コード例 #1
0
    def __init__(self, pos=None):
        """Initialise the tree."""

        # Models and CollisionSolids are parented to one prime NodePath
        if pos is None: pos = P.Vec3(0, 0, 0)
        self.pos = pos
        self.prime = P.NodePath('tree')
        self.prime.setPos(self.pos)

        dir = "models/trees"  # FIXME: hardcoded models dir

        # Choose a random model from dir and load it.
        trees = [
            f for f in os.listdir(dir)
            if os.path.isfile(os.path.join(dir, f)) and f.endswith('.egg')
        ]
        tree = random.choice(trees)
        self.np = loadModel(os.path.join(dir, tree), self.prime)

        # TODO: Give each tree a random orientation

        # Initialise the Tree's CollisionRay which is used with a
        # CollisionHandlerQueue to find the height of the terrain below the
        # tree and move the tree to that height (see self.step)
        self.raynp = self.prime.attachNewNode(P.CollisionNode('colNode'))
        self.raynp.node().addSolid(P.CollisionRay(0, 0, 3, 0, 0, -1))
        self.handler = P.CollisionHandlerQueue()
        cTrav.addCollider(self.raynp, self.handler)
        #self.raynp.show()
        # We only want our CollisionRay to collide with the collision
        # geometry of the terrain, se we set a mask here.
        self.raynp.node().setFromCollideMask(C.floorMASK)
        self.raynp.node().setIntoCollideMask(C.offMASK)

        # Add a task for this Tree to the global task manager.
        taskMgr.add(self.step, "Tree step task")
コード例 #2
0
    def __init__(self):
        """Initialise the scene."""

        # Show the framerate
        base.setFrameRateMeter(True)

        # Initialise terrain:
        # Make 4 terrain nodepath objects with different hilliness values
        # and arrange them side-by-side in a 2x2 grid, giving a big terrain
        # with variable hilly and flat areas.

        color = (0.6, 0.8, 0.5, 1)  # Bright green-ish
        scale = 12
        height = 18  # FIXME: For now we are raising the terrain so it
        # floats above the sea to prevent lakes from
        # appearing (but you still get them sometimes)

        t1 = Terrain(color=color,
                     scale=scale,
                     trees=0.7,
                     pos=P.Point3(0, 0, height))
        t1.prime.reparentTo(render)
        t2 = Terrain(color=color,
                     scale=scale,
                     h=24,
                     pos=P.Point3(32 * scale, 0, height),
                     trees=0.5)
        t2.prime.reparentTo(render)
        t3 = Terrain(color=color,
                     scale=scale,
                     h=16,
                     pos=P.Point3(32 * scale, 32 * scale, height),
                     trees=0.3)
        t3.prime.reparentTo(render)
        t4 = Terrain(color=color,
                     scale=scale,
                     h=2,
                     pos=P.Point3(0, 32 * scale, height),
                     trees=0.9)
        t4.prime.reparentTo(render)

        #tnp1.setPos(tnp1,-32,-32,terrainHeight)

        # Initialise sea
        sea = Sea()

        # Initialise skybox.
        self.box = loader.loadModel("models/skybox/space_sky_box.x")
        self.box.setScale(6)
        self.box.reparentTo(render)

        # Initialise characters
        self.characters = []
        self.player = C.Character(model='models/eve',
                                  run='models/eve-run',
                                  walk='models/eve-walk')
        self.player.prime.setZ(100)
        self.player._pos = SteerVec(32 * 12 + random.random() * 100,
                                    32 * 12 + random.random() * 100)
        self.player.maxforce = 0.4
        self.player.maxspeed = 0.55
        EdgeScreenTracker(self.player.prime, dist=200)  # Setup camera
        for i in range(0, 11):
            self.characters.append(C.Character())
            self.characters[i].prime.setZ(100)
            self.characters[i].wander()
            self.characters[i].maxforce = 0.3
            self.characters[i].maxspeed = 0.2
            self.characters[i]._pos = SteerVec(32 * 12 + random.random() * 100,
                                               32 * 12 + random.random() * 100)

        C.setContainer(
            ContainerSquare(pos=SteerVec(32 * 12, 32 * 12), radius=31 * 12))

        #C.toggleAnnotation()

        # Initialise keyboard controls.
        self.accept("c", C.toggleAnnotation)
        self.accept("escape", sys.exit)

        # Setup CollisionRay and CollisionHandlerQueue for mouse picking.
        self.pickerQ = P.CollisionHandlerQueue()
        self.picker = camera.attachNewNode(
            P.CollisionNode('Picker CollisionNode'))
        self.picker.node().addSolid(P.CollisionRay())
        # We want the picker ray to collide with the floor and nothing else.
        self.picker.node().setFromCollideMask(C.floorMASK)
        self.picker.setCollideMask(P.BitMask32.allOff())
        base.cTrav.addCollider(self.picker, self.pickerQ)
        try:
            handler.addCollider(self.picker, camera)
        except:
            pass
        self.accept('mouse1', self.onClick)

        # Set the far clipping plane to be far enough away that we can see the
        # skybox.
        base.camLens.setFar(10000)

        # Initialise lighting
        self.alight = AmbientLight('alight')
        self.alight.setColor(VBase4(0.35, 0.35, 0.35, 1))
        self.alnp = render.attachNewNode(self.alight)
        render.setLight(self.alnp)

        self.dlight = DirectionalLight('dlight')
        self.dlight.setColor(VBase4(0.4, 0.4, 0.4, 1))
        self.dlnp = render.attachNewNode(self.dlight)
        self.dlnp.setHpr(45, -45, 0)
        render.setLight(self.dlnp)

        self.plight = PointLight('plight')
        self.plight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.plnp = render.attachNewNode(self.plight)
        self.plnp.setPos(160, 160, 50)

        self.slight = Spotlight('slight')
        self.slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        self.slight.setLens(lens)
        self.slnp = render.attachNewNode(self.slight)
        self.slnp.setPos(-20, -20, 20)
        self.slnp.lookAt(50, 50, 0)

        # Initialise some scene-wide exponential fog
        colour = (0.5, 0.8, 0.8)
        self.expfog = Fog("Scene-wide exponential Fog object")
        self.expfog.setColor(*colour)
        self.expfog.setExpDensity(0.0005)
        render.setFog(self.expfog)
        base.setBackgroundColor(*colour)

        # Add a task for this Plant to the global task manager.
        self.stepcount = 0
        taskMgr.add(self.step, "Plant step task")