コード例 #1
0
    def regesterGeomRequirements(self, LOD, collection):

        n = NodePath('tmp')

        if self.barkTexture is not None:
            n.setTexture(self.barkTexture)
            n.setShaderInput('diffTex', self.barkTexture)
            format = GeomVertexFormat.getV3n3t2()
        else:
            format = GeomVertexFormat.getV3n3()
            n.setColor(.4, .3, .3, 1)

        #n.setShader(customLoader.makeShader(n))

        trunkRequirements = meshManager.GeomRequirements(
            geomVertexFormat=format, renderState=n.getState())

        n = NodePath('tmp')

        if self.leafTexture is not None:
            #n.setTag("alpha","")
            n.setShaderInput("alpha", 0, 0, 0)  # marker we need cutout alpha
            n.setTexture(self.leafTexture)
            n.setShaderInput('diffTex', self.leafTexture)
            format = GeomVertexFormat.getV3n3t2()
        else:
            format = GeomVertexFormat.getV3n3c4()

        #n.setShader(customLoader.makeShader(n,debugCodePrefix="tree",debugGraphPrefix="tree"))

        leafRequirements = meshManager.GeomRequirements(
            geomVertexFormat=format, renderState=n.getState())

        self.trunkDataIndex[LOD] = collection.add(trunkRequirements)
        self.leafDataIndex[LOD] = collection.add(leafRequirements)
コード例 #2
0
    def __init__(self):
        array_format = GeomVertexArrayFormat()
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Vertex.value), 3,
            Geom.NT_float32, Geom.C_point)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Color.value), 4, Geom.NT_uint8,
            Geom.C_color)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Normal.value), 3,
            Geom.NT_float32, Geom.C_normal)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Tangent.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Binormal.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.UVMap.value), 2,
            Geom.NT_float32, Geom.C_texcoord)

        self.vertex_format = GeomVertexFormat()
        self.vertex_format.addArray(array_format)
        self.vertex_format = GeomVertexFormat.registerFormat(
            self.vertex_format)
コード例 #3
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def makeVertexFormat(color=True,
                     normal=False,
                     texcoord=False,
                     tan_binorm=False):
    myArray = GeomVertexArrayFormat()
    myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                      Geom.CPoint)
    if color:
        myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                          Geom.CColor)
    if normal:
        myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    if texcoord:
        myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                          Geom.CTexcoord)
    if tan_binorm:
        myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                          Geom.CVector)
        myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    myFormat = GeomVertexFormat()
    myFormat.addArray(myArray)
    myFormat = GeomVertexFormat.registerFormat(myFormat)

    return myFormat
コード例 #4
0
    def regesterGeomRequirements(self, LOD, collection):

        n = NodePath("tmp")

        if self.barkTexture is not None:
            n.setTexture(self.barkTexture)
            n.setShaderInput("diffTex", self.barkTexture)
            format = GeomVertexFormat.getV3n3t2()
        else:
            format = GeomVertexFormat.getV3n3()
            n.setColor(0.4, 0.3, 0.3, 1)

        # n.setShader(customLoader.makeShader(n))

        trunkRequirements = meshManager.GeomRequirements(geomVertexFormat=format, renderState=n.getState())

        n = NodePath("tmp")

        if self.leafTexture is not None:
            # n.setTag("alpha","")
            n.setShaderInput("alpha", 0, 0, 0)  # marker we need cutout alpha
            n.setTexture(self.leafTexture)
            n.setShaderInput("diffTex", self.leafTexture)
            format = GeomVertexFormat.getV3n3t2()
        else:
            format = GeomVertexFormat.getV3n3c4()

        # n.setShader(customLoader.makeShader(n,debugCodePrefix="tree",debugGraphPrefix="tree"))

        leafRequirements = meshManager.GeomRequirements(geomVertexFormat=format, renderState=n.getState())

        self.trunkDataIndex[LOD] = collection.add(trunkRequirements)
        self.leafDataIndex[LOD] = collection.add(leafRequirements)
コード例 #5
0
def geom_node():
    array = GeomVertexArrayFormat()
    array.add_column("vertex", 3, Geom.NT_float32, Geom.C_point)
    array.add_column("normal", 3, Geom.NT_float32, Geom.C_normal)
    array.add_column("color", 3, Geom.NT_float32, Geom.C_color)
    array.add_column("texcoord", 3, Geom.NT_float32, Geom.C_texcoord)
    format = GeomVertexFormat()
    format.add_array(array)
    format = GeomVertexFormat.register_format(format)

    vdata = GeomVertexData("test", format, Geom.UH_static)
    vdata.set_num_rows(4)
    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    vertex.add_data3f(1, 0, 0)
    normal.add_data3f(0, 0, 1)
    color.add_data4f(0, 0, 1, 1)
    texcoord.add_data2f(1, 0)

    vertex.add_data3f(1, 1, 0)
    normal.add_data3f(0, 1, 1)
    color.add_data4f(1, 0, 1, 1)
    texcoord.add_data2f(1, 1)

    geom = Geom(vdata)
    node = GeomNode('gnode')
    node.add_geom(geom)
    return node
コード例 #6
0
 def makeGeom(self, points, colors, sizes):
     #format = GeomVertexFormat.getV3c4()
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.get_vertex(), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.get_color(), 4, Geom.NTFloat32, Geom.CColor)
     array.addColumn(InternalName.get_size(), 1, Geom.NTFloat32, Geom.COther)
     format = GeomVertexFormat()
     format.addArray(array)
     format = GeomVertexFormat.registerFormat(format)
     vdata = GeomVertexData('vdata', format, Geom.UH_static)
     vdata.unclean_set_num_rows(len(points))
     self.vwriter = GeomVertexWriter(vdata, InternalName.get_vertex())
     self.colorwriter = GeomVertexWriter(vdata, InternalName.get_color())
     self.sizewriter = GeomVertexWriter(vdata, InternalName.get_size())
     geompoints = GeomPoints(Geom.UH_static)
     geompoints.reserve_num_vertices(len(points))
     index = 0
     for (point, color, size) in zip(points, colors, sizes):
         self.vwriter.addData3f(*point)
         self.colorwriter.addData4f(*color)
         self.sizewriter.addData1f(size)
         geompoints.addVertex(index)
         #geompoints.closePrimitive()
         index += 1
     geom = Geom(vdata)
     geom.addPrimitive(geompoints)
     return geom
コード例 #7
0
    def __init__(self, base, obj, **kwargs):
        super(GalaxyView, self).__init__(base, obj, **kwargs)

        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
        array.addColumn(InternalName.make('size'), 1, Geom.NTFloat32,
                        Geom.COther)
        gmformat = GeomVertexFormat()
        gmformat.addArray(array)
        gmformat = GeomVertexFormat.registerFormat(gmformat)

        vdata = GeomVertexData('points', gmformat, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')
        size = GeomVertexWriter(vdata, 'size')

        self.node = NodePath('galaxy')
        self.node.reparentTo(self.base.render)
        self.node.setTransparency(TransparencyAttrib.MAlpha)

        lumsort = sorted([star.luminosity for star in self.obj.stars])
        #highest_luminosity = lumsort[-1]
        median_luminosity = lumsort[len(lumsort) / 2]
        for star in self.obj.stars:
            vertex.addData3f(star.galpos.x, star.galpos.y, star.galpos.z)
            color.addData4f(star.red, star.green, star.blue, 1.0)
            #size.addData1f(min(100, max(5, 10-star.magnitude/2)))
            sizeval = 10 + log(star.luminosity)
            size.addData1f(min(30, max(10, sizeval)))

        prim = GeomPoints(Geom.UHStatic)
        prim.addConsecutiveVertices(0, len(self.obj.stars))
        prim.closePrimitive()

