예제 #1
0
 def makeGeom(self, points, colors, sizes):
     #format = GeomVertexFormat.getV3c4()
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                     Geom.CColor)
     array.addColumn(InternalName.make('size'), 1, Geom.NTFloat32,
                     Geom.COther)
     format = GeomVertexFormat()
     format.addArray(array)
     format = GeomVertexFormat.registerFormat(format)
     vdata = GeomVertexData('vdata', format, Geom.UH_static)
     vdata.unclean_set_num_rows(len(points))
     self.vwriter = GeomVertexWriter(vdata, 'vertex')
     self.colorwriter = GeomVertexWriter(vdata, 'color')
     self.sizewriter = GeomVertexWriter(vdata, 'size')
     geompoints = GeomPoints(Geom.UH_static)
     geompoints.reserve_num_vertices(len(points))
     index = 0
     for (point, color, size) in zip(points, colors, sizes):
         self.vwriter.addData3f(*point)
         self.colorwriter.addData4f(*color)
         self.sizewriter.addData1f(size)
         geompoints.addVertex(index)
         geompoints.closePrimitive()
         index += 1
     geom = Geom(vdata)
     geom.addPrimitive(geompoints)
     return geom
예제 #2
0
    def __init__(self, base, obj, **kwargs):
        super(GalaxyView, self).__init__(base, obj, **kwargs)

        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
        array.addColumn(InternalName.make('size'), 1, Geom.NTFloat32,
                        Geom.COther)
        gmformat = GeomVertexFormat()
        gmformat.addArray(array)
        gmformat = GeomVertexFormat.registerFormat(gmformat)

        vdata = GeomVertexData('points', gmformat, Geom.UHDynamic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')
        size = GeomVertexWriter(vdata, 'size')

        self.node = NodePath('galaxy')
        self.node.reparentTo(self.base.render)
        self.node.setTransparency(TransparencyAttrib.MAlpha)

        lumsort = sorted([star.luminosity for star in self.obj.stars])
        #highest_luminosity = lumsort[-1]
        median_luminosity = lumsort[len(lumsort) / 2]
        for star in self.obj.stars:
            vertex.addData3f(star.galpos.x, star.galpos.y, star.galpos.z)
            color.addData4f(star.red, star.green, star.blue, 1.0)
            #size.addData1f(min(100, max(5, 10-star.magnitude/2)))
            sizeval = 10 + log(star.luminosity)
            size.addData1f(min(30, max(10, sizeval)))

        prim = GeomPoints(Geom.UHStatic)
        prim.addConsecutiveVertices(0, len(self.obj.stars))
        prim.closePrimitive()

        geom = Geom(vdata)
        geom.addPrimitive(prim)

        node = GeomNode('gnode')
        node.addGeom(geom)

        galaxy_node = self.node.attachNewNode(node)
        galaxy_node.setRenderModeThickness(1)
        ts = TextureStage.getDefault()  #TextureStage('ts')
        #ts.setMode(TextureStage.MGlow)
        galaxy_node.setTexGen(ts, TexGenAttrib.MPointSprite)
        galaxy_node.setTexture(
            ts, self.base.loader.loadTexture('texture/flare.png'))
        #galaxy_node.setRenderModePerspective(True)

        galaxy_node.setBin("unsorted", 1)
        galaxy_node.setDepthWrite(0)
        galaxy_node.setTransparency(1)

        self.setup_glow_shader()
        """
예제 #3
0
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                               Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32,
                               Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')

        geom = Geom(vdata)

        # Vertex data
        vertex.addData3f(1.5, 0, -1)
        color.addData4f(1, 0, 0, 1)
        vertex.addData3f(-1.5, 0, -1)
        color.addData4f(0, 1, 0, 1)
        vertex.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        # Primitive
        tri = GeomPatches(3, Geom.UHStatic)
        tri.add_vertex(2)
        tri.add_vertex(1)
        tri.add_vertex(0)
        tri.close_primitive()
        geom.addPrimitive(tri)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        np = NodePath(node)

        # Shader, initial shader vars, number of instances
        np.set_shader(
            Shader.load(Shader.SL_GLSL,
                        vertex="shader.vert",
                        tess_control="shader.tesc",
                        tess_evaluation="shader.tese",
                        geometry="shader.geom",
                        fragment="shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
예제 #4
0
    def __init__(self, __occupying_unit = None, __occupiable = True, 
	x = 0, z = 0, r = 5, tag = 0):
        self.__occupying_unit = __occupying_unit
        self.__occupiable = __occupiable
	self.__r = r
	self.__x = x
	self.__z = z
	self.__tag = tag
	
	#Procedurally creating a hex!
	geometry_array = GeomVertexArrayFormat()
	geometry_array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	geometry_array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CPoint)
	format = GeomVertexFormat()
	format.addArray(geometry_array)
	format = GeomVertexFormat.registerFormat(format)
	self.__vdata = GeomVertexData('Hex', format, Geom.UHStatic)
	self.__vertex = GeomVertexWriter(self.__vdata, 'vertex')
	self.__normal = GeomVertexWriter(self.__vdata, 'normal')

	#Vertex 1
	self.__vertex.addData3f(self.__x, self.__z+self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 2
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 3
	self.__vertex.addData3f(self.__x+self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 4
	self.__vertex.addData3f(self.__x, self.__z-self.__r, 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 5
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z-self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)
	#Vertex 6
	self.__vertex.addData3f(self.__x-self.__r*sin(pi/3), self.__z+self.__r*cos(pi/3), 0)
	self.__normal.addData3f(1, 0, 0)

	self.__hex_primitive = GeomTrifans(Geom.UHStatic)
	self.__hex_primitive.addVertices(5, 4)
	self.__hex_primitive.addVertices(3, 2)
	self.__hex_primitive.addVertices(1, 0)

	self.__hex_primitive.closePrimitive()
	self.__hex_geometry = Geom(self.__vdata)
	self.__hex_geometry.addPrimitive(self.__hex_primitive)
	self.__hex_node = GeomNode('HexNode')
	self.__hex_node.addGeom(self.__hex_geometry)

	nodePath = render.attachNewNode(self.__hex_node)
	nodePath.setTag( "hex", str(tag) )
	nodePath.node().setIntoCollideMask(BitMask32.bit(1))
	nodePath.hide()
예제 #5
0
    def create_model(self):
        # Set up the vertex arrays
        vformatArray = GeomVertexArrayFormat()
        # Panda3D implicitly generates a bounding volume from a
        # column named "vertex", so you either
        # * have a column of that name, or
        # * add a bounding volume yourself.
        vformatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
        vformatArray.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor)

        vformat = GeomVertexFormat()
        vformat.addArray(vformatArray)
        vformat = GeomVertexFormat.registerFormat(vformat)

        vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        color = GeomVertexWriter(vdata, 'color')

        geom = Geom(vdata)

