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 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 #3
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 #4
0
ファイル: geometry.py プロジェクト: mhcrnl/panda_examples
    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 #5
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
        # Vertex data for the poles needs to be different
        for key, value in self.map.items():
            v_x, v_y, v_z, asteroid_color = value
            n_x, n_y, n_z = 1, 1, 1
            #c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
            c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
            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)
        #Create triangles
        #top of sphere
        verts_per_row = int(360 / self.step) + 1
        for vert in range(1, verts_per_row + 1):
            tris = GeomTriangles(Geom.UHStatic)
            tris.addVertices(vert + 1, 0, vert)
            tris.closePrimitive()
            geom.addPrimitive(tris)
        #middle of shpere
        for row in range(1, int(180 / self.step) - 1):
            for vert_iir in range(
                    0, verts_per_row -
                    1):  # vert_iir = vertex index in row, not vertex number
                vert_number = verts_per_row * row + vert_iir + 1
                vert_up_row = vert_number - verts_per_row
                #Bottom Triangle in the sphere
                tris = GeomTriangles(Geom.UHStatic)
                tris.add_vertices(vert_up_row, vert_number, vert_up_row + 1)
                tris.close_primitive()
                geom.addPrimitive(tris)
                #Top triangle of square
                tris = GeomTriangles(Geom.UHStatic)
                tris.add_vertices(vert_number + 1, vert_up_row + 1,
                                  vert_number)
                tris.close_primitive()
                geom.addPrimitive(tris)
        #bottom of sphere
        last_vert = len(self.map) - 1
        for vert in range(last_vert - verts_per_row, last_vert):
            tris = GeomTriangles(Geom.UHStatic)
            tris.add_vertices(vert - 1, last_vert, vert)
            tris.close_primitive()
            geom.addPrimitive(tris)

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

        return node
コード例 #6
0
 def __init__(self):
     self.vformat = GeomVertexFormat.getV3n3c4()
     self.vdata = GeomVertexData("Data", self.vformat, Geom.UHStatic)
     self.vdata.setNumRows(3)
     self.vertex = GeomVertexWriter(self.vdata, 'vertex')
     self.normal = GeomVertexWriter(self.vdata, 'normal')
     self.color = GeomVertexWriter(self.vdata, 'color')
     self.prim = GeomTriangles(Geom.UHStatic)
     self.idx = 0
コード例 #7
0
    def __init__(self):
        # Basics
        ShowBase.__init__(self)

        #base.disableMouse()
        base.setFrameRateMeter(True)

        self.accept("escape", sys.exit)
        self.camera.set_pos(-10, -10, 10)
        self.camera.look_at(0, 0, 0)

        # A light
        plight = PointLight("plight")
        plight.setColor(VBase4(1, 1, 1, 1))

        plnp = render.attachNewNode(plight)
        plnp.setPos(100, 100, 100)

        render.setLight(plnp)

        # Create the geometry
        vformat = GeomVertexFormat.getV3n3c4()

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vdata.setNumRows(3)

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

        vertex.addData3f(100, 0, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(0, 1, 0, 1)

        vertex.addData3f(100, 100, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        vertex.addData3f(0, 100, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(1, 0, 0, 1)

        prim = GeomTriangles(Geom.UHStatic)

        prim.addVertices(0, 1, 2)
        prim.closePrimitive()

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

        node = GeomNode("GNode")
        node.addGeom(geom)

        nodePath = self.render.attachNewNode(node)
コード例 #8
0
ファイル: vchunk.py プロジェクト: tim-vu/bf3_nav_mesh
    def __init__(self, voxel_unit_size):

        self.voxel_unit_size = voxel_unit_size
        self.triangles = GeomTriangles(Geom.UHStatic)

        self.format = GeomVertexFormat.getV3n3c4()
        self.v_data = GeomVertexData('square', self.format, Geom.UHStatic)

        self.vertex = GeomVertexWriter(self.v_data, 'vertex')
        self.normal = GeomVertexWriter(self.v_data, 'normal')
        self.color = GeomVertexWriter(self.v_data, 'color')
コード例 #9
0
    def __init__(self, name = 'Mesh'):
        '''
        Constructor
        '''
        self.name = name
        self.finished = False

        self.format = GeomVertexFormat.getV3n3c4()
        self.vertexData = GeomVertexData(name, self.format, Geom.UHStream)

        self.mesh = Geom(self.vertexData)
        self.triangles = GeomTriangles(Geom.UHStream)
        self.triangleData = self.triangles.modifyVertices()

        self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
        self.normal = GeomVertexWriter(self.vertexData, 'normal')
        self.color = GeomVertexWriter(self.vertexData, 'color')
        #self.texcoord = GeomVertexWriter(self.vertexData, 'texcoord')

        self.faceCount = 0
コード例 #10
0
ファイル: terrain.py プロジェクト: pennomi/voronoi-terrain
    def __init__(self, point, vertices, map_width=1024, map_height=1024, base=0.0):
        self.point = point
        # TODO: Sort these clockwise (they still are 2D points)
# http://stackoverflow.com/questions/6989100/sort-points-in-clockwise-order
        # Might just need to reverse if the wrong way. I think they're already
        # ordered. Should be able to tell by checking the normal calculation.
        self.vertices = vertices

