예제 #1
0
class Application(ShowBase):
    def __init__(self):
        # Setup window size and title
        load_prc_file_data(
            "", """
            # win-size 1600 900
            window-title Render Pipeline - Material Sample
        """)

        # Construct the render pipeline
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)
        self.render_pipeline.daytime_mgr.time = "19:17"
        # self.render_pipeline.daytime_mgr.time = "12:00"

        # Load the scene
        model = self.loader.load_model("scene/TestScene.bam")
        model.reparent_to(self.render)

        self.render_pipeline.prepare_scene(model)

        # Enable parallax mapping on the floor
        # self.render_pipeline.set_effect(
        #     model.find("**/FloorPlane"),
        #     "effects/default.yaml", {"parallax_mapping": True}, 100)

        # Initialize movement controller, this is a convenience class
        # to provide an improved camera control compared to Panda3Ds default
        # mouse controller.
        self.controller = MovementController(self)
        self.controller.set_initial_position_hpr(
            Vec3(-17.2912578583, -13.290019989, 6.88211250305),
            Vec3(-39.7285499573, -14.6770210266, 0.0))
        self.controller.setup()
예제 #2
0
class Application(ShowBase):
    def __init__(self):
        # Setup window size and title
        load_prc_file_data("", """
            # win-size 1600 900
            window-title Render Pipeline - Plugin Showcase - AO
        """)

        # Construct the render pipeline
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)
        self.render_pipeline.daytime_mgr.time = "19:17"
        # self.render_pipeline.daytime_mgr.time = "12:00"

        # Load the scene
        model = self.loader.load_model("scene/Scene.bam")
        model.reparent_to(self.render)
        self.render_pipeline.prepare_scene(model)

        # probe = self.render_pipeline.add_environment_probe()
        # probe.set_pos(0, 0, 4)
        # probe.set_scale(42, 42, 8)
        # probe.parallax_correction = True
        # probe.border_smoothness = 0.001

        # Initialize movement controller, this is a convenience class
        # to provide an improved camera control compared to Panda3Ds default
        # mouse controller.
        self.controller = MovementController(self)
        self.controller.set_initial_position_hpr(
            Vec3(-17.2912578583, -13.290019989, 6.88211250305),
            Vec3(-39.7285499573, -14.6770210266, 0.0))
        self.controller.setup()
예제 #3
0
class MainApp(ShowBase):
    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data("", """
            win-size 1600 900
            window-title Render Pipeline - Car Demo
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, SpotLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        self.render_pipeline.daytime_mgr.time = "20:08"

        # Load the scene
        model = loader.loadModel("scene/scene.bam")
        # model = loader.loadModel("scene2/Scene.bam")

        model.reparent_to(render)
        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(
            Vec3(-7.5, -5.3, 1.8), Vec3(-5.9, -4.0, 1.6))
        self.controller.setup()

        base.accept("l", self.tour)

    def tour(self):
        """ Camera flythrough """
        mopath = (
            (Vec3(-10.8645000458, 9.76458263397, 2.13306283951), Vec3(-133.556228638, -4.23447799683, 0.0)),
            (Vec3(-10.6538448334, -5.98406457901, 1.68028640747), Vec3(-59.3999938965, -3.32706642151, 0.0)),
            (Vec3(9.58458328247, -5.63625621796, 2.63269257545), Vec3(58.7906494141, -9.40668964386, 0.0)),
            (Vec3(6.8135137558, 11.0153560638, 2.25509500504), Vec3(148.762527466, -6.41223621368, 0.0)),
            (Vec3(-9.07093334198, 3.65908527374, 1.42396306992), Vec3(245.362503052, -3.59927511215, 0.0)),
            (Vec3(-8.75390911102, -3.82727789879, 0.990055501461), Vec3(296.090484619, -0.604830980301, 0.0)),
        )
        self.controller.play_motion_path(mopath, 3.0)
예제 #4
0
class Application(ShowBase):
    def __init__(self):
        # Setup window size and title
        load_prc_file_data("", """
            # win-size 1600 900
            window-title Render Pipeline - Material Sample
        """)

        # Construct the render pipeline
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)
        self.render_pipeline.daytime_mgr.time = "19:17"
        # self.render_pipeline.daytime_mgr.time = "12:00"