        # Vertex data
        vertex.addData3f(1.5, 0, -1)
        color.addData4f(1, 0, 0, 1)
        vertex.addData3f(-1.5, 0, -1)
        color.addData4f(0, 1, 0, 1)
        vertex.addData3f(0, 0, 1)
        color.addData4f(0, 0, 1, 1)

        # Primitive
        tri = GeomPatches(3, Geom.UHStatic)
        tri.add_vertex(2)
        tri.add_vertex(1)
        tri.add_vertex(0)
        tri.close_primitive()
        geom.addPrimitive(tri)

        # Create the actual node
        node = GeomNode('geom_node')
        node.addGeom(geom)
        np = NodePath(node)

        # Shader, initial shader vars, number of instances
        np.set_shader(Shader.load(Shader.SL_GLSL,
                                  vertex = "shader.vert",
                                  tess_control = "shader.tesc",
                                  tess_evaluation = "shader.tese",
                                  geometry = "shader.geom",
                                  fragment = "shader.frag"))
        np.set_shader_input("time", 0.0)
        np.set_shader_input("tess_level", 32.0)
        np.set_instance_count(num_instances)
        np.set_shader_input("numInstances", num_instances)
        return np
예제 #6
0
파일: model.py 프로젝트: svfgit/solex
 def __generate_Vformats(self):
     vformat_dict = {}
     # Simple.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['simp'] = GeomVertexFormat.registerFormat(vformat)
     # Low.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("color"), 4, Geom.NTFloat32, Geom.CColor)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['low'] = GeomVertexFormat.registerFormat(vformat)
     # Mid.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['mid'] = GeomVertexFormat.registerFormat(vformat)
     # High (patches).
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     array.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['high'] = GeomVertexFormat.registerFormat(vformat)
     return vformat_dict
예제 #7
0
def load_pcd_content(content,
                     w=2,
                     color_mode="intensity",
                     intensity_filter=50):
    pc = pypcd.PointCloud.from_buffer(content)
    fmt = GeomVertexFormat()  #3 component vertex, w/ 4 comp color
    fmt_arr = GeomVertexArrayFormat()
    fmt_arr.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                      Geom.CPoint)
    fmt_color_arr = GeomVertexArrayFormat()
    fmt_color_arr.addColumn(InternalName.make('color'), 4, Geom.NTUint8,
                            Geom.CColor)
    fmt.addArray(fmt_arr)
    fmt.addArray(fmt_color_arr)
    fmt = GeomVertexFormat.registerFormat(fmt)

    vertexData = GeomVertexData('points', fmt, Geom.UHStatic)
    pointCloud = GeomPoints(Geom.UHStatic)

    pc.pc_data.dtype = numpy.dtype("<f4")
    v, c = arrayfilter.vertices_filter(pc.pc_data.reshape((pc.points, 4)))
    for i in xrange(len(v)):
        pointCloud.addVertex(i)
        pointCloud.closePrimitive()

    arr = GeomVertexArrayData(fmt.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.copyDataFrom(v)
    vertexData.setArray(0, arr)

    arr = GeomVertexArrayData(fmt.getArray(1), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.copyDataFrom(c)
    vertexData.setArray(1, arr)

    cloud = Geom(vertexData)
    cloud.addPrimitive(pointCloud)
    cloudNode = GeomNode('points')
    cloudNode.addGeom(cloud)
    cloudNodePath = NodePath(cloudNode)
    cloudNodePath.setRenderModeThickness(w)
    cloudNodePath.setRenderModePerspective(True)
    return cloudNode
예제 #8
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(
            InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        # bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("../asset/TreeGenerator/barkTexture.jpg")
예제 #9
0
    def __init__(self):
        array_format = GeomVertexArrayFormat()
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Vertex.value), 3,
            Geom.NT_float32, Geom.C_point)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Color.value), 4, Geom.NT_uint8,
            Geom.C_color)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Normal.value), 3,
            Geom.NT_float32, Geom.C_normal)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Tangent.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.Binormal.value), 3,
            Geom.NT_float32, Geom.C_vector)
        array_format.addColumn(
            InternalName.make(ArrayFormatColunm.UVMap.value), 2,
            Geom.NT_float32, Geom.C_texcoord)

        self.vertex_format = GeomVertexFormat()
        self.vertex_format.addArray(array_format)
        self.vertex_format = GeomVertexFormat.registerFormat(
            self.vertex_format)
예제 #10
0
def makeVertexFormat(color=True,
                     normal=False,
                     texcoord=False,
                     tan_binorm=False):
    myArray = GeomVertexArrayFormat()
    myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                      Geom.CPoint)
    if color:
        myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                          Geom.CColor)
    if normal:
        myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    if texcoord:
        myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                          Geom.CTexcoord)
    if tan_binorm:
        myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                          Geom.CVector)
        myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                          Geom.CVector)
    myFormat = GeomVertexFormat()
    myFormat.addArray(myArray)
    myFormat = GeomVertexFormat.registerFormat(myFormat)

    return myFormat
예제 #11
0
def empty_geom(prefix,
               nb_data,
               nb_vertices,
               points=False,
               normal=True,
               texture=True,
               color=False,
               tanbin=False):
    array = GeomVertexArrayFormat()
    array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                    Geom.CPoint)
    if color:
        array.addColumn(InternalName.make('color'), 4, Geom.NTFloat32,
                        Geom.CColor)
    if texture:
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                        Geom.CTexcoord)
    if normal:
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                        Geom.CVector)
    if tanbin:
        array.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32,
                        Geom.CVector)
        array.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32,
                        Geom.CVector)
    format = GeomVertexFormat()
    format.addArray(array)
    format = GeomVertexFormat.registerFormat(format)
    gvd = GeomVertexData('gvd', format, Geom.UHStatic)
    if nb_data != 0:
        gvd.unclean_set_num_rows(nb_data)
    geom = Geom(gvd)
    gvw = GeomVertexWriter(gvd, 'vertex')
    if color:
        gcw = GeomVertexWriter(gvd, 'color')
    else:
        gcw = None
    if texture:
        gtw = GeomVertexWriter(gvd, 'texcoord')
    else:
        gtw = None
    if normal:
        gnw = GeomVertexWriter(gvd, 'normal')
    else:
        gnw = None
    if tanbin:
        gtanw = GeomVertexWriter(gvd, 'tangent')
        gbiw = GeomVertexWriter(gvd, 'binormal')
    else:
        gtanw = None
        gbiw = None
    if points:
        prim = GeomPoints(Geom.UHStatic)
    else:
        prim = GeomTriangles(Geom.UHStatic)
    if nb_vertices != 0:
        prim.reserve_num_vertices(nb_vertices)
    return (gvw, gcw, gtw, gnw, gtanw, gbiw, prim, geom)
예제 #12
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8,
                              Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("barkTexture.jpg")
        treeNodePath = NodePath("Tree Holder")
        makeFractalTree(bodydata, treeNodePath, LVector3(4, 4, 7))