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

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

        galaxy_node = self.node.attachNewNode(node)
        galaxy_node.setRenderModeThickness(1)
        ts = TextureStage.getDefault()  #TextureStage('ts')
        #ts.setMode(TextureStage.MGlow)
        galaxy_node.setTexGen(ts, TexGenAttrib.MPointSprite)
        galaxy_node.setTexture(
            ts, self.base.loader.loadTexture('texture/flare.png'))
        #galaxy_node.setRenderModePerspective(True)

        galaxy_node.setBin("unsorted", 1)
        galaxy_node.setDepthWrite(0)
        galaxy_node.setTransparency(1)

        self.setup_glow_shader()
        """
コード例 #8
0
ファイル: geometry.py プロジェクト: tarsbase/cosmonium
def empty_geom(prefix,
               nb_data,
               nb_vertices,
               points=False,
               normal=True,
               texture=True,
               color=False,
               tanbin=False):
    array = GeomVertexArrayFormat()
    array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                    Geom.CPoint)
    if color:
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
    if texture:
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                        Geom.CTexcoord)
    if normal:
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                        Geom.CVector)
    if tanbin:
        array.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                        Geom.CVector)
        array.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                        Geom.CVector)
    format = GeomVertexFormat()
    format.addArray(array)
    format = GeomVertexFormat.registerFormat(format)
    gvd = GeomVertexData('gvd', format, Geom.UHStatic)
    if nb_data != 0:
        gvd.unclean_set_num_rows(nb_data)
    geom = Geom(gvd)
    gvw = GeomVertexWriter(gvd, 'vertex')
    if color:
        gcw = GeomVertexWriter(gvd, 'color')
    else:
        gcw = None
    if texture:
        gtw = GeomVertexWriter(gvd, 'texcoord')
    else:
        gtw = None
    if normal:
        gnw = GeomVertexWriter(gvd, 'normal')
    else:
        gnw = None
    if tanbin:
        gtanw = GeomVertexWriter(gvd, 'tangent')
        gbiw = GeomVertexWriter(gvd, 'binormal')
    else:
        gtanw = None
        gbiw = None
    if points:
        prim = GeomPoints(Geom.UHStatic)
    else:
        prim = GeomTriangles(Geom.UHStatic)
    if nb_vertices != 0:
        prim.reserve_num_vertices(nb_vertices)
    return (gvw, gcw, gtw, gnw, gtanw, gbiw, prim, geom)
コード例 #9
0
ファイル: shader.py プロジェクト: mhcrnl/panda_examples
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                               Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32,
                               Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')

        geom = Geom(vdata)

        # Vertex data
        vertex.addData3f(1.5, 0, -1)
        color.addData4f(1, 0, 0, 1)
        vertex.addData3f(-1.5, 0, -1)
        color.addData4f(0, 1, 0, 1)
        vertex.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        # Primitive
        tri = GeomPatches(3, Geom.UHStatic)
        tri.add_vertex(2)
        tri.add_vertex(1)
        tri.add_vertex(0)
        tri.close_primitive()
        geom.addPrimitive(tri)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        np = NodePath(node)

        # Shader, initial shader vars, number of instances
        np.set_shader(
            Shader.load(Shader.SL_GLSL,
                        vertex="shader.vert",
                        tess_control="shader.tesc",
                        tess_evaluation="shader.tese",
                        geometry="shader.geom",
                        fragment="shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
コード例 #10
0
ファイル: PGridspace.py プロジェクト: tkayali/P.I.R.A.T.E.S.
    def __init__(self, __occupying_unit = None, __occupiable = True, 
	x = 0, z = 0, r = 5, tag = 0):
        self.__occupying_unit = __occupying_unit
        self.__occupiable = __occupiable
	self.__r = r
	self.__x = x
	self.__z = z
	self.__tag = tag
	
	#Procedurally creating a hex!
	geometry_array = GeomVertexArrayFormat()
	geometry_array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	geometry_array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CPoint)
	format = GeomVertexFormat()
	format.addArray(geometry_array)
	format = GeomVertexFormat.registerFormat(format)
	self.__vdata = GeomVertexData('Hex', format, Geom.UHStatic)
	self.__vertex = GeomVertexWriter(self.__vdata, 'vertex')
	self.__normal = GeomVertexWriter(self.__vdata, 'normal')

	#Vertex 1
	self.__vertex.addData3f(self.__x, self.__z+self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 2
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 3
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 4
	self.__vertex.addData3f(self.__x, self.__z-self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 5
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 6
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)

	self.__hex_primitive = GeomTrifans(Geom.UHStatic)
	self.__hex_primitive.addVertices(5, 4)
	self.__hex_primitive.addVertices(3, 2)
	self.__hex_primitive.addVertices(1, 0)

	self.__hex_primitive.closePrimitive()
	self.__hex_geometry = Geom(self.__vdata)
	self.__hex_geometry.addPrimitive(self.__hex_primitive)
	self.__hex_node = GeomNode('HexNode')
	self.__hex_node.addGeom(self.__hex_geometry)

	nodePath = render.attachNewNode(self.__hex_node)
	nodePath.setTag( "hex", str(tag) )
	nodePath.node().setIntoCollideMask(BitMask32.bit(1))
	nodePath.hide()
コード例 #11
0
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')

        geom = Geom(vdata)

        # Vertex data
        vertex.addData3f(1.5, 0, -1)
        color.addData4f(1, 0, 0, 1)
        vertex.addData3f(-1.5, 0, -1)
        color.addData4f(0, 1, 0, 1)
        vertex.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        # Primitive
        tri = GeomPatches(3, Geom.UHStatic)
        tri.add_vertex(2)
        tri.add_vertex(1)
        tri.add_vertex(0)
        tri.close_primitive()
        geom.addPrimitive(tri)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        np = NodePath(node)

        # Shader, initial shader vars, number of instances
        np.set_shader(Shader.load(Shader.SL_GLSL,
                                  vertex = "shader.vert",
                                  tess_control = "shader.tesc",
                                  tess_evaluation = "shader.tese",
                                  geometry = "shader.geom",
                                  fragment = "shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
コード例 #12
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class MyGeomVertexArrayFormat:
    """
    Class which is supposed to extend the existing vertex array format of Panda3d
    Panda supports : vertex, color, normal and uv-coordinates natively.
    However, for normal (bump)-mapping, tangent and binormal vector for each vertex are required.
    Thus:
    vertex: Vertex in 3D space
    color: Color in 4D color space (rgb with alpha channel)
    normal: normal vector of vertex, e.g. required for smooth lightning
    tangent: tangent vector to the normal vector of the vertex. Required for normal(bump) mapping
    bi-normal: sometimes referred to as bi-tangent. Cross product of normal and tangent vector n_v x t_v
    texcoord: UV coordinates -> mapping of each vertex to a 2D [0,1]x[0,1] space

    """

    # noinspection PyArgumentList,PyCallByClass
    def __init__(self):
        array_format = GeomVertexArrayFormat()
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Vertex.value), 3,
            Geom.NT_float32, Geom.C_point)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Color.value), 4, Geom.NT_uint8,
            Geom.C_color)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Normal.value), 3,
            Geom.NT_float32, Geom.C_normal)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Tangent.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Binormal.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.UVMap.value), 2,
            Geom.NT_float32, Geom.C_texcoord)

        self.vertex_format = GeomVertexFormat()
        self.vertex_format.addArray(array_format)
        self.vertex_format = GeomVertexFormat.registerFormat(
            self.vertex_format)

    @staticmethod
    def get_column_name(column_name: ArrayFormatColunm) -> str:
        return column_name.value

    @staticmethod
    def get_writer(geom: Geom,
                   column_name: ArrayFormatColunm) -> GeomVertexReader:
        vertex_data = geom.modifyVertexData()
        return GeomVertexReader(vertex_data, column_name.value)
コード例 #13
0
    def _create_geom(self):
        color = ConfigVariableColor('grid-color', DEFAULT_GRID_COLOR)

        radius = floor(self.size / (2 * self.spacing))
        diameter = (2 * radius + 1)
        start = -radius * self.spacing

        vertex_format = GeomVertexFormat.get_v3c4()
        vertex_data = GeomVertexData('grid', vertex_format, Geom.UH_static)
        vertex_data.set_num_rows(diameter * 4)
        vertex_writer = GeomVertexWriter(vertex_data, 'vertex')
        color_writer = GeomVertexWriter(vertex_data, 'color')

        for i, j in product(range(diameter), repeat=2):
            vertex_writer.add_data3f(start + i * self.spacing,
                                     start + j * self.spacing, 0.0)
            alpha = GRID_ALPHA - GRID_ALPHA * (
                Vector(i - radius, j - radius).norm() / radius)
            color_writer.add_data4f(color[0], color[1], color[2], alpha)

        primitive = GeomLinestrips(Geom.UH_static)
        for vertex in vertex_indexes(diameter):
            primitive.add_vertex(vertex)
        primitive.close_primitive()
        self.geom = Geom(vertex_data)
        self.geom.add_primitive(primitive)
コード例 #14
0
ファイル: meshHandler.py プロジェクト: arikel/PPARPG
	def buildGeom(self, meshData):
		prims = meshData["prims"]
		vertices = meshData["vertices"]
		normals = meshData["normals"]
		texcoords = meshData["texcoords"]
		
		vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(), Geom.UHStatic)
		vwriter = GeomVertexWriter(vdata, 'vertex')
		nvwriter = GeomVertexWriter(vdata, 'normal')
		tvwriter = GeomVertexWriter(vdata, 'texcoord')
		
