Exemplo n.º 1
0
 def loadFog(self):
     fog = Fog('distanceFog')
     fog.setColor(0, 0, 0)
     fog.setExpDensity(.07)
     render.setFog(fog)
     fog.setOverallHidden(False)
     return fog.getExpDensity()
Exemplo n.º 2
0
 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
Exemplo n.º 3
0
class FogDemo(ShowBase):

    # Macro-like function used to reduce the amount to code needed to create the
    # on screen instructions
    def genLabelText(self, i, text):
        return OnscreenText(text=text, parent=base.a2dTopLeft, scale=.05,
                            pos=(0.06, -.065 * i), fg=(1, 1, 1, 1),
                            align=TextNode.ALeft)

    def __init__(self):
        # Initialize the ShowBase class from which we inherit, which will
        # create a window and set up everything we need for rendering into it.
        ShowBase.__init__(self)

        # Standard initialization stuff
        # Standard title that's on screen in every tutorial
        self.title = OnscreenText(text="Panda3D: Tutorial - Fog", style=1,
            fg=(1, 1, 1, 1), shadow=(0, 0, 0, .5), parent=base.a2dBottomRight,
            align=TextNode.ARight, pos=(-0.1, 0.1), scale=.08)

        # Code to generate the on screen instructions
        self.escapeEventText = self.genLabelText(1, "ESC: Quit")
        self.pkeyEventText = self.genLabelText(2, "[P]: Pause")
        self.tkeyEventText = self.genLabelText(3, "[T]: Toggle Fog")
        self.dkeyEventText = self.genLabelText(4, "[D]: Make fog color black")
        self.sdkeyEventText = self.genLabelText(5, "[SHIFT+D]: Make background color black")
        self.rkeyEventText = self.genLabelText(6, "[R]: Make fog color red")
        self.srkeyEventText = self.genLabelText(7, "[SHIFT+R]: Make background color red")
        self.bkeyEventText = self.genLabelText(8, "[B]: Make fog color blue")
        self.sbkeyEventText = self.genLabelText(9, "[SHIFT+B]: Make background color blue")
        self.gkeyEventText = self.genLabelText(10, "[G]: Make fog color green")
        self.sgkeyEventText = self.genLabelText(11, "[SHIFT+G]: Make background color green")
        self.lkeyEventText = self.genLabelText(12, "[L]: Make fog color light grey")
        self.slkeyEventText = self.genLabelText(13, "[SHIFT+L]: Make background color light grey")
        self.pluskeyEventText = self.genLabelText(14, "[+]: Increase fog density")
        self.minuskeyEventText = self.genLabelText(15, "[-]: Decrease fog density")

        # disable mouse control so that we can place the camera
        base.disableMouse()
        camera.setPosHpr(0, 0, 10, 0, -90, 0)
        base.setBackgroundColor(0, 0, 0)  # set the background color to black

        # World specific-code

        # Create an instance of fog called 'distanceFog'.
        #'distanceFog' is just a name for our fog, not a specific type of fog.
        self.fog = Fog('distanceFog')
        # Set the initial color of our fog to black.
        self.fog.setColor(0, 0, 0)
        # Set the density/falloff of the fog.  The range is 0-1.
        # The higher the numer, the "bigger" the fog effect.
        self.fog.setExpDensity(.08)
        # We will set fog on render which means that everything in our scene will
        # be affected by fog. Alternatively, you could only set fog on a specific
        # object/node and only it and the nodes below it would be affected by
        # the fog.
        render.setFog(self.fog)