        treeNodePath.setTexture(self.barkTexture, 1)
        treeNodePath.reparentTo(render)

        self.accept("q", self.regenTree)
        self.accept("w", self.addTree)
        self.accept("arrow_up", self.upIterations)
        self.accept("arrow_down", self.downIterations)
        self.accept("arrow_right", self.upCopies)
        self.accept("arrow_left", self.downCopies)

        self.numIterations = 11
        self.numCopies = 4

        self.upDownEvent = OnscreenText(
            text="Up/Down: Increase/Decrease the number of iterations (" +
            str(self.numIterations) + ")",
            parent=base.a2dTopLeft,
            align=TextNode.ALeft,
            style=1,
            fg=(1, 1, 1, 1),
            pos=(0.06, -0.22),
            scale=.05,
            mayChange=True)

        self.leftRightEvent = OnscreenText(
            text="Left/Right: Increase/Decrease branching (" +
            str(self.numCopies) + ")",
            parent=base.a2dTopLeft,
            align=TextNode.ALeft,
            style=1,
            fg=(1, 1, 1, 1),
            pos=(0.06, -0.28),
            scale=.05,
            mayChange=True)
예제 #13
0
파일: util.py 프로젝트: svfgit/solex
 def __build_Writers(self):
     # Build Vdata.
     array = GeomVertexArrayFormat()
     for field_name, field_spec_name in list(self.field_types.items()):
         field_specs = self._data_types[field_spec_name][:-1]
         array.addColumn(InternalName.make(field_name), *field_specs)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat = GeomVertexFormat.registerFormat(vformat)
     vdata = GeomVertexData("data", vformat, Geom.UHStatic)
     
     # Build GeomVertexWriters.
     writers = {}
     for field_name in list(self.field_types.keys()):
         writers[field_name] = GeomVertexWriter(vdata, field_name)
     return vdata, writers
예제 #14
0
    def registerObject(self, obj):
        """ Registers a new dynamic object, this will store an index for every
        vertex, which can be used to read and store last position data in order
        to compute the velocity. This method also assigns the standard animated
        shader to the node """

        self.debug("Registering dynamic object")

        # Find all GeomNodes
        for node in obj.findAllMatches("**/+GeomNode"):
            geomNode = node.node()
            geomCount = geomNode.getNumGeoms()

            # Find all Geoms
            for i in xrange(geomCount):

                # Modify vertex data
                geom = geomNode.modifyGeom(i)
                geomVertexData = geom.modifyVertexData()

                # Add a new column named "dovindex" to the vertex data
                formatArray = GeomVertexArrayFormat()
                formatArray.addColumn(InternalName.make("dovindex"), 1,
                                      GeomEnums.NTUint32, GeomEnums.CIndex)
                newArrayFormat = GeomVertexFormat(geomVertexData.getFormat())
                newArrayFormat.addArray(formatArray)
                newArrayFormat = GeomVertexFormat.registerFormat(
                    newArrayFormat)

                # Convert the old vertex data and assign the new vertex data
                convertedVertexData = geomVertexData.convertTo(newArrayFormat)
                geom.setVertexData(convertedVertexData)

                # Write the per-vertex indices the dovindex column
                newVertexData = geom.modifyVertexData()
                vtxReader = GeomVertexReader(newVertexData, "vertex")
                indexWriter = GeomVertexWriter(newVertexData, "dovindex")

                while not vtxReader.isAtEnd():
                    data = vtxReader.getData3f()
                    indexWriter.setData1i(self.currentIndex)
                    self.currentIndex += 1

                if self.currentIndex > self.maxVertexCount:
                    self.error("Max dynamic vertex count of",
                               self.maxVertexCount, "reached!")
    def registerObject(self, obj):
        """ Registers a new dynamic object, this will store an index for every
        vertex, which can be used to read and store last position data in order
        to compute the velocity. This method also assigns the standard animated
        shader to the node """

        self.debug("Registering dynamic object")

        # Find all GeomNodes
        for node in obj.findAllMatches("**/+GeomNode"):
            geomNode = node.node()
            geomCount = geomNode.getNumGeoms()

            # Find all Geoms
            for i in xrange(geomCount):

                # Modify vertex data
                geom = geomNode.modifyGeom(i)
                geomVertexData = geom.modifyVertexData()

                # Add a new column named "dovindex" to the vertex data
                formatArray = GeomVertexArrayFormat() 
                formatArray.addColumn(InternalName.make("dovindex"), 1, GeomEnums.NTUint32, GeomEnums.CIndex) 
                newArrayFormat = GeomVertexFormat(geomVertexData.getFormat())
                newArrayFormat.addArray(formatArray)
                newArrayFormat = GeomVertexFormat.registerFormat(newArrayFormat)

                # Convert the old vertex data and assign the new vertex data
                convertedVertexData = geomVertexData.convertTo(newArrayFormat)
                geom.setVertexData(convertedVertexData)

                # Write the per-vertex indices the dovindex column 
                newVertexData = geom.modifyVertexData()
                vtxReader = GeomVertexReader(newVertexData, "vertex")
                indexWriter = GeomVertexWriter(newVertexData, "dovindex")

                while not vtxReader.isAtEnd():
                    data = vtxReader.getData3f()
                    indexWriter.setData1i(self.currentIndex)
                    self.currentIndex += 1

                if self.currentIndex > self.maxVertexCount:
                    self.error("Max dynamic vertex count of", self.maxVertexCount, "reached!")
예제 #16
0
 def __generate_Vformats(self):
     vformat_dict = {}
     # Simple.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['simp'] = GeomVertexFormat.registerFormat(vformat)
     # Low.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("color"), 4, Geom.NTFloat32,
                     Geom.CColor)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['low'] = GeomVertexFormat.registerFormat(vformat)
     # Mid.
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['mid'] = GeomVertexFormat.registerFormat(vformat)
     # High (patches).
     array = GeomVertexArrayFormat()
     array.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                     Geom.CPoint)
     array.addColumn(InternalName.make("mapcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     array.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32,
                     Geom.CTexcoord)
     vformat = GeomVertexFormat()
     vformat.addArray(array)
     vformat_dict['high'] = GeomVertexFormat.registerFormat(vformat)
     return vformat_dict
예제 #17
0
    def __init__(self):
        formatArray = GeomVertexArrayFormat()
        formatArray.addColumn(
            InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

