def loadImageAsPlane(self, filepath, yresolution = 600): tex = loader.loadTexture(filepath) # @UndefinedVariable tex.setBorderColor(Vec4(0,0,0,0)) tex.setWrapU(Texture.WMBorderColor) tex.setWrapV(Texture.WMBorderColor) cm = CardMaker(filepath + ' card') cm.setFrame(-tex.getOrigFileXSize(), tex.getOrigFileXSize(), -tex.getOrigFileYSize(), tex.getOrigFileYSize()) card = NodePath(cm.generate()) card.setTexture(tex) card.setScale(card.getScale()/ yresolution) card.flattenLight() # apply scale return card
def loadImageAsPlane(filepath, yresolution = 600): tex = loader.loadTexture(filepath) tex.setBorderColor(Vec4(0,0,0,0)) tex.setWrapU(Texture.WMBorderColor) tex.setWrapV(Texture.WMBorderColor) cm = CardMaker(filepath + ' card') cm.setFrame(-tex.getOrigFileXSize(), tex.getOrigFileXSize(), -tex.getOrigFileYSize(), tex.getOrigFileYSize()) card = NodePath(cm.generate()) card.setTransparency(TransparencyAttrib.MAlpha) card.setTexture(tex) card.setZ(card.getZ()+0.018) card.setScale(card.getScale()/ yresolution) card.flattenLight() # apply scale return card
class Water(AssetBase): def __init__(self, name, size=10000, resolution=1024): """Arguments: size -- Edge length of the water square. resolution -- Texture size of the rendered reflection buffer. """ # Uncomment to see the output of the refclection buffer. base.bufferViewer.toggleEnable() AssetBase.__init__(self) self.name = name self.cm = CardMaker("water surface") self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size) self.cm.setHasUvs(True) self.node = NodePath(self.cm.generate()) self.node.setP(self.node, -90) self.node.flattenLight() self.node.hide(BitMask32.bit(1)) # self.node.setTwoSided(True) self.node.setShaderOff() # size of one texture tile in meters self.tex_size = 100.0 diffuse = TexturePool.loadTexture("textures/water.diffuse.png") diffuse.setWrapU(Texture.WMRepeat) diffuse.setWrapV(Texture.WMRepeat) diffuse.setMinfilter(Texture.FTLinearMipmapLinear) diffuse.setMagfilter(Texture.FTLinearMipmapLinear) self.diffuse_stage = TextureStage("diffuse") self.diffuse_stage.setSort(2) self.node.setTexture(self.diffuse_stage, diffuse) self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size) # Reflection camera renders to 'buffer' which is projected onto the # water surface. buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution) buffer.setClearColor(Vec4(0, 0, 0, 1)) self.refl_cam = base.makeCamera(buffer) self.refl_cam.reparentTo(self.node) self.refl_cam.node().setCameraMask(BitMask32.bit(1)) self.refl_cam.node().getLens().setFov(base.camLens.getFov()) self.refl_cam.node().getLens().setNearFar(1, 100000) plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) cfa = CullFaceAttrib.makeReverse() cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane) rs = RenderState.make(cfa, cpa) self.refl_cam.node().setInitialState(rs) reflection = buffer.getTexture() reflection.setMinfilter(Texture.FTLinear) reflection.setMagfilter(Texture.FTLinear) self.refl_stage = TextureStage("reflection") self.refl_stage.setSort(1) self.node.projectTexture(self.refl_stage, reflection, base.cam) self.node.setTexture(self.refl_stage, reflection) # Blend between diffuse and reflection. self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2)) # opacity of 20% self.diffuse_stage.setCombineRgb( TextureStage.CMInterpolate, TextureStage.CSTexture, TextureStage.COSrcColor, TextureStage.CSPrevious, TextureStage.COSrcColor, TextureStage.CSConstant, TextureStage.COSrcAlpha, ) self.addTask(self.update, name="water update", sort=1, taskChain="world") def update(self, task): """Updates