def generate(self, helperInfo): color = self.mapObject.getPropertyValue("_light", default=Vec4( 255, 255, 255, 255)) color = LEGlobals.colorFromRGBScalar255(color) color = LEGlobals.vec3GammaToLinear(color) intensity = self.mapObject.getPropertyValue("_intensity", default=1.0) color[0] = color[0] * intensity color[1] = color[1] * intensity color[2] = color[2] * intensity csmDistance = self.mapObject.getPropertyValue("_csm_distance") sunDistance = self.mapObject.getPropertyValue("_sun_distance") csmLogFactor = self.mapObject.getPropertyValue("_csm_log_factor") csmBorderBias = self.mapObject.getPropertyValue("_csm_border_bias") csmFixedFilmSize = self.mapObject.getPropertyValue( "_csm_fixed_film_size") numCascades = self.mapObject.getPropertyValue("_num_cascades") depthBias = self.mapObject.getPropertyValue("_depth_bias") shadowSize = self.mapObject.getPropertyValue("_shadow_map_size") shadowCaster = self.mapObject.getPropertyValue("_shadow_caster") softnessFactor = self.mapObject.getPropertyValue("_softness_factor") normalOffsetScale = self.mapObject.getPropertyValue( "_normal_offset_scale") normalOffsetUvSpace = self.mapObject.getPropertyValue( "_normal_offset_uv_space") pl = CascadeLight("lightHelper-light") pl.setColor(Vec4(color[0], color[1], color[2], 1.0)) if shadowCaster: pl.setSceneCamera(self.mapObject.doc.get3DViewport().cam) pl.setCameraMask(DirectRender.ShadowCameraBitmask) pl.setCsmDistance(csmDistance) pl.setSunDistance(sunDistance) pl.setLogFactor(csmLogFactor) pl.setBorderBias(csmBorderBias) pl.setUseFixedFilmSize(csmFixedFilmSize) pl.setNumCascades(numCascades) pl.setDepthBias(depthBias) pl.setSoftnessFactor(softnessFactor) pl.setNormalOffsetScale(normalOffsetScale) pl.setNormalOffsetUvSpace(normalOffsetUvSpace) pl.setShadowCaster(True, shadowSize, shadowSize) self.light = self.mapObject.helperRoot.attachNewNode(pl) if True: #self.mapObject.doc.numlights < 128: self.mapObject.doc.render.setLight(self.light) self.mapObject.doc.numlights += 1 self.hasLight = True
def generate(self, helperInfo): MapHelper.generate(self) # Check for a color255 to tint the sprite color255Props = self.mapObject.getPropsWithValueType( ['color255', 'color1']) # If we have a color255 property, select the first one. color255Prop = color255Props[0] if len(color255Props) > 0 else None if color255Prop: color = self.mapObject.getPropertyValue(color255Prop) color = LEGlobals.colorFromRGBScalar255(color) else: color = Vec4(1) spritePath = helperInfo['args'][0].replace("\"", "") cm = CardMaker("sprite") cm.setFrame(-0.75, 0.75, -0.75, 0.75) np = NodePath(cm.generate()) #np.setBSPMaterial(spritePath) np.setTexture(base.loader.loadTexture(spritePath)) np.setColorScale(color) np.setLightOff(1) np.setFogOff(1) np.setBillboardPointEye() np.setTransparency(True) np.hide(~VIEWPORT_3D_MASK) np.reparentTo(self.mapObject.helperRoot) self.sprite = np
def fromPlaneAndRadius(plane, radius=32768): normal = plane.getNormal() dist = -plane.getW() # Find the major axis x = plane.getClosestAxisToNormal() up = Vec3.unitX() if x == Vec3.unitZ() else Vec3.unitZ() v = up.dot(normal) up = LEGlobals.extrude(up, -v, normal) up.normalize() org = normal * dist right = up.cross(normal) up = up * radius right = right * radius # Project a really big axis aligned box onto the plane verts = [ org - right + up, org + right + up, org + right - up, org - right - up ] poly = Winding(verts, plane) return poly
