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GeomObjects.py
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GeomObjects.py
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''' GeomObjects.py
A collection of geometry objects.
Author: Chad Rempp
Date: 2009/05/07
License: GNU LGPL v3
Todo:
'''
# Python imports
from __future__ import division
import math
# Panda imports
from pandac.PandaModules import AntialiasAttrib
from pandac.PandaModules import BillboardEffect
from pandac.PandaModules import DepthTestAttrib
from pandac.PandaModules import Geom
from pandac.PandaModules import GeomLines
from pandac.PandaModules import GeomTriangles
from pandac.PandaModules import GeomVertexData
from pandac.PandaModules import GeomVertexFormat
from pandac.PandaModules import GeomVertexWriter
from pandac.PandaModules import LineSegs
from pandac.PandaModules import NodePath
from pandac.PandaModules import RenderAttrib
from pandac.PandaModules import TransparencyAttrib
from pandac.PandaModules import Vec3
from pandac.PandaModules import Vec4
from pandac.PandaModules import GeomNode
from pandac.PandaModules import Plane
from pandac.PandaModules import Point3
# Game imports
import Event
class CircleBB(object):
_EDGES = 40
_np = NodePath()
def __init__(self, parent, pos=Vec3(0, 0, 0), size=1, color=Vec4(0, 0, 0, 1)):
print(" Creating circle at " + str(pos))
self.aaLevel= 16
self.pos = pos
self.size = size
self.color = color
self._np = self.draw()
self._np.setTwoSided(True)
self._np.setTransparency(1)
self._np.setAttrib(DepthTestAttrib.make(RenderAttrib.MNone))
self._np.setEffect(BillboardEffect.makePointEye())
if self.aaLevel > 0:
self._np.setAntialias(AntialiasAttrib.MPolygon, self.aaLevel)
self._np.reparentTo(parent)
def draw(self):
format=GeomVertexFormat.getV3n3cpt2()
vdata=GeomVertexData('square', format, Geom.UHDynamic)
vertex=GeomVertexWriter(vdata, 'vertex')
normal=GeomVertexWriter(vdata, 'normal')
color=GeomVertexWriter(vdata, 'color')
circle=Geom(vdata)
# Create vertices
vertex.addData3f(self.pos)
color.addData4f(self.color)
for v in range(self._EDGES):
x = self.pos.getX() + (self.size * math.cos((2*math.pi/self._EDGES)*v))
y = self.pos.getY() + (self.size * math.sin((2*math.pi/self._EDGES)*v))
z = self.pos.getZ()
vertex.addData3f(x, y, z)
color.addData4f(self.color)
# Create triangles
for t in range(self._EDGES):
tri = GeomTriangles(Geom.UHDynamic)
tri.addVertex(0)
tri.addVertex(t+1)
if (t+2) > self._EDGES:
tri.addVertex(1)
else:
tri.addVertex(t+2)
tri.closePrimitive()
circle.addPrimitive(tri)
gn = GeomNode('Circle')
gn.addGeom(circle)
np = NodePath(gn)
np.setHpr(0, 90, 0)
return np
def removeNode(self):
self._np.removeNode()
def __del__(self):
self.removeNode()
class SelectionIndicator(object):
_np = NodePath()
_currHpr = Vec3(0, 0, 0)
_color=Vec4(0.3, 0.3, 0.8, 1)
def __init__(self, parent, size=1):
LOG.debug("[SelectionIndicator] Initializing")
self.aaLevel = 16
self.size = size
self._np = loader.loadModelCopy("data/models/ribbon.egg")
self._np.setScale(10)
self._np.setHpr(self._currHpr)
self._np.setTwoSided(True)
if self.aaLevel > 0:
self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