        # Load the scene
        model = self.loader.load_model("scene/TestScene.bam")
        model.reparent_to(self.render)

        self.render_pipeline.prepare_scene(model)

        # Enable parallax mapping on the floor
        # self.render_pipeline.set_effect(
        #     model.find("**/FloorPlane"),
        #     "effects/default.yaml", {"parallax_mapping": True}, 100)

        # Initialize movement controller, this is a convenience class
        # to provide an improved camera control compared to Panda3Ds default
        # mouse controller.
        self.controller = MovementController(self)
        self.controller.set_initial_position_hpr(
            Vec3(-17.2912578583, -13.290019989, 6.88211250305),
            Vec3(-39.7285499573, -14.6770210266, 0.0))
        self.controller.setup()
예제 #5
0
class MainBase(ShowBase):

    def __init__(self):

        load_prc_file_data("", "win-size {} {}".format(w, h))
        load_prc_file_data("", "window-type offscreen")

        self.rp = RenderPipeline(self)
        self.rp.load_settings(
            os.path.join(base_path, "pipeline.yaml"))
        self.rp.set_empty_loading_screen()
        self.rp.create()

        self.rp.daytime_mgr.time = 0.45

        model = loader.loadModel("preview.bam")
        model.reparent_to(render)
        model.set_two_sided(True)
        self.rp.prepare_scene(model)

        base.disable_mouse()
        base.camLens.set_fov(110)

        base.render2d.hide()
        base.pixel2d.hide()
        base.pixel2dp.hide()

        main_cam = model.find("**/Camera")
        if main_cam:
            transform_mat = main_cam.get_transform(render).get_mat()
            transform_mat = Mat4.convert_mat(CS_zup_right, CS_yup_right) * transform_mat
            base.camera.set_mat(transform_mat)
        else:
            print("WARNING: No camera found")
예제 #6
0
class Application(ShowBase):
    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data("", """
            win-size 1600 900
            window-title Render Pipeline - Material Sample
        """)

        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # Set time of day
        self.render_pipeline.daytime_mgr.time = "19:17"

        # Load the scene
        model = loader.load_model("scene/TestScene.bam")
        model.reparent_to(render)
        self.render_pipeline.prepare_scene(model)

        # Enable parallax mapping on the floor
        self.render_pipeline.set_effect(model.find("**/FloorPlane"),
            "effects/default.yaml", {"parallax_mapping": True}, 100)

        # Initialize movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position_hpr(
            Vec3(-17.2912578583, -13.290019989, 6.88211250305),
            Vec3(-39.7285499573, -14.6770210266, 0.0))
        self.controller.setup()
예제 #7
0
class MainApp(ShowBase):
    """ Main Testing Showbase """
    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data(
            "", """
        win-size 1600 900
        window-title Render Pipeline - Lights demo
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, SpotLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        # Set time of day
        self.render_pipeline.daytime_mgr.time = "4:50"

        self.half_energy = 5000
        self.lamp_fov = 70
        self.lamp_radius = 10
        # Load the scene
        model = loader.loadModel("scene/Scene.bam")
        model.reparent_to(render)

        # Animate balls, this is for testing the motion blur
        blend_type = "noBlend"

        np = model.find("**/MBRotate")
        np.hprInterval(1.5,
                       Vec3(360, 360, 0),
                       Vec3(0, 0, 0),
                       blendType=blend_type).loop()

        np = model.find("**/MBUpDown")
        np_pos = np.get_pos() - Vec3(0, 0, 2)
        Sequence(
            np.posInterval(0.15,
                           np_pos + Vec3(0, 0, 6),
                           np_pos,
                           blendType=blend_type),
            np.posInterval(0.15,
                           np_pos,
                           np_pos + Vec3(0, 0, 6),
                           blendType=blend_type)).loop()

        np = model.find("**/MBFrontBack")
        np_pos = np.get_pos() - Vec3(0, 0, 2)
        Sequence(
            np.posInterval(0.15,
                           np_pos + Vec3(0, 6, 0),
                           np_pos,
                           blendType=blend_type),
            np.posInterval(0.15,
                           np_pos,
                           np_pos + Vec3(0, 6, 0),
                           blendType=blend_type)).loop()

        np = model.find("**/MBScale")
        Sequence(
            np.scaleInterval(0.2, Vec3(1.5), Vec3(1), blendType=blend_type),
            np.scaleInterval(0.2, Vec3(1), Vec3(1.5),
                             blendType=blend_type)).loop()