position of the reflection camera and the water plane.""" mc = base.cam.getMat(render) # mf = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)).getReflectionMat() mf = Mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1) self.refl_cam.setMat(mc * mf) self.node.setX(camera.getX(render)) self.node.setY(camera.getY(render)) self.node.setTexOffset(self.diffuse_stage, self.node.getX() / self.tex_size, self.node.getY() / self.tex_size) return task.cont def destroy(self): self.removeAllTasks() self.node.removeNode() self.refl_cam.removeNode()
class Water(AssetBase): def __init__(self, name, size=10000, resolution=1024): """Arguments: size -- Edge length of the water square. resolution -- Texture size of the rendered reflection buffer. """ # Uncomment to see the output of the refclection buffer. base.bufferViewer.toggleEnable() AssetBase.__init__(self) self.name = name self.cm = CardMaker("water surface") self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size) self.cm.setHasUvs(True) self.node = NodePath(self.cm.generate()) self.node.setP(self.node, -90) self.node.flattenLight() self.node.hide(BitMask32.bit(1)) #self.node.setTwoSided(True) self.node.setShaderOff() # size of one texture tile in meters self.tex_size = 100.0 diffuse = TexturePool.loadTexture("textures/water.diffuse.png") diffuse.setWrapU(Texture.WMRepeat) diffuse.setWrapV(Texture.WMRepeat) diffuse.setMinfilter(Texture.FTLinearMipmapLinear) diffuse.setMagfilter(Texture.FTLinearMipmapLinear) self.diffuse_stage = TextureStage("diffuse") self.diffuse_stage.setSort(2) self.node.setTexture(self.diffuse_stage, diffuse) self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size) # Reflection camera renders to 'buffer' which is projected onto the # water surface. buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution) buffer.setClearColor(Vec4(0, 0, 0, 1)) self.refl_cam = base.makeCamera(buffer) self.refl_cam.reparentTo(self.node) self.refl_cam.node().setCameraMask(BitMask32.bit(1)) self.refl_cam.node().getLens().setFov(base.camLens.getFov()) self.refl_cam.node().getLens().setNearFar(1, 100000) plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) cfa = CullFaceAttrib.makeReverse() cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane) rs = RenderState.make(cfa, cpa) self.refl_cam.node().setInitialState(rs) reflection = buffer.getTexture() reflection.setMinfilter(Texture.FTLinear) reflection.setMagfilter(Texture.FTLinear) self.refl_stage = TextureStage("reflection") self.refl_stage.setSort(1) self.node.projectTexture(self.refl_stage, reflection, base.cam) self.node.setTexture(self.refl_stage, reflection) # Blend between diffuse and reflection. self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2)) # opacity of 20% self.diffuse_stage.setCombineRgb( TextureStage.CMInterpolate, TextureStage.CSTexture, TextureStage.COSrcColor, TextureStage.CSPrevious, TextureStage.COSrcColor, TextureStage.CSConstant, TextureStage.COSrcAlpha) self.addTask(self.update, name="water update", sort=1, taskChain="world") def update(self, task): """Updates position of the reflection camera and the water plane.""" mc = base.cam.getMat(render) #mf = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)).getReflectionMat() mf = Mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1) self.refl_cam.setMat(mc * mf) self.node.setX(camera.getX(render)) self.node.setY(camera.getY(render)) self.node.setTexOffset(self.diffuse_stage, self.node.getX() / self.tex_size, self.node.getY() / self.tex_size) return task.cont def destroy(self): self.removeAllTasks() self.node.removeNode() self.refl_cam.removeNode()