self._np.reparentTo(parent)
taskMgr.add(self.rotate, 'Selection Rotation Task')
def rotate(self, Task):
self._currHpr.setX(self._currHpr.getX() + 0.01)
self._np.setHpr(self._currHpr)
return Task.cont
def removeNode(self):
taskMgr.remove('Selection Rotation Task')
self._np.removeNode()
def __del__(self):
self.removeNode()
class MoveCursor(object):
_EDGES = 40
_zPos = 0
_movingUp = False
_movingDown = False
_color = Vec4(0.3, 0.3, 0.8, 1)
_currentPos = Vec3(0, 0, 0)
def __init__(self, parent, entity, foot=1):
# We keep a reference to the entity
self.entity = entity
# Setup the components of the cursor
self._moveRadCircleNP = NodePath("Movement Radius Node")
self._moveLine = LineSegs()
self._moveLineNP = NodePath("Movement Direction Line Node")
self._moveZLine = LineSegs()
self._moveZLineNP = NodePath("Movement Z Line Node")
self._moveZFootNP = NodePath("Movement Z Foot Node")
self._moveFootCircle = LineSegs()
self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
self._np = NodePath("Movement Node")
self.aaLevel = 16
self.parent = parent
self.start = Vec3(0, 0, 0)
self.moveRad = entity.moveRadius
self.footRad = foot
self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
if self.aaLevel > 0:
self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
x = 0
y = 0
z = 0
# Draw movement radius
moveRadLine = LineSegs()
moveRadLine.setThickness(1)
moveRadLine.setColor(self._color)
moveRadLine.moveTo(self.moveRad, 0, 0)
for i in range(self._EDGES + 1):
newX = (self.moveRad * math.cos((2*math.pi/self._EDGES)*i))
newY = (self.moveRad * math.sin((2*math.pi/self._EDGES)*i))
moveRadLine.drawTo(newX, newY, 0)
moveRadGeom = moveRadLine.create()
self._moveRadCircleNP = NodePath(moveRadGeom)
self._moveRadCircleNP.reparentTo(self._np)
# Draw movement foot circle
self._moveFootCircle.setThickness(1)
self._moveFootCircle.setColor(self._color)
self._moveFootCircle.moveTo(self.footRad, 0, 0)
for i in range(self._EDGES):
newX = (self.footRad * math.cos((2*math.pi/self._EDGES)*i))
newY = (self.footRad * math.sin((2*math.pi/self._EDGES)*i))
self._moveFootCircle.drawTo(newX, newY, 0)
self._moveFootCircle.drawTo(self.footRad, 0, 0)
moveFootCircleGeom = self._moveFootCircle.create()
self._moveFootCircleNP = NodePath(moveFootCircleGeom)
self._moveFootCircleNP.reparentTo(self._np)
# Draw movement direction line
self._moveLine.setThickness(1)
self._moveLine.setColor(self._color)
self._moveLine.moveTo(0, 0, 0)
self._moveLine.drawTo(x, y, z)
self.moveLineGO = self._moveLine.create(True)
self._moveLineNP = NodePath(self.moveLineGO)
self._moveLineNP.reparentTo(self._np)
def updateMovePos(self, Task):
# endPos must be transformed in the the coord sys of the model
m_pos = self.getMouseXY()
if m_pos is not None:
# Transform current mouse pos
endPos = self.parent.getRelativePoint(render, m_pos)
# Adjust Z coord if needed
if self._movingUp:
self._zPos += 0.1
elif self._movingDown:
self._zPos -= 0.1
endPos.setZ(self._zPos)
# Check if we're trying to move too far, if not update pos
dist = math.sqrt(endPos.getX()**2 + endPos.getY()**2 + 2*(endPos.getZ()**2))
if dist <= self.moveRad:
self._moveLine.setVertex(1, endPos)
self._moveFootCircleNP.setPos(endPos)
