def drawSquare(self, x1,y1,z1, x2,y2,z2): format=GeomVertexFormat.getV3n3cpt2() vdata=GeomVertexData('square', format, Geom.UHStatic) 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.addData3f(x1, y1, z1) vertex.addData3f(x2, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y2, z2) normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z1-1))) normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y1-1, 2*z1-1))) normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z2-1))) normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y2-1, 2*z2-1))) #adding different colors to the vertex for visibility color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) 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 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) #square.setIntoCollideMask(BitMask32.bit(1)) squareNP = NodePath(GeomNode('square gnode')) squareNP.node().addGeom(square) squareNP.setTransparency(1) squareNP.setAlphaScale(.5) squareNP.setTwoSided(True) squareNP.setCollideMask(BitMask32.bit(1)) return squareNP
def makeCircle(vdata, numVertices=40,offset=Vec3(0,0,0), direction=1): circleGeom=Geom(vdata) vertWriter=GeomVertexWriter(vdata, "vertex") normalWriter=GeomVertexWriter(vdata, "normal") colorWriter=GeomVertexWriter(vdata, "color") uvWriter=GeomVertexWriter(vdata, "texcoord") drawWriter=GeomVertexWriter(vdata, "drawFlag") #make sure we start at the end of the GeomVertexData so we dont overwrite anything #that might be there already startRow=vdata.getNumRows() vertWriter.setRow(startRow) colorWriter.setRow(startRow) uvWriter.setRow(startRow) normalWriter.setRow(startRow) drawWriter.setRow(startRow) angle=2*math.pi/numVertices currAngle=angle for i in range(numVertices): position=Vec3(math.cos(currAngle)+offset.getX(), math.sin(currAngle)+offset.getY(),offset.getZ()) vertWriter.addData3f(position) uvWriter.addData2f(position.getX()/2.0+0.5,position.getY()/2.0+0.5) colorWriter.addData4f(1.0, 1.0, 1.0, 1.0) position.setZ(position.getZ()*direction) position.normalize() normalWriter.addData3f(position) #at default Opengl only draws "front faces" (all shapes whose vertices are arranged CCW). We #need direction so we can specify which side we want to be the front face currAngle+=angle*direction circle=GeomTrifans(Geom.UHStatic) circle.addConsecutiveVertices(startRow, numVertices) circle.closePrimitive() circleGeom.addPrimitive(circle) return circleGeom
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 init_node_path(self): if self.node_path: self.node_path.remove() polygon = self.source vdata = GeomVertexData('name_me', self.format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') color = GeomVertexWriter(vdata, 'color') texcoord = GeomVertexWriter(vdata, 'texcoord') primitive = GeomTristrips(Geom.UHStatic) vertex.addData3f(*coords_to_panda(*polygon.A.point.coords)) vertex.addData3f(*coords_to_panda(*polygon.B.point.coords)) vertex.addData3f(*coords_to_panda(*polygon.C.point.coords)) if hasattr(polygon, 'D'): vertex.addData3f(*coords_to_panda(*polygon.D.point.coords)) else: vertex.addData3f(*coords_to_panda(*polygon.C.point.coords)) if polygon.A.normal: normal.addData3f(*coords_to_panda(*polygon.A.normal.coords)) normal.addData3f(*coords_to_panda(*polygon.B.normal.coords)) normal.addData3f(*coords_to_panda(*polygon.C.normal.coords)) if hasattr(polygon, 'D'): normal.addData3f(*coords_to_panda(*polygon.D.normal.coords)) if polygon.A.normal: gray = 1.0 else: gray = 0.0 self.old_color = (gray, gray, gray, 1.0) color.addData4f(gray, gray, gray, 1.0) color.addData4f(gray, gray, gray, 1.0) color.addData4f(gray, gray, gray, 1.0) if hasattr(polygon, 'D'): color.addData4f(gray, gray, gray, 1.0) if polygon.A.texcoord: pal = ((polygon.texture_palette + 1) * 256) texcoord_A = uv_to_panda2(polygon, pal, *polygon.A.texcoord.coords) texcoord_B = uv_to_panda2(polygon, pal, *polygon.B.texcoord.coords) texcoord_C = uv_to_panda2(polygon, pal, *polygon.C.texcoord.coords) texcoord.addData2f(*texcoord_A) texcoord.addData2f(*texcoord_B) texcoord.addData2f(*texcoord_C) if hasattr(polygon, 'D'): texcoord_D = uv_to_panda2(polygon, pal, *polygon.D.texcoord.coords) texcoord.addData2f(*texcoord_D) primitive.addNextVertices(4) primitive.closePrimitive() geom = Geom(vdata) geom.addPrimitive(primitive) node = GeomNode('gnode') node.addGeom(geom) self.node_path = self.parent.node_path_mesh.attachNewNode(node)