        format = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
        format.addArray(formatArray)
        self.format = GeomVertexFormat.registerFormat(format)

        bodydata = GeomVertexData("body vertices", format, Geom.UHStatic)

        self.barkTexture = loader.loadTexture("barkTexture.jpg")
        treeNodePath = NodePath("Tree Holder")
        makeFractalTree(bodydata, treeNodePath, LVector3(4, 4, 7))

        treeNodePath.setTexture(self.barkTexture, 1)
        treeNodePath.reparentTo(render)

        self.accept("q", self.regenTree)
        self.accept("w", self.addTree)
        self.accept("arrow_up", self.upIterations)
        self.accept("arrow_down", self.downIterations)
        self.accept("arrow_right", self.upCopies)
        self.accept("arrow_left", self.downCopies)

        self.numIterations = 11
        self.numCopies = 4

        self.upDownEvent = OnscreenText(
            text="Up/Down: Increase/Decrease the number of iterations (" + str(
                self.numIterations) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.22),
            scale=.05, mayChange=True)

        self.leftRightEvent = OnscreenText(
            text="Left/Right: Increase/Decrease branching (" + str(
                self.numCopies) + ")",
            parent=base.a2dTopLeft, align=TextNode.ALeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.28),
            scale=.05, mayChange=True)
예제 #18
0
파일: meshUtils.py 프로젝트: arikel/PPARPG
def makeVertexFormat(color = True, normal = False, texcoord = False, tan_binorm = False):
	myArray = GeomVertexArrayFormat()
	myArray.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
	if color:
		myArray.addColumn(InternalName.make('color'), 4, Geom.NTFloat32, Geom.CColor)
	if normal:
		myArray.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CVector)
	if texcoord:
		myArray.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
	if tan_binorm:
		myArray.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32, Geom.CVector)
		myArray.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32, Geom.CVector)
	myFormat = GeomVertexFormat()
	myFormat.addArray(myArray)
	myFormat = GeomVertexFormat.registerFormat(myFormat)
	
	return myFormat
예제 #19
0
def getNodeFromController(controller, controlled_prim):
    if type(controlled_prim) is collada.controller.BoundSkinPrimitive:
        ch = Character('simplechar')
        bundle = ch.getBundle(0)
        skeleton = PartGroup(bundle, '<skeleton>')

        character_joints = {}
        for (name, joint_matrix) in controller.joint_matrices.iteritems():
            joint_matrix.shape = (-1)
            character_joints[name] = CharacterJoint(ch, bundle, skeleton, name, Mat4(*joint_matrix)) 
        
        tbtable = TransformBlendTable()
        
        for influence in controller.index:
            blend = TransformBlend()
            for (joint_index, weight_index) in influence:
                char_joint = character_joints[controller.getJoint(joint_index)]
                weight = controller.getWeight(weight_index)[0]
                blend.addTransform(JointVertexTransform(char_joint), weight)
            tbtable.addBlend(blend)
            
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        blendarr = GeomVertexArrayFormat()
        blendarr.addColumn(InternalName.make('transform_blend'), 1, Geom.NTUint16, Geom.CIndex)
        
        format = GeomVertexFormat()
        format.addArray(array)
        format.addArray(blendarr)
        aspec = GeomVertexAnimationSpec()
        aspec.setPanda()
        format.setAnimation(aspec)
        format = GeomVertexFormat.registerFormat(format)
        
        dataname = controller.id + '-' + controlled_prim.primitive.material.id
        vdata = GeomVertexData(dataname, format, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        transform = GeomVertexWriter(vdata, 'transform_blend') 
        
        numtris = 0
        if type(controlled_prim.primitive) is collada.polylist.BoundPolylist:
            for poly in controlled_prim.primitive.polygons():
                for tri in poly.triangles():
                    for tri_pt in range(3):
                        vertex.addData3f(tri.vertices[tri_pt][0], tri.vertices[tri_pt][1], tri.vertices[tri_pt][2])
                        normal.addData3f(tri.normals[tri_pt][0], tri.normals[tri_pt][1], tri.normals[tri_pt][2])
                        if len(controlled_prim.primitive._texcoordset) > 0:
                            texcoord.addData2f(tri.texcoords[0][tri_pt][0], tri.texcoords[0][tri_pt][1])
                        transform.addData1i(tri.indices[tri_pt])
                    numtris+=1
        elif type(controlled_prim.primitive) is collada.triangleset.BoundTriangleSet:
            for tri in controlled_prim.primitive.triangles():
                for tri_pt in range(3):
                    vertex.addData3f(tri.vertices[tri_pt][0], tri.vertices[tri_pt][1], tri.vertices[tri_pt][2])
                    normal.addData3f(tri.normals[tri_pt][0], tri.normals[tri_pt][1], tri.normals[tri_pt][2])
                    if len(controlled_prim.primitive._texcoordset) > 0:
                        texcoord.addData2f(tri.texcoords[0][tri_pt][0], tri.texcoords[0][tri_pt][1])
                    transform.addData1i(tri.indices[tri_pt])
                numtris+=1
                    
        tbtable.setRows(SparseArray.lowerOn(vdata.getNumRows())) 
        
        gprim = GeomTriangles(Geom.UHStatic)
        for i in range(numtris):
            gprim.addVertices(i*3, i*3+1, i*3+2)
            gprim.closePrimitive()
            
        pgeom = Geom(vdata)
        pgeom.addPrimitive(gprim)
        
        render_state = getStateFromMaterial(controlled_prim.primitive.material)
        control_node = GeomNode("ctrlnode")
        control_node.addGeom(pgeom, render_state)
        ch.addChild(control_node)
    
        bundle = AnimBundle('simplechar', 5.0, 2)
        skeleton = AnimGroup(bundle, '<skeleton>')
        root = AnimChannelMatrixXfmTable(skeleton, 'root')
        
        #hjoint = AnimChannelMatrixXfmTable(root, 'joint1') 
        #table = [10, 11, 12, 13, 14, 15, 14, 13, 12, 11] 
        #data = PTAFloat.emptyArray(len(table)) 
        #for i in range(len(table)): 
        #    data.setElement(i, table[i]) 
        #hjoint.setTable(ord('i'), CPTAFloat(data)) 
        