#self._currentPos = self.parent.getRelativePoint(self.parent, endPos)
#print("endPos=%s"%endPos)
#print("myRelPos=%s"%self._currentPos)
self._currentPos = endPos
return Task.cont
def getMouseXY(self):
# NOTE - this returns the mouse pos in the ships coord sys
if base.mouseWatcherNode.hasMouse():
mpos = base.mouseWatcherNode.getMouse()
pos3d = Point3()
nearPoint = Point3()
farPoint = Point3()
base.camLens.extrude(mpos, nearPoint, farPoint)
if self.plane.intersectsLine(pos3d,
render.getRelativePoint(camera, nearPoint),
render.getRelativePoint(camera, farPoint)):
return pos3d
return None
def getPosition(self):
return self._currentPos
def startDrawing(self):
self._np.reparentTo(self.parent)
taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')
def stopDrawing(self):
taskMgr.remove('Movement Indicator Update Task')
self._np.detachNode()
class Square(object):
#Draws a square from lower left (x1, y2, z1) to upper right (x2, y2, z2)
def __init__(self, parent, p1, p2, color):
self.parent = parent
self.x1 = p1.getX()
self.y1 = p1.getY()
self.z1 = p1.getZ()
self.x2 = p2.getX()
self.y2 = p2.getY()
self.z2 = p2.getZ()
self.r = color.getX()
self.g = color.getY()
self.b = color.getZ()
self.a = color.getW()
self.draw()
def draw(self):
format=GeomVertexFormat.getV3n3cpt2()
vdata=GeomVertexData('square', format, Geom.UHStatic)
vertex=GeomVertexWriter(vdata, 'vertex')
normal=GeomVertexWriter(vdata, 'normal')
color=GeomVertexWriter(vdata, 'color')
texcoord=GeomVertexWriter(vdata, 'texcoord')
#make sure we draw the sqaure in the right plane
#if x1!=x2:
vertex.addData3f(self.x1, self.y1, self.z1)
vertex.addData3f(self.x2, self.y1, self.z1)
vertex.addData3f(self.x2, self.y2, self.z2)
vertex.addData3f(self.x1, self.y2, self.z2)
normal.addData3f(Vec3(2*self.x1-1, 2*self.y1-1, 2*self.z1-1).normalize())
normal.addData3f(Vec3(2*self.x2-1, 2*self.y1-1, 2*self.z1-1).normalize())
normal.addData3f(Vec3(2*self.x2-1, 2*self.y2-1, 2*self.z2-1).normalize())
normal.addData3f(Vec3(2*self.x1-1, 2*self.y2-1, 2*self.z2-1).normalize())
#adding different colors to the vertex for visibility
color.addData4f(self.r, self.g, self.b, self.a)
color.addData4f(self.r, self.g, self.b, self.a)
color.addData4f(self.r, self.g, self.b, self.a)
color.addData4f(self.r, self.g, self.b, self.a)
texcoord.addData2f(0.0, 1.0)
texcoord.addData2f(0.0, 0.0)
texcoord.addData2f(1.0, 0.0)
texcoord.addData2f(1.0, 1.0)
#quads arent directly supported by the Geom interface
#you might be interested in the CardMaker class if you are
#interested in rectangle though
tri1=GeomTriangles(Geom.UHStatic)
tri2=GeomTriangles(Geom.UHStatic)
tri1.addVertex(0)
tri1.addVertex(1)
tri1.addVertex(3)
tri2.addConsecutiveVertices(1,3)
tri1.closePrimitive()
tri2.closePrimitive()
square=Geom(vdata)
square.addPrimitive(tri1)
square.addPrimitive(tri2)
#square.setIntoCollideMask(BitMask32.bit(1))
self.squareNP = NodePath(GeomNode('square gnode'))
self.squareNP.node().addGeom(square)
self.squareNP.setTransparency(1)
self.squareNP.setAlphaScale(.5)
self.squareNP.setTwoSided(True)
#squareNP.setCollideMask(BitMask32.bit(1))
self.squareNP.reparentTo(self.parent)
return self.squareNP