def generate(self, helperInfo): color = self.mapObject.getPropertyValue("_light", default=Vec4( 255, 255, 255, 255)) color = LEGlobals.colorFromRGBScalar255(color) color = LEGlobals.vec3GammaToLinear(color) intensity = self.mapObject.getPropertyValue("_intensity", default=1.0) color[0] = color[0] * intensity color[1] = color[1] * intensity color[2] = color[2] * intensity pl = AmbientLight("lightHelper-ambient-light") pl.setColor(Vec4(color[0], color[1], color[2], 1.0)) self.light = self.mapObject.helperRoot.attachNewNode(pl) if True: #self.mapObject.doc.numlights < 128: print("HI ambient light") self.mapObject.doc.render.setLight(self.light) self.mapObject.doc.numlights += 1 self.hasLight = True
def generate(self, helperInfo): MapHelper.generate(self) args = helperInfo['args'] modelPath = args[0] if len(args) > 0 else None if not modelPath: # Model wasn't specified in the class definition, # check for a property called "model" modelPath = self.mapObject.getPropertyValue( "model", default="models/smiley.egg.pz") else: # For some reason the fgd parser doesn't remove the quotes around the # model path string in the game class definition modelPath = modelPath.replace("\"", "") if not modelPath: return modelNp = base.loader.loadModel(modelPath, okMissing=True) if not modelNp: return colorScale = LEGlobals.colorFromRGBScalar255( self.mapObject.getPropertyValue("color_scale", default=Vec4(255, 255, 255, 255))) castShadows = self.mapObject.getPropertyValue("cast_shadows") reflect = self.mapObject.getPropertyValue("reflect") lighting = self.mapObject.getPropertyValue("receive_lighting") if colorScale != Vec4(1): modelNp.setColorScale(colorScale) if not lighting: modelNp.setLightOff(2) # Create a representation in each viewport for vp in base.viewportMgr.viewports: vpRoot = self.modelRoot.attachNewNode("vpRepr") showMask = vp.getViewportFullMask() if vp.is3D(): if not castShadows: showMask &= (~DirectRender.ShadowCameraBitmask) if not reflect: showMask &= (~DirectRender.ReflectionCameraBitmask) vpRoot.hide(~showMask) self.vpRoots.append((vp, vpRoot)) vpModel = modelNp.instanceTo(vpRoot) if self.mapObject.selected: self.setSelectedState() else: self.setUnselectedState()
def update(self): if self.DotFade: camToAxis = self.getPos(base.render) - self.widget.vp.cam.getPos( base.render) camToAxis.normalize() dot = abs(camToAxis.dot(self.direction)) inRange = dot >= self.DotRange[ 0] if not self.OppositeDot else dot <= self.DotRange[0] if inRange: alpha = LEGlobals.remapVal(dot, self.DotRange[0], self.DotRange[1], 1.0, 0.0) self.setAlphaScale(alpha) else: self.setAlphaScale(1)
def __init__(self, parent): AssetBrowser.__init__(self, parent) self.currentLoadContext = None # Set up an offscreen buffer to render the thumbnails of our models. props = core.WindowProperties() props.setSize(96, 96) fbprops = core.FrameBufferProperties() fbprops.setSrgbColor(True) fbprops.setRgbaBits(8, 8, 8, 0) fbprops.setDepthBits(8) flags = (core.GraphicsPipe.BFRefuseWindow | core.GraphicsPipe.BFSizeSquare) self.buffer = base.graphicsEngine.makeOutput(base.pipe, "modelBrowserBuffer", 0, fbprops, props, flags, None, None) gsg = self.buffer.getGsg() self.buffer.setClearColor(LEGlobals.vec3GammaToLinear(core.Vec4(82 / 255.0, 82 / 255.0, 82 / 255.0, 1.0))) self.buffer.setActive(False) self.displayRegion = self.buffer.makeDisplayRegion() self.render = core.NodePath("modelBrowserRoot") self.render.setShaderAuto() camNode = core.Camera("modelBrowserRenderCam") lens = core.PerspectiveLens() lens.setFov(40) camNode.setLens(lens) self.lens = lens self.camera = self.render.attachNewNode(camNode) # Isometric camera angle self.camera.setHpr(225, -30, 0) self.displayRegion.setCamera(self.camera) #shgen = BSPShaderGenerator(self.buffer, gsg, self.camera, self.render) #gsg.setShaderGenerator(shgen) #for shader in ShaderGlobals.getShaders(): # shgen.addShader(shader) #self.shaderGenerator = shgen base.graphicsEngine.openWindows()
