def create_hexagon(radius): """ Creates a hexagon shape that is centered at (0,0,0) with the corners having a distance of radius to the center and the normals pointing in direction (0,-1,0). Returns the tuple (PandaNode, GeomVertexData). """ format = GeomVertexFormat.getV3n3c4t2() vdata=GeomVertexData('hexagon', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') # create the vertices vertex.addData3f(0,0,0) normal.addData3f(0,-1,0) # add the other vertices for phi in range(0,360,60): # right-hand-rule (with middle finger pointing upwards): the y-axis points towards the screen, # therefore the hexagon will be created in the x,z plane, with x-axis pointing to the right # and the z-axis pointing up # get the next vertex coordinates by rotating the point (0,0,radius) in the x,z plane x,z = rotate_phi_degrees_counter_clockwise(phi, (0,radius)) #print (x,z) vertex.addData3f(x,0,z) normal.addData3f(0,-1,0) # the normal vector points away from the screen # add the vertices to a geometry primitives prim = GeomTrifans(Geom.UHStatic) for i in range(7): prim.addVertex(i) prim.addVertex(1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) hex_node = GeomNode('') hex_node.addGeom(geom) return hex_node, vdata
def create_side(x_z_top_left, x_z_bottom_right, static=True): x1, z1 = x_z_top_left x2, z2 = x_z_bottom_right format = GeomVertexFormat.getV3n3c4t2() vdata = GeomVertexData('', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) # top left vertex.addData3f(x2, 0, z1) # top right vertex.addData3f(x2, 0, z2) # bottom right vertex.addData3f(x1, 0, z2) # bottom left for _i in range(4): normal.addData3f(0, - 1, 0) if static: prim_hint = Geom.UHStatic else: prim_hint = Geom.UHDynamic prim = GeomTristrips(prim_hint) prim.addVertices(1, 0, 2, 3) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return (node, vdata)
def create_triangle(x_z_left, x_z_top, x_z_right, static=True): x1,z1 = x_z_left x2,z2 = x_z_top x3,z3 = x_z_right format = GeomVertexFormat.getV3n3c4t2() vdata=GeomVertexData('', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) # left vertex.addData3f(x2, 0, z2) # top vertex.addData3f(x3, 0, z3) # right for _i in range(3): normal.addData3f(0,-1,0) if static: prim_hint = Geom.UHStatic else: prim_hint = Geom.UHDynamic prim = GeomTriangles(prim_hint) prim.addVertices(0,2,1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return node
def create_hexagon(radius): """ Creates a hexagon shape that is centered at (0,0,0) with the corners having a distance of radius to the center and the normals pointing in direction (0,-1,0). Returns the tuple (PandaNode, GeomVertexData). """ format = GeomVertexFormat.getV3n3c4t2() vdata=GeomVertexData('hexagon', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') # create the vertices vertex.addData3f(0,0,0) normal.addData3f(0,-1,0) # add the other vertices for phi in range(0,360,60): # right-hand-rule (with middle finger pointing upwards): the y-axis points towards the screen, # therefore the hexagon will be created in the x,z plane, with x-axis pointing to the right # and the z-axis pointing up # get the next vertex coordinates by rotating the point (0,0,radius) in the x,z plane x,z = rotate_phi_degrees_counter_clockwise(phi, (0,radius)) #print (x,z) vertex.addData3f(x,0,z) normal.addData3f(0,-1,0) # the normal vector points away from the screen # add the vertices to a geometry primitives prim = GeomTrifans(Geom.UHStatic) for i in range(7): prim.addVertex(i) prim.addVertex(1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) hex_node = GeomNode('') hex_node.addGeom(geom) return hex_node, vdata