        #vjoint = AnimChannelMatrixXfmTable(hjoint, 'joint2') 
        #table = [10, 9, 8, 7, 6, 5, 6, 7, 8, 9] 
        #data = PTAFloat.emptyArray(len(table)) 
        #for i in range(len(table)): 
        #    data.setElement(i, table[i]) 
        #vjoint.setTable(ord('j'), CPTAFloat(data)) 

        wiggle = AnimBundleNode('wiggle', bundle)

        np = NodePath(ch) 
        anim = NodePath(wiggle) 
        a = Actor(np, {'simplechar' : anim})
        a.loop('simplechar') 
        return a
        #a.setPos(0, 0, 0)
    
    else:
        raise Exception("Error: unsupported controller type")
예제 #20
0
파일: treegen.py 프로젝트: viatoriche/suber
            if not res.has_key(tree):
                res[tree] = []
            x = random.randint(sx, ex)
            y = random.randint(sy, ey)
            z = self.world.map3d[x, y]
            if 0 < z < self.config.low_mount_level[1]:
                res[tree].append((x, y, z))

        self[item] = res
        return res


# Shit for f*****g trees

formatArray = GeomVertexArrayFormat()
formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8,
                      Geom.COther)

treeform = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
treeform.addArray(formatArray)
treeform = GeomVertexFormat.registerFormat(treeform)


#this draws the body of the tree. This draws a ring of vertices and connects the rings with
#triangles to form the body.
#this keepDrawing paramter tells the function wheter or not we're at an end
#if the vertices before you were an end, dont draw branches to it
def draw_body(nodePath,
              vdata,
              pos,
              vecList,
예제 #21
0
    def __init__(self,
                 __occupying_unit=None,
                 __occupiable=True,
                 x=0,
                 z=0,
                 r=5,
                 tag=0):
        self.__occupying_unit = __occupying_unit
        self.__occupiable = __occupiable
        self.__r = r
        self.__x = x
        self.__z = z
        self.__tag = tag

        #Procedurally creating a hex!
        geometry_array = GeomVertexArrayFormat()
        geometry_array.addColumn(InternalName.make('vertex'), 3,
                                 Geom.NTFloat32, Geom.CPoint)
        geometry_array.addColumn(InternalName.make('normal'), 3,
                                 Geom.NTFloat32, Geom.CPoint)
        format = GeomVertexFormat()
        format.addArray(geometry_array)
        format = GeomVertexFormat.registerFormat(format)
        self.__vdata = GeomVertexData('Hex', format, Geom.UHStatic)
        self.__vertex = GeomVertexWriter(self.__vdata, 'vertex')
        self.__normal = GeomVertexWriter(self.__vdata, 'normal')

        #Vertex 1
        self.__vertex.addData3f(self.__x, self.__z + self.__r, 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 2
        self.__vertex.addData3f(self.__x + self.__r * sin(pi / 3),
                                self.__z + self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 3
        self.__vertex.addData3f(self.__x + self.__r * sin(pi / 3),
                                self.__z - self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 4
        self.__vertex.addData3f(self.__x, self.__z - self.__r, 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 5
        self.__vertex.addData3f(self.__x - self.__r * sin(pi / 3),
                                self.__z - self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)
        #Vertex 6
        self.__vertex.addData3f(self.__x - self.__r * sin(pi / 3),
                                self.__z + self.__r * cos(pi / 3), 0)
        self.__normal.addData3f(1, 0, 0)

        self.__hex_primitive = GeomTrifans(Geom.UHStatic)
        self.__hex_primitive.addVertices(5, 4)
        self.__hex_primitive.addVertices(3, 2)
        self.__hex_primitive.addVertices(1, 0)

        self.__hex_primitive.closePrimitive()
        self.__hex_geometry = Geom(self.__vdata)
        self.__hex_geometry.addPrimitive(self.__hex_primitive)
        self.__hex_node = GeomNode('HexNode')
        self.__hex_node.addGeom(self.__hex_geometry)

        nodePath = render.attachNewNode(self.__hex_node)
        nodePath.setTag("hex", str(tag))
        nodePath.node().setIntoCollideMask(BitMask32.bit(1))
        nodePath.hide()
예제 #22
0
def getNodeFromController(controller, controlled_prim):
    if type(controlled_prim) is collada.controller.BoundSkinPrimitive:
        ch = Character('simplechar')
        bundle = ch.getBundle(0)
        skeleton = PartGroup(bundle, '<skeleton>')

        character_joints = {}
        for (name, joint_matrix) in controller.joint_matrices.iteritems():
            joint_matrix.shape = (-1)
            character_joints[name] = CharacterJoint(ch, bundle, skeleton, name,
                                                    Mat4(*joint_matrix))

        tbtable = TransformBlendTable()

        for influence in controller.index:
            blend = TransformBlend()
            for (joint_index, weight_index) in influence:
                char_joint = character_joints[controller.getJoint(joint_index)]
                weight = controller.getWeight(weight_index)[0]
                blend.addTransform(JointVertexTransform(char_joint), weight)
            tbtable.addBlend(blend)

        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32,
                        Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32,
                        Geom.CTexcoord)
        blendarr = GeomVertexArrayFormat()
        blendarr.addColumn(InternalName.make('transform_blend'), 1,
                           Geom.NTUint16, Geom.CIndex)

        format = GeomVertexFormat()
        format.addArray(array)
        format.addArray(blendarr)
        aspec = GeomVertexAnimationSpec()
        aspec.setPanda()
        format.setAnimation(aspec)
        format = GeomVertexFormat.registerFormat(format)

        dataname = controller.id + '-' + controlled_prim.primitive.material.id
        vdata = GeomVertexData(dataname, format, Geom.UHStatic)
        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        texcoord = GeomVertexWriter(vdata, 'texcoord')
        transform = GeomVertexWriter(vdata, 'transform_blend')

        numtris = 0
        if type(controlled_prim.primitive) is collada.polylist.BoundPolylist:
            for poly in controlled_prim.primitive.polygons():
                for tri in poly.triangles():
                    for tri_pt in range(3):
                        vertex.addData3f(tri.vertices[tri_pt][0],
                                         tri.vertices[tri_pt][1],
                                         tri.vertices[tri_pt][2])
                        normal.addData3f(tri.normals[tri_pt][0],
                                         tri.normals[tri_pt][1],
                                         tri.normals[tri_pt][2])
                        if len(controlled_prim.primitive._texcoordset) > 0:
                            texcoord.addData2f(tri.texcoords[0][tri_pt][0],
                                               tri.texcoords[0][tri_pt][1])
                        transform.addData1i(tri.indices[tri_pt])
                    numtris += 1
        elif type(controlled_prim.primitive
                  ) is collada.triangleset.BoundTriangleSet:
            for tri in controlled_prim.primitive.triangles():
                for tri_pt in range(3):
                    vertex.addData3f(tri.vertices[tri_pt][0],
                                     tri.vertices[tri_pt][1],
                                     tri.vertices[tri_pt][2])
                    normal.addData3f(tri.normals[tri_pt][0],
                                     tri.normals[tri_pt][1],
                                     tri.normals[tri_pt][2])
                    if len(controlled_prim.primitive._texcoordset) > 0:
                        texcoord.addData2f(tri.texcoords[0][tri_pt][0],
                                           tri.texcoords[0][tri_pt][1])
                    transform.addData1i(tri.indices[tri_pt])
                numtris += 1