        # Ensure that stuff is working correctly
        if [-10.101, -10.101] in vertices:
            raise ValueError("Can't create this region.")

        # TODO: Constrain the bounds like this... though it's somewhat busted.
        # for i, v in enumerate(vertices):
        #     x, y = v
        #     x = max(min(x, map_width/2), -map_width/2)
        #     y = max(min(y, map_height/2), -map_height/2)
        #     vertices[i] = (x, y)

        for v in vertices:
            if not (-map_width/2 <= v[0] <= map_width/2 and
                    -map_height/2 <= v[1] <= map_height/2):
                raise ValueError("Can't create this region.")

        # 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
        # TODO: Migrate to Tristrips.
        # TODO: Make walls, floors (and ceilings?)
        prim = GeomTrifans(Geom.UHStatic)

        DETAIL = 128
        HEIGHT_SCALE = 20
        vertices = [
            (v[0], v[1], snoise2(
                v[0]/DETAIL, v[1]/DETAIL, base=base,
                persistence=0.5, lacunarity=2.0,
                repeatx=map_width/4, repeaty=map_height/4,
                octaves=5) * HEIGHT_SCALE)
            for v in vertices]

        num_high = len(list(filter(lambda x: x[2] > HEIGHT_SCALE * 0.4, vertices)))
        num_above = len(list(filter(lambda x: HEIGHT_SCALE * 0.4 > x[2] > 0, vertices)))
        num_below = len(list(filter(lambda x: x[2] <= 0, vertices)))
        num_deep = len(list(filter(lambda x: x[2] < -HEIGHT_SCALE * 0.2, vertices)))

        # Calculate the color:
        #  * White if high altitude
        #  * Green if land
        #  * Tan if coast
        #  * Blue if water
        #  * Dark Blue if deep water
        # poly_color = (uniform(0, 1), uniform(0, 1), uniform(0, 1), 1, )
        if num_high:
            white = uniform(0.7, 1.0)
            poly_color = (white, white, white, 1.0)
        elif num_below and num_above:
            yellow = uniform(0.5, 1.0)
            poly_color = (yellow, yellow, 0.0, 1.0)
        elif num_deep:
            poly_color = (0.0, 0.0, uniform(0.5, 1.0), 1.0)
        elif num_below:
            poly_color = (0.3, 0.3, uniform(0.5, 1.0), 1.0)
        else:
            poly_color = (0.0, uniform(0.5, 1.0), 0.0, 1.0)

        for i, point in enumerate(vertices):
            vertex.addData3f(point[0], point[1], max(point[2], 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)
コード例 #11
0
    def generate(
            self
    ):  # call this after setting some of the variables to update it
        if not self.vertices:
            return

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

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

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

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

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

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

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

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

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

        prim = modes[self.mode]

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

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

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

        prim.close_primitive()

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

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

        self.recipe = f'''Mesh(
コード例 #12
0
    def create_profile(self):
        """
        Creates the necessary rendering geometry to render the 3d rendition of
        an IBeam profile.
        """
        beam = self.beam
        s = self.s
        prof = beam.profile

        c_1 = (0.25882353, 0.80784314, 0.95686275, 1)
        c_2 = (0.19607843, 0.63529412, 0.75686275, 1)

        fmt = GeomVertexFormat.getV3n3c4()
        vertexData = GeomVertexData('I prof', fmt, Geom.UHStatic)

        vertexData.setNumRows(108)

        vertices = GeomVertexWriter(vertexData, 'vertex')
        normals = GeomVertexWriter(vertexData, 'normal')
        colors = GeomVertexWriter(vertexData, 'color')

        T = beam.elements[0].trans_matrix[:3, :3]

        b_0 = np.array([beam.x[0], beam.y[0], beam.z[0]]) / s
        b_l = np.array([beam.x[-1], beam.y[-1], beam.z[-1]]) / s

        points = np.array([[0, prof.b / 2, -prof.h / 2],
                           [0, -prof.b / 2, -prof.h / 2],
                           [0, -prof.b / 2, -prof.h / 2 + prof.t_f],
                           [0, -prof.t_w / 2, -prof.h / 2 + prof.t_f],
                           [0, prof.t_w / 2, -prof.h / 2 + prof.t_f],
                           [0, prof.b / 2, -prof.h / 2 + prof.t_f]
                           ]) / s