		for i in range(len(vertices)):
			v = vertices[i]
			n = normals[i]
			t = texcoords[i]
			vwriter.addData3f(v)
			nvwriter.addData3f(n)
			tvwriter.addData2f(t)
		
		prim = GeomTriangles(Geom.UHStatic)
		
		for i in range(len(prims)):
			A, B, C = prims[i]
			prim.addVertices(A, B, C)
			prim.closePrimitive()
		
		geom = Geom(vdata)
		geom.addPrimitive(prim)
		
		geomNode = GeomNode('trig')
		geomNode.addGeom(geom)
		geomNode.unify(1, True)
		
		return geomNode
コード例 #15
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 def __init__(self, diameter, density):
     self.fmt = GeomVertexFormat.getV3c4()
     self.diameter = diameter
     r = diameter / 2
     # Sample random points in a 2d plane
     points_2d = []
     for i in range(int(density * pi * r**2)):
         x, y = random_in_circle()
         points_2d.append((x * r, y * r))
     # Compute triangulations
     triangulation = DelaunayTri(points_2d)
     # Save points in 3d space
     self.points = []
     for x, y in triangulation.points:
         p = Vec3(x, y, elevation(x, y))
         self.points.append(p)
     # Save triangles
     self.vertices = triangulation.vertices
     # Save a graph with the triangulation
     self.nodes = [set() for i in range(len(self.points))]
     self.edges = []
     for a, b, c in triangulation.vertices:
         self.nodes[a] |= {b, c}
         self.nodes[b] |= {a, c}
         self.nodes[c] |= {a, b}
         self.edges.append((a, b))
         self.edges.append((b, c))
         self.edges.append((c, a))
コード例 #16
0
ファイル: util.py プロジェクト: svfgit/solex
 def __build_Writers(self):
     # Build Vdata.
     array = GeomVertexArrayFormat()
     for field_name, field_spec_name in list(self.field_types.items()):
         field_specs = self._data_types[field_spec_name][:-1]
         array.addColumn(InternalName.make(field_name), *field_specs)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat = GeomVertexFormat.registerFormat(vformat)
     vdata = GeomVertexData("data", vformat, Geom.UHStatic)
     
     # Build GeomVertexWriters.
     writers = {}
     for field_name in list(self.field_types.keys()):
         writers[field_name] = GeomVertexWriter(vdata, field_name)
     return vdata, writers
コード例 #17
0
ファイル: points.py プロジェクト: tgbugs/desc
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
コード例 #18
0
ファイル: environments.py プロジェクト: svfgit/solex
    def __build_Star_Sphere(self, bg_stars):
        from panda3d.core import GeomVertexWriter, GeomVertexFormat, GeomVertexData
        from panda3d.core import Geom, GeomNode, GeomPoints, AmbientLight
        self.star_sphere_np.removeNode()
        
        # Fill GeomVertexData.
        vformat = GeomVertexFormat.getV3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHStatic) 
        vertices = GeomVertexWriter(vdata, "vertex")
        colours = GeomVertexWriter(vdata, "color")
        for coords in bg_stars:
            x, y, z = coords
            vertices.addData3f(x, y, z)
            colours.addData4f(1, 1, 1, 1)
            
        # Render bg stars.
        bg_stars = GeomPoints(Geom.UHStatic)
        bg_stars.addNextVertices(_env.STAR_COUNT)
        bg_stars_geom = Geom(vdata)
        bg_stars_geom.addPrimitive(bg_stars)
        star_sphere = GeomNode("star_sphere")
        star_sphere.addGeom(bg_stars_geom)
        star_sphere_np = NodePath(star_sphere)

        star_sphere_np.reparentTo(self.NP)
        return star_sphere_np
コード例 #19
0
ファイル: planet.py プロジェクト: PlumpMath/panda3dplanetgen
    def __build_ocean_mesh(self):
        vdata = GeomVertexData('data', GeomVertexFormat.getV3n3c4t2(),
                               Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        color = GeomVertexWriter(vdata, 'color')

        axes = [Vec3.unitX(), Vec3.unitY(), Vec3.unitZ()]
        face = 0

        for x in range(3):
            for s in [-1, 1]:
                for i in range(self.__n + 1):
                    for j in range(self.__n + 1):
                        a = (i * 1.0 / self.__n) * (pi / 2) - (pi / 4)
                        b = (j * 1.0 / self.__n) * (pi / 2) - (pi / 4)
                        xAxis = axes[(x + 3) % 3]
                        yAxis = axes[(x + 4) % 3]
                        zAxis = axes[(x + 5) % 3]
                        v = (xAxis * (-cos(a) * sin(b)) + yAxis *
                             (sin(a) * cos(b)) + zAxis * (cos(a) * cos(b))) * s
                        v.normalize()
                        normal.addData3f(v)
                        vertex.addData3f(v * self.__radius)
                        texcoord.addData2f(i * 1.0, j * 1.0)
                        color.addData4f(self.__ocean_color)
                face = face + 1
        prim = self.__heightmap_primitive()
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        return geom
コード例 #20
0
    def addMeshConvexRB(self,vertices, faces,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        format=GeomVertexFormat.getV3()
        vdata=GeomVertexData("vertices", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]
        
        #step 2) make primitives and assign vertices to them
        tris=GeomTriangles(Geom.UHStatic)
        [self.setGeomFaces(tris,face) for face in faces]
        
        #step 3) make a Geom object to hold the primitives
        geom=Geom(vdata)
        geom.addPrimitive(tris)
        
        #step 4) create the bullet mesh and node
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)

        shape = BulletConvexHullShape(mesh, dynamic=not ghost)#
        if ghost :
            inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh'))
        else :
            inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        inodenp.node().addShape(shape)
#        inodenp.setPos(0, 0, 0.1)
        self.setRB(inodenp,**kw)
        inodenp.setCollideMask(BitMask32.allOn())
   
        self.world.attachRigidBody(inodenp.node())
        return inodenp
コード例 #21
0
ファイル: torus.py プロジェクト: Changuito/juan_example
def makeGeom():

  # Vertex data
  fmt = GeomVertexFormat.getV3n3t2()
  vdata = GeomVertexData('', fmt, Geom.UHStatic)

  vertex = GeomVertexWriter(vdata, InternalName.getVertex())
  normal = GeomVertexWriter(vdata, InternalName.getNormal())
  texcoord = GeomVertexWriter(vdata, InternalName.getTexcoord())

  for (x, y, z) in vertices:
    vertex.addData3f(x, y, z)
    normal.addData3f(0, 0, 0)

  # Privitive
  prim = GeomTriangles(Geom.UHStatic)

  for (i1, i2, i3) in indices:
    prim.addVertices(i1, i2, i3)
    prim.closePrimitive()

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

  return geom
コード例 #22
0
ファイル: test_objects.py プロジェクト: tgbugs/desc
def makeSimpleGeom(array, ctup, geomType = GeomPoints, fix = False):
    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    cloudGeom = Geom(vertexData)
    cloudNode = GeomNode('just some points')

    verts = GeomVertexWriter(vertexData, 'vertex')
    color = GeomVertexWriter(vertexData, 'color')

    if fix:
        if len(ctup) == len(array):
            for point,c in zip(array, ctup):
                verts.addData3f(*point)
                color.addData4f(*c)
        else:
            for point in array:
                verts.addData3f(*point)
                color.addData4f(*ctup)
    else:
        for point in array:
            verts.addData3f(*point)
            color.addData4f(*ctup)

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0,len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes...

    if fix:
        return cloudNode.__reduce__()
    else:
        return cloudNode  # decoding fails becuase ForkingPickler is called for reasons beyond comprehension
コード例 #23
0
ファイル: test_objects.py プロジェクト: tgbugs/desc
def makeSimpleGeomBuffer(array, color, geomType=GeomPoints):
    """ massively faster than the nonbuffer version """

    full = [tuple(d) for d in np.hstack((array,color))]

    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData('points', fmt, Geom.UHDynamic) #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    cloudGeom = Geom(vertexData)
    cloudNode = GeomNode('just some points')

    vertexData.setNumRows(len(array))
    mem_array = vertexData.modifyArray(0)
    view = memoryview(mem_array)
    arr = np.asarray(view)
    arr[:] = full