        # Generate temperature lamps
        # This shows how to procedurally create lamps. In this case, we
        # base the lights positions on empties created in blender.
        self._lights = []
        light_key = lambda light: int(light.get_name().split("LampLum")[-1])
        lumlamps = sorted(model.find_all_matches("**/LampLum*"), key=light_key)
        for lumlamp in lumlamps:
            lum = float(lumlamp.get_name()[len("LampLum"):])
            light = SpotLight()
            light.direction = (0, -1.5, -1)
            light.fov = self.lamp_fov
            light.set_color_from_temperature(lum * 1000.0)
            light.energy = self.half_energy
            light.pos = lumlamp.get_pos(self.render)
            light.radius = self.lamp_radius
            light.casts_shadows = False
            light.shadow_map_resolution = 256
            self.render_pipeline.add_light(light)

            # Put Pandas on the edges
            if lumlamp in lumlamps[0:2] + lumlamps[-2:]:
                panda = loader.loadModel("panda")
                panda.reparent_to(render)
                panda_mat = Material("default")
                panda_mat.emission = 0
                panda.set_material(panda_mat)
                panda.set_pos(light.pos)
                panda.set_z(0.65)
                panda.set_h(180 + randint(-60, 60))
                panda.set_scale(0.2)
                panda.set_y(panda.get_y() - 3.0)

            self._lights.append(light)

        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(Vec3(23.9, 42.5, 13.4),
                                             Vec3(23.8, 33.4, 10.8))
        self.controller.setup()

        self.day_time = 0.3
        self.time_direction = 0

        # Keys to modify the time, disabled in the demo
        self.accept("k", self.reset)
        self.accept("p", self.set_time_direction, [
            1,
        ])
        self.accept("p-up", self.set_time_direction, [
            0,
        ])
        self.accept("i", self.set_time_direction, [
            -1,
        ])
        self.accept("i-up", self.set_time_direction, [
            0,
        ])

        self.addTask(self.update, "update")

    def reset(self):
        self.day_time = 0.209

    def set_time_direction(self, direction):
        self.time_direction = direction

    def update(self, task):
        """ Update method """
        frame_time = globalClock.get_frame_time()
        # Make the lights glow
        for i, light in enumerate(self._lights):
            brightness = math.sin(0.4 * i + frame_time * 1.0)
            light.energy = max(
                0, self.half_energy / 2 + brightness * self.half_energy)
        return task.cont
예제 #8
0
class MainApp(ShowBase):

    """ Main Testing Showbase """

    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data("", """
        win-size 1600 900
        window-title Render Pipeline - Benchmark
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, PointLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        # Set time of day
        self.render_pipeline.daytime_mgr.time = "17:41"

        self.camLens.set_fov(90)

        model = self.loader.load_model("scene/Scene.bam")
        model.reparent_to(self.render)

        model.flatten_strong()
        num_rows = 255

        img = PNMImage("scene/lights.png")

        for x in range(num_rows):
            for y in range(num_rows):
                light = PointLight()
                # light.direction = (0, 0, -1)
                # light.fov = 60
                # light.set_color_from_temperature(randint(2000, 20000))
                light.color = img.get_xel(x * 1, y * 1)
                light.energy = 5000 * (x / num_rows)
                light.pos = Vec3(-(x - num_rows // 2) / num_rows * 1000.0,
                                 (y - num_rows // 2) / num_rows * 1000.0, 2)
                light.radius = 4
                light.inner_radius = 0.5
                light.casts_shadows = False
                light.shadow_map_resolution = 256
                self.render_pipeline.add_light(light)