def addGeometry(self, geomData): debugGui = dict() format = GeomVertexFormat.getV3n3t2() vdata = GeomVertexData('name', format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') normal = GeomVertexWriter(vdata, 'normal') texcoord = GeomVertexWriter(vdata, 'texcoord') prim = GeomTriangles(Geom.UHStatic) postphonedTriangles = list() vtxTargetId0 = vtxTargetId1 = vtxTargetId2 = None vtxDataCounter = 0 for vtxSourceId0, vtxSourceId1, vtxSourceId2 in geomData.triangles: vx0,vy0,vz0 = v0 = geomData.getVertex(vtxSourceId0) vx1,vy1,vz1 = v1 = geomData.getVertex(vtxSourceId1) vx2,vy2,vz2 = v2 = geomData.getVertex(vtxSourceId2) # prepare the vertices uvx0, uvy0 = uv0 = geomData.getUv(vtxSourceId0) uvx1, uvy1 = uv1 = geomData.getUv(vtxSourceId1) uvx2, uvy2 = uv2 = geomData.getUv(vtxSourceId2) # n0 = geomData.getNormal(vtxSourceId0) n1 = geomData.getNormal(vtxSourceId1) n2 = geomData.getNormal(vtxSourceId2) # make it wrap nicely if min(uvx0,uvx1,uvx2) < .25 and max(uvx0,uvx1,uvx2) > 0.75: if uvx0 < 0.25: uvx0 += 1.0 if uvx1 < 0.25: uvx1 += 1.0 if uvx2 < 0.25: uvx2 += 1.0 vertex.addData3f(*v0) normal.addData3f(*n0) texcoord.addData2f(*uv0) vtxTargetId0 = vtxDataCounter vtxDataCounter += 1 vertex.addData3f(*v1) normal.addData3f(*n1) texcoord.addData2f(*uv1) vtxTargetId1 = vtxDataCounter vtxDataCounter += 1 vertex.addData3f(*v2) normal.addData3f(*n2) texcoord.addData2f(*uv2) vtxTargetId2 = vtxDataCounter vtxDataCounter += 1 prim.addVertex(vtxTargetId0) prim.addVertex(vtxTargetId1) prim.addVertex(vtxTargetId2) prim.closePrimitive() if False: if vtxSourceId0 not in debugGui: i = InfoTextBillaboarded(render) i.setScale(0.05) i.billboardNodePath.setPos(Vec3(x0,y0,z0)*1.1) i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId0, x0,y0,z0, nx0, ny0)) debugGui[vtxSourceId0] = i if vtxSourceId1 not in debugGui: i = InfoTextBillaboarded(render) i.setScale(0.05) i.billboardNodePath.setPos(Vec3(x1,y1,z1)*1.1) i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId1, x1,y1,z1, nx1, ny1)) debugGui[vtxSourceId1] = i if vtxSourceId2 not in debugGui: i = InfoTextBillaboarded(render) i.setScale(0.05) i.billboardNodePath.setPos(Vec3(x2,y2,z2)*1.1) i.setText('%i: %.1f %.1f %.1f\n%.1f %.1f' % (vtxSourceId2, x2,y2,z2, nx2, ny2)) debugGui[vtxSourceId2] = i geom = Geom(vdata) geom.addPrimitive(prim) node = GeomNode('gnode') node.addGeom(geom) nodePath = self.attachNewNode(node) return nodePath
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)
def pandaRender(self): frameList = [] for node in self.compositeFrames.getiterator("composite-frame"): if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex): for frameCallNode in node: for frameNode in self.frames.getiterator("frame"): if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"): offsetX = ( 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x")) ) offsetY = ( 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y")) ) tweenId = frameCallNode.attrib.get("tween") frameInTween = ( 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween")) ) addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w")) addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h")) sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s")) tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t")) swInPixels = sInPixels + addWidth thInPixels = tInPixels + addHeight s = sInPixels / self.baseWidth t = 1 - ( tInPixels / self.baseHeight ) # Complemented to deal with loading image upside down. S = swInPixels / self.baseWidth T = 1 - ( thInPixels / self.baseHeight ) # Complemented to deal with loading image upside down. blend = ( "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend") ) scaleX = ( 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x")) ) scaleY = ( 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y")) ) color = Color(1, 1, 1, 1) tweenHasColor = False frameCallHasColor = False frameCallColorName = frameCallNode.attrib.get("color-name") if frameCallColorName != None: # Get color at frame call as first resort. frameCallHasColor = True for colorNode in self.colors.getiterator("color"): if colorNode.tag == "color" and colorNode.attrib.get("name") == frameCallColorName: R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) color = Color(R, G, B, A) break # leave for loop when we find the correct color pass if tweenId != None and tweenId != "0": # Get color at tween frame as second resort. thisTween = None frameLength = 1 advancementFunction = "linear" foundTween = False pointList = [] colorList = [] for tweenNode in self.tweens.getiterator("motion-tween"): if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId: foundTween = True frameLength = ( 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames") ) advancementFunction = ( "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function") ) for pointOrColorNode in tweenNode.getiterator(): if