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0,len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(cloudGeom)

    return cloudNode
コード例 #24
0
def makeSimpleGeomBuffer(array, color, geomType=GeomPoints):
    """ massively faster than the nonbuffer version """

    full = [tuple(d) for d in np.hstack((array, color))]

    fmt = GeomVertexFormat.getV3c4()

    vertexData = GeomVertexData(
        'points', fmt, Geom.UHDynamic
    )  #FIXME use the index for these too? with setPythonTag, will have to 'reserve' some
    cloudGeom = Geom(vertexData)
    cloudNode = GeomNode('just some points')

    vertexData.setNumRows(len(array))
    mem_array = vertexData.modifyArray(0)
    view = memoryview(mem_array)
    arr = np.asarray(view)
    arr[:] = full

    points = geomType(Geom.UHDynamic)
    points.addConsecutiveVertices(0, len(array))
    points.closePrimitive()

    cloudGeom.addPrimitive(points)
    cloudNode.addGeom(cloudGeom)

    return cloudNode
コード例 #25
0
ファイル: test_objects.py プロジェクト: tgbugs/desc
def _makeGeom(array,ctup,i,pipe, geomType=GeomPoints): #XXX testing multiple Geom version ... for perf seems like it will be super slow
    #SUUUPER slow TONS of draw calls
    #wwwayyy better to make a bunch of geoms ahead of time...
    """ multiprocessing capable geometery maker """
    fmt = GeomVertexFormat.getV3c4()

    cloudNode = GeomNode('bin %s selectable'%(i))
    for point in array:
        vertexData = GeomVertexData('poitn', fmt, Geom.UHStatic)
        GeomVertexWriter(vertexData, 'vertex').addData3f(*point)
        GeomVertexWriter(vertexData, 'color').addData4f(*ctup)
        #verts.addData3f(*point)
        #color.addData4f(*ctup)

        points = geomType(Geom.UHStatic)
        points.addVertex(0)
        points.closePrimitive()

        cloudGeom = Geom(vertexData)
        cloudGeom.addPrimitive(points)
        cloudNode.addGeom(cloudGeom) #TODO figure out if it is faster to add and subtract Geoms from geom nodes...
    #output[i] = cloudNode
    #print('ping',{i:cloudNode})
    #pipe.send((i,))
    #out = q.get()
    #print('pong',out)
    #q.put(out)
    if pipe == None:
        return (cloudNode)
    pipe.send(cloudNode.encodeToBamStream()) #FIXME make this return a pointer NOPE
コード例 #26
0
    def __build_Star_Sphere(self, bg_stars):
        from panda3d.core import GeomVertexWriter, GeomVertexFormat, GeomVertexData
        from panda3d.core import Geom, GeomNode, GeomPoints, AmbientLight
        self.star_sphere_np.removeNode()

        # Fill GeomVertexData.
        vformat = GeomVertexFormat.getV3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertices = GeomVertexWriter(vdata, "vertex")
        colours = GeomVertexWriter(vdata, "color")
        for coords in bg_stars:
            x, y, z = coords
            vertices.addData3f(x, y, z)
            colours.addData4f(1, 1, 1, 1)

        # Render bg stars.
        bg_stars = GeomPoints(Geom.UHStatic)
        bg_stars.addNextVertices(_env.STAR_COUNT)
        bg_stars_geom = Geom(vdata)
        bg_stars_geom.addPrimitive(bg_stars)
        star_sphere = GeomNode("star_sphere")
        star_sphere.addGeom(bg_stars_geom)
        star_sphere_np = NodePath(star_sphere)

        star_sphere_np.reparentTo(self.NP)
        return star_sphere_np
コード例 #27
0
ファイル: handles.py プロジェクト: athityakumar/software
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
コード例 #28
0
ファイル: shader.py プロジェクト: mhcrnl/panda_examples
 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(
         Shader.load(Shader.SL_GLSL, "shader/shader.vert",
                     "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
コード例 #29
0
ファイル: selection.py プロジェクト: tgbugs/desc
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
コード例 #30
0
ファイル: panda3d_visu.py プロジェクト: EParisot/mod1
 def draw_rain_mesh(self):
     _format = GeomVertexFormat.get_v3cp()
     self.rain_vdata = GeomVertexData('rain', _format, Geom.UHDynamic)
     self.rain_vdata.setNumRows(self.n_points**2)
     vertex = GeomVertexWriter(self.rain_vdata, 'vertex')
     color = GeomVertexWriter(self.rain_vdata, 'color')
     for j in range(self.n_points):
         for i in range(self.n_points):
             # Rain Vertices
             vertex.addData3f(self.x[j][i], self.y[j][i], self.n_points)
             # Rain Colors
             color.addData4f(0.3, 0.3, 1, 0)
     # Rain Primitive
     prim = GeomPoints(Geom.UHDynamic)
     for j in range(self.n_points):
         for i in range(self.n_points):
             prim.add_vertices(j * (self.n_points) + i,
                               j * (self.n_points) + i,
                               j * (self.n_points) + i)
     geom = Geom(self.rain_vdata)
     prim.closePrimitive()
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     rain_nodePath = render.attachNewNode(node)
     rain_nodePath.setTransparency(TransparencyAttrib.MAlpha)
     rain_nodePath.setAntialias(AntialiasAttrib.MAuto)
     rain_nodePath.setRenderModeThickness(2)
     rain_nodePath.setPos(-50, -50, 0)
コード例 #31
0
  def setup(self):
    self.worldNP = render.attachNewNode('World')

    # World
    self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
    self.debugNP.show()

    self.world = BulletWorld()
    self.world.setGravity(Vec3(0, 0, -9.81))
    self.world.setDebugNode(self.debugNP.node())

    # Ground
    p0 = Point3(-20, -20, 0)
    p1 = Point3(-20, 20, 0)
    p2 = Point3(20, -20, 0)
    p3 = Point3(20, 20, 0)
    mesh = BulletTriangleMesh()
    mesh.addTriangle(p0, p1, p2)
    mesh.addTriangle(p1, p2, p3)
    shape = BulletTriangleMeshShape(mesh, dynamic=False)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
    np.node().addShape(shape)
    np.setPos(0, 0, -2)
    np.setCollideMask(BitMask32.allOn())

    self.world.attachRigidBody(np.node())

    # Soft body world information
    info = self.world.getWorldInfo()
    info.setAirDensity(1.2)
    info.setWaterDensity(0)
    info.setWaterOffset(0)
    info.setWaterNormal(Vec3(0, 0, 0))

    # Softbody
    for i in range(50):
      p00 = Point3(-2, -2, 0)
      p10 = Point3( 2, -2, 0)
      p01 = Point3(-2,  2, 0)
      p11 = Point3( 2,  2, 0)
      node = BulletSoftBodyNode.makePatch(info, p00, p10, p01, p11, 6, 6, 0, True)
      node.generateBendingConstraints(2)
      node.getCfg().setLiftCoefficient(0.004)
      node.getCfg().setDynamicFrictionCoefficient(0.0003)
      node.getCfg().setAeroModel(BulletSoftBodyConfig.AMVertexTwoSided)
      node.setTotalMass(0.1)
      node.addForce(Vec3(0, 2, 0), 0)

      np = self.worldNP.attachNewNode(node)
      np.setPos(self.Vec3Rand() * 10 + Vec3(0, 0, 20))
      np.setHpr(self.Vec3Rand() * 16)
      self.world.attachSoftBody(node)

      fmt = GeomVertexFormat.getV3n3t2()
      geom = BulletHelper.makeGeomFromFaces(node, fmt, True)
      node.linkGeom(geom)
      nodeV = GeomNode('')
      nodeV.addGeom(geom)
      npV = np.attachNewNode(nodeV)
コード例 #32
0
ファイル: mesh_selection.py プロジェクト: nkolkin13/ProcEdit
	def draw_face(self,f,f_color):
		#add normal
		format = GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('vert', format, Geom.UHDynamic)
		vertex=GeomVertexWriter(vdata, 'vertex')
		color=GeomVertexWriter(vdata, 'color')
		normal=GeomVertexWriter(vdata, 'normal')

		vertex.addData3f(f.v1.pos)
		normal.addData3f(f.v1.norm.x, f.v1.norm.y, f.v1.norm.z)
		color.addData4f(f_color)

		vertex.addData3f(f.v2.pos)
		normal.addData3f(f.v2.norm.x, f.v2.norm.y, f.v2.norm.z)
		color.addData4f(f_color)	

		vertex.addData3f(f.v3.pos)
		normal.addData3f(f.v3.norm.x, f.v3.norm.y, f.v3.norm.z)		
		color.addData4f(f_color)		