def generate(self, helperInfo): color = self.mapObject.getPropertyValue("_light", default=Vec4( 255, 255, 255, 255)) color = LEGlobals.colorFromRGBScalar255(color) color = LEGlobals.vec3GammaToLinear(color) intensity = self.mapObject.getPropertyValue("_intensity", default=1.0) innerRadius = self.mapObject.getPropertyValue("_inner_radius", default=1.0) outerRadius = self.mapObject.getPropertyValue("_outer_radius", default=2.0) color[0] = color[0] * intensity color[1] = color[1] * intensity color[2] = color[2] * intensity constant = self.mapObject.getPropertyValue("_constant_attn", default=0.0) linear = self.mapObject.getPropertyValue("_linear_attn", default=0.0) quadratic = self.mapObject.getPropertyValue("_quadratic_attn", default=1.0) depthBias = self.mapObject.getPropertyValue("_depth_bias") shadowSize = self.mapObject.getPropertyValue("_shadow_map_size") shadowCaster = self.mapObject.getPropertyValue("_shadow_caster") softnessFactor = self.mapObject.getPropertyValue("_softness_factor") normalOffsetScale = self.mapObject.getPropertyValue( "_normal_offset_scale") normalOffsetUvSpace = self.mapObject.getPropertyValue( "_normal_offset_uv_space") pl = PointLight("lightHelper-light") pl.setColor(Vec4(color[0], color[1], color[2], 1.0)) pl.setFalloff(quadratic) pl.setInnerRadius(innerRadius) pl.setOuterRadius(outerRadius) if shadowCaster: pl.setCameraMask(DirectRender.ShadowCameraBitmask) pl.setShadowCaster(True, shadowSize, shadowSize) pl.setDepthBias(depthBias) pl.setSoftnessFactor(softnessFactor) pl.setNormalOffsetScale(normalOffsetScale) pl.setNormalOffsetUvSpace(normalOffsetUvSpace) self.light = self.mapObject.helperRoot.attachNewNode(pl) if True: #self.mapObject.doc.numlights < 128: self.mapObject.doc.render.setLight(self.light) self.mapObject.doc.numlights += 1 self.hasLight = True innerSphere = getUnitCircle().copyTo(self.light) innerSphere.setScale(innerRadius) innerSphere.setColorScale(InnerColor) outerSphere = getUnitCircle().copyTo(self.light) outerSphere.setScale(outerRadius) outerSphere.setColorScale(OuterColor) self.innerSphere = innerSphere self.outerSphere = outerSphere if not self.mapObject.selected: innerSphere.stash() outerSphere.stash()
from panda3d.core import PointLight, Vec4, Vec3, CKeyValues, LineSegs, Quat, NodePath, AntialiasAttrib from .MapHelper import MapHelper from direct.foundry import LEGlobals, LEUtils from direct.directbase import DirectRender InnerColor = LEGlobals.vec3GammaToLinear(Vec4(1.0, 1.0, 0, 1)) OuterColor = LEGlobals.vec3GammaToLinear(Vec4(1.0, 0.5, 0, 1)) UnitCircle = None def getUnitCircle(): global UnitCircle if not UnitCircle: segs = LineSegs('unitCircle') vertices = LEUtils.circle(0, 0, 1, 64) angles = [Vec3(0, 0, 0), Vec3(90, 0, 0), Vec3(0, 90, 0)] for angle in angles: quat = Quat() quat.setHpr(angle) for i in range(len(vertices)): x1, y1 = vertices[i] x2, y2 = vertices[(i + 1) % len(vertices)] pFrom = quat.xform(Vec3(x1, 0, y1)) pTo = quat.xform(Vec3(x2, 0, y2)) segs.moveTo(pFrom) segs.drawTo(pTo) UnitCircle = NodePath(segs.create()) UnitCircle.setAntialias(AntialiasAttrib.MLine)