pointOrColorNode.tag == "point": pX = ( 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x")) ) pY = ( 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y")) ) pointList.append(Point(pX, pY, 0)) elif pointOrColorNode.tag == "color-state": colorName = ( "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name") ) for colorNode in self.colors.getiterator("color"): if ( colorNode.tag == "color" and colorNode.attrib.get("name") == colorName ): R = ( 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) ) G = ( 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) ) B = ( 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) ) A = ( 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) ) colorList.append(Color(R, G, B, A)) break # leave for loop when we find the correct color reference pass # Run through all child nodes of selected tween break # Exit after finding correct tween pass if foundTween: thisTween = Tween(frameLength, advancementFunction, pointList, colorList) offset = thisTween.XYFromFrame(frameInTween) offsetFromTweenX = int(offset.X) offsetFromTweenY = int(offset.Y) offsetX += int(offset.X) offsetY += int(offset.Y) if thisTween.hasColorComponent(): tweenHasColor = True if frameCallHasColor == False: color = thisTween.colorFromFrame(frameInTween) pass if ( frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False ): # Get color at frame definition as last resort. for colorNode in colors.getiterator("color"): if colorNode.tag == "color" and colorNode.attrib.get( "name" ) == frameNode.attrib.get("color-name"): R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) color = Color(R, G, B, A) break # leave for loop when we find the correct color pass rotationZ = ( 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z")) ) frameList.append( Frame( Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ, ) ) pass break # Leave once we've found the appropriate frame # Prepare tracking list of consumed nodes. self.clearNodesForDrawing() # Make an identifier to tack onto primitive names in Panda3d's scene graph. frameIndexForName = 1 # Loop through loaded frames that make up composite frame. for loadedFrame in frameList: # For debugging purposes, print the object. if False: loadedFrame.printAsString() # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic) # Set up place to hold 3d data and for the following coordinates: # square's points (V3: x, y, z), # the colors at each point of the square (c4: r, g, b, a), and # for the UV texture coordinates at each point of the square (t2: S, T). vertexData = GeomVertexData( "square-" + str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic ) vertex = GeomVertexWriter(vertexData, "vertex") color = GeomVertexWriter(vertexData, "color") texcoord = GeomVertexWriter(vertexData, "texcoord") # Add the square's data # Upper-Left corner of square vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A) texcoord.addData2f(loadedFrame.s, loadedFrame.T) # Upper-Right corner of square vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A) texcoord.addData2f(loadedFrame.S, loadedFrame.T) # Lower-Left corner of square vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A) texcoord.addData2f(loadedFrame.s, loadedFrame.t) # Lower-Right corner of square vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A) texcoord.addData2f(loadedFrame.S, loadedFrame.t) # Pass data to primitive squareMadeByTriangleStrips.addNextVertices(4) squareMadeByTriangleStrips.closePrimitive() square = Geom(vertexData) square.addPrimitive(squareMadeByTriangleStrips) # Pass primtive to drawing node drawPrimitiveNode = GeomNode("square-" + str(frameIndexForName)) drawPrimitiveNode.addGeom(square) # Pass node to scene (effect camera) nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode) # Linear dodge: if loadedFrame.blendMode == "darken": nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor, ) ) pass elif loadedFrame.blendMode == "multiply": nodePath.setAttrib( ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero) ) pass elif loadedFrame.blendMode == "color-burn": nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor ) ) pass elif loadedFrame.blendMode == "linear-burn": nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor ) ) pass elif loadedFrame.blendMode == "lighten": nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor ) ) pass elif loadedFrame.blendMode == "color-dodge": nodePath.setAttrib( ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne) ) pass elif loadedFrame.blendMode == "linear-dodge": nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor ) ) pass else: # Overwrite: nodePath.setAttrib( ColorBlendAttrib.make( ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha ) ) pass nodePath.setDepthTest(False) # Apply texture nodePath.setTexture(self.tex) # Apply translation, then rotation, then scaling to node. nodePath.setPos( ( loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0, ) ) nodePath.setR(loadedFrame.rotationZ) nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY) nodePath.setTwoSided(True) self.consumedNodesList.append(nodePath) frameIndexForName = frameIndexForName + 1 # Loop continues on through each frame called in the composite frame. pass