		mesh = Geom(vdata)
		tri = GeomTriangles(Geom.UHDynamic)
		tri.addVertex(0)
		tri.addVertex(1)
		tri.addVertex(2)
		tri.closePrimitive()
		mesh.addPrimitive(tri)
		face_node = GeomNode(self.mesh.name+'_face_'+str(f.ID))
		face_node.addGeom(mesh)
		face_node.setTag('ID',str(f.ID))
		rendered_face = self.render_root.attachNewNode(face_node)
		rendered_face.setTwoSided(True)
		self.render_nodes['face_'+str(f.ID)] = rendered_face
コード例 #33
0
ファイル: Meshes.py プロジェクト: pdefromont/SpaceBusGame
    def __init__(self, length=1., tickness=3.):
        GeomNode.__init__(self, "Basis")
        self.vertexData = GeomVertexData("Basis", GeomVertexFormat.getV3c4(),
                                         Geom.UHStatic)
        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.color = GeomVertexWriter(self.vertexData, 'color')
        self.mesh = Geom(self.vertexData)
        self.lines = GeomLines(Geom.UHStatic)

        self.vertex.addData3f(0.0, 0.0, 0.0)
        self.color.addData4f(1.0, 0.0, 0.0, 1.0)
        self.vertex.addData3f(length, 0.0, 0.0)
        self.color.addData4f(1.0, 0.0, 0.0, 1.0)
        self.lines.add_vertices(0, 1)

        self.vertex.addData3f(0.0, 0.0, 0.0)
        self.color.addData4f(0.0, 1.0, 0.0, 1.0)
        self.vertex.addData3f(0.0, length, 0.0)
        self.color.addData4f(0.0, 1.0, 0.0, 1.0)
        self.lines.add_vertices(2, 3)

        self.vertex.addData3f(0.0, 0.0, 0.0)
        self.color.addData4f(0.0, 0.0, 1.0, 1.0)
        self.vertex.addData3f(0.0, 0.0, length)
        self.color.addData4f(0.0, 0.0, 1.0, 1.0)
        self.lines.add_vertices(4, 5)

        self.lines.closePrimitive()
        self.mesh.addPrimitive(self.lines)
        self.addGeom(self.mesh)

        NodePath(self).setRenderModeThickness(tickness)
        NodePath(self).setLightOff()
        NodePath(self).setColorOff()
        NodePath(self).set_bin('fixed', 9)
コード例 #34
0
 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")
コード例 #35
0
ファイル: annotations.py プロジェクト: ondrocks/cosmonium
 def create_instance(self):
     self.vertexData = GeomVertexData('vertexData',
                                      GeomVertexFormat.getV3c4(),
                                      Geom.UHStatic)
     self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex')
     self.colorwriter = GeomVertexWriter(self.vertexData, 'color')
     for point in self.points:
         position = point.project(0,
                                  self.context.observer.camera_global_pos,
                                  self.context.observer.infinity)
         self.vertexWriter.addData3f(*position)
         self.colorwriter.addData4f(*self.color)
     self.lines = GeomLines(Geom.UHStatic)
     index = 0
     for i in range(len(self.points) - 1):
         self.lines.addVertex(index)
         self.lines.addVertex(index + 1)
         self.lines.closePrimitive()
         index += 1
     self.geom = Geom(self.vertexData)
     self.geom.addPrimitive(self.lines)
     self.node = GeomNode("boundary")
     self.node.addGeom(self.geom)
     self.instance = NodePath(self.node)
     self.instance.setRenderModeThickness(settings.boundary_thickness)
     self.instance.reparentTo(self.context.annotation)
     self.instance.setBin('background', settings.boundaries_depth)
     self.instance.set_depth_write(False)
コード例 #36
0
 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
コード例 #37
0
ファイル: terrain.py プロジェクト: pennomi/voronoi-terrain
def add_plane(map_width, map_height):
    # Prepare the vertex format writers
    v_fmt = GeomVertexFormat.getV3n3c4()
    v_data = GeomVertexData('TerrainData', v_fmt, Geom.UHStatic)
    vertex = GeomVertexWriter(v_data, 'vertex')
    normal = GeomVertexWriter(v_data, 'normal')
    color = GeomVertexWriter(v_data, 'color')
    #texcoord = GeomVertexWriter(v_data, 'texcoord')

    # Create a primitive
    prim = GeomTrifans(Geom.UHStatic)
    poly_color = (uniform(0, 0.05), uniform(0, 0.5), uniform(0.5, 1), 0.5, )

    for i, point in enumerate([
            (-map_width/2, -map_height/2),
            (map_width/2, -map_height/2),
            (map_width/2, map_height/2),
            (-map_width/2, map_height/2), ]):
        x, y = point
        vertex.addData3f(x, y, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(*poly_color)
        #texcoord.addData2f(1, 0)
        prim.addVertex(i)
    prim.addVertex(0)
    prim.closePrimitive()

    # Add to the scene graph
    geom = Geom(v_data)
    geom.addPrimitive(prim)
    node = GeomNode('gnode')
    node.addGeom(geom)
    nodePath = render.attachNewNode(node)
    nodePath.setTwoSided(True)
    nodePath.setAlphaScale(0.5)
コード例 #38
0
ファイル: custom_geometry.py プロジェクト: ctschnur/tex_quads
def createColoredUnitDisk(color_vec4=Vec4(0., 0., 1., 1.), num_of_verts=10, origin_point=Vec3(0., 0., 0.), radius=1.):
    # Own Geometry
    # format = GeomVertexFormat.getV3c4t2()
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_circle", format, Geom.UHStatic)
    vdata.setNumRows(4)

    vertexPosWriter = GeomVertexWriter(vdata, "vertex")

    # num_of_verts = 10

    # phi = 0.
    r = radius

    # origin_point_x = 0.
    # origin_point_z = 0.
    vertexPosWriter.addData3f(origin_point[0], origin_point[1], origin_point[2])

    circle_points = math_utils.get_circle_vertices(num_of_verts=num_of_verts, radius=r)

    circle_points[:,0] += origin_point[0]
    circle_points[:,1] += origin_point[1]
    circle_points[:,2] += origin_point[2]

    _normal_vector_info = Vec3(0., 1., 0.)      # this is returned just as info about the normal vector of the generated geometry
    for p in circle_points:
        vertexPosWriter.addData3f(p[0], 0, p[1])

    # for i in range(num_of_verts):
    #     phi += 2. * np.pi / num_of_verts
    #     x = r * np.cos(phi)
    #     z = r * np.sin(phi)
    #     vertexPosWriter.addData3f(x, 0, z)

    # let's also add color to each vertex
    colorWriter = GeomVertexWriter(vdata, "color")

    colorWriter.addData4f(color_vec4)  # origin point

    for i in range(num_of_verts):
        colorWriter.addData4f(color_vec4)

    # make primitives and assign vertices to them (primitives and primitive
    # groups can be made independently from vdata, and are later assigned
    # to vdata)
    tris = GeomTrifans(Geom.UHStatic)  # the first vertex is a vertex that all triangles share

    tris.add_consecutive_vertices(0, num_of_verts+1)
    tris.addVertex(1)

    tris.closePrimitive()  # the 1st primitive is finished

    # make a Geom object to hold the primitives
    geom = Geom(vdata)
    geom.addPrimitive(tris)

    geom_node = GeomNode("colored_circle_node")
    geom_node.addGeom(geom)

    return geom_node, _normal_vector_info
コード例 #39
0
ファイル: custom_geometry.py プロジェクト: ctschnur/tex_quads
def create_GeomNode_Single_Point(color_vec4=Vec4(1., 1., 1., 1.)):
    # ---- step 1: create point at (0,0,0) and close the primitive

    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData("colored_point", format, Geom.UHStatic)
    vdata.setNumRows(4)

    # add color to each vertex
    colorWriter = GeomVertexWriter(vdata, "color")

    # add a vertex position to each vertex
    vertexPosWriter = GeomVertexWriter(vdata, "vertex")

    # just one origin point vertex, it gets transformed later
    # to it's intended position
    vertexPosWriter.addData3f(0., 0., 0.)
    colorWriter.addData4f(color_vec4)

    # build the primitive
    pointsprimitive = GeomPoints(Geom.UHStatic)
    pointsprimitive.addVertex(0)
    pointsprimitive.closePrimitive()  # this resets all the data contained in the vertexPosWriter and colorWriter

    # ----- step 3: make a GeomNode out of the Geom (to which the Primitives have been added)

    # make a Geom object to hold the primitives
    geom = Geom(vdata)
    geom.addPrimitive(pointsprimitive)

    geom_node = GeomNode("colored_point_node")
    geom_node.addGeom(geom)

    return geom_node
コード例 #40
0
    def __init__(self, name):
        self.name = name
        self.poly_groups = []