        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(Vec3(0, 450, 200), Vec3(0))
        self.controller.setup()

        self.accept("l", self.benchmark)

    def benchmark(self):
        mopath = (
            (Vec3(0.0, 450.0, 200.0), Vec3(180.0, -23.9624938965, 0.0)),
            (Vec3(-190.848297119, 304.510772705, 90.5852050781), Vec3(209.767547607, -19.2802791595, 0.0)),
            (Vec3(-220.74269104, 10.6886262894, 38.7188148499), Vec3(278.595062256, -16.6669464111, -0.00123210949823)),
            (Vec3(-51.2080802917, -188.072463989, 50.2380104065), Vec3(364.747375488, -22.7647132874, 0.0)),
            (Vec3(211.633651733, -190.621276855, 216.169631958), Vec3(413.887451172, -40.1869468689, -0.000118153897347)),
            (Vec3(320.780090332, 303.404388428, 341.834014893), Vec3(495.000030518, -41.1669464111, 0.00174981483724)),
            (Vec3(125.150436401, 294.57989502, 218.834960938), Vec3(444.363800049, 3.80416536331, 0.0)),
            (Vec3(-355.501434326, 153.010559082, 68.0701370239), Vec3(611.234924316, -11.5491724014, 0.000359044410288)),
            (Vec3(-118.283355713, -115.640907288, 6.09887886047), Vec3(637.222473145, -8.82695007324, 0.0)),
            (Vec3(80.3096160889, 12.4637413025, 26.0630741119), Vec3(676.439758301, -24.3980617523, 0.0)),
            (Vec3(69.6195449829, 152.581176758, 14.8633785248), Vec3(881.898925781, -15.3602952957, 0.0)),
            (Vec3(-202.29776001, 109.818962097, 94.7222290039), Vec3(962.381530762, -27.7736206055, 0.00155594921671)),
            (Vec3(6.89826059341, -412.195037842, 221.591659546), Vec3(1080.42749023, -31.1491756439, 0.0)),
            (Vec3(362.657867432, -34.1290054321, 216.362884521), Vec3(1166.81677246, -35.0691833496, 0.0)),
            (Vec3(-0.339450836182, 452.040649414, 199.996627808), Vec3(180.0, -23.9624938965, 0.0)),
        )
        self.controller.play_motion_path(mopath, 3.0)
예제 #9
0
class MainApp(ShowBase):

    """ Main Testing Showbase """

    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data("", """
        win-size 1600 900
        window-title Render Pipeline - Lights demo
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, SpotLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        # Set time of day
        self.render_pipeline.daytime_mgr.time = "4:50"

        self.half_energy = 5000
        self.lamp_fov = 70
        self.lamp_radius = 10
        # Load the scene
        model = loader.loadModel("scene/Scene.bam")
        model.reparent_to(render)

        # Animate balls, this is for testing the motion blur
        blend_type = "noBlend"

        np = model.find("**/MBRotate")
        np.hprInterval(1.5, Vec3(360, 360, 0), Vec3(0, 0, 0), blendType=blend_type).loop()

        np = model.find("**/MBUpDown")
        np_pos = np.get_pos() - Vec3(0, 0, 2)
        Sequence(
            np.posInterval(0.15, np_pos + Vec3(0, 0, 6), np_pos, blendType=blend_type),
            np.posInterval(0.15, np_pos, np_pos + Vec3(0, 0, 6), blendType=blend_type)).loop()

        np = model.find("**/MBFrontBack")
        np_pos = np.get_pos() - Vec3(0, 0, 2)
        Sequence(
            np.posInterval(0.15, np_pos + Vec3(0, 6, 0), np_pos, blendType=blend_type),
            np.posInterval(0.15, np_pos, np_pos + Vec3(0, 6, 0), blendType=blend_type)).loop()

        np = model.find("**/MBScale")
        Sequence(
            np.scaleInterval(0.2, Vec3(1.5), Vec3(1), blendType=blend_type),
            np.scaleInterval(0.2, Vec3(1), Vec3(1.5), blendType=blend_type)).loop()