        tbtable.setRows(SparseArray.lowerOn(vdata.getNumRows()))

        gprim = GeomTriangles(Geom.UHStatic)
        for i in range(numtris):
            gprim.addVertices(i * 3, i * 3 + 1, i * 3 + 2)
            gprim.closePrimitive()

        pgeom = Geom(vdata)
        pgeom.addPrimitive(gprim)

        render_state = getStateFromMaterial(controlled_prim.primitive.material)
        control_node = GeomNode("ctrlnode")
        control_node.addGeom(pgeom, render_state)
        ch.addChild(control_node)

        bundle = AnimBundle('simplechar', 5.0, 2)
        skeleton = AnimGroup(bundle, '<skeleton>')
        root = AnimChannelMatrixXfmTable(skeleton, 'root')

        #hjoint = AnimChannelMatrixXfmTable(root, 'joint1')
        #table = [10, 11, 12, 13, 14, 15, 14, 13, 12, 11]
        #data = PTAFloat.emptyArray(len(table))
        #for i in range(len(table)):
        #    data.setElement(i, table[i])
        #hjoint.setTable(ord('i'), CPTAFloat(data))

        #vjoint = AnimChannelMatrixXfmTable(hjoint, 'joint2')
        #table = [10, 9, 8, 7, 6, 5, 6, 7, 8, 9]
        #data = PTAFloat.emptyArray(len(table))
        #for i in range(len(table)):
        #    data.setElement(i, table[i])
        #vjoint.setTable(ord('j'), CPTAFloat(data))

        wiggle = AnimBundleNode('wiggle', bundle)

        np = NodePath(ch)
        anim = NodePath(wiggle)
        a = Actor(np, {'simplechar': anim})
        a.loop('simplechar')
        return a
        #a.setPos(0, 0, 0)

    else:
        raise Exception("Error: unsupported controller type")
예제 #23
0
def getVertexData(vertex,
                  vertex_index,
                  normal=None,
                  normal_index=None,
                  texcoordset=(),
                  texcoord_indexset=(),
                  textangentset=(),
                  textangent_indexset=(),
                  texbinormalset=(),
                  texbinormal_indexset=()):

    format = GeomVertexFormat()
    formatArray = GeomVertexArrayFormat()

    indices2stack = [vertex_index.reshape(-1, 1)]
    alldata = [vertex]
    formatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32,
                          Geom.CPoint)
    if normal is not None:
        indices2stack.append(normal_index.reshape(-1, 1))
        alldata.append(collada.util.normalize_v3(numpy.copy(normal)))
        formatArray.addColumn(InternalName.make("normal"), 3, Geom.NTFloat32,
                              Geom.CVector)
    if len(texcoordset) > 0:
        indices2stack.append(texcoord_indexset[0].reshape(-1, 1))
        alldata.append(texcoordset[0])
        formatArray.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32,
                              Geom.CTexcoord)
    if len(textangentset) > 0:
        indices2stack.append(textangent_indexset[0].reshape(-1, 1))
        alldata.append(textangentset[0])
        formatArray.addColumn(InternalName.make("tangent"), 3, Geom.NTFloat32,
                              Geom.CVector)
    if len(texbinormalset) > 0:
        indices2stack.append(texbinormal_indexset[0].reshape(-1, 1))
        alldata.append(texbinormalset[0])
        formatArray.addColumn(InternalName.make("binormal"), 3, Geom.NTFloat32,
                              Geom.CVector)

    #have to flatten and reshape like this so that it's contiguous
    stacked_indices = numpy.hstack(indices2stack).flatten().reshape(
        (-1, len(indices2stack)))

    #index_map - maps each unique value back to a location in the original array it came from
    #   eg. stacked_indices[index_map] == unique_stacked_indices
    #inverse_map - maps original array locations to their location in the unique array
    #   e.g. unique_stacked_indices[inverse_map] == stacked_indices
    unique_stacked_indices, index_map, inverse_map = numpy.unique(
        stacked_indices.view([('', stacked_indices.dtype)] *
                             stacked_indices.shape[1]),
        return_index=True,
        return_inverse=True)
    unique_stacked_indices = unique_stacked_indices.view(
        stacked_indices.dtype).reshape(-1, stacked_indices.shape[1])

    #unique returns as int64, so cast back
    index_map = numpy.cast['uint32'](index_map)
    inverse_map = numpy.cast['uint32'](inverse_map)

    #sort the index map to get a list of the index of the first time each value was encountered
    sorted_map = numpy.cast['uint32'](numpy.argsort(index_map))

    #since we're sorting the unique values, we have to map the inverse_map to the new index locations
    backwards_map = numpy.zeros_like(sorted_map)
    backwards_map[sorted_map] = numpy.arange(len(sorted_map),
                                             dtype=numpy.uint32)

    #now this is the new unique values and their indices
    unique_stacked_indices = unique_stacked_indices[sorted_map]
    inverse_map = backwards_map[inverse_map]

    #combine the unique stacked indices into unique stacked data
    data2stack = []
    for idx, data in enumerate(alldata):
        data2stack.append(data[unique_stacked_indices[:, idx]])
    unique_stacked_data = numpy.hstack(data2stack).flatten()
    unique_stacked_data.shape = (-1)
    all_data = unique_stacked_data.tostring()

    format.addArray(formatArray)
    format = GeomVertexFormat.registerFormat(format)

    vdata = GeomVertexData("dataname", format, Geom.UHStatic)
    arr = GeomVertexArrayData(format.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.setData(all_data)
    all_data = None
    vdata.setArray(0, arr)
    datahandle = None
    arr = None

    indexFormat = GeomVertexArrayFormat()
    indexFormat.addColumn(InternalName.make("index"), 1, Geom.NTUint32,
                          Geom.CIndex)
    indexFormat = GeomVertexArrayFormat.registerFormat(indexFormat)
    indexArray = GeomVertexArrayData(indexFormat, GeomEnums.UHStream)
    indexHandle = indexArray.modifyHandle()
    indexData = inverse_map.tostring()
    indexHandle.setData(indexData)
    return vdata, indexArray
예제 #24
0
from panda3d.core import Material, NodePath, PerlinNoise3, PNMImage, Point3
from panda3d.core import Shader, Texture, TextureStage
from panda3d.core import VBase4, Vec3

from utils import convertToPatches, shape_generator_advanced


#you cant normalize in-place so this is a helper function
def normalize(vec):
    vec.normalize()
    return vec