        # GeomVertexFormats
        #
        # GeomVertexFormat.getV3cpt2()  - vertex, color, uv
        # GeomVertexFormat.getV3t2()    - vertex, uv
        # GeomVertexFormat.getV3cp()    - vertex, color
        # GeomVertexFormat.getV3n3t2()  - vertex, normal, uv
        # GeomVertexFormat.getV3n3cpt2()- vertex, normal, rgba, uv

        # textured
        self.vdata = GeomVertexData(name, GeomVertexFormat.getV3n3cpt2(),
                                    Geom.UHStatic)

        # plain color filled polys
        # self.vdata = GeomVertexData(name, GeomVertexFormat.getV3cp(), Geom.UHStatic)

        self.vertex = GeomVertexWriter(self.vdata, 'vertex')
        self.vnormal = GeomVertexWriter(self.vdata, 'normal')
        self.color = GeomVertexWriter(self.vdata, 'color')
        self.texcoord = GeomVertexWriter(self.vdata, 'texcoord')

        self.root = NodePath(PandaNode(name + '_mesh'))
コード例 #41
0
ファイル: data_adapter.py プロジェクト: hrhryusuke/wrs
def pandageom_from_vfnf(vertices, face_normals, triangles, name='auto'):
    """
    :param vertices: nx3 nparray, each row is vertex
    :param face_normals: nx3 nparray, each row is the normal of a face
    :param triangles: nx3 nparray, each row is three idx to the vertices
    :param name:
    :return: a geom model that is ready to be used to define a nodepath
    author: weiwei
    date: 20160613, 20210109
    """
    # expand vertices to let each triangle refer to a different vert+normal
    # vertices and normals
    vertformat = GeomVertexFormat.getV3n3()
    vertexdata = GeomVertexData(name, vertformat, Geom.UHStatic)
    vertids = triangles.flatten()
    multiplied_verticies = np.empty((len(vertids), 3), dtype=np.float32)
    multiplied_verticies[:] = vertices[vertids]
    vertex_normals = np.repeat(face_normals.astype(np.float32),
                               repeats=3,
                               axis=0)
    npstr = np.hstack((multiplied_verticies, vertex_normals)).tobytes()
    vertexdata.modifyArrayHandle(0).setData(npstr)
    # triangles
    primitive = GeomTriangles(Geom.UHStatic)
    primitive.setIndexType(GeomEnums.NTUint32)
    multiplied_triangles = np.arange(len(vertids),
                                     dtype=np.uint32).reshape(-1, 3)
    primitive.modifyVertices(-1).modifyHandle().setData(
        multiplied_triangles.tobytes())
    # make geom
    geom = Geom(vertexdata)
    geom.addPrimitive(primitive)
    return geom
コード例 #42
0
ファイル: Icosahedron.py プロジェクト: george-jones/sphere
def pg_draw_tris(pg, render):
    format = GeomVertexFormat.getV3c4()
    vdata = GeomVertexData('pgtris', format, Geom.UHStatic)
    vdata.setNumRows(len(pg.nodes))
    vertex = GeomVertexWriter(vdata, 'vertex')
    color = GeomVertexWriter(vdata, 'color')
    prim = GeomTriangles(Geom.UHStatic)

    for pt in pg.nodes:
        vertex.addData3f(pt.x, pt.y, pt.z)
        color.addData4f(random.random(), random.random(), random.random(), 1.0)

    for pt in pg.nodes:
        if len(pt.conn) > 0:
            for i, cpt in enumerate(pt.conn):
                next_cpt = pt.conn[(i + 1) % len(pt.conn)]
                prim.addVertices(pt.idx, cpt.idx, next_cpt.idx)
                print("%d - %d - %d" % (pt.idx, cpt.idx, next_cpt.idx))

    geom = Geom(vdata)
    geom.addPrimitive(prim)
    node = GeomNode('TheTris')
    node.addGeom(geom)
    nodePath = render.attachNewNode(node)
    nodePath.setPos(0, 10, 0)
コード例 #43
0
 def __init__(self, wheel_pos, radius, heading):
     self.radius = radius
     v_f = GeomVertexFormat.getV3()
     self.vdata = GeomVertexData('skid', v_f, Geom.UHDynamic)
     self.vdata.setNumRows(1)
     self.vertex = GeomVertexWriter(self.vdata, 'vertex')
     self.prim = GeomTriangles(Geom.UHStatic)
     self.cnt = 1
     self.last_pos = wheel_pos
     geom = Geom(self.vdata)
     geom.addPrimitive(self.prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     nodePath = render.attachNewNode(node)
     nodePath.setTransparency(True)
     nodePath.setDepthOffset(1)
     self.__set_material(nodePath)
     nodePath.node().setBounds(OmniBoundingVolume())
     self.add_vertices(radius, heading)
     self.add_vertices(radius, heading)
     self.remove_seq = Sequence(
         Wait(8),
         LerpFunc(nodePath.setAlphaScale, 8, 1, 0, 'easeInOut'),
         Func(nodePath.remove_node))
     self.remove_seq.start()
コード例 #44
0
ファイル: annotations.py プロジェクト: ondrocks/cosmonium
 def create_instance(self):
     self.vertexData = GeomVertexData('vertexData',
                                      GeomVertexFormat.getV3(),
                                      Geom.UHStatic)
     self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex')
     radius = 1.0
     top = LPoint3d(0, 0, radius * 1.25)
     north_pole = LPoint3d(0, 0, radius)
     south_pole = LPoint3d(0, 0, -radius)
     bottom = LPoint3d(0, 0, -radius * 1.25)
     self.vertexWriter.addData3f(*top)
     self.vertexWriter.addData3f(*north_pole)
     self.vertexWriter.addData3f(*south_pole)
     self.vertexWriter.addData3f(*bottom)
     self.lines = GeomLines(Geom.UHStatic)
     self.lines.addVertex(0)
     self.lines.addVertex(1)
     self.lines.addVertex(2)
     self.lines.addVertex(3)
     self.lines.closePrimitive()
     self.geom = Geom(self.vertexData)
     self.geom.addPrimitive(self.lines)
     self.node = GeomNode(self.body.get_ascii_name() + '-axis')
     self.node.addGeom(self.geom)
     self.instance = NodePath(self.node)
     self.instance.setRenderModeThickness(settings.axis_thickness)
     self.instance.setColor(self.parent.get_orbit_color())
     self.instance.setAntialias(AntialiasAttrib.MMultisample)
     self.instance.reparentTo(self.context.annotation)
コード例 #45
0
 def _make_fullscreen_tri(self):
     """ Creates the oversized triangle used for rendering """
     vformat = GeomVertexFormat.get_v3()
     vdata = GeomVertexData("vertices", vformat, Geom.UH_static)
     vdata.set_num_rows(3)
     vwriter = GeomVertexWriter(vdata, "vertex")
     vwriter.add_data3f(-1, 0, -1)
     vwriter.add_data3f(3, 0, -1)
     vwriter.add_data3f(-1, 0, 3)
     gtris = GeomTriangles(Geom.UH_static)
     gtris.add_next_vertices(3)
     geom = Geom(vdata)
     geom.add_primitive(gtris)
     geom_node = GeomNode("gn")
     geom_node.add_geom(geom)
     geom_node.set_final(True)
     geom_node.set_bounds(OmniBoundingVolume())
     tri = NodePath(geom_node)
     tri.set_depth_test(False)
     tri.set_depth_write(False)
     tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000)
     tri.set_color(Vec4(1))
     tri.set_bin("unsorted", 10)
     tri.reparent_to(self._node)
     self._tri = tri
コード例 #46
0
ファイル: D_mesh.py プロジェクト: nkolkin13/ProcEdit
	def draw(self):
		if self.rendered_mesh != None:
			self.reset_draw()

		format=GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('tri', format, Geom.UHDynamic)

		vertex=GeomVertexWriter(vdata, 'vertex')
		normal=GeomVertexWriter(vdata, 'normal')
		color=GeomVertexWriter(vdata, 'color')
		v_mapping = {}

		i=0
		for v in self.verts.values():
			vertex.addData3f(v.pos.x,v.pos.y,v.pos.z)
			normal.addData3f(v.norm.x, v.norm.y, v.norm.z)
			color.addData4f(v.color[0],v.color[1],v.color[2],v.color[3])
			v_mapping[v.ID] = i
			i += 1

		mesh = Geom(vdata)

		for f in self.faces.values():
			tri = GeomTriangles(Geom.UHDynamic)
			tri.addVertex(v_mapping[f.v1.ID])
			tri.addVertex(v_mapping[f.v2.ID])
			tri.addVertex(v_mapping[f.v3.ID])
			tri.closePrimitive()
			mesh.addPrimitive(tri)