        R = np.array([[1, 0, 0],
                      [0, -1, 0],
                      [0, 0, -1]])

        ps = None
        for p in points:
            if ps is None:
                ps = np.reshape(np.dot(R, p), (1, 3))
            else:
                ps = np.append(ps, np.reshape(np.dot(R, p), (1, 3)), axis=0)

        points = np.append(points, ps, axis=0)

        ps = None
        for p in points:
            if ps is None:
                ps = np.reshape(b_0 + np.dot(T.T, p), (1, 3))
            else:
                ps = np.append(ps, np.reshape(b_0 + np.dot(T.T, p), (1, 3)),
                               axis=0)

        pe = None
        for p in points:
            if pe is None:
                pe = np.reshape(b_l + np.dot(T.T, p), (1, 3))
            else:
                pe = np.append(pe, np.reshape(b_l + np.dot(T.T, p), (1, 3)),
                               axis=0)

        points = np.append(ps, pe, axis=0)

        surfs = np.array([[0, 1, 2, c_1], [0, 2, 5, c_1],  # front
                          [4, 3, 10, c_1], [4, 10, 9, c_1],
                          [8, 11, 6, c_1], [8, 6, 7, c_1],
                          [12, 0, 5, c_1], [12, 5, 17, c_1],  # t./b. sides
                          [1, 13, 14, c_1], [1, 14, 2, c_1],
                          [11, 23, 18, c_1], [11, 18, 6, c_1],
                          [20, 8, 7, c_1], [20, 7, 19, c_1],
                          [16, 4, 9, c_2], [16, 9, 21, c_2],  # Mid sides
                          [3, 15, 22, c_2], [3, 22, 10, c_2],
                          [13, 12, 17, c_1], [13, 17, 14, c_1],  # Back
                          [15, 16, 21, c_1], [15, 21, 22, c_1],
                          [23, 20, 19, c_1], [23, 19, 18, c_1],
                          [7, 6, 18, c_1], [7, 18, 19, c_1],  # T. t. fl.
                          [9, 8, 20, c_1], [9, 20, 21, c_1],  # In. t. fl. l
                          [11, 10, 22, c_1], [11, 22, 23, c_1],  # In. t. fl. r
                          [5, 4, 16, c_1], [5, 16, 17, c_1],  # In. b. fl. l.
                          [3, 2, 14, c_1], [3, 14, 15, c_1],  # In. b. fl. l.
                          [1, 0, 12, c_1], [1, 12, 13, c_1],  # Bot. bot. fl.
                          ])

        prim = GeomTriangles(Geom.UHStatic)

        vtx_count = -1

        for surf in surfs:
            p, n = self.mk_surface(points[surf[0]],
                                   points[surf[1]],
                                   points[surf[2]])

            for i in range(p.shape[0]):
                vertices.addData3f(*p[i, :])
                normals.addData3f(*(-n))
                colors.addData4f(*surf[3])
                vtx_count += 1

            prim.add_vertices(vtx_count - 2,
                              vtx_count - 1,
                              vtx_count)

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

        node = GeomNode('I_frame')
        node.addGeom(geom)
        return node
コード例 #13
0
    def create_profile(self):
        """
        Creates the necessary rendering geometry to render the 3d rendition of
        a CHS.
        """

        beam = self.beam
        s = self.s
        prof = beam.profile

        color = (0.25882353, 0.80784314, 0.95686275, 1)

        fmt = GeomVertexFormat.getV3n3c4()
        vertexData = GeomVertexData('something', fmt, Geom.UHStatic)

        vertexData.setNumRows(2304)

        vertices = GeomVertexWriter(vertexData, 'vertex')
        normals = GeomVertexWriter(vertexData, 'normal')
        colors = GeomVertexWriter(vertexData, 'color')

