def makeCard(self, color, width, height, i, j, divisions):
		divisions = float(divisions)
		x = i / divisions
		y = j / divisions
		d = 1 / divisions

		card = CardMaker("wall")
		card.setColor(*color)
		card.setFrame(width*(x*2-1), width*((x+d)*2-1), height*(y*2-1), height*((y+d)*2-1))
		card.setUvRange(Point2(width*x, height*y), Point2(width*(x+d), height*(y+d)))
		card.setHasUvs(True)
		card.setHasNormals(True)
		node = self.node.attachNewNode(card.generate())
Exemplo n.º 2
0
    def makeCard(self, color, width, height, i, j, divisions):
        divisions = float(divisions)
        x = i / divisions
        y = j / divisions
        d = 1 / divisions

        card = CardMaker("wall")
        card.setColor(*color)
        card.setFrame(width * (x * 2 - 1), width * ((x + d) * 2 - 1),
                      height * (y * 2 - 1), height * ((y + d) * 2 - 1))
        card.setUvRange(Point2(width * x, height * y),
                        Point2(width * (x + d), height * (y + d)))
        card.setHasUvs(True)
        card.setHasNormals(True)
        node = self.node.attachNewNode(card.generate())
Exemplo n.º 3
0
 def _setBackgroundTexture(self):
     '''
     Sets the background texture for 2D nodes.
     It creates a full screen quad that has the corresponding texture applied to it.
     Note: The field node.parent2d specifies if the quad will be parented to render2d or aspect2d.
     '''
     bgTex = self.resources.loadTexture(self.node.image)
     if bgTex is not None:
         cm = CardMaker('node_bg')
         cm.setFrame(self.bounds[0], self.bounds[1], self.bounds[2],
                     self.bounds[3])
         cm.setHasUvs(True)
         self.bgCard = NodePath(cm.generate())
         self.bgCard.setName('2dnode_image')
         self.bgCard.setTexture(bgTex)
         bgTex.setMinfilter(Texture.FTNearest)
         bgTex.setMagfilter(Texture.FTNearest)
         self.bgCard.reparentTo(self.sceneRoot)
         self.bgCard.setBin("fixed",
                            PanoConstants.RENDER_ORDER_BACKGROUND_IMAGE)
     else:
         self.log.error('Failed to set background texture for node %s.' %
                        self.node.name)
Exemplo n.º 4
0
    def __init__(self, image_path, rowPerFace, name=None,\
         rows=1, cols=1, scale=1.0,\
         twoSided=False, alpha=TRANS_ALPHA,\
         repeatX=1, repeatY=1,\
         anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
        """
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

        global SpriteId
        self.spriteNum = str(SpriteId)
        SpriteId += 1

        scale *= self.PIXEL_SCALE

        self.animations = {}

        self.scale = scale
        self.repeatX = repeatX
        self.repeatY = repeatY
        self.flip = {'x': False, 'y': False}
        self.rows = rows
        self.cols = cols

        self.currentFrame = 0
        self.currentAnim = None
        self.loopAnim = False
        self.frameInterrupt = True

        # Create the NodePath
        if name:
            self.node = NodePath("Sprite2d:%s" % name)
        else:
            self.node = NodePath("Sprite2d:%s" % image_path)

        # Set the attribute for transparency/twosided
        self.node.node().setAttrib(TransparencyAttrib.make(alpha))
        if twoSided:
            self.node.setTwoSided(True)

        # Make a filepath
        self.imgFile = Filename(image_path)
        if self.imgFile.empty():
            raise IOError, "File not found"

        # Instead of loading it outright, check with the PNMImageHeader if we can open
        # the file.
        imgHead = PNMImageHeader()
        if not imgHead.readHeader(self.imgFile):
            raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

        # Load the image with a PNMImage
        image = PNMImage()
        image.read(self.imgFile)

        self.sizeX = image.getXSize()
        self.sizeY = image.getYSize()

        # We need to find the power of two size for the another PNMImage
        # so that the texture thats loaded on the geometry won't have artifacts
        textureSizeX = self.nextsize(self.sizeX)
        textureSizeY = self.nextsize(self.sizeY)