# Build array for new format.
array = GeomVertexArrayFormat()
array.addColumn(InternalName.make(b'vertex'), 3, Geom.NTFloat32, Geom.CPoint)
array.addColumn(InternalName.make(b'texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
array.addColumn(InternalName.make(b'normal'), 3, Geom.NTFloat32, Geom.CVector)
array.addColumn(InternalName.make(b'binormal'), 3, Geom.NTFloat32, Geom.CVector)
array.addColumn(InternalName.make(b'tangent'), 3, Geom.NTFloat32, Geom.CVector)

# Create and register format.
format = GeomVertexFormat()
format.addArray(array)
format = GeomVertexFormat.registerFormat(format)


def frange(start, stop, step):
    r = start
    while r < stop:
        yield r
예제 #25
0
    def build(self):
        # http://www.panda3d.org/forums/viewtopic.php?t=11528
        """Create the geometry from the submitted arrays"""
        verts = self.verts
        polys = self.polys
        self.geomnode = GeomNode('geometry')
        self.color_lookup = []
        if not self.vnorms:
            self.getNormals()
        if not self.uvs:
            self.getUVMapping()
        if self.use_tangents:
            self.getTangents()

        # Build array for new format.
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make(b'vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make(b'texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        array.addColumn(InternalName.make(b'normal'), 3, Geom.NTFloat32, Geom.CVector)
        if self.use_tangents:
            array.addColumn(InternalName.make(b'binormal'), 3, Geom.NTFloat32, Geom.CVector)
            array.addColumn(InternalName.make(b'tangent'), 3, Geom.NTFloat32, Geom.CVector)

        # Create and register format.
        format = GeomVertexFormat()
        format.addArray(array)
        format = GeomVertexFormat.registerFormat(format)

        geoms = []
        for i in range(len(self.colors)):
            vdata = GeomVertexData('ngon', format, Geom.UHStatic)
            geom = Geom(vdata)
            tri = GeomTriangles(Geom.UHStatic)
            vertex = GeomVertexWriter(vdata, b'vertex')
            normal = GeomVertexWriter(vdata, b'normal')
            texcoord = GeomVertexWriter(vdata, b'texcoord')
            geoms.append({'geom':geom,
                          'tri':tri,
                          'vertex':vertex,
                          'texcoord':texcoord,
                          'normal':normal,
                          'index':0,
                          'vdata':vdata,
                          'color':i})
            if self.use_tangents:
                tangent = GeomVertexWriter(vdata, b'tangent')
                binormal = GeomVertexWriter(vdata, b'binormal')
                geoms[i]['tangent'] = tangent
                geoms[i]['binormal'] = binormal

        for poly_index in range(len(polys)):
            color_index = self.colors.index(self.mats[poly_index])
            vertcount = geoms[color_index]['index']

            p = polys[poly_index]
            poly = [verts[i] for i in p]
            uvs = self.uvs[poly_index]
            norm = [self.vnorms[i] for i in p]
            if self.use_tangents:
                binorm = [self.binorms[i] for i in p]
                tan = [self.tans[i] for i in p]
            reindexed = [] # New vertex indices per-poly

            for v in poly:
                geoms[color_index]['vertex'].addData3f(v[0], v[1], v[2])
                reindexed.append(vertcount)
                vertcount += 1
            geoms[color_index]['index'] = vertcount
            for i in range(len(poly)):
                geoms[color_index]['normal'].addData3f(Vec3(norm[i][0], norm[i][1], norm[i][2]))
                if self.use_tangents:
                    geoms[color_index]['binormal'].addData3f(Vec3(binorm[i][0], binorm[i][1], binorm[i][2]))
                    geoms[color_index]['tangent'].addData3f(Vec3(tan[i][0], tan[i][1], tan[i][2]))
            for tvert in uvs:
                geoms[color_index]['texcoord'].addData2f(tvert[0], tvert[1])

            triangulated = self.getFanning(reindexed) # Use new vertex indices
            for tri_index in range(len(triangulated)):
                t = triangulated[tri_index]
                tri = geoms[color_index]['tri']
                tri.addVertices(t[0], t[1], t[2])

        for color_index in range(len(self.colors)):
            geom = geoms[color_index]['geom']
            tri = geoms[color_index]['tri']
            tri.closePrimitive()
            geom.addPrimitive(tri)
            self.geomnode.addGeom(geom)
            self.color_lookup.append(color_index)
예제 #26
0
파일: treegen.py 프로젝트: viatoriche/suber
            if not res.has_key(tree):
                res[tree] = []
            x = random.randint(sx, ex)
            y = random.randint(sy, ey)
            z = self.world.map3d[x, y]
            if 0 < z < self.config.low_mount_level[1]:
                res[tree].append((x, y, z))

        self[item] = res
        return res


# Shit for f*****g trees

formatArray = GeomVertexArrayFormat()
formatArray.addColumn(InternalName.make("drawFlag"), 1, Geom.NTUint8, Geom.COther)

treeform = GeomVertexFormat(GeomVertexFormat.getV3n3cpt2())
treeform.addArray(formatArray)
treeform = GeomVertexFormat.registerFormat(treeform)


# this draws the body of the tree. This draws a ring of vertices and connects the rings with
# triangles to form the body.
# this keepDrawing paramter tells the function wheter or not we're at an end
# if the vertices before you were an end, dont draw branches to it
def draw_body(nodePath, vdata, pos, vecList, radius=1, keepDrawing=True, numVertices=3):

    circleGeom = Geom(vdata)

    vertWriter = GeomVertexWriter(vdata, "vertex")
예제 #27
0
    def __init__(self, size, pos, depth, mask, spec = WaterSpec()):
        NodePath.__init__(self, 'waterNode')
        self.setPos(pos)

        self.spec = spec
        self.pos = pos
        self.depth = depth
        self.size = size
        self.mask = mask
        self.height = pos[2]
        
        normal = (0, 0, 1)
        tangent = (normal[0], normal[2], -normal[1])
        binormal = (normal[2], normal[1], -normal[0])
        
        # Build array for new format.
        array = GeomVertexArrayFormat()
        array.addColumn(InternalName.make('vertex'), 3, Geom.NTFloat32, Geom.CPoint)
        array.addColumn(InternalName.make('texcoord'), 2, Geom.NTFloat32, Geom.CTexcoord)
        array.addColumn(InternalName.make('normal'), 3, Geom.NTFloat32, Geom.CVector)
        array.addColumn(InternalName.make('binormal'), 3, Geom.NTFloat32, Geom.CVector)
        array.addColumn(InternalName.make('tangent'), 3, Geom.NTFloat32, Geom.CVector)