        T = beam.elements[0].trans_matrix[:3, :3]

        b_0 = np.array([beam.x[0], beam.y[0], beam.z[0]]) / s
        b_l = np.array([beam.x[-1], beam.y[-1], beam.z[-1]]) / s

        s_ang = 49

        wall = []

        for in_out in ((prof.D / 2) / s, (prof.D / 2 - prof.t) / s):
            for b in [b_0, b_l]:
                layer = []
                for j in range(s_ang):
                    ang = j * (2 * np.pi / (s_ang-1))

                    p = b + np.dot(T.T, np.array([0,
                                                  in_out * np.sin(ang),
                                                  in_out * np.cos(ang)]))

                    layer.append(p)
                if layer:
                    wall.append(layer)

        prim = GeomTriangles(Geom.UHStatic)

        vtx_count = -1

        for io in (0, 1):
            for l in range(2):
                for a in range(s_ang-1):
                    if io == 0:
                        p, n = self.mk_surface(wall[l][a],
                                               wall[l+1][a+1],
                                               wall[l][a+1])
                    else:
                        p, n = self.mk_surface(wall[l+io][a],
                                               wall[l+io][a+1],
                                               wall[l+1+io][a+1])

                    for i in range(p.shape[0]):
                        vertices.addData3f(*p[i, :])
                        normals.addData3f(*(-n))
                        colors.addData4f(*color)
                        vtx_count += 1

                    prim.add_vertices(vtx_count - 2,
                                      vtx_count - 1,
                                      vtx_count)

                    if io == 0:
                        p, n = self.mk_surface(wall[l+io][a],
                                               wall[l+1+io][a],
                                               wall[l+1+io][a+1])
                    else:
                        p, n = self.mk_surface(wall[l+io][a],
                                               wall[l+1+io][a+1],
                                               wall[l+1+io][a])

                    for i in range(p.shape[0]):
                        vertices.addData3f(*p[i, :])
                        normals.addData3f(*(-n))
                        colors.addData4f(*color)
                        vtx_count += 1

                    prim.add_vertices(vtx_count - 2,
                                      vtx_count - 1,
                                      vtx_count)

        for io in (0, 2):
            for a in range(s_ang-1):
                if io == 0:
                    p, n = self.mk_surface(wall[0][a],
                                           wall[-2][a+1],
                                           wall[-2][a])
                else:
                    p, n = self.mk_surface(wall[1][a],
                                           wall[-1][a],
                                           wall[-1][a+1])
                for i in range(p.shape[0]):
                    vertices.addData3f(*p[i, :])
                    normals.addData3f(*(-n))
                    colors.addData4f(*color)
                    vtx_count += 1
                prim.add_vertices(vtx_count - 2,
                                  vtx_count - 1,
                                  vtx_count)
                if io == 0:
                    p, n = self.mk_surface(wall[0][a],
                                           wall[0][a+1],
                                           wall[-2][a+1])
                else:
                    p, n = self.mk_surface(wall[1][a],
                                           wall[-1][a+1],
                                           wall[1][a+1])
                for i in range(p.shape[0]):
                    vertices.addData3f(*p[i, :])
                    normals.addData3f(*(-n))
                    colors.addData4f(*color)
                    vtx_count += 1
                prim.add_vertices(vtx_count - 2,
                                  vtx_count - 1,
                                  vtx_count)

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

        node = GeomNode('CHS')
        node.addGeom(geom)
        return node
コード例 #14
0
ファイル: mesh.py プロジェクト: Shaked-g/Ariel_OOP_2020
class Mesh(NodePath):

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

    _modes = {
        'triangle': GeomTriangles,
        'tristrip': GeomTristrips,
        'ngon': GeomTrifans,
        'line': GeomLinestrips,
        'point': GeomPoints,
    }

    def __init__(self,
                 vertices=None,
                 triangles=None,
                 colors=None,
                 uvs=None,
                 normals=None,
                 static=True,
                 mode='triangle',
                 thickness=1):
        super().__init__('mesh')

        self.vertices = vertices
        self.triangles = triangles
        self.colors = colors
        self.uvs = uvs
        self.normals = normals
        self.static = static
        self.mode = mode
        self.thickness = thickness

        for var in (('vertices', vertices), ('triangles', triangles),
                    ('colors', colors), ('uvs', uvs), ('normals', normals)):
            name, value = var
            if value is None:
                setattr(self, name, list())

        if self.vertices:
            self.generate()

    def generate(
            self
    ):  # call this after setting some of the variables to update it
        if hasattr(self, 'geomNode'):
            self.geomNode.removeAllGeoms()

        static_mode = Geom.UHStatic if self.static else Geom.UHDynamic
        vertex_format = Mesh._formats[(bool(self.colors), bool(self.uvs),
                                       bool(self.normals))]
        vdata = GeomVertexData('name', vertex_format, static_mode)
        vdata.setNumRows(len(self.vertices))  # for speed
        if not hasattr(self, 'geomNode'):
            self.geomNode = GeomNode('mesh')
            self.attachNewNode(self.geomNode)

        vertexwriter = GeomVertexWriter(vdata, 'vertex')
        for v in self.vertices:
            vertexwriter.addData3f(*v)