def draw(self): format = GeomVertexFormat.getV3n3cpt2() vdata = GeomVertexData('square', format, Geom.UHStatic) 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.addData3f(self.x1, self.y1, self.z1) vertex.addData3f(self.x2, self.y1, self.z1) vertex.addData3f(self.x2, self.y2, self.z2) vertex.addData3f(self.x1, self.y2, self.z2) normal.addData3f( Vec3(2 * self.x1 - 1, 2 * self.y1 - 1, 2 * self.z1 - 1).normalize()) normal.addData3f( Vec3(2 * self.x2 - 1, 2 * self.y1 - 1, 2 * self.z1 - 1).normalize()) normal.addData3f( Vec3(2 * self.x2 - 1, 2 * self.y2 - 1, 2 * self.z2 - 1).normalize()) normal.addData3f( Vec3(2 * self.x1 - 1, 2 * self.y2 - 1, 2 * self.z2 - 1).normalize()) #adding different colors to the vertex for visibility color.addData4f(self.r, self.g, self.b, self.a) color.addData4f(self.r, self.g, self.b, self.a) color.addData4f(self.r, self.g, self.b, self.a) color.addData4f(self.r, self.g, self.b, self.a) 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 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) #square.setIntoCollideMask(BitMask32.bit(1)) self.squareNP = NodePath(GeomNode('square gnode')) self.squareNP.node().addGeom(square) self.squareNP.setTransparency(1) self.squareNP.setAlphaScale(.5) self.squareNP.setTwoSided(True) #squareNP.setCollideMask(BitMask32.bit(1)) self.squareNP.reparentTo(self.parent) return self.squareNP
class Track3d(object): ''' Generate the 3d Mesh out of the StreetData and the 2dTrack ''' def __init__(self, res, x, y, z=200, player_count=1, street_data=""): ''' ''' self._notify = DirectNotify().newCategory("TrackGen3D") self._notify.info("New Track3D-Object created: %s" % (self)) # street_data = (Vec2(4.0,4.0), Vec2(10.0,10.0), Vec2(10.0,0.0), Vec2(4.0,0.0), Vec2(0.0,-1.0)) # street_data = StreetData(Vec2(15.0,1.0), Vec2(15.0,-5.0), Vec2(0.0,-5.0), mirrored=True) #, Vec2(15.0,0.0) self.street_data = StreetData() # self.street_data.readFile("data/road/road01.xml") # self.street_data.readFile("data/road/tube.xml") if street_data == "": datas = ["road01", "tube"] street_data = datas[random.randint(0, len(datas) - 1)] self.street_data.readFile("data/road/" + street_data + ".xml") self.streetTextrange = 0.0 self.track = Track(x, y, z) self.track.generateTestTrack(player_count) # self.track.generateTrack(player_count) self.track_points = self.track.getInterpolatedPoints(res) self.varthickness = [] # Generate the Vector for thickness of the road self.generateNormals() # for i in range(len(self.track_points)-1): # if i == 0: # self.varthickness.append(self.calcTheVector(self.track_points[i],self.track_points[i],self.track_points[i+1])) #First # continue # self.varthickness.append(self.calcTheVector(self.track_points[i-1],self.track_points[i],self.track_points[i+1])) # self.varthickness.append(self.calcTheVector(self.track_points[len(self.track_points)-2],self.track_points[len(self.track_points)-1],self.track_points[len(self.track_points)-1])) #Last ## # Normalizing the Vector # for i in self.varthickness: # i.normalize() ## # print self.varthickness[-1] # print self.varthickness[0] # print self.varthickness[1] # print self.varthickness[2] # Spin the last 100 Points a litte bit to Vec3(-1,0,0) for i in range(-100, 1): # print self.varthickness[i] * (-i / 100), self.varthickness[i] , ((i* -1) / 100.0), i # print ((i* -1) / 100.0), self.varthickness[i], self.varthickness[i] * ((i* -1) / 100.0) self.varthickness[i] = self.varthickness[i] * (((i + 1) * -1) / 100.0) + Vec3(-1, 0, 0) self.normals[i] = self.normals[i] * (((i + 1) * -1) / 100.0) + Vec3(0, 0, 1) self.varthickness[i].normalize() self.normals[i].normalize() # print self.varthickness[i] # print self.varthickness[-1] # print self.varthickness[0] # print self.varthickness[1] # print self.varthickness[2] # print self.varthickness # for i in range(len(self.varthickness)): # if self.varthickness[i-1].almostEqual(self.varthickness[i], 0.3): # pass # else: # print "varthickness", self.varthickness[i-1], self.varthickness[i] # ------------------------------------------------------------------------------------- 