        # The actual size of the texture in memory
        self.realSizeX = textureSizeX
        self.realSizeY = textureSizeY

        self.paddedImg = PNMImage(textureSizeX, textureSizeY)
        if image.hasAlpha():
            self.paddedImg.alphaFill(0)
        # Copy the source image to the image we're actually using
        self.paddedImg.blendSubImage(image, 0, 0)
        # We're done with source image, clear it
        image.clear()

        # The pixel sizes for each cell
        self.colSize = self.sizeX / self.cols
        self.rowSize = self.sizeY / self.rows

        # How much padding the texture has
        self.paddingX = textureSizeX - self.sizeX
        self.paddingY = textureSizeY - self.sizeY

        # Set UV padding
        self.uPad = float(self.paddingX) / textureSizeX
        self.vPad = float(self.paddingY) / textureSizeY

        # The UV dimensions for each cell
        self.uSize = (1.0 - self.uPad) / self.cols
        self.vSize = (1.0 - self.vPad) / self.rows

        self.cards = []
        self.rowPerFace = rowPerFace
        for i in range(len(rowPerFace)):
            card = CardMaker("Sprite2d-Geom")

            # The positions to create the card at
            if anchorX == self.ALIGN_LEFT:
                posLeft = 0
                posRight = (self.colSize / scale) * repeatX
            elif anchorX == self.ALIGN_CENTER:
                posLeft = -(self.colSize / 2.0 / scale) * repeatX
                posRight = (self.colSize / 2.0 / scale) * repeatX
            elif anchorX == self.ALIGN_RIGHT:
                posLeft = -(self.colSize / scale) * repeatX
                posRight = 0

            if anchorY == self.ALIGN_BOTTOM:
                posTop = 0
                posBottom = (self.rowSize / scale) * repeatY
            elif anchorY == self.ALIGN_CENTER:
                posTop = -(self.rowSize / 2.0 / scale) * repeatY
                posBottom = (self.rowSize / 2.0 / scale) * repeatY
            elif anchorY == self.ALIGN_TOP:
                posTop = -(self.rowSize / scale) * repeatY
                posBottom = 0

            card.setFrame(posLeft, posRight, posTop, posBottom)
            card.setHasUvs(True)
            self.cards.append(self.node.attachNewNode(card.generate()))
            self.cards[-1].setH(i * 360 / len(rowPerFace))

        # Since the texture is padded, we need to set up offsets and scales to make
        # the texture fit the whole card
        self.offsetX = (float(self.colSize) / textureSizeX)
        self.offsetY = (float(self.rowSize) / textureSizeY)

        # self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
        # self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)

        self.texture = Texture()

        self.texture.setXSize(textureSizeX)
        self.texture.setYSize(textureSizeY)
        self.texture.setZSize(1)

        # Load the padded PNMImage to the texture
        self.texture.load(self.paddedImg)

        self.texture.setMagfilter(Texture.FTNearest)
        self.texture.setMinfilter(Texture.FTNearest)

        #Set up texture clamps according to repeats
        if repeatX > 1:
            self.texture.setWrapU(Texture.WMRepeat)
        else:
            self.texture.setWrapU(Texture.WMClamp)
        if repeatY > 1:
            self.texture.setWrapV(Texture.WMRepeat)
        else:
            self.texture.setWrapV(Texture.WMClamp)

        self.node.setTexture(self.texture)
        self.setFrame(0)
Exemplo n.º 5
0
	def __init__(self, image_path, rowPerFace, name=None,\
				  rows=1, cols=1, scale=1.0,\
				  twoSided=False, alpha=TRANS_ALPHA,\
				  repeatX=1, repeatY=1,\
				  anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
		"""
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

		global SpriteId
		self.spriteNum = str(SpriteId)
		SpriteId += 1

		scale *= self.PIXEL_SCALE

		self.animations = {}

		self.scale = scale
		self.repeatX = repeatX
		self.repeatY = repeatY
		self.flip = {'x':False,'y':False}
		self.rows = rows
		self.cols = cols

		self.currentFrame = 0
		self.currentAnim = None
		self.loopAnim = False
		self.frameInterrupt = True

		# Create the NodePath
		if name:
			self.node = NodePath("Sprite2d:%s" % name)
		else:
			self.node = NodePath("Sprite2d:%s" % image_path)