class TownLoader(StateData): notify = directNotify.newCategory("TownLoader") def __init__(self, hood, parentFSMState, doneEvent): self.hood = hood self.parentFSMState = parentFSMState StateData.__init__(self, doneEvent) self.fsm = ClassicFSM('TownLoader', [ State('start', self.enterStart, self.exitStart, ['quietZone', 'street', 'toonInterior']), State('street', self.enterStreet, self.exitStreet, ['quietZone']), State('toonInterior', self.enterToonInterior, self.exitToonInterior, ['quietZone']), State('suitInterior', self.enterSuitInterior, self.exitSuitInterior, ['quietZone']), State('quietZone', self.enterQuietZone, self.exitQuietZone, ['street', 'toonInterior', 'suitInterior']), State('final', self.enterFinal, self.exitFinal, ['start']) ], 'start', 'final') self.branchZone = None self.canonicalBranchZone = None self.placeDoneEvent = 'placeDone' self.streetSong = '' self.interiorSong = '' self.linkTunnels = [] self.place = None return def findAndMakeLinkTunnels(self, requestStatus): for tunnel in self.geom.findAllMatches('**/*linktunnel*'): dnaRootStr = tunnel.getName() zone = LinkTunnel.getZoneFromDNARootStr(dnaRootStr) zone = LinkTunnel.maybeFixZone(zone) tunnelClass = LinkTunnel.getRecommendedTunnelClassFromZone(zone) link = tunnelClass(tunnel, dnaRootStr) self.linkTunnels.append(link) def load(self, zoneId): StateData.load(self) self.zoneId = zoneId self.branchZone = ZoneUtil.getBranchZone(zoneId) self.canonicalBranchZone = ZoneUtil.getCanonicalBranchZone(zoneId) def unload(self): self.parentFSMState.removeChild(self.fsm) del self.parentFSMState del self.fsm del self.streetClass base.disablePhysicsNodes(self.landmarkBlocks) self.landmarkBlocks.removeNode() del self.landmarkBlocks self.hood.dnaStore.resetSuitPoints() self.hood.dnaStore.resetBattleCells() del self.hood del self.nodeDict del self.zoneDict del self.fadeInDict del self.fadeOutDict del self.nodeList del self.zoneVisDict base.disablePhysicsNodes(self.geom) self.geom.removeNode() del self.geom del self.streetSong del self.interiorSong #CIGlobals.doSceneCleanup() StateData.unload(self) def enter(self, requestStatus): StateData.enter(self) self.findAndMakeLinkTunnels(requestStatus) self.fsm.enterInitialState() self.setState(requestStatus['where'], requestStatus) def exit(self): self.fsm.requestFinalState() self.ignoreAll() ModelPool.garbageCollect() TexturePool.garbageCollect() StateData.exit(self) def setState(self, state, requestStatus): self.fsm.request(state, [requestStatus]) def enterStart(self): pass def exitStart(self): pass def enterStreet(self, requestStatus): self.acceptOnce(self.placeDoneEvent, self.streetDone) self.place = self.streetClass(self, self.fsm, self.placeDoneEvent) self.place.load() def exitStreet(self): self.ignore(self.placeDoneEvent) self.place.exit() self.place.unload() self.place = None base.cr.playGame.setPlace(self.place) return def streetDone(self): self.requestStatus = self.place.doneStatus status = self.place.doneStatus if (status['loader'] == 'townLoader' and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone and status['shardId'] is None or status['how'] == 'doorOut' or status['where'] == 'suitInterior'): self.fsm.request('quietZone', [status]) else: self.doneStatus = status messenger.send(self.doneEvent) def enterToonInterior(self, requestStatus): self.acceptOnce(self.placeDoneEvent, self.handleToonInteriorDone) self.place = ToonInterior.ToonInterior(self, self.fsm, self.placeDoneEvent) self.place.load() def exitToonInterior(self): self.ignore(self.placeDoneEvent) self.place.exit() self.place.unload() self.place = None base.cr.playGame.setPlace(self.place) return def enterSuitInterior(self, requestStatus): self.acceptOnce(self.placeDoneEvent, self.handleSuitInteriorDone) self.place = CogOfficeInterior.CogOfficeInterior( self, self.fsm, self.placeDoneEvent) self.place.load() def exitSuitInterior(self): self.ignore(self.placeDoneEvent) self.place.exit() self.place.unload() self.place = None base.cr.playGame.setPlace(self.place) def enterThePlace(self, requestStatus): base.cr.playGame.setPlace(self.place) if self.place is not None: self.place.enter(requestStatus) def handleToonInteriorDone(self): status = self.place.doneStatus if (status['loader'] == 'townLoader' and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone and status['shardId'] is None or status['how'] == 'doorOut'): self.fsm.request('quietZone', [status]) else: self.doneStatus = status messenger.send(self.doneEvent) return def handleSuitInteriorDone(self): self.handleToonInteriorDone() def enterQuietZone(self, requestStatus): self.fsm.request(requestStatus['where'], [requestStatus], exitCurrent=0) self.quietZoneDoneEvent = uniqueName('quietZoneDone') self.acceptOnce(self.quietZoneDoneEvent, self.handleQuietZoneDone) self.quietZoneStateData = QuietZoneState(self.quietZoneDoneEvent) self.quietZoneStateData.load() self.quietZoneStateData.enter(requestStatus) def exitQuietZone(self): self.ignore(self.quietZoneDoneEvent) del self.quietZoneDoneEvent self.quietZoneStateData.exit() self.quietZoneStateData.unload() self.quietZoneStateData = None return def handleQuietZoneDone(self): status = self.quietZoneStateData.getRequestStatus() self.exitQuietZone() self.enterThePlace(status) def enterFinal(self): pass def exitFinal(self): pass def createHood(self, dnaFile, loadStorage=1, flattenNow=True): if loadStorage: loader.loadDNAFile(self.hood.dnaStore, 'phase_5/dna/storage_town.pdna') loader.loadDNAFile(self.hood.dnaStore, self.townStorageDNAFile) node = loader.loadDNAFile(self.hood.dnaStore, dnaFile) if node.getNumParents() == 1: self.geom = NodePath(node.getParent(0)) self.geom.reparentTo(hidden) else: self.geom = hidden.attachNewNode(node) if flattenNow: self.doFlatten() self.geom.setName('town_top_level') def doFlatten(self): self.makeDictionaries(self.hood.dnaStore) self.reparentLandmarkBlockNodes() base.createPhysicsNodes(self.geom) self.renameFloorPolys(self.nodeList) self.geom.flattenLight() CIGlobals.preRenderScene(self.geom) def reparentLandmarkBlockNodes(self): bucket = self.landmarkBlocks = hidden.attachNewNode('landmarkBlocks') npc = self.geom.findAllMatches('**/sb*:*_landmark_*_DNARoot') for i in xrange(npc.getNumPaths()): nodePath = npc.getPath(i) nodePath.wrtReparentTo(bucket) npc = self.geom.findAllMatches('**/sb*:*animated_building*_DNARoot') for i in xrange(npc.getNumPaths()): nodePath = npc.getPath(i) nodePath.wrtReparentTo(bucket) def makeDictionaries(self, dnaStore): self.nodeDict = {} self.zoneDict = {} self.zoneVisDict = {} self.nodeList = [] self.fadeInDict = {} self.fadeOutDict = {} a1 = Vec4(1, 1, 1, 1) a0 = Vec4(1, 1, 1, 0) numVisGroups = dnaStore.getNumDNAVisGroupsAI() for i in xrange(numVisGroups): groupFullName = dnaStore.getDNAVisGroupName(i) visGroup = dnaStore.getDNAVisGroupAI(i) groupName = base.cr.hoodMgr.extractGroupName(groupFullName) zoneId = int(groupName) zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId) groupNode = self.geom.find('**/' + groupFullName) if groupNode.isEmpty(): continue else: if ':' in groupName: groupName = '%s%s' % (zoneId, groupName[groupName.index(':'):]) else: groupName = '%s' % zoneId groupNode.setName(groupName) CIGlobals.replaceDecalEffectsWithDepthOffsetAttrib(groupNode) #group all the flat walls block2flatwall = {} flatwalls = groupNode.findAllMatches("**/tb*:*_DNARoot;+s") for flatwall in flatwalls: if "toon_landmark" in flatwall.getName(): print "Skipping", flatwall.getName() continue if flatwall.hasTag("DNACode") and flatwall.hasMat(): continue block = int(flatwall.getName().split(":")[0][2:]) if not block2flatwall.has_key(block): block2flatwall[block] = groupNode.attachNewNode( ModelNode('toonBuildingsBlock' + str(block))) flatwall.wrtReparentTo(block2flatwall[block]) for node in block2flatwall.values(): for child in node.findAllMatches("**"): child.clearEffect(DecalEffect.getClassType()) child.clearTag("DNACode") child.clearTag("cam") CIGlobals.clearModelNodesBelow(node) node.flattenStrong() flattenGroup = groupNode.attachNewNode('optim') flattens = ['street*_DNARoot'] removes = ['interactive_prop*_DNARoot'] for remove in removes: for np in groupNode.findAllMatches("**/" + remove): np.removeNode() for flatten in flattens: for np in groupNode.findAllMatches("**/" + flatten): if np.hasTag("DNACode") and np.hasMat(): continue for child in np.findAllMatches("**"): child.clearEffect(DecalEffect.getClassType()) child.clearTag("DNACode") child.clearTag("cam") np.wrtReparentTo(flattenGroup) flattenGroup.clearModelNodes() flattenGroup.flattenStrong() CIGlobals.flattenModelNodes(groupNode) groupNode.flattenStrong() #groupNode.ls() self.nodeDict[zoneId] = [] self.nodeList.append(groupNode) self.zoneDict[zoneId] = groupNode visibles = [] for i in xrange(visGroup.getNumVisibles()): visibles.append(int(visGroup.get_visible(i))) visibles.append(ZoneUtil.getBranchZone(zoneId)) self.zoneVisDict[zoneId] = visibles fadeDuration = 0.5 self.fadeOutDict[groupNode] = Sequence( Func(groupNode.setTransparency, 1), LerpColorScaleInterval(groupNode, fadeDuration, a0, startColorScale=a1), Func(groupNode.clearColorScale), Func(groupNode.clearTransparency), Func(groupNode.stash), Func(base.disablePhysicsNodes, groupNode), name='fadeZone-' + str(zoneId), autoPause=1) self.fadeInDict[groupNode] = Sequence( Func(base.enablePhysicsNodes, groupNode), Func(groupNode.unstash), Func(groupNode.setTransparency, 1), LerpColorScaleInterval(groupNode, fadeDuration, a1, startColorScale=a0), Func(groupNode.clearColorScale), Func(groupNode.clearTransparency), name='fadeZone-' + str(zoneId), autoPause=1) for i in xrange(numVisGroups): groupFullName = dnaStore.getDNAVisGroupName(i) zoneId = int(base.cr.hoodMgr.extractGroupName(groupFullName)) zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId) for j in xrange(dnaStore.getNumVisiblesInDNAVisGroup(i)): visName = dnaStore.getVisibleName(i, j) groupName = base.cr.hoodMgr.extractGroupName(visName) nextZoneId = int(groupName) nextZoneId = ZoneUtil.getTrueZoneId(nextZoneId, self.zoneId) visNode = self.zoneDict[nextZoneId] self.nodeDict[zoneId].append(visNode) self.hood.dnaStore.resetPlaceNodes() self.hood.dnaStore.resetDNAGroups() self.hood.dnaStore.resetDNAVisGroups() self.hood.dnaStore.resetDNAVisGroupsAI() def renameFloorPolys(self, nodeList): for i in nodeList: collNodePaths = i.findAllMatches('**/+BulletRigidBodyNode') numCollNodePaths = collNodePaths.getNumPaths() visGroupName = i.node().getName() for j in xrange(numCollNodePaths): collNodePath = collNodePaths.getPath(j) bitMask = collNodePath.node().getIntoCollideMask() if bitMask == CIGlobals.FloorGroup: collNodePath.node().setName(visGroupName) collNodePath.setCollideMask(CIGlobals.StreetVisGroup)