def loadFog(self): fog = Fog('distanceFog') fog.setColor(0, 0, 0) fog.setExpDensity(.07) render.setFog(fog) fog.setOverallHidden(False) return fog.getExpDensity()
def loadFog(self, fogDensity): fog = Fog('distanceFog') fog.setColor(0, 0, 0) fog.setExpDensity(fogDensity * (math.pow(10, -2))) render.setFog(fog) fog.setOverallHidden(False) #fog.getExpDensity() print(fog.getExpDensity()) print("tried to load fog") return fog
class Customize(DirectObject): def __init__(self): #ShowBase.__init__(self) #self.testModel = loader.loadModel('phase_4/models/props/snowball.bam') self.loadScene() #base.disableMouse() #base.oobe() #print(self.camera.getPos()) #self.testModel.reparentTo(render) #self.camera.setPos(0,0,0) #self.testModel.setPos(self.camera.getPos()) #self.testModel.hide() #self.camera.reparentTo(self.testModel) #self.camInterval(self.camera) #self.camInterval(self.testModel) #self.testTwo = loader.loadModel('phase_4/models/char/suitA-heads.bam') #self.testTwo.reparentTo(render) #self.testCogHeadsHere() def testCogHeadsHere(self): modelArrTwo = ['phase_4/models/char/suitA-heads.bam'] for modelName in modelArrTwo: tempLoader = loader.loadModel(modelName) for node in tempLoader.nodes: print(node) print(self.testTwo.nodes) print(self.testTwo.ancestors) print(self.testTwo.children) print(self.testTwo.findAllMaterials()) print(self.testTwo.getNodes()) def annoyingTempHeadList(self): self.backstabber = loader.loadModel( 'phase_4/models/char/suitA-heads.bam').find('**/backstabber') self.bigcheese = loader.loadModel( 'phase_4/models/char/suitA-heads.bam').find('**/bigcheese') self.bigwig = loader.loadModel( 'phase_4/models/char/suitA-heads.bam').find('**/bigwig') return [self.backstabber, self.bigcheese, self.bigwig] def loadScene(self): self.loadBackground() self.getActor() self.loadFog() self.objectList = list() self.objectList.append(self.actorHead) def loadFog(self): self.fog = Fog('distanceFog') self.fog.setColor(0, 0, 0) self.fog.setExpDensity(.07) self.render.setFog(self.fog) self.fog.setOverallHidden(False) return self.fog.getExpDensity() def loadBackground(self): self.background = loader.loadModel( 'phase_4/models/minigames/treehouse_2players.bam') self.background.reparentTo(render) self.background.place() self.background.setPosHprScale(0.00, 15.00, -3.00, 0.00, 270.00, 180.00, 1.00, 1.00, 1.00) def getActor(self): # Loading our Actor self.actorBody = ActorDict.playerBody self.actorBody.reparentTo(self.background.find('**/ground')) self.actorBody.loop('neutral') #self.actorBody.setPos(0, -2, 0) self.actorBody.setScale(0.5) self.actorBody.setP(90) #self.actorBody.place() def ActorHead(): actorHead = loader.loadModel("custom/def_m.bam") actorHead.reparentTo(self.actorBody.find('**/to_head')) actorHead.setScale(0.20) actorHead.setZ(0) actorHead.setH(-180) return actorHead self.actorHead = ActorHead() return self.actorBody def camInterval(self, cam): inc = cam.getX(), cam.getY() + 10, cam.getZ() #print(inc) #maybe a list of numbers-- an array for x, y, z, a method (manX, manY, manZ) man = manipulate by +- int, ret that array which will be used #as the Point3 args. if args are NaN/0/null, just ret the xyz arr. will be used to get the last position args for after the sequence finalizes. # just realized, look at line 53 instead of array intervalOne = cam.posInterval(4.0, Point3(inc)) #print('pos during interval: ', str(cam.getPos())) camSequence = Sequence(intervalOne) camSequence.append(Func(self.loadButtons)) #print(camSequence.__len__()) camSequence.start() #cam.setPos(inc) #print ('Pos after interval: ' + str(cam.getPos())) #return cam.setPos(cam.getPos()) #so apparently with the test model it doesn't revert back to 0,0,0 #just for now, should change later. #cam.setPos(cam.getX(), cam.getY() + 10, cam.getZ()) #if i wanted to make the model change for example during the interval, i could do an event https://www.panda3d.org/manual/?title=Event_Handlers def loadButtons(self): #arrowUp = loader.loadModel('phase_3/models/gui/tt_m_gui_mat_mainGui.bam').find('**/nextUp') #arrowDown = loader.loadModel('phase_3/models/gui/tt_m_gui_mat_mainGui.bam').find('**/nextDown') Button_Up = loader.loadModel( 'phase_3/models/gui/quit_button.bam').find('**/QuitBtn_UP') Button_Down = loader.loadModel( 'phase_3/models/gui/quit_button.bam').find('**/QuitBtn_DN') Button_Rlvr = loader.loadModel( 'phase_3/models/gui/quit_button.bam').find('**/QuitBtn_RLVR') # https://pastebin.com/agdb8260 Arrow_Up = loader.loadModel( 'phase_3/models/gui/nameshop_gui.bam').find('**/triangleButtonUp') Arrow_Down = loader.loadModel( 'phase_3/models/gui/nameshop_gui.bam').find('**/triangleButtonDwn') Arrow_Rlvr = loader.loadModel('phase_3/models/gui/nameshop_gui.bam' ).find('**/triangleButtonRllvr') Buttons = [Button_Up, Button_Down, Button_Rlvr] numItemsVisible = 4 itemHeight = 0.11 myScrolledList = DirectScrolledList( decButton_pos=(0.35, 0, 0.54), decButton_text_scale=0.04, decButton_relief=None, decButton_image=(Arrow_Up, Arrow_Down, Arrow_Rlvr), incButton_pos=(0.35, 0, -0.01), incButton_hpr=(0, 0, 180), incButton_text_scale=0.04, incButton_relief=None, incButton_image=(Arrow_Up, Arrow_Down, Arrow_Rlvr), pos=(0.74, 0, 0.4), numItemsVisible=numItemsVisible, forceHeight=itemHeight, itemFrame_pos=(0.35, 0, 0.43)) modelArray = [ 'phase_4/models/neighborhoods/toontown_central.bam', 'phase_13/models/parties/partyGrounds.bam', 'models/world.egg.pz' ] nameArray = ['Head 1', 'Head 2', 'Head 3'] thisIsTemp = self.annoyingTempHeadList() #for each model in modelArray --> for each node in nodePath, append to array for index, name in enumerate(nameArray): l = DirectButton(text=name, image=(Buttons), extraArgs=[thisIsTemp[index]], command=self.changeHead, text_scale=0.045, text_pos=(0, -0.007, 0), relief=None) myScrolledList.addItem(l) def changeHead(self, modelName): #if spawned object already exists, we're gonna need to remove it while len(self.objectList) >= 1: for head in self.objectList: head.detachNode() self.objectList.pop(0) spawnedObject = modelName #spawnedObject = loader.loadModel(modelName) spawnedObject.reparentTo(self.actorBody.find('**/to_head')) spawnedObject.setZ(0.05) #eventually havea task to be able to rotate the head around #spawnedObject = self.scene #self.removeWorld(self.objectList.find(spawnedObject)) self.objectList.append(spawnedObject) #print("Model Name: " + repr(modelName)) #print("Spawned Object: " + repr(spawnedObject)) testobjectindex = len(self.objectList)