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

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

        if self.normals != None:
            normalwriter = GeomVertexWriter(vdata, 'normal')
            for norm in self.normals:
                normalwriter.addData3f(*norm)

        if self.mode != 'line' or not self._triangles:
            self.indices = list()

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

                elif len(
                        self._triangles[0]
                ) >= 3:  # if tris are tuples like this: ((0,1,2), (1,2,3))
                    for t in self._triangles:
                        if len(t) == 3:
                            self.indices.extend(t)

                        elif len(t) == 4:  # turn quad into tris
                            self.indices.extend(
                                [t[i] for i in (0, 1, 2, 2, 3, 0)])

            else:
                self.indices = [i for i in range(len(self.vertices))]

            prim = Mesh._modes[self.mode](static_mode)

            self.generated_vertices = [self.vertices[i] for i in self.indices]
            for v in self.indices:
                prim.addVertex(v)

            prim.close_primitive()
            geom = Geom(vdata)
            geom.addPrimitive(prim)
            self.geomNode.addGeom(geom)

        else:  # line with segments defined in triangles
            for line in self._triangles:
                prim = Mesh._modes[self.mode](static_mode)
                for e in line:
                    prim.addVertex(e)
                prim.close_primitive()
                geom = Geom(vdata)
                geom.addPrimitive(prim)
                self.geomNode.addGeom(geom)

        if self.mode == 'point':
            self.setTexGen(TextureStage.getDefault(),
                           TexGenAttrib.MPointSprite)
            # self.set_render_mode_perspective(True)

        # print('finished')

    @property
    def recipe(self):
        if hasattr(self, '_recipe'):
            return self._recipe

        return dedent(f'''
            Mesh(
                vertices={[tuple(e) for e in self.vertices]},
                triangles={self._triangles},
                colors={[tuple(e) for e in self.colors]},
                uvs={self.uvs},
                normals={[tuple(e) for e in self.normals]},
                static={self.static},
                mode="{self.mode}",
                thickness={self.thickness}
            )
        ''')

    @recipe.setter
    def recipe(self, value):
        self._recipe = value

    def __add__(self, other):
        self.vertices += other.vertices
        self.triangles += other.triangles
        if other.colors:
            self.colors += other.colors
        else:
            self.colors += (color.white, ) * len(other.vertices)

        self.normals += other.normals
        self.uvs += other.uvs

    def __deepcopy__(self, memo):
        m = Mesh(self.vertices, self.triangles, self.colors, self.uvs,
                 self.normals, self.static, self.mode, self.thickness)
        m.name = self.name
        return m

    @property
    def thickness(self):
        return self.getRenderModeThickness()

    @thickness.setter
    def thickness(self, value):
        self.setRenderModeThickness(value)

    @property
    def triangles(self):
        if self._triangles == None:
            self._triangles = [(i, i + 1, i + 2)
                               for i in range(0, len(self.vertices), 3)]

        return self._triangles

    @triangles.setter
    def triangles(self, value):
        self._triangles = value

    def generate_normals(self, smooth=True):
        self.normals = list(
            generate_normals(self.vertices, self.triangles, smooth))
        self.generate()
        return self.normals

    def colorize(self,
                 left=color.white,
                 right=color.blue,
                 down=color.red,
                 up=color.green,
                 back=color.white,
                 forward=color.white,
                 smooth=True,
                 world_space=True):
        colorize(self, left, right, down, up, back, forward, smooth,
                 world_space)

    def project_uvs(self, aspect_ratio=1, direction='forward'):
        project_uvs(self, aspect_ratio)

    def clear(self, regenerate=True):
        self.vertices, self.triangles, self.colors, self.uvs, self.normals = list(
        ), list(), list(), list(), list()
        if regenerate:
            self.generate()

    def save(self, name='', path=application.compressed_models_folder):
        if not application.compressed_models_folder.exists():
            application.compressed_models_folder.mkdir()

        if not name and hasattr(self, 'path'):
            name = self.path.stem
            if not '.' in name:
                name += '.ursinamesh'

        if name.endswith('ursinamesh'):
            with open(path / name, 'w') as f:
                # recipe = self.recipe.replace('LVector3f', '')
                f.write(self.recipe)
            print('saved .ursinamesh to:', path / name)

        elif name.endswith('.obj'):
            from ursina.mesh_importer import ursina_mesh_to_obj
            ursina_mesh_to_obj(self, name, path)

        elif name.endswith('.bam'):
            success = self.writeBamFile(path / name)
            print('saved .bam to:', path / name)
コード例 #15
0
    def generate(
            self
    ):  # call this after setting some of the variables to update it
        if hasattr(self, 'geomNode'):
            self.geomNode.removeAllGeoms()