def create_triangle(x_z_left, x_z_top, x_z_right, static=True): x1,z1 = x_z_left x2,z2 = x_z_top x3,z3 = x_z_right format = GeomVertexFormat.getV3n3c4t2() vdata=GeomVertexData('', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) # left vertex.addData3f(x2, 0, z2) # top vertex.addData3f(x3, 0, z3) # right for _i in range(3): normal.addData3f(0,-1,0) if static: prim_hint = Geom.UHStatic else: prim_hint = Geom.UHDynamic prim = GeomTriangles(prim_hint) prim.addVertices(0,2,1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return node
def create_side(x_z_top_left, x_z_bottom_right, static=True): x1, z1 = x_z_top_left x2, z2 = x_z_bottom_right format = GeomVertexFormat.getV3n3c4t2() vdata = GeomVertexData('', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) # top left vertex.addData3f(x2, 0, z1) # top right vertex.addData3f(x2, 0, z2) # bottom right vertex.addData3f(x1, 0, z2) # bottom left for _i in range(4): normal.addData3f(0, - 1, 0) if static: prim_hint = Geom.UHStatic else: prim_hint = Geom.UHDynamic prim = GeomTristrips(prim_hint) prim.addVertices(1, 0, 2, 3) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return (node, vdata)
def resetWriters(self): ''' ''' self.vdata = GeomVertexData('street', GeomVertexFormat.getV3n3c4t2(), Geom.UHStatic) self.vertex = GeomVertexWriter(self.vdata, 'vertex') self.normal = GeomVertexWriter(self.vdata, 'normal') self.color = GeomVertexWriter(self.vdata, 'color') self.texcoord = GeomVertexWriter(self.vdata, 'texcoord') self.prim = GeomTriangles(Geom.UHStatic)
def create_line(x1, z1, x2, z2): format = GeomVertexFormat.getV3n3c4t2() vdata = GeomVertexData('', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) vertex.addData3f(x2, 0, z2) for _i in range(2): normal.addData3f(0, - 1, 0) prim_hint = Geom.UHStatic prim = GeomLines(prim_hint) prim.addVertices(0, 1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return (node, vdata)
def __init__(self, parent): self.parent = parent self.source = None self.terrain_coords = None self.format = GeomVertexFormat.getV3n3c4t2() self.node_path = None self.old_color = None self.is_hovered = False self.is_selected = False self.palette = None self.vA = None self.vB = None self.vC = None self.vD = None self.nA = None self.nB = None self.nC = None self.nD = None
def create_line(x1, z1, x2, z2): format = GeomVertexFormat.getV3n3c4t2() vdata = GeomVertexData('', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') vertex.addData3f(x1, 0, z1) vertex.addData3f(x2, 0, z2) for _i in range(2): normal.addData3f(0, - 1, 0) prim_hint = Geom.UHStatic prim = GeomLines(prim_hint) prim.addVertices(0, 1) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('') node.addGeom(geom) return (node, vdata)
def create_table_geom(): format = GeomVertexFormat.getV3n3c4t2() # GeomVertexData. vdata = GeomVertexData('table_vertex', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') texcoord = GeomVertexWriter(vdata, 'texcoord') vertex.addData3f(xmax, ymin, 0) normal.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) texcoord.addData2f(1, 0) vertex.addData3f(xmax, ymax, 0) normal.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) texcoord.addData2f(1, 1) vertex.addData3f(xmin, ymax, 0) normal.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) texcoord.addData2f(0, 1) vertex.addData3f(xmin, ymin, 0) normal.addData3f(0, 0, 1) color.addData4f(0, 0, 1, 1) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertex(0) prim.addVertex(1) prim.addVertex(2) prim.closePrimitive() prim.addVertex(0) prim.addVertex(2) prim.addVertex(3) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) return geom