class Viewport(QtWidgets.QWidget, DirectObject): ClearColor = LEGlobals.vec3GammaToLinear(Vec4(0.361, 0.361, 0.361, 1.0)) def __init__(self, vpType, window, doc): DirectObject.__init__(self) QtWidgets.QWidget.__init__(self, window) self.doc = doc self.setFocusPolicy(QtCore.Qt.StrongFocus) self.setMouseTracking(True) self.qtWindow = None self.qtWidget = None self.window = window self.type = vpType self.spec = VIEWPORT_SPECS[self.type] self.lens = None self.camNode = None self.camera = None self.cam = None self.win = None self.displayRegion = None self.mouseWatcher = None self.mouseWatcherNp = None self.buttonThrower = None self.clickRay = None self.clickNode = None self.clickNp = None self.clickQueue = None self.tickTask = None self.zoom = 1.0 self.gizmo = None self.inputDevice = None self.mouseAndKeyboard = None self.lastRenderTime = 0.0 self.enabled = False self.needsUpdate = True # 2D stuff copied from ShowBase :( self.camera2d = None self.cam2d = None self.render2d = None self.aspect2d = None self.a2dBackground = None self.a2dTop = None self.a2dBottom = None self.a2dLeft = None self.a2dRight = None self.a2dTopCenter = None self.a2dTopCenterNs = None self.a2dBottomCenter = None self.a2dBottomCenterNs = None self.a2dRightCenter = None self.a2dRightCenterNs = None self.a2dTopLeft = None self.a2dTopLeftNs = None self.a2dTopRight = None self.a2dTopRightNs = None self.a2dBottomLeft = None self.a2dBottomLeftNs = None self.a2dBottomRight = None self.a2dBottomRightNs = None self.__oldAspectRatio = None self.gridRoot = self.doc.render.attachNewNode("gridRoot") self.gridRoot.setLightOff(1) #self.gridRoot.setBSPMaterial("phase_14/materials/unlit.mat") #self.gridRoot.setDepthWrite(False) self.gridRoot.setBin("background", 0) self.gridRoot.hide(~self.getViewportMask()) self.grid = None def updateView(self, now=False): if now: self.renderView() else: self.needsUpdate = True def getGizmoAxes(self): raise NotImplementedError def getMouseRay(self, collRay=False): ray = CollisionRay() ray.setFromLens(self.camNode, self.getMouse()) if collRay: return ray else: return Ray(ray.getOrigin(), ray.getDirection()) def hasMouse(self): return self.mouseWatcher.hasMouse() def getMouse(self): if self.mouseWatcher.hasMouse(): return self.mouseWatcher.getMouse() return Point2(0, 0) def is3D(self): return self.type == VIEWPORT_3D def is2D(self): return self.type != VIEWPORT_3D def makeGrid(self): raise NotImplementedError def getViewportMask(self): return BitMask32.bit(self.type) def getViewportFullMask(self): return self.getViewportMask() def makeLens(self): raise NotImplementedError def getGridAxes(self): raise NotImplementedError def expand(self, point): return point def initialize(self): self.lens = self.makeLens() self.camera = self.doc.render.attachNewNode( ModelNode("viewportCameraParent")) self.camNode = Camera("viewportCamera") self.camNode.setLens(self.lens) self.camNode.setCameraMask(self.getViewportMask()) self.cam = self.camera.attachNewNode(self.camNode) winprops = WindowProperties.getDefault() winprops.setParentWindow(int(self.winId())) winprops.setForeground(False) winprops.setUndecorated(True) gsg = self.doc.gsg output = base.graphicsEngine.makeOutput( base.pipe, "viewportOutput", 0, FrameBufferProperties.getDefault(), winprops, (GraphicsPipe.BFFbPropsOptional | GraphicsPipe.BFRequireWindow), gsg) self.qtWindow = QtGui.QWindow.fromWinId( output.getWindowHandle().getIntHandle()) self.qtWidget = QtWidgets.QWidget.createWindowContainer( self.qtWindow, self, QtCore.Qt.WindowDoesNotAcceptFocus | QtCore.Qt.WindowTransparentForInput | QtCore.Qt.WindowStaysOnBottomHint | QtCore.Qt.BypassWindowManagerHint | QtCore.Qt.SubWindow) #, #(QtCore.Qt.FramelessWindowHint | QtCore.Qt.WindowDoesNotAcceptFocus #| QtCore.Qt.WindowTransparentForInput | QtCore.Qt.BypassWindowManagerHint #| QtCore.Qt.SubWindow | QtCore.Qt.WindowStaysOnBottomHint)) self.qtWidget.setFocusPolicy(QtCore.Qt.NoFocus) self.inputDevice = output.getInputDevice(0) assert output is not None, "Unable to create viewport output!" dr = output.makeDisplayRegion() dr.disableClears() dr.setCamera(self.cam) self.displayRegion = dr output.disableClears() output.setClearColor(Viewport.ClearColor) output.setClearColorActive(True) output.setClearDepthActive(True) output.setActive(True) self.win = output # keep track of the mouse in this viewport mak = MouseAndKeyboard(self.win, 0, "mouse") mouse = base.dataRoot.attachNewNode(mak) self.mouseAndKeyboard = mouse self.mouseWatcher = MouseWatcher() self.mouseWatcher.setDisplayRegion(self.displayRegion) mw = mouse.attachNewNode(self.mouseWatcher) self.mouseWatcherNp = mw # listen for keyboard and mouse events in this viewport bt = ButtonThrower("kbEvents") bt.setButtonDownEvent("btndown") bt.setButtonUpEvent("btnup") mods = ModifierButtons() mods.addButton(KeyboardButton.shift()) mods.addButton(KeyboardButton.control()) mods.addButton(KeyboardButton.alt()) mods.addButton(KeyboardButton.meta()) bt.setModifierButtons(mods) self.buttonThrower = mouse.attachNewNode(bt) # collision objects for clicking on objects from this viewport self.clickRay = CollisionRay() self.clickNode = CollisionNode("viewportClickRay") self.clickNode.addSolid(self.clickRay) self.clickNp = NodePath(self.clickNode) self.clickQueue = CollisionHandlerQueue() self.setupRender2d() self.setupCamera2d() self.gizmo = ViewportGizmo(self) self.doc.viewportMgr.addViewport(self) self.makeGrid() def cleanup(self): self.grid.cleanup() self.grid = None self.gridRoot.removeNode() self.gridRoot = None self.lens = None self.camNode = None self.cam.removeNode() self.cam = None self.camera.removeNode() self.camera = None self.spec = None self.doc = None self.type = None self.window = None self.zoom = None self.gizmo.cleanup() self.gizmo = None self.clickNp.removeNode() self.clickNp = None self.clickQueue.clearEntries() self.clickQueue = None self.clickNode = None self.clickRay = None self.buttonThrower.removeNode() self.buttonThrower = None self.inputDevice = None self.mouseWatcherNp.removeNode() self.mouseWatcherNp = None self.mouseWatcher = None self.mouseAndKeyboard.removeNode() self.mouseAndKeyboard = None self.win.removeAllDisplayRegions() self.displayRegion = None base.graphicsEngine.removeWindow(self.win) self.win = None self.camera2d.removeNode() self.camera2d = None self.cam2d = None self.render2d.removeNode() self.render2d = None self.a2dBackground = None self.a2dTop = None self.a2dBottom = None self.a2dLeft = None self.a2dRight = None self.aspect2d = None self.a2dTopCenter = None self.a2dTopCenterNs = None self.a2dBottomCenter = None self.a2dBottomCenterNs = None self.a2dLeftCenter = None self.a2dLeftCenterNs = None self.a2dRightCenter = None self.a2dRightCenterNs = None self.a2dTopLeft = None self.a2dTopLeftNs = None self.a2dTopRight = None self.a2dTopRightNs = None self.a2dBottomLeft = None self.a2dBottomLeftNs = None self.a2dBottomRight = None self.a2dBottomRightNs = None self.__oldAspectRatio = None self.qtWindow.deleteLater() self.qtWidget.deleteLater() self.qtWindow = None self.qtWidget = None self.deleteLater() def keyPressEvent(self, event): button = LEUtils.keyboardButtonFromQtKey(event.key()) if button: self.inputDevice.buttonDown(button) def keyReleaseEvent(self, event): button = LEUtils.keyboardButtonFromQtKey(event.key()) if button: self.inputDevice.buttonUp(button) def enterEvent(self, event): # Give ourselves focus. self.setFocus() QtWidgets.QWidget.enterEvent(self, event) def mouseMoveEvent(self, event): self.inputDevice.setPointerInWindow(event.pos().x(), event.pos().y()) QtWidgets.QWidget.mouseMoveEvent(self, event) def leaveEvent(self, event): self.clearFocus() self.inputDevice.setPointerOutOfWindow() self.inputDevice.focusLost() QtWidgets.QWidget.leaveEvent(self, event) def