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

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

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

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

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

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

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

        modes = {
            'triangle': GeomTriangles(static_mode),
            'tristrip': GeomTristrips(static_mode),
            'ngon': GeomTrifans(static_mode),
            'line': GeomLinestrips(static_mode),
            'point': GeomPoints(static_mode),
        }

        if self.mode != 'line' or not self._triangles:
            prim = modes[self.mode]

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

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

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

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

        else:  # line with segments defnined in triangles
            for line in self._triangles:
                prim = modes[self.mode]
                for e in line:
                    prim.addVertex(e)
                prim.close_primitive()
                geom = Geom(vdata)
                geom.addPrimitive(prim)

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

        # if self.normals:
        #     self.normals = [tuple(e) for e in self.normals]
        self.recipe = dedent(f'''
            Mesh(
                vertices={[tuple(e) for e in self.vertices]},
                triangles={self._triangles},
                colors={[tuple(e) for e in self.colors]},
                uvs={self.uvs},
                normals={[tuple(e) for e in self.normals]},
                static={self.static},
                mode="{self.mode}",
                thickness={self.thickness}
            )
        ''')
コード例 #16
0
    def generate(self, terrain, size, lod=1.0):
        if self.meshgentype == "marching":
            mesher = MarchingCubes()
        elif self.meshgentype == "dual":
            mesher = DualContour(noise=manager.get('noise'))
        else:
            mesher = Voxel()

        triangles = mesher.generateMesh(terrain, size, lod)

        #format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4t2())
        format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4())
        vdata = GeomVertexData('chunk_mesh', format, Geom.UHStatic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        prim = GeomTriangles(Geom.UHStatic)

        vertexcount = 0
        for triangle in triangles:
            for avertex in triangle:
                #print triangle
                #make vertices here
                shade = 0.5
                vertex.addData3f(avertex[0], avertex[1], avertex[2])
                #fix normals
                x1, y1, z1 = triangle[0][0], triangle[0][1], triangle[0][2]
                x2, y2, z2 = triangle[1][0], triangle[1][1], triangle[1][2]
                x3, y3, z3 = triangle[2][0], triangle[2][1], triangle[2][2]
                normx = (z1 - z2) * (y3 - y2) - (y1 - y2) * (z3 - z2)
                normy = (x1 - x2) * (z3 - z2) - (z1 - z2) * (x3 - x2)
                normz = (y1 - y2) * (x3 - x2) - (x1 - x2) * (y3 - y2)
                normlength = math.sqrt(normx**2 + normy**2 + normz**2)
                if normlength != 0:
                    normx /= normlength
                    normy /= normlength
                    normz /= normlength
                normal.addData3f(normx, normy, normz)
                color.addData4f(shade, shade, shade, 1)
                #color.addData4f(random.randrange(0,255), random.randrange(0,255), random.randrange(0,255), 1)
                #texcoord.addData2f(triangle[0][0] / 16, triangle[0][1] / 16)
                #texcoord.addData2f(0, 1)

            #make triangles
            prim.addVertices(vertexcount, vertexcount + 1, vertexcount + 2)
            prim.closePrimitive()
            vertexcount += 3

        #print prim
        #attach primitives and render
        geom = Geom(vdata)
        geom.addPrimitive(prim)
        """try:
            self.node.removeNode()
            self.bulletnode.removeShape(self.bulletshape)
            self.root.bulletworld.removeRigidBody(self.bulletnode)
            self.bulletnp.removeNode()
        except AttributeError:
            pass"""

        node = GeomNode("terrainmesh")
        node.addGeom(geom)
        return node

        #self.meshed = True
        """#do bullet meshing
コード例 #17
0
class Mesh(NodePath):

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

    _modes = {
        'triangle': GeomTriangles,
        'tristrip': GeomTristrips,
        'ngon': GeomTrifans,
        'line': GeomLinestrips,
        'point': GeomPoints,
    }

    def __init__(self,
                 vertices=None,
                 triangles=None,
                 colors=None,
                 uvs=None,
                 normals=None,
                 static=True,
                 mode='triangle',
                 thickness=1):
        super().__init__('mesh')

        self.vertices = vertices
        self.triangles = triangles
        self.colors = colors
        self.uvs = uvs
        self.normals = normals
        self.static = static
        self.mode = mode
        self.thickness = thickness

        for var in (('vertices', vertices), ('triangles', triangles),
                    ('colors', colors), ('uvs', uvs), ('normals', normals)):
            name, value = var
            if value is None:
                setattr(self, name, list())

        if self.vertices:
            self.vertices = [tuple(v) for v in self.vertices]
            self.generate()

    def generate(
            self
    ):  # call this after setting some of the variables to update it
        if hasattr(self, 'geomNode'):
            self.geomNode.removeAllGeoms()

        static_mode = Geom.UHStatic if self.static else Geom.UHDynamic
        vertex_format = Mesh._formats[(bool(self.colors), bool(self.uvs),
                                       bool(self.normals))]
        vdata = GeomVertexData('name', vertex_format, static_mode)
        vdata.setNumRows(len(self.vertices))  # for speed