		snode = GeomNode(self.name)
		snode.addGeom(mesh)
		self.rendered_mesh = render.attachNewNode(snode)
		self.rendered_mesh.setTwoSided(True)
コード例 #47
0
    def __init__(self, whl_pos, whl_radius, car_h):
        GameObject.__init__(self)
        self.radius = whl_radius
        v_f = GeomVertexFormat.getV3()
        vdata = GeomVertexData('skid', v_f, Geom.UHDynamic)
        prim = GeomTriangles(Geom.UHStatic)
        self.vtx_cnt = 1
        self.last_pos = whl_pos
        geom = Geom(vdata)
        geom.add_primitive(prim)
        self.node = GeomNode('gnode')
        self.node.add_geom(geom)
        nodepath = self.eng.gfx.root.attach_node(self.node)
        nodepath.set_transparency(True)
        nodepath.set_depth_offset(1)
        nodepath.node.set_two_sided(True)  # for self-shadowing issues
        self.__set_material(nodepath)
        nodepath.p3dnode.set_bounds(OmniBoundingVolume())
        self.add_vertices(whl_radius, car_h)
        self.add_vertices(whl_radius, car_h)

        def alpha(time, n_p):
            if not n_p.is_empty:
                n_p.node.set_shader_input('alpha', time)
            # this if seems necessary since, if there are skidmarks and you
            # exit from the race (e.g. back to the menu), then alpha is being
            # called from the interval manager even if the interval manager
            # correctly says that there are 0 intervals.

        self.remove_seq = Sequence(
            Wait(8), LerpFunc(alpha, 8, .5, 0, 'easeInOut', [nodepath]),
            Func(nodepath.remove_node))
        self.remove_seq.start()
コード例 #48
0
ファイル: D_mesh.py プロジェクト: nkolkin13/ProcEdit
    def draw(self):
        if self.rendered_mesh != None:
            self.reset_draw()

        format = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('tri', format, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        v_mapping = {}

        i = 0
        for v in self.verts.values():
            vertex.addData3f(v.pos.x, v.pos.y, v.pos.z)
            normal.addData3f(v.norm.x, v.norm.y, v.norm.z)
            color.addData4f(v.color[0], v.color[1], v.color[2], v.color[3])
            v_mapping[v.ID] = i
            i += 1

        mesh = Geom(vdata)

        for f in self.faces.values():
            tri = GeomTriangles(Geom.UHDynamic)
            tri.addVertex(v_mapping[f.v1.ID])
            tri.addVertex(v_mapping[f.v2.ID])
            tri.addVertex(v_mapping[f.v3.ID])
            tri.closePrimitive()
            mesh.addPrimitive(tri)

        snode = GeomNode(self.name)
        snode.addGeom(mesh)
        self.rendered_mesh = render.attachNewNode(snode)
        self.rendered_mesh.setTwoSided(True)
コード例 #49
0
ファイル: points.py プロジェクト: tgbugs/desc
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
コード例 #50
0
 def _make_fullscreen_tri(self):
     """ Creates the oversized triangle used for rendering """
     vformat = GeomVertexFormat.get_v3()
     vdata = GeomVertexData("vertices", vformat, Geom.UH_static)
     vdata.set_num_rows(3)
     vwriter = GeomVertexWriter(vdata, "vertex")
     vwriter.add_data3f(-1, 0, -1)
     vwriter.add_data3f(3, 0, -1)
     vwriter.add_data3f(-1, 0, 3)
     gtris = GeomTriangles(Geom.UH_static)
     gtris.add_next_vertices(3)
     geom = Geom(vdata)
     geom.add_primitive(gtris)
     geom_node = GeomNode("gn")
     geom_node.add_geom(geom)
     geom_node.set_final(True)
     geom_node.set_bounds(OmniBoundingVolume())
     tri = NodePath(geom_node)
     tri.set_depth_test(False)
     tri.set_depth_write(False)
     tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000)
     tri.set_color(Vec4(1))
     tri.set_bin("unsorted", 10)
     tri.reparent_to(self._node)
     self._tri = tri
コード例 #51
0
    def create_geom(self, sidelength):
        # Set up the vertex arrays
        vformat = GeomVertexFormat.getV3n3c4()
        vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        geom = Geom(vdata)

        # Write vertex data
        for x in range(0, sidelength):
            for y in range(0, sidelength):
                # vertex_number = x * sidelength + y
                v_x, v_y, v_z = self.map_b[(x, y)]
                n_x, n_y, n_z = 0.0, 0.0, 1.0
                c_r, c_g, c_b, c_a = 0.5, 0.5, 0.5, 0.5
                vertex.addData3f(v_x, v_y, v_z)
                normal.addData3f(n_x, n_y, n_z)
                color.addData4f(c_r, c_g, c_b, c_a)

        # Add triangles
        for x in range(0, sidelength - 1):
            for y in range(0, sidelength - 1):
                # The vertex arrangement (y up, x right)
                # 2 3
                # 0 1
                v_0 = x * sidelength + y
                v_1 = x * sidelength + (y + 1)
                v_2 = (x + 1) * sidelength + y
                v_3 = (x + 1) * sidelength + (y + 1)
                if (x+y)%1 == 0: # An even square
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_0, v_2, v_3)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_3, v_1, v_0)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                else: # An odd square
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_1, v_0, v_2)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)
                    tris = GeomTriangles(Geom.UHStatic)
                    tris.addVertices(v_2, v_3, v_1)
                    tris.closePrimitive()
                    geom.addPrimitive(tris)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        
        # Remember GeomVertexWriters to adjust vertex data later
        #self.vertex_writer = vertex
        #self.color_writer = color
        self.vdata = vdata
        
        return node
コード例 #52
0
ファイル: meshUtils.py プロジェクト: arikel/PPARPG
def makeVertexFormat(color = True, normal = False, texcoord = False, tan_binorm = False):
	myArray = GeomVertexArrayFormat()
	myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	if color:
		myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32, Geom.CColor)
	if normal:
		myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CVector)
	if texcoord:
		myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
	if tan_binorm:
		myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32, Geom.CVector)
		myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32, Geom.CVector)
	myFormat = GeomVertexFormat()
	myFormat.addArray(myArray)
	myFormat = GeomVertexFormat.registerFormat(myFormat)
	
	return myFormat
コード例 #53
0
    def __init__(self):
        ShowBase.__init__(self)

        PanditorDisableMouseFunc()
        camera.setPos(0.0, 0.0, 50.0)
        camera.lookAt(0.0)
        PanditorEnableMouseFunc()

        # 1) create GeomVertexData
        frmt = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('triangle', frmt, Geom.UHDynamic)

        # 2) create Writers/Rewriters (must all be created before any readers and readers are one-pass-temporary)
        vertex = GeomVertexRewriter(vdata, 'vertex')
        normal = GeomVertexRewriter(vdata, 'normal')
        color = GeomVertexRewriter(vdata, 'color')

        zUp = Vec3(0, 0, 1)
        wt = Vec4(1.0, 1.0, 1.0, 1.0)
        gr = Vec4(0.5, 0.5, 0.5, 1.0)

        # 3) write each column on the vertex data object (for speed, have a different writer for each column)
        def addPoint(x, y, z):
            vertex.addData3f(x, y, z)
            normal.addData3f(zUp)
            color.addData4f(wt)

        addPoint(0.0, 0.0, 0.0)
        addPoint(5.0, 0.0, 0.0)
        addPoint(0.0, 5.0, 0.0)
        addPoint(5.0, 5.0, 0.0)

        # 4) create a primitive and add the vertices via index (not truely associated with the actual vertex table, yet)
        tris = GeomTriangles(Geom.UHDynamic)
        tris.addVertices(0, 1, 2)
        tris.closePrimitive()  # exception thrown if verts added != 3, other types inform Panda how many verts/primitive
        tris.addVertices(2, 1, 3)
        print "vdataPoints", vdata.getArrays()[0]
        # 5.1) (adding to scene) create a Geom and add primitives of like base-type i.e. triangles and triangle strips
        geom = Geom(vdata)
        geom.addPrimitive(tris)
        # 5.2) create a GeomNode to hold the Geom(s) and add the Geom(s)
        gn = GeomNode('gnode')
        gn.addGeom(geom)
        # 5.3) attache the node to the scene
        gnNodePath = render.attachNewNode(gn)

        geomPts = Geom(vdata)
        pts = GeomPoints(Geom.UHStatic)
        pts.addVertices(0, 1, 2)
        pts.closePrimitive()
        geomPts.addPrimitive(pts)
        pointsNode = GeomNode('points_node')
        pointsNode.addGeom(geomPts)
        pointsNP = render.attachNewNode(pointsNode)
        pointsNP.setZ(0.5)

        render.ls()
コード例 #54
0
    def registerObject(self, obj):
        """ Registers a new dynamic object, this will store an index for every
        vertex, which can be used to read and store last position data in order
        to compute the velocity. This method also assigns the standard animated
        shader to the node """

        self.debug("Registering dynamic object")