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 calcTheVector(self, pre, now, past): vector1 = (pre[0] - now[0], pre[1] - now[1]) vector2 = (now[0] - past[0], now[1] - past[1]) high = pre[2] - past[2] return Vec3(((vector1[1] + vector2[1]) / 2.0), ((vector1[0] + vector2[0]) / 2.0), high) # ------------------------------------------------------------------------------------- def getVarthickness(self): return self.varthickness # ------------------------------------------------------------------------------------- def setTrackPoints(self, track_points): ''' ''' self.track_points = track_points def getTrackPoints(self): ''' ''' return self.track_points trackpoints = property(fget=getTrackPoints, fset=setTrackPoints) # ------------------------------------------------------------------------------------- def generateNormals(self): ''' ''' self.varthickness = [] self.normals = [] last_normal = Vec3(0, 0, 1) # last_vec = Vec3(0, 1, 0) for i in range(len(self.track_points)): if i == 0: vec = self.track_points[0] - self.track_points[1] elif i + 1 == len(self.track_points): vec = self.track_points[i - 1] - self.track_points[0] else: vec = self.track_points[i - 1] - self.track_points[i + 1] # calculate here the direction out of the street vector and the last normal last_normal.normalize() vec.normalize() mat = Mat3() mat.setRotateMat(-90, last_normal) # turn the direction around the last_normal turned_vec = mat.xform(vec) turned_vec.normalize() last_normal = turned_vec.cross(vec) # calculate the new normal turned_vec.normalize() self.varthickness.append(turned_vec) self.normals.append(last_normal) # ------------------------------------------------------------------------------------- def createVertices(self, track_points=None, street_data=None): ''' ''' if track_points is None: track_points = self.track_points if street_data is None: street_data = self.street_data self.resetWriters() texcoordinates = [] # street_data_length = len(street_data) texcoordinates = street_data.getTexCoordinates() tracklength = self.track.getLength() tex_step = 0.006 * (0.0002 * tracklength) for i in range(len(track_points)): turned_vec = self.varthickness[i] last_normal = self.normals[i] j = 0 for shapedot in street_data: # this is like a layer in 3d [Ebenengleichung] # vec = vec + vec*scalar + vec*scalar # this is used to transform the 2d-Streetshape to 3d point = track_points[i] + (turned_vec * shapedot[0]) + (last_normal * shapedot[1]) self.vertex.addData3f(point[0], point[1], point[2]) self.normal.addData3f(0, 0, 1) # KA how to calc self.streetTextrange += tex_step self.texcoord.addData2f(texcoordinates[j], self.streetTextrange) j += 1 # ------------------------------------------------------------------------------------- def connectVertices(self, street_data): # param j = len(street_Data) j = len(street_data) for i in range(self.vdata.getNumRows() - (j)): # -j?????? oder +-1 if (i + 1) % j != 0: self.prim.addVertex(i) self.prim.addVertex(i + 1) self.prim.addVertex(i + j + 1) self.prim.closePrimitive() self.prim.addVertex(i) self.prim.addVertex(i + j + 1) self.prim.addVertex(i + j) self.prim.closePrimitive() else: # close mesh's bottom side self.prim.addVertex(i + 1 - j) self.prim.addVertex(i + 1) self.prim.addVertex(i) self.prim.closePrimitive() self.prim.addVertex(i) self.prim.addVertex(i + 1) self.prim.addVertex(i + j) self.prim.closePrimitive() # close start and end k = self.vdata.getNumRows() - j for i in range(j): if (i + 1) % j != 0: self.prim.addVertex(i) self.prim.addVertex(i + k + 1) self.prim.addVertex(i + 1) self.prim.closePrimitive() self.prim.addVertex(i) self.prim.addVertex(i + k) self.prim.addVertex(i + k + 1) self.prim.closePrimitive() else: # close mesh's bottom side self.prim.addVertex(i) self.prim.addVertex(i + k - j + 1) self.prim.addVertex(i - j + 1) self.prim.closePrimitive() self.prim.addVertex(i) self.prim.addVertex(i + k) self.prim.addVertex(i + k - j + 1) self.prim.closePrimitive() # ------------------------------------------------------------------------------------- def createRoadMesh(self): ''' ''' # Creating the Vertex self.createVertices() # Connect the Vertex self.connectVertices(self.street_data) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('street') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node # ------------------------------------------------------------------------------------- def createUninterpolatedRoadMesh(self): ''' ''' # Creating the Vertex self.createVertices(self.track.getPoints(), self.street_data) # Connect the Vertex