        # Create and register format.
        format = GeomVertexFormat()
        format.addArray(array)
        format = GeomVertexFormat.registerFormat(format)

        vdata = GeomVertexData('waterPlanes', format, Geom.UHStatic)
        vdata.setNumRows(4)
        vtxWriter = GeomVertexWriter(vdata, 'vertex')
        tcWriter = GeomVertexWriter(vdata, 'texcoord')
        tnWriter = GeomVertexWriter(vdata, 'tangent')
        bnWriter = GeomVertexWriter(vdata, 'binormal')
        normWriter = GeomVertexWriter(vdata, 'normal')
        # top left corner
        vtxWriter.addData3f(size[0], size[3], 0)
        tcWriter.addData2f(0, 1)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # bottom left corner
        vtxWriter.addData3f(size[0], size[2], 0)
        tcWriter.addData2f(0, 0)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # top right corner
        vtxWriter.addData3f(size[1], size[3], 0)
        tcWriter.addData2f(1, 1)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        # bottom right corner
        vtxWriter.addData3f(size[1], size[2], 0)
        tcWriter.addData2f(1, 0)
        normWriter.addData3f(*normal)
        tnWriter.addData3f(*tangent)
        bnWriter.addData3f(*binormal)
        
        topTris = GeomTriangles(Geom.UHStatic)
        topTris.addVertices(0, 1, 2)
        topTris.addVertices(3, 2, 1)
        topGeom = Geom(vdata)
        topGeom.addPrimitive(topTris)
        self.topNP = self.attachNewNode(GeomNode('waterTop'))
        self.topNP.node().addGeom(topGeom)
        
        # Reverse the winding for the bottom water plane
        botTris = GeomTriangles(Geom.UHStatic)
        botTris.addVertices(2, 1, 0)
        botTris.addVertices(1, 2, 3)        
        botGeom = Geom(vdata)
        botGeom.addPrimitive(botTris)
        self.botNP = self.attachNewNode(GeomNode('waterBot'))
        self.botNP.node().addGeom(botGeom)

        # Create an AABB which defines the volume of this water.
        self.aabb = BoundingBox(Point3(size[0], size[2], -depth), Point3(size[1], size[3], 0))
        self.aabb.xform(self.getMat(render))
        
        self.cubemap = base.bspLoader.getClosestCubemapTexture(self.getPos(render))

        self.dudvFrame = 0
예제 #28
0
def getVertexData(vertex, vertex_index, normal=None, normal_index=None,
                  texcoordset=(), texcoord_indexset=(),
                  textangentset=(), textangent_indexset=(),
                  texbinormalset=(), texbinormal_indexset=()):
    
    format = GeomVertexFormat()
    formatArray = GeomVertexArrayFormat()
    
    indices2stack = [vertex_index.reshape(-1, 1)]
    alldata = [vertex]
    formatArray.addColumn(InternalName.make("vertex"), 3, Geom.NTFloat32, Geom.CPoint)
    if normal is not None:
        indices2stack.append(normal_index.reshape(-1, 1))
        alldata.append(collada.util.normalize_v3(numpy.copy(normal)))
        formatArray.addColumn(InternalName.make("normal"), 3, Geom.NTFloat32, Geom.CVector)
    if len(texcoordset) > 0:
        indices2stack.append(texcoord_indexset[0].reshape(-1, 1))
        alldata.append(texcoordset[0])
        formatArray.addColumn(InternalName.make("texcoord"), 2, Geom.NTFloat32, Geom.CTexcoord)
    if len(textangentset) > 0:
        indices2stack.append(textangent_indexset[0].reshape(-1, 1))
        alldata.append(textangentset[0])
        formatArray.addColumn(InternalName.make("tangent"), 3, Geom.NTFloat32, Geom.CVector)
    if len(texbinormalset) > 0:
        indices2stack.append(texbinormal_indexset[0].reshape(-1, 1))
        alldata.append(texbinormalset[0])
        formatArray.addColumn(InternalName.make("binormal"), 3, Geom.NTFloat32, Geom.CVector)
        
    #have to flatten and reshape like this so that it's contiguous
    stacked_indices = numpy.hstack(indices2stack).flatten().reshape((-1, len(indices2stack)))

    #index_map - maps each unique value back to a location in the original array it came from
    #   eg. stacked_indices[index_map] == unique_stacked_indices
    #inverse_map - maps original array locations to their location in the unique array
    #   e.g. unique_stacked_indices[inverse_map] == stacked_indices
    unique_stacked_indices, index_map, inverse_map = numpy.unique(stacked_indices.view([('',stacked_indices.dtype)]*stacked_indices.shape[1]), return_index=True, return_inverse=True)
    unique_stacked_indices = unique_stacked_indices.view(stacked_indices.dtype).reshape(-1,stacked_indices.shape[1])
    
    #unique returns as int64, so cast back
    index_map = numpy.cast['uint32'](index_map)
    inverse_map = numpy.cast['uint32'](inverse_map)
    
    #sort the index map to get a list of the index of the first time each value was encountered
    sorted_map = numpy.cast['uint32'](numpy.argsort(index_map))
    
    #since we're sorting the unique values, we have to map the inverse_map to the new index locations
    backwards_map = numpy.zeros_like(sorted_map)
    backwards_map[sorted_map] = numpy.arange(len(sorted_map), dtype=numpy.uint32)
    
    #now this is the new unique values and their indices
    unique_stacked_indices = unique_stacked_indices[sorted_map]
    inverse_map = backwards_map[inverse_map]
    
    #combine the unique stacked indices into unique stacked data
    data2stack = []
    for idx, data in enumerate(alldata):
        data2stack.append(data[unique_stacked_indices[:,idx]])
    unique_stacked_data = numpy.hstack(data2stack).flatten()
    unique_stacked_data.shape = (-1)
    all_data = unique_stacked_data.tostring()

    format.addArray(formatArray)
    format = GeomVertexFormat.registerFormat(format)
    
    vdata = GeomVertexData("dataname", format, Geom.UHStatic)
    arr = GeomVertexArrayData(format.getArray(0), GeomEnums.UHStream)
    datahandle = arr.modifyHandle()
    datahandle.setData(all_data)
    all_data = None
    vdata.setArray(0, arr)
    datahandle = None
    arr = None

    indexFormat = GeomVertexArrayFormat()
    indexFormat.addColumn(InternalName.make("index"), 1, Geom.NTUint32, Geom.CIndex)
    indexFormat = GeomVertexArrayFormat.registerFormat(indexFormat)
    indexArray = GeomVertexArrayData(indexFormat, GeomEnums.UHStream)
    indexHandle = indexArray.modifyHandle()
    indexData = inverse_map.tostring()
    indexHandle.setData(indexData)
    return vdata, indexArray