8, Geom.CIndex)
            geom_array.add_column("weight", 4, Geom.NTFloat32, Geom.COther)
            has_weights = True
        geom_format = GeomVertexFormat()
        geom_format.add_array(geom_array)
        geom_format = GeomVertexFormat.register_format(geom_format)

        # Set up vertex data
        vdata = GeomVertexData(
            str(random.randint(0, 255)) + "_vdata", geom_format, Geom.UHStatic)
        vcount = len(mesh_json["vertices"]) // 3
        vdata.setNumRows(vcount)
        vertex = GeomVertexWriter(vdata, "vertex")

        for i in range(vcount):
            vertex.addData3(mesh_json["vertices"][3 * i],
                            mesh_json["vertices"][3 * i + 1],
                            mesh_json["vertices"][3 * i + 2])
        if has_normals:
            normal = GeomVertexWriter(vdata, "normal")
            for i in range(vcount):
                normal.addData3(mesh_json["normals"][3 * i],
                                mesh_json["normals"][3 * i + 1],
                                mesh_json["normals"][3 * i + 2])
        if has_texcoords:
            texcoord = GeomVertexWriter(vdata, "texcoord")
            for i in range(vcount):
                texcoord.addData2(mesh_json["texcoords"][2 * i],
                                  mesh_json["texcoords"][2 * i + 1])
        if has_weights:
            joint = GeomVertexWriter(vdata, "joint")
            weight = GeomVertexWriter(vdata, "weight")
            for i in range(vcount):
                joint_count = len(mesh_json["joints"][i])
                joint.addData4(
                    0 if joint_count < 1 else mesh_json["joints"][i][0],
                    0 if joint_count < 2 else mesh_json["joints"][i][1],
                    0 if joint_count < 3 else mesh_json["joints"][i][2],
                    0 if joint_count < 4 else mesh_json["joints"][i][3])
                weight.addData4(
                    0 if joint_count < 1 else mesh_json["weights"][i][0],
                    0 if joint_count < 2 else mesh_json["weights"][i][1],
                    0 if joint_count < 3 else mesh_json["weights"][i][2],
                    0 if joint_count < 4 else mesh_json["weights"][i][3])

        # Create primitive
        prim = GeomTriangles(Geom.UHStatic)
        for i in range(vcount // 3):
            prim.addVertices(3 * i, 3 * i + 1, 3 * i + 2)
        geom = Geom(vdata)
        geom.add_primitive(prim)

        # Load texture
        tex = None
        if "texture" in mesh_json:
            tex = Loader(EComponent.base).loadTexture(
                (Path("resources") / mesh_json["texture"]).absolute())
            tex.setMagfilter(SamplerState.FT_nearest)
            tex.setMinfilter(SamplerState.FT_nearest)

        # Create new geometry node
        geom_node = GeomNode(str(random.randint(0, 255)) + "_node")
        if tex is None:
            geom_node.addGeom(geom)
        else:
            attrib = TextureAttrib.make(tex)
            state = RenderState.make(attrib)
            geom_node.addGeom(geom, state)
        if EComponent.panda_root_node is not None:
            self.geom_path = EComponent.panda_root_node.attach_new_node(
                geom_node)
            self.geom_path.set_shader_input("object_id", self.object_id)

        # Set shader
        if has_weights and self.geom_path is not None:
            self.geom_path.setTag("shader type", "skinned")
            bone_mats = PTA_LMatrix4f()
            for _ in range(100):
                bone_mats.push_back(helper.np_mat4_to_panda(np.identity(4)))
            self.geom_path.set_shader_input(f"boneMats", bone_mats)

            # Disable culling
            self.geom_path.node().setBounds(OmniBoundingVolume())
            self.geom_path.node().setFinal(True)