def make_layer(self, i, a, b): # get data data = self.subdata[a][b] # set color + alpha of vertex texture def ap(n): alpha = 0 if i == n: alpha = 1.0 return alpha def tp(n): list = [0, 0, 0, 0] if i == n: list = [1, 1, 1, 0.75] return list # set vertex data vdata = GeomVertexData('plane', GeomVertexFormat.getV3n3c4t2(), Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') uv = GeomVertexWriter(vdata, 'texcoord') # set vertices number = 0 for x in range(0, len(data) - 1): for y in range(0, len(data[x]) - 1): # get vertex data v1 = Vec3(x, y, data[x][y]['h']) c1 = data[x][y]['c'] t1 = data[x][y]['texnum'] v2 = Vec3(x+1, y, data[x+1][y]['h']) c2 = data[x+1][y]['c'] t2 = data[x+1][y]['texnum'] v3 = Vec3(x+1, y+1, data[x+1][y+1]['h']) c3 = data[x+1][y+1]['c'] t3 = data[x+1][y+1]['texnum'] v4 = Vec3(x, y+1, data[x][y+1]['h']) c4 = data[x][y+1]['c'] t4 = data[x][y+1]['texnum'] n=(0, 0, 1) # normal # assign vertex colors + alpha a1, a2, a3, a4 = ap(t1), ap(t2), ap(t3), ap(t4) t1, t2, t3, t4 = tp(t1), tp(t2), tp(t3), tp(t4) if v1[2]==0: t1 = [data[x][y]['c'][0], data[x][y]['c'][1], data[x][y]['c'][2], a1] if v2[2]==0: t2 = [data[x+1][y]['c'][0], data[x+1][y]['c'][1], data[x+1][y]['c'][2], a2] if v3[2]==0: t3 = [data[x+1][y+1]['c'][0], data[x+1][y+1]['c'][1], data[x+1][y+1]['c'][2], a3] if v4[2]==0: t4 = [data[x][y+1]['c'][0], data[x][y+1]['c'][1], data[x][y+1]['c'][2], a4] if a1 == 0 and a2 == 0 and a3 == 0 and a4 == 0: continue # add vertices vertex.addData3f(v1) normal.addData3f(*n) color.addData4f(*t1) uv.addData2f(0,0) vertex.addData3f(v2) normal.addData3f(*n) color.addData4f(*t2) uv.addData2f(1,0) vertex.addData3f(v3) normal.addData3f(*n) color.addData4f(*t3) uv.addData2f(1,1) vertex.addData3f(v1) normal.addData3f(*n) color.addData4f(*t1) uv.addData2f(0,0) vertex.addData3f(v3) normal.addData3f(*n) color.addData4f(*t3) uv.addData2f(1,1) vertex.addData3f(v4) normal.addData3f(*n) color.addData4f(*t4) uv.addData2f(0,1) number = number + 2 # add triangles prim = GeomTriangles(Geom.UHStatic) for n in range(number): prim.addVertices((n * 3) + 2, (n * 3) + 0, (n * 3) + 1) prim.closePrimitive() # make geom geom = Geom(vdata) geom.addPrimitive(prim) # make geom node node = GeomNode("layer" + str(i) + "_" + str(a) + "_" + str(b)) node.addGeom(geom) # make mesh nodePath mesh = NodePath(node) # load and assign texture txfile = self.tiles[i]['tex'] tx = base.loader.loadTexture(txfile) tx.setMinfilter(Texture.FTLinearMipmapLinear) mesh.setDepthTest(DepthTestAttrib.MLessEqual) mesh.setDepthWrite(False) mesh.setTransparency(True) mesh.setTexture(tx) # set render order mesh.setBin("", 1) # locate mesh mesh.setPos(self.divsep * (a * int(len(self.data[a]) / self.div)), self.divsep * (b * int(len(self.data[b]) / self.div)), 0.001) # reparent mesh mesh.reparentTo(self.root) # return mesh return mesh
def make_base(self, a, b): # get data data = self.subdata[a][b] # set vertex data vdata = GeomVertexData('plane', GeomVertexFormat.getV3n3c4t2(), Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') uv = GeomVertexWriter(vdata, 'texcoord') # set vertices number = 0 for x in range(0, len(data) - 1): for y in range(0, len(data[x]) - 1): # get vertex data v1 = Vec3(x, y, data[x][y]['h']) v2 = Vec3(x + 1, y, data[x+1][y]['h']) v3 = Vec3(x + 1, y + 1, data[x+1][y+1]['h']) v4 = Vec3(x, y + 1, data[x][y+1]['h']) n = (0, 0, 1) # normal # assign vertex colors + alpha option = 1 # black if option == 1: c = 0 c1 = [c, c, c, 1] c2 = [c, c, c, 1] c3 = [c, c, c, 1] c4 = [c, c, c, 1] # option2: color vertices if option == 2: alpha = 1.0 c1 = [data[x][y]['c'][0], data[x][y]['c'][1], data[x][y]['c'][2], alpha] c2 = [data[x+1][y]['c'][0], data[x+1][y]['c'][1], data[x+1][y]['c'][2], alpha] c3 = [data[x+1][y+1]['c'][0], data[x+1][y+1]['c'][1], data[x+1][y+1]['c'][2], alpha] c4 = [data[x][y+1]['c'][0], data[x][y+1]['c'][1], data[x][y+1]['c'][2], alpha] if option == 3: c1 = self.color_vertex(v1) c2 = self.color_vertex(v2) c3 = self.color_vertex(v3) c4 = self.color_vertex(v4) vertex.addData3f(v1) normal.addData3f(*n) color.addData4f(*c1) uv.addData2f(0,0) vertex.addData3f(v2) normal.addData3f(*n) color.addData4f(*c2) uv.addData2f(1,0) vertex.addData3f(v3) normal.addData3f(*n) color.addData4f(*c3) uv.addData2f(1,1) vertex.addData3f(v1) normal.addData3f(*n) color.addData4f(*c1) uv.addData2f(0,0) vertex.addData3f(v3) normal.addData3f(*n) color.addData4f(*c3) uv.addData2f(1,1) vertex.addData3f(v4) normal.addData3f(*n) color.addData4f(*c4) uv.addData2f(0,1) # # add vertex h # vertex.addData3f(v1) # # normal.addData3f(*n) # vertex.addData3f(v2) # # normal.addData3f(*n) # vertex.addData3f(v3) # # normal.addData3f(*n) # vertex.addData3f(v1) # # normal.addData3f(*n) # vertex.addData3f(v3) # # normal.addData3f(*n) # vertex.addData3f(v4) # # normal.addData3f(*n) # # add vertex color # color.addData4f(*c1) # color.addData4f(*c2) # color.addData4f(*c3) # color.addData4f(*c1) # color.addData4f(*c3) # color.addData4f(*c4) # iterate number = number + 2 # add triangles prim = GeomTriangles(Geom.UHStatic) for n in range(number): prim.addVertices((n * 3) + 2, (n * 3) + 0, (n * 3) + 1) prim.closePrimitive() # make geom geom = Geom(vdata) geom.addPrimitive(prim) # make geom node node = GeomNode("base" + "_" + str(a) + "_" + str(b)) node.addGeom(geom) # make mesh nodePath mesh = NodePath(node) # set render order mesh.setBin("", 1) # locate mesh mesh.setPos(self.divsep * (a * int(len(self.data[a]) / self.div)), self.divsep * (b * int(len(self.data[b]) / self.div)), 0) # reparent mesh mesh.reparentTo(self.root) # return mesh return mesh
def generate_sphere(name, radius, resolution): """ Generates a sphere with the provided resolution. @type name: string @param name: Name of this sphere. @type radius: number @param radius: Radius of sphere in kilometers. @type resolution: number @param resolution: Resolution of sphere (minimum 2) @rtype: GeomNode @return: A GeomNode with the given sphere. """ if resolution < 2: raise ValueError, "resolution must be >= 2" horizBands = resolution*2 vertBands = horizBands*2 vertexFormat = GeomVertexFormat.getV3n3c4t2() vdata = GeomVertexData('%s_vdata' % name, vertexFormat, Geom.UHDynamic) vertex = GeomVertexWriter(vdata, 'vertex') color = GeomVertexWriter(vdata, 'color') normal = GeomVertexWriter(vdata, 'normal') texcoord = GeomVertexWriter(vdata, 'texcoord') vertDelta = omath.TWOPI / vertBands horizDelta = omath.TWOPI / horizBands numVertices = 0 for i in range(vertBands+1): lowTheta = i * vertDelta highTheta = (i+1) * vertDelta cosLowTheta = math.cos(lowTheta) sinLowTheta = math.sin(lowTheta) cosHighTheta = math.cos(highTheta) sinHighTheta = math.sin(highTheta) for j in range(horizBands): horizTheta = j * horizDelta cosHorizTheta = math.cos(horizTheta) sinHorizTheta = math.sin(horizTheta) ex = cosLowTheta*cosHorizTheta ey = sinLowTheta ez = cosLowTheta*sinHorizTheta vertex.addData3f(ex*radius, ey*radius, ez*radius) normal.addData3f(ex, ey, ez) color.addData4f(.75, .75, .75, 1) texcoord.addData2f(i / vertBands, j / horizBands) ex = cosHighTheta*cosHorizTheta ey = sinHighTheta ez = cosHighTheta*sinHorizTheta vertex.addData3f(ex*radius, ey*radius, ez*radius) normal.addData3f(ex, ey, ez) color.addData4f(.75, .75, .75, 1) texcoord.addData2f(i / vertBands, j / horizBands) numVertices += 2 prim = GeomTristrips(Geom.UHStatic) prim.addConsecutiveVertices(0, numVertices) prim.closePrimitive() geom = Geom(vdata) geom.addPrimitive(prim) geomNode = GeomNode(name) geomNode.addGeom(geom) return GeomScaler(geomNode)