self.connectVertices(self.street_data) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('street') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node # ------------------------------------------------------------------------------------- def createBorderLeftMesh(self): ''' ''' # Creating the Vertex self.createVertices(self.track_points, self.street_data.border_l) # Connect the Vertex self.connectVertices(self.street_data.border_l) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('border_l') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node # ------------------------------------------------------------------------------------- def createBorderRightMesh(self): ''' ''' # Creating the Vertex self.createVertices(self.track_points, self.street_data.border_r) # Connect the Vertex self.connectVertices(self.street_data.border_r) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('border_r') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node # ------------------------------------------------------------------------------------- def createBorderLeftCollisionMesh(self): ''' ''' # Creating the Vertex self.createVertices(self.track_points, self.street_data.border_l_coll) # Connect the Vertex self.connectVertices(self.street_data.border_l_coll) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('border_l_coll') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node # ------------------------------------------------------------------------------------- def createBorderRightCollisionMesh(self): ''' ''' # Creating the Vertex self.createVertices(self.track_points, self.street_data.border_r_coll) # Connect the Vertex self.connectVertices(self.street_data.border_r_coll) geom = Geom(self.vdata) geom.addPrimitive(self.prim) node = GeomNode('border_r_coll') node.addGeom(geom) # nodePath = self.render.attachNewNode(node) return node
def pandaRender(self): frameList = [] for node in self.compositeFrames.getiterator('composite-frame'): if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex): for frameCallNode in node: for frameNode in self.frames.getiterator('frame'): if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"): offsetX = 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x")) offsetY = 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y")) tweenId = frameCallNode.attrib.get("tween") frameInTween = 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween")) addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w")) addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h")) sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s")) tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t")) swInPixels = sInPixels + addWidth thInPixels = tInPixels + addHeight s = (sInPixels / self.baseWidth) t = 1 - (tInPixels / self.baseHeight) # Complemented to deal with loading image upside down. S = (swInPixels / self.baseWidth) T = 1 - (thInPixels / self.baseHeight) # Complemented to deal with loading image upside down. blend = "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend") scaleX = 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x")) scaleY = 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y")) color = Color(1,1,1,1) tweenHasColor = False frameCallHasColor = False frameCallColorName = frameCallNode.attrib.get("color-name") if frameCallColorName != None: # Get color at frame call as first resort. frameCallHasColor = True for colorNode in self.colors.getiterator('color'): if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameCallColorName: R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) color = Color(R, G, B, A) break # leave for loop when we find the correct color pass if tweenId != None and tweenId != "0": # Get color at tween frame as second resort. thisTween = None frameLength = 1 advancementFunction = "linear" foundTween = False pointList = [] colorList = [] for tweenNode in self.tweens.getiterator('motion-tween'): if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId: foundTween = True frameLength = 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames") advancementFunction = "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function") for pointOrColorNode in tweenNode.getiterator(): if pointOrColorNode.tag == "point": pX = 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x")) pY = 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y")) pointList.append(Point(pX, pY, 0)) elif pointOrColorNode.tag == "color-state": colorName = "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name") for colorNode in self.colors.getiterator('color'): if colorNode.tag == 'color' and colorNode.attrib.get("name") == colorName: R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) colorList.append(Color(R, G, B, A)) break # leave for loop when we find the correct color reference pass # Run through all child nodes of selected tween break # Exit after finding correct tween pass if foundTween: thisTween = Tween(frameLength, advancementFunction, pointList, colorList) offset = thisTween.XYFromFrame(frameInTween); offsetFromTweenX = int(offset.X); offsetFromTweenY = int(offset.Y); offsetX += int(offset.X); offsetY += int(offset.Y); if thisTween.hasColorComponent(): tweenHasColor = True; if frameCallHasColor == False: color = thisTween.colorFromFrame(frameInTween); pass if frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False: # Get color at frame definition as last resort. for colorNode in colors.getiterator('color'): if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameNode.attrib.get("color-name"): R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r")) G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g")) B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b")) A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a")) color = Color(R, G, B, A) break # leave for loop when we find the correct color pass rotationZ = 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z")) frameList.append(Frame(Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ)) pass break # Leave once we've found the appropriate frame # Prepare tracking list of consumed nodes. self.clearNodesForDrawing() # Make an identifier to tack onto primitive names in Panda3d's scene graph. frameIndexForName = 1 # Loop through loaded frames that make up composite frame. for loadedFrame in frameList: # For debugging purposes, print the object. if False: loadedFrame.printAsString() # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic) # Set up place to hold 3d data and for the following coordinates: # square's points (V3: x, y, z), # the colors at each point of the square (c4: r, g, b, a), and # for the UV texture coordinates at each point of the square (t2: S, T). vertexData = GeomVertexData('square-'+str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic) vertex = GeomVertexWriter(vertexData, 'vertex') color = GeomVertexWriter(vertexData, 'color') texcoord = GeomVertexWriter(vertexData, 'texcoord') # Add the square's data # Upper-Left corner of square vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A) texcoord.addData2f(loadedFrame.s, loadedFrame.T) # Upper-Right corner of square vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A) texcoord.addData2f(loadedFrame.S, loadedFrame.T) # Lower-Left corner of square vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A) texcoord.addData2f(loadedFrame.s, loadedFrame.t) # Lower-Right corner of square vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0) color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A) texcoord.addData2f(loadedFrame.S, loadedFrame.t) # Pass data to primitive squareMadeByTriangleStrips.addNextVertices(4) squareMadeByTriangleStrips.closePrimitive() square = Geom(vertexData) square.addPrimitive(squareMadeByTriangleStrips) # Pass primtive to drawing node drawPrimitiveNode=GeomNode('square-'+str(frameIndexForName)) drawPrimitiveNode.addGeom(square) # Pass node to scene (effect camera) nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode) # Linear dodge: if loadedFrame.blendMode == "darken": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor)) pass elif loadedFrame.blendMode == "multiply": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero)) pass elif loadedFrame.blendMode == "color-burn": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor)) pass elif loadedFrame.blendMode == "linear-burn": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor)) pass elif loadedFrame.blendMode == "lighten": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor)) pass elif loadedFrame.blendMode == "color-dodge": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne)) pass elif loadedFrame.blendMode == "linear-dodge": nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor)) pass else: # Overwrite: nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha)) pass nodePath.setDepthTest(False) # Apply texture nodePath.setTexture(self.tex) # Apply translation, then rotation, then scaling to node. nodePath.setPos((loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0)) nodePath.setR(loadedFrame.rotationZ) nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY) nodePath.setTwoSided(True) self.consumedNodesList.append(nodePath) frameIndexForName = frameIndexForName + 1 # Loop continues on through each frame called in the composite frame. pass