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

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

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

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

        if self.mode != 'line' or not self._triangles:
            prim = Mesh._modes[self.mode](static_mode)

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

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

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

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

        else:  # line with segments defined in triangles
            for line in self._triangles:
                prim = Mesh._modes[self.mode](static_mode)
                for e in line:
                    prim.addVertex(e)
                prim.close_primitive()
                geom = Geom(vdata)
                geom.addPrimitive(prim)

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

        # if self.normals:
        #     self.normals = [tuple(e) for e in self.normals]
        self.recipe = dedent(f'''
            Mesh(
                vertices={[tuple(e) for e in self.vertices]},
                triangles={self._triangles},
                colors={[tuple(e) for e in self.colors]},
                uvs={self.uvs},
                normals={[tuple(e) for e in self.normals]},
                static={self.static},
                mode="{self.mode}",
                thickness={self.thickness}
            )
        ''')
        # print('finished')

    def __add__(self, other):
        self.vertices += other.vertices
        self.triangles += other.triangles
        if other.colors:
            self.colors += other.colors
        else:
            self.colors += (color.white, ) * len(other.vertices)

        self.normals += other.normals
        self.uvs += other.uvs

    @property
    def thickness(self):
        return self.getRenderModeThickness()

    @thickness.setter
    def thickness(self, value):
        self.setRenderModeThickness(value)

    @property
    def triangles(self):
        if self._triangles == None:
            self._triangles = [(i, i + 1, i + 2)
                               for i in range(0, len(self.vertices), 3)]

        return self._triangles

    @triangles.setter
    def triangles(self, value):
        self._triangles = value

    def generate_normals(self, smooth=True):
        self.normals = list(
            generate_normals(self.vertices, self.triangles, smooth))
        self.generate()
        return self.normals

    def colorize(self,
                 left=color.white,
                 right=color.blue,
                 down=color.red,
                 up=color.green,
                 back=color.white,
                 forward=color.white,
                 smooth=True,
                 world_space=True):
        colorize(self, left, right, down, up, back, forward, smooth,
                 world_space)

    def project_uvs(self, aspect_ratio=1, direction='forward'):
        project_uvs(self, aspect_ratio)

    def clear(self, regenerate=True):
        self.vertices, self.triangles, self.colors, self.uvs, self.normals = list(
        ), list(), list(), list(), list()
        if regenerate:
            self.generate()

    def save(self, name, path=application.asset_folder, filetype='ursinamesh'):
        if filetype == 'ursinamesh':
            if not '.' in name:
                name += '.ursinamesh'

            with open(path / name, 'w') as f:
                recipe = self.recipe.replace('LVector3f', '')
                f.write(recipe)

        elif filetype == 'obj':
            from ursina.mesh_importer import ursina_mesh_to_obj
            ursina_mesh_to_obj(self, name, path)
コード例 #18
0
    def __init__(self):
        # Basics
        ShowBase.__init__(self)

        # self.disableMouse()
        self.setFrameRateMeter(True)
        self.backfaceCullingOff()

        self.accept("escape", sys.exit)
        self.camera.set_pos(-10, -10, 10)
        self.camera.look_at(-10, 0, 0)

        # A light
        plight = PointLight("plight")
        plight.setColor(VBase4(1, 1, 1, 1))

        plnp = self.render.attachNewNode(plight)
        plnp.setPos(10, 10, 50)

        self.render.setLight(plnp)

        # Create the geometry
        vformat = GeomVertexFormat.getV3n3c4()

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vdata.setNumRows(3)

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

        '''
        vertex.addData3f(0, 0, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        vertex.addData3f(0, 150, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(0, 1, 0, 1)

        vertex.addData3f(10, 150, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(1, 0, 0, 1)

        vertex.addData3f(10, 0, 0)
        normal.addData3f(0, 0, 1)
        color.addData4f(0, 0, 0, 1)
        '''
        prim = GeomTriangles(Geom.UHStatic)