        # Find all GeomNodes
        for node in obj.findAllMatches("**/+GeomNode"):
            geomNode = node.node()
            geomCount = geomNode.getNumGeoms()

            # Find all Geoms
            for i in xrange(geomCount):

                # Modify vertex data
                geom = geomNode.modifyGeom(i)
                geomVertexData = geom.modifyVertexData()

                # Add a new column named "dovindex" to the vertex data
                formatArray = GeomVertexArrayFormat() 
                formatArray.addColumn(InternalName.make("dovindex"), 1, GeomEnums.NTUint32, GeomEnums.CIndex) 
                newArrayFormat = GeomVertexFormat(geomVertexData.getFormat())
                newArrayFormat.addArray(formatArray)
                newArrayFormat = GeomVertexFormat.registerFormat(newArrayFormat)

                # Convert the old vertex data and assign the new vertex data
                convertedVertexData = geomVertexData.convertTo(newArrayFormat)
                geom.setVertexData(convertedVertexData)

                # Write the per-vertex indices the dovindex column 
                newVertexData = geom.modifyVertexData()
                vtxReader = GeomVertexReader(newVertexData, "vertex")
                indexWriter = GeomVertexWriter(newVertexData, "dovindex")

                while not vtxReader.isAtEnd():
                    data = vtxReader.getData3f()
                    indexWriter.setData1i(self.currentIndex)
                    self.currentIndex += 1

                if self.currentIndex > self.maxVertexCount:
                    self.error("Max dynamic vertex count of", self.maxVertexCount, "reached!")
コード例 #55
0
ファイル: support.py プロジェクト: viatoriche/suber
def make_square(x1, y1, z1, x2, y2, z2, tex_coord):
    format = GeomVertexFormat.getV3n3t2()
    vdata = GeomVertexData("square", format, Geom.UHStatic)

    vertex = GeomVertexWriter(vdata, "vertex")
    normal = GeomVertexWriter(vdata, "normal")
    texcoord = GeomVertexWriter(vdata, "texcoord")

    # make sure we draw the sqaure in the right plane
    if x1 != x2:
        vertex.addData3f(x1, y1, z1)
        vertex.addData3f(x2, y1, z1)
        vertex.addData3f(x2, y2, z2)
        vertex.addData3f(x1, y2, z2)

    else:
        vertex.addData3f(x1, y1, z1)
        vertex.addData3f(x2, y2, z1)
        vertex.addData3f(x2, y2, z2)
        vertex.addData3f(x1, y1, z2)

    normal.addData3f(my_normalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1)))
    normal.addData3f(my_normalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1)))
    normal.addData3f(my_normalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1)))
    normal.addData3f(my_normalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1)))

    # adding different colors to the vertex for visibility

    u1, v1, u2, v2 = tex_coord

    texcoord.addData2f(u1, v2)
    texcoord.addData2f(u1, v1)
    texcoord.addData2f(u2, v1)
    texcoord.addData2f(u2, v2)

    # quads arent directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tri1 = GeomTriangles(Geom.UHStatic)
    tri2 = GeomTriangles(Geom.UHStatic)

    tri1.addVertex(0)
    tri1.addVertex(1)
    tri1.addVertex(3)

    tri2.addConsecutiveVertices(1, 3)

    tri1.closePrimitive()
    tri2.closePrimitive()

    square = Geom(vdata)
    square.addPrimitive(tri1)
    square.addPrimitive(tri2)

    return square
コード例 #56
0
    def regesterGeomRequirements(self,LOD,collection):
        
        n=NodePath('tmp')
        
        if self.leafTexture is not None:
            n.setTexture(self.leafTexture)
            n.setShaderInput('diffTex',self.leafTexture)
            format=GeomVertexFormat.getV3n3t2()
        else:
            n.setColor(.1,.3,.1,1)
            format=GeomVertexFormat.getV3n3()

        #n.setShader(customLoader.makeShader(n,debugCodePrefix="fern",debugGraphPrefix="fern"))
        
        leafRequirements=meshManager.GeomRequirements(
                geomVertexFormat=format,
                renderState=n.getState(),
                )
        
        self.leafDataIndex[LOD]=collection.add(leafRequirements)
コード例 #57
0
ファイル: main.py プロジェクト: AdrianF98/Toontown-2-Revised
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(
            InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("barkTexture.jpg")
        treeNodePath = NodePath("Tree Holder")
        makeFractalTree(bodydata, treeNodePath, LVector3(4, 4, 7))

        treeNodePath.setTexture(self.barkTexture, 1)
        treeNodePath.reparentTo(render)

        self.accept("q", self.regenTree)
        self.accept("w", self.addTree)
        self.accept("arrow_up", self.upIterations)
        self.accept("arrow_down", self.downIterations)
        self.accept("arrow_right", self.upCopies)
        self.accept("arrow_left", self.downCopies)

        self.numIterations = 11
        self.numCopies = 4

        self.upDownEvent = OnscreenText(
            text="Up/Down: Increase/Decrease the number of iterations (" + str(
                self.numIterations) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.22),
            scale=.05, mayChange=True)

        self.leftRightEvent = OnscreenText(
            text="Left/Right: Increase/Decrease branching (" + str(
                self.numCopies) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.28),
            scale=.05, mayChange=True)
コード例 #58
0
def createTriangle(v1, v2, v3, is_flat=False):
	x1 = v1.x
	y1 = v1.y
	z1 = v1.z

	x2 = v2.x
	y2 = v2.y
	z2 = v2.z

	x3 = v3.x
	y3 = v3.y
	z3 = v3.z

	format=GeomVertexFormat.getV3n3cp()
	vdata=GeomVertexData('tri', format, Geom.UHDynamic)

	vertex=GeomVertexWriter(vdata, 'vertex')
	normal=GeomVertexWriter(vdata, 'normal')
	color=GeomVertexWriter(vdata, 'color')

	vertex.addData3f(x1, y1, z1)
	vertex.addData3f(x2, y2, z2)
	vertex.addData3f(x3, y3, z3)

	if is_flat:
		normVector = norm(Vec3( (x1 + x2 + x3)/3.0, (y1 + y2 + y3)/3.0, (z1+ z2+ z3)/3.0))

		normal.addData3f(normVector)
		normal.addData3f(normVector)
		normal.addData3f(normVector)

	else:
		normal.addData3f(norm(Vec3(x1,y1,z1)))
		normal.addData3f(norm(Vec3(x2,y2,z2)))
		normal.addData3f(norm(Vec3(x3,y3,z3)))

	#adding different colors to the vertex for visibility
	color.addData4f(0.5,0.5,0.5,1.0)
	color.addData4f(0.5,0.5,0.5,1.0)
	color.addData4f(0.5,0.5,0.5,1.0)

	tri = GeomTriangles(Geom.UHDynamic)

	tri.addVertex(0)
	tri.addVertex(1)
	tri.addVertex(2)

	tri.closePrimitive()

	output_tri = Geom(vdata)
	output_tri.addPrimitive(tri)

	return output_tri
コード例 #59
0
ファイル: pycraft.py プロジェクト: zjusky/python-gems
def makeSquare(x1, y1, z1, x2, y2, z2):
    format = GeomVertexFormat.getV3n3cpt2()
    vdata = GeomVertexData('square', format, Geom.UHDynamic)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    # color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    # make sure we draw the sqaure in the right plane
    if x1 != x2:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y1, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y2, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

    else:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y2, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y1, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

    # adding different colors to the vertex for visibility
    # color.addData4f(1.0, 0.0, 0.0, 1.0)
    # color.addData4f(0.0, 1.0, 0.0, 1.0)
    # color.addData4f(0.0, 0.0, 1.0, 1.0)
    # color.addData4f(1.0, 0.0, 1.0, 1.0)

    texcoord.addData2f(0.0, 1.0)
    texcoord.addData2f(0.0, 0.0)
    texcoord.addData2f(1.0, 0.0)
    texcoord.addData2f(1.0, 1.0)

    # Quads aren't directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 3)
    tris.addVertices(1, 2, 3)

    square = Geom(vdata)
    square.addPrimitive(tris)
    return square