        # Generate temperature lamps
        # This shows how to procedurally create lamps. In this case, we
        # base the lights positions on empties created in blender.
        self._lights = []
        light_key = lambda light: int(light.get_name().split("LampLum")[-1])
        lumlamps = sorted(model.find_all_matches("**/LampLum*"), key=light_key)
        for lumlamp in lumlamps:
            lum = float(lumlamp.get_name()[len("LampLum"):])
            light = SpotLight()
            light.direction = (0, -1.5, -1)
            light.fov = self.lamp_fov
            light.set_color_from_temperature(lum * 1000.0)
            light.energy = self.half_energy
            light.pos = lumlamp.get_pos(self.render)
            light.radius = self.lamp_radius
            light.casts_shadows = False
            light.shadow_map_resolution = 256
            self.render_pipeline.add_light(light)

            # Put Pandas on the edges
            if lumlamp in lumlamps[0:2] + lumlamps[-2:]:
                panda = loader.loadModel("panda")
                panda.reparent_to(render)
                panda_mat = Material("default")
                panda_mat.emission = 0
                panda.set_material(panda_mat)
                panda.set_pos(light.pos)
                panda.set_z(0.65)
                panda.set_h(180 + randint(-60, 60))
                panda.set_scale(0.2)
                panda.set_y(panda.get_y() - 3.0)

            self._lights.append(light)

        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(Vec3(23.9, 42.5, 13.4), Vec3(23.8, 33.4, 10.8))
        self.controller.setup()

        self.day_time = 0.3
        self.time_direction = 0

        # Keys to modify the time, disabled in the demo
        self.accept("k", self.reset)
        self.accept("p", self.set_time_direction, [1,])
        self.accept("p-up", self.set_time_direction, [0,])
        self.accept("i", self.set_time_direction, [-1,])
        self.accept("i-up", self.set_time_direction, [0,])

        self.addTask(self.update, "update")

    def reset(self):
        self.day_time = 0.209

    def set_time_direction(self, direction):
        self.time_direction = direction

    def update(self, task):
        """ Update method """
        frame_time = globalClock.get_frame_time()
        # Make the lights glow
        for i, light in enumerate(self._lights):
            brightness = math.sin(0.4 * i + frame_time * 1.0)
            light.energy = max(0, self.half_energy / 2 + brightness * self.half_energy)
        return task.cont
예제 #10
0
class MainApp(ShowBase):
    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data("", """
            win-size 1600 900
            window-title Render Pipeline - Shading Models Demo
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, SpotLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        # Set time of day
        self.render_pipeline.daytime_mgr.time = 0.769

        # Load the scene
        model = loader.loadModel("scene/TestScene.bam")
        model.reparent_to(render)

        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(
            Vec3(6.6, -18.8, 4.5), Vec3(4.7, -16.7, 3.4))
        self.controller.setup()

        base.accept("l", self.tour)
        base.accept("r", self.reload_shaders)

    def reload_shaders(self):
        self.render_pipeline.reload_shaders()
        self.render_pipeline.prepare_scene(render)