        '''
        prim.addVertices(0, 1, 2)
        prim.addVertices(2, 1, 0)
        prim.addVertices(2, 3, 0)
        prim.addVertices(0, 3, 2)
        '''
        org = np.array([0, 0, 0])
        add_rect(0, org, np.array([1, 0, 0]), np.array([0, 1, 0]), (1, 1, 1, 1), vertex, normal, color, prim)
        add_rect(1, org, np.array([-0.05, 0, 0]), np.array([0, 2, 0]), (0, 0, 1, 1), vertex, normal, color, prim)
        add_rect(2, org, np.array([2, 0, 0]), np.array([0, -0.05, 0]), (0, 1, 0, 1), vertex, normal, color, prim)
        prim.closePrimitive()

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

        node = GeomNode("GNode")
        node.addGeom(geom)

        nodePath = self.render.attachNewNode(node)
コード例 #19
0
    def generate(self, terrain, size, lod=1.0):
        if self.meshgentype == "marching":
            mesher = MarchingCubes()
        elif self.meshgentype == "dual":
            mesher = DualContour(noise=manager.get('noise'))
        else:
            mesher = Voxel()

        triangles = mesher.generateMesh(terrain, size, lod)

        #format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4t2())
        format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4())
        vdata = GeomVertexData('chunk_mesh', format, Geom.UHStatic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        prim = GeomTriangles(Geom.UHStatic)

        vertexcount = 0
        for triangle in triangles:
            for avertex in triangle:
                #print triangle
                #make vertices here
                shade = 0.5
                vertex.addData3f(avertex[0], avertex[1], avertex[2])
                #fix normals
                x1, y1, z1 = triangle[0][0], triangle[0][1], triangle[0][2]
                x2, y2, z2 = triangle[1][0], triangle[1][1], triangle[1][2]
                x3, y3, z3 = triangle[2][0], triangle[2][1], triangle[2][2]
                normx = (z1 - z2) * (y3 - y2) - (y1 - y2) * (z3 - z2)
                normy = (x1 - x2) * (z3 - z2) - (z1 - z2) * (x3 - x2)
                normz = (y1 - y2) * (x3 - x2) - (x1 - x2) * (y3 - y2)
                normlength = math.sqrt(normx ** 2 + normy ** 2 + normz ** 2)
                if normlength != 0:
                    normx /= normlength
                    normy /= normlength
                    normz /= normlength
                normal.addData3f(normx, normy, normz)
                color.addData4f(shade, shade, shade, 1)
                #color.addData4f(random.randrange(0,255), random.randrange(0,255), random.randrange(0,255), 1)
                #texcoord.addData2f(triangle[0][0] / 16, triangle[0][1] / 16)
                #texcoord.addData2f(0, 1)

            #make triangles
            prim.addVertices(vertexcount, vertexcount + 1, vertexcount + 2)
            prim.closePrimitive()
            vertexcount += 3

        #print prim
        #attach primitives and render
        geom = Geom(vdata)
        geom.addPrimitive(prim)

        """try:
            self.node.removeNode()
            self.bulletnode.removeShape(self.bulletshape)
            self.root.bulletworld.removeRigidBody(self.bulletnode)
            self.bulletnp.removeNode()
        except AttributeError:
            pass"""

        node = GeomNode("terrainmesh")
        node.addGeom(geom)
        return node

        #self.meshed = True

        """#do bullet meshing
コード例 #20
0
ファイル: unitmetaball.py プロジェクト: chaomodus/pymetasurf

from direct.showbase.ShowBase import ShowBase
from direct.task import Task
from direct.actor.Actor import Actor
from direct.interval.IntervalGlobal import Sequence
from panda3d.core import Point3
from panda3d.core import Geom, GeomVertexFormat, GeomVertexData, GeomVertexWriter, GeomNode, GeomTriangles
from math import pi, sin, cos


um = pymetasurf.UnitMetaball()
um.set_resolution(40,40,40)
um.set_bounds(-3, -3, -3, 3, 3, 3)
um.polygonize()
format=GeomVertexFormat.getV3n3c4()
vdata=GeomVertexData("vertices", format, Geom.UHStatic)
vertexWriter=GeomVertexWriter(vdata, "vertex")
for p in um.tri_list:
    vertexWriter.addData3f(p[0],p[1],p[2])
normalWriter=GeomVertexWriter(vdata, "normal")
for p in um.normal_list:
    normalWriter.addData3f(p[0],p[1],p[2])

colorWriter=GeomVertexWriter(vdata, "color")
for p in um.tri_list:
    colorWriter.addData4f(1.0 - (p[0] * 0.1),1.0 - (p[1] * 0.1), 1.0 - (p[2] * 0.1),1.0)

tris = GeomTriangles(Geom.UHStatic)
tris.addConsecutiveVertices(0, len(um.tri_list))
tris.closePrimitive()