        # Define the keyboard input
        # Escape closes the demo
        self.accept('escape', sys.exit)
        # Handle pausing the tunnel
        self.accept('p', self.handlePause)
        # Handle turning the fog on and off
        self.accept('t', toggleFog, [render, self.fog])
        # Sets keys to set the fog to various colors
        self.accept('r', self.fog.setColor, [1, 0, 0])
        self.accept('g', self.fog.setColor, [0, 1, 0])
        self.accept('b', self.fog.setColor, [0, 0, 1])
        self.accept('l', self.fog.setColor, [.7, .7, .7])
        self.accept('d', self.fog.setColor, [0, 0, 0])
        # Sets keys to change the background colors
        self.accept('shift-r', base.setBackgroundColor, [1, 0, 0])
        self.accept('shift-g', base.setBackgroundColor, [0, 1, 0])
        self.accept('shift-b', base.setBackgroundColor, [0, 0, 1])
        self.accept('shift-l', base.setBackgroundColor, [.7, .7, .7])
        self.accept('shift-d', base.setBackgroundColor, [0, 0, 0])
        # Increases the fog density when "+" key is pressed
        self.accept('+', self.addFogDensity, [.01])
        # This is to handle the other "+" key (it's over = on the keyboard)
        self.accept('=', self.addFogDensity, [.01])
        self.accept('shift-=', self.addFogDensity, [.01])
        # Decreases the fog density when the "-" key is pressed
        self.accept('-', self.addFogDensity, [-.01])

        # Load the tunel and start the tunnel
        self.initTunnel()
        self.contTunnel()

    # This function will change the fog density by the amount passed into it
    # This function is needed so that it can look up the current value and
    # change it when the key is pressed. If you wanted to bind a key to set it
    # at a given value you could call self.fog.setExpDensity directly
    def addFogDensity(self, change):
        # The min() statement makes sure the density is never over 1
        # The max() statement makes sure the density is never below 0
        self.fog.setExpDensity(
            min(1, max(0, self.fog.getExpDensity() + change)))

    # Code to initialize the tunnel
    def initTunnel(self):
        self.tunnel = [None] * 4

        for x in range(4):
            # Load a copy of the tunnel
            self.tunnel[x] = loader.loadModel('models/tunnel')
            # The front segment needs to be attached to render
            if x == 0:
                self.tunnel[x].reparentTo(render)
            # The rest of the segments parent to the previous one, so that by moving
            # the front segement, the entire tunnel is moved
            else:
                self.tunnel[x].reparentTo(self.tunnel[x - 1])
            # We have to offset each segment by its length so that they stack onto
            # each other. Otherwise, they would all occupy the same space.
            self.tunnel[x].setPos(0, 0, -TUNNEL_SEGMENT_LENGTH)
            # Now we have a tunnel consisting of 4 repeating segments with a
            # hierarchy like this:
            # render<-tunnel[0]<-tunnel[1]<-tunnel[2]<-tunnel[3]

    # This function is called to snap the front of the tunnel to the back
    # to simulate traveling through it
    def contTunnel(self):
        # This line uses slices to take the front of the list and put it on the
        # back. For more information on slices check the Python manual
        self.tunnel = self.tunnel[1:] + self.tunnel[0:1]
        # Set the front segment (which was at TUNNEL_SEGMENT_LENGTH) to 0, which
        # is where the previous segment started
        self.tunnel[0].setZ(0)
        # Reparent the front to render to preserve the hierarchy outlined above
        self.tunnel[0].reparentTo(render)
        # Set the scale to be apropriate (since attributes like scale are
        # inherited, the rest of the segments have a scale of 1)
        self.tunnel[0].setScale(.155, .155, .305)
        # Set the new back to the values that the rest of teh segments have
        self.tunnel[3].reparentTo(self.tunnel[2])
        self.tunnel[3].setZ(-TUNNEL_SEGMENT_LENGTH)
        self.tunnel[3].setScale(1)

        # Set up the tunnel to move one segment and then call contTunnel again
        # to make the tunnel move infinitely
        self.tunnelMove = Sequence(
            LerpFunc(self.tunnel[0].setZ,
                     duration=TUNNEL_TIME,
                     fromData=0,
                     toData=TUNNEL_SEGMENT_LENGTH * .305),
            Func(self.contTunnel)
        )
        self.tunnelMove.start()

    # This function calls toggle interval to pause or unpause the tunnel.
    # Like addFogDensity, toggleInterval could not be passed directly in the
    # accept command since the value of self.tunnelMove changes whenever
    #self.contTunnel is called
    def handlePause(self):
        toggleInterval(self.tunnelMove)
Exemplo n.º 4
0
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)