    def tour(self):
        mopath = (
            (Vec3(3.97601628304, -15.5422525406, 1.73230814934), Vec3(49.2462043762, -11.7619161606, 0.0)),
            (Vec3(4.37102460861, -6.52981519699, 2.84148645401), Vec3(138.54864502, -15.7908058167, 0.0)),
            (Vec3(-5.88968038559, -13.9816446304, 2.44033527374), Vec3(302.348571777, -13.2863616943, 0.0)),
            (Vec3(5.23844909668, -18.1897411346, 4.54698801041), Vec3(402.91229248, -14.7019147873, 0.0)),
            (Vec3(-7.27328443527, -0.466051012278, 3.30696845055), Vec3(607.032165527, -19.6019115448, 0.0)),
            (Vec3(5.33415555954, 1.92750489712, 2.53945565224), Vec3(484.103546143, -11.9796953201, 0.0)),
            (Vec3(-0.283608138561, -6.86583900452, 1.43702816963), Vec3(354.63848877, -4.79302883148, 0.0)),
            (Vec3(-11.7576808929, 7.0855755806, 3.40899515152), Vec3(272.73840332, -12.959692955, 0.0)),
            (Vec3(7.75462722778, 13.220041275, 3.97876667976), Vec3(126.342140198, -19.4930171967, 0.0)),
            (Vec3(-2.10827493668, 4.78230571747, 1.27567899227), Vec3(-40.1353683472, -5.77301359177, 0.0)),
            (Vec3(8.67115211487, 16.9084873199, 3.72598099709), Vec3(89.5658569336, -10.9996757507, 0.0)),
            (Vec3(-8.1254825592, 26.6411190033, 3.21335697174), Vec3(268.092102051, -12.1974525452, 0.0)),
            (Vec3(7.89382314682, 45.8911399841, 4.47727441788), Vec3(498.199554443, -11.3263425827, 0.0)),
            (Vec3(-2.33054184914, 43.8977775574, 1.86498868465), Vec3(551.198242188, 13.6092195511, 0.0)),
            (Vec3(4.80335664749, 36.9664497375, 6.16300296783), Vec3(810.128417969, -10.6730031967, 0.0)),
            (Vec3(45.0654678345, 7.54712438583, 22.2645874023), Vec3(808.238586426, -17.5330123901, 0.0)),
            (Vec3(5.99377584457, -12.3760728836, 4.53536558151), Vec3(806.978820801, -2.39745855331, 0.0)),
            (Vec3(6.05853939056, -1.72227275372, 4.53848743439), Vec3(809.65637207, -2.39745855331, 0.0)),
            (Vec3(4.81568479538, 8.28769683838, 4.48393821716), Vec3(809.65637207, -2.39745855331, 0.0)),
            (Vec3(5.82831144333, 17.5230751038, 4.52401590347), Vec3(809.65637207, -2.39745855331, 0.0)),
            (Vec3(4.09594917297, 26.7909412384, 4.44915866852), Vec3(809.65637207, -2.39745855331, 0.0)),
            (Vec3(4.39108037949, 37.2143096924, 5.16932630539), Vec3(809.65637207, -2.39745855331, 0.0)),
        )
        self.controller.play_motion_path(mopath, 2.3)
예제 #11
0
class MainApp(ShowBase):
    def __init__(self):

        # Setup window size, title and so on
        load_prc_file_data(
            "", """
            win-size 1600 900
            window-title Render Pipeline - Car Demo
        """)

        # ------ Begin of render pipeline code ------

        # Insert the pipeline path to the system path, this is required to be
        # able to import the pipeline classes
        pipeline_path = "../../"

        # Just a special case for my development setup, so I don't accidentally
        # commit a wrong path. You can remove this in your own programs.
        if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
            pipeline_path = "../../RenderPipeline/"

        sys.path.insert(0, pipeline_path)

        from rpcore import RenderPipeline, SpotLight
        self.render_pipeline = RenderPipeline()
        self.render_pipeline.create(self)

        # This is a helper class for better camera movement - its not really
        # a rendering element, but it included for convenience
        from rpcore.util.movement_controller import MovementController

        # ------ End of render pipeline code, thats it! ------

        self.render_pipeline.daytime_mgr.time = "20:08"

        # Load the scene
        model = loader.loadModel("scene/scene.bam")
        # model = loader.loadModel("scene2/Scene.bam")

        model.reparent_to(render)
        self.render_pipeline.prepare_scene(model)

        # Init movement controller
        self.controller = MovementController(self)
        self.controller.set_initial_position(Vec3(-7.5, -5.3, 1.8),
                                             Vec3(-5.9, -4.0, 1.6))
        self.controller.setup()

        base.accept("l", self.tour)

    def tour(self):
        """ Camera flythrough """
        mopath = (
            (Vec3(-10.8645000458, 9.76458263397,
                  2.13306283951), Vec3(-133.556228638, -4.23447799683, 0.0)),
            (Vec3(-10.6538448334, -5.98406457901,
                  1.68028640747), Vec3(-59.3999938965, -3.32706642151, 0.0)),
            (Vec3(9.58458328247, -5.63625621796,
                  2.63269257545), Vec3(58.7906494141, -9.40668964386, 0.0)),
            (Vec3(6.8135137558, 11.0153560638,
                  2.25509500504), Vec3(148.762527466, -6.41223621368, 0.0)),
            (Vec3(-9.07093334198, 3.65908527374,
                  1.42396306992), Vec3(245.362503052, -3.59927511215, 0.0)),
            (Vec3(-8.75390911102, -3.82727789879,
                  0.990055501461), Vec3(296.090484619, -0.604830980301, 0.0)),
        )
        self.controller.play_motion_path(mopath, 3.0)