		# Set the attribute for transparency/twosided
		self.node.node().setAttrib(TransparencyAttrib.make(alpha))
		if twoSided:
			self.node.setTwoSided(True)

		# Make a filepath
		self.imgFile = Filename(image_path)
		if self.imgFile.empty():
			raise IOError, "File not found"

		# Instead of loading it outright, check with the PNMImageHeader if we can open
		# the file.
		imgHead = PNMImageHeader()
		if not imgHead.readHeader(self.imgFile):
			raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

		# Load the image with a PNMImage
		image = PNMImage()
		image.read(self.imgFile)

		self.sizeX = image.getXSize()
		self.sizeY = image.getYSize()

		# We need to find the power of two size for the another PNMImage
		# so that the texture thats loaded on the geometry won't have artifacts
		textureSizeX = self.nextsize(self.sizeX)
		textureSizeY = self.nextsize(self.sizeY)

		# The actual size of the texture in memory
		self.realSizeX = textureSizeX
		self.realSizeY = textureSizeY

		self.paddedImg = PNMImage(textureSizeX, textureSizeY)
		if image.hasAlpha():
			self.paddedImg.alphaFill(0)
		# Copy the source image to the image we're actually using
		self.paddedImg.blendSubImage(image, 0, 0)
		# We're done with source image, clear it
		image.clear()

		# The pixel sizes for each cell
		self.colSize = self.sizeX/self.cols
		self.rowSize = self.sizeY/self.rows

		# How much padding the texture has
		self.paddingX = textureSizeX - self.sizeX
		self.paddingY = textureSizeY - self.sizeY

		# Set UV padding
		self.uPad = float(self.paddingX)/textureSizeX
		self.vPad = float(self.paddingY)/textureSizeY

		# The UV dimensions for each cell
		self.uSize = (1.0 - self.uPad) / self.cols
		self.vSize = (1.0 - self.vPad) / self.rows
	
		self.cards = []
		self.rowPerFace = rowPerFace
		for i in range(len(rowPerFace)):
			card = CardMaker("Sprite2d-Geom")

			# The positions to create the card at
			if anchorX == self.ALIGN_LEFT:
				posLeft = 0
				posRight = (self.colSize/scale)*repeatX
			elif anchorX == self.ALIGN_CENTER:
				posLeft = -(self.colSize/2.0/scale)*repeatX
				posRight = (self.colSize/2.0/scale)*repeatX
			elif anchorX == self.ALIGN_RIGHT:
				posLeft = -(self.colSize/scale)*repeatX
				posRight = 0

			if anchorY == self.ALIGN_BOTTOM:
				posTop = 0
				posBottom = (self.rowSize/scale)*repeatY
			elif anchorY == self.ALIGN_CENTER:
				posTop = -(self.rowSize/2.0/scale)*repeatY
				posBottom = (self.rowSize/2.0/scale)*repeatY
			elif anchorY == self.ALIGN_TOP:
				posTop = -(self.rowSize/scale)*repeatY
				posBottom = 0

			card.setFrame(posLeft, posRight, posTop, posBottom)
			card.setHasUvs(True)
			self.cards.append(self.node.attachNewNode(card.generate()))
			self.cards[-1].setH(i * 360/len(rowPerFace))

		# Since the texture is padded, we need to set up offsets and scales to make
		# the texture fit the whole card
		self.offsetX = (float(self.colSize)/textureSizeX)
		self.offsetY = (float(self.rowSize)/textureSizeY)

		# self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
		# self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)
		
		self.texture = Texture()

		self.texture.setXSize(textureSizeX)
		self.texture.setYSize(textureSizeY)
		self.texture.setZSize(1)

		# Load the padded PNMImage to the texture
		self.texture.load(self.paddedImg)

		self.texture.setMagfilter(Texture.FTNearest)
		self.texture.setMinfilter(Texture.FTNearest)

		#Set up texture clamps according to repeats
		if repeatX > 1:
			self.texture.setWrapU(Texture.WMRepeat)
		else:
			self.texture.setWrapU(Texture.WMClamp)
		if repeatY > 1:
			self.texture.setWrapV(Texture.WMRepeat)
		else:
			self.texture.setWrapV(Texture.WMClamp)

		self.node.setTexture(self.texture)
		self.setFrame(0)