mousePressEvent(self, event): btn = event.button() if btn == QtCore.Qt.LeftButton: self.inputDevice.buttonDown(MouseButton.one()) elif btn == QtCore.Qt.MiddleButton: self.inputDevice.buttonDown(MouseButton.two()) elif btn == QtCore.Qt.RightButton: self.inputDevice.buttonDown(MouseButton.three()) QtWidgets.QWidget.mousePressEvent(self, event) def mouseReleaseEvent(self, event): btn = event.button() if btn == QtCore.Qt.LeftButton: self.inputDevice.buttonUp(MouseButton.one()) elif btn == QtCore.Qt.MiddleButton: self.inputDevice.buttonUp(MouseButton.two()) elif btn == QtCore.Qt.RightButton: self.inputDevice.buttonUp(MouseButton.three()) QtWidgets.QWidget.mouseReleaseEvent(self, event) def wheelEvent(self, event): ang = event.angleDelta().y() if ang > 0: self.inputDevice.buttonDown(MouseButton.wheelUp()) self.inputDevice.buttonUp(MouseButton.wheelUp()) else: self.inputDevice.buttonDown(MouseButton.wheelDown()) self.inputDevice.buttonUp(MouseButton.wheelDown()) QtWidgets.QWidget.wheelEvent(self, event) def getAspectRatio(self): return self.win.getXSize() / self.win.getYSize() def setupRender2d(self): ## This is the root of the 2-D scene graph. self.render2d = NodePath("viewport-render2d") # Set up some overrides to turn off certain properties which # we probably won't need for 2-d objects. # It's probably important to turn off the depth test, since # many 2-d objects will be drawn over each other without # regard to depth position. # We used to avoid clearing the depth buffer before drawing # render2d, but nowadays we clear it anyway, since we # occasionally want to put 3-d geometry under render2d, and # it's simplest (and seems to be easier on graphics drivers) # if the 2-d scene has been cleared first. self.render2d.setDepthTest(0) self.render2d.setDepthWrite(0) self.render2d.setMaterialOff(1) self.render2d.setTwoSided(1) self.aspect2d = self.render2d.attachNewNode("viewport-aspect2d") aspectRatio = self.getAspectRatio() self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0) self.a2dBackground = self.aspect2d.attachNewNode("a2dBackground") ## The Z position of the top border of the aspect2d screen. self.a2dTop = 1.0 ## The Z position of the bottom border of the aspect2d screen. self.a2dBottom = -1.0 ## The X position of the left border of the aspect2d screen. self.a2dLeft = -aspectRatio ## The X position of the right border of the aspect2d screen. self.a2dRight = aspectRatio self.a2dTopCenter = self.aspect2d.attachNewNode("a2dTopCenter") self.a2dTopCenterNs = self.aspect2d.attachNewNode("a2dTopCenterNS") self.a2dBottomCenter = self.aspect2d.attachNewNode("a2dBottomCenter") self.a2dBottomCenterNs = self.aspect2d.attachNewNode( "a2dBottomCenterNS") self.a2dLeftCenter = self.aspect2d.attachNewNode("a2dLeftCenter") self.a2dLeftCenterNs = self.aspect2d.attachNewNode("a2dLeftCenterNS") self.a2dRightCenter = self.aspect2d.attachNewNode("a2dRightCenter") self.a2dRightCenterNs = self.aspect2d.attachNewNode("a2dRightCenterNS") self.a2dTopLeft = self.aspect2d.attachNewNode("a2dTopLeft") self.a2dTopLeftNs = self.aspect2d.attachNewNode("a2dTopLeftNS") self.a2dTopRight = self.aspect2d.attachNewNode("a2dTopRight") self.a2dTopRightNs = self.aspect2d.attachNewNode("a2dTopRightNS") self.a2dBottomLeft = self.aspect2d.attachNewNode("a2dBottomLeft") self.a2dBottomLeftNs = self.aspect2d.attachNewNode("a2dBottomLeftNS") self.a2dBottomRight = self.aspect2d.attachNewNode("a2dBottomRight") self.a2dBottomRightNs = self.aspect2d.attachNewNode("a2dBottomRightNS") # Put the nodes in their places self.a2dTopCenter.setPos(0, 0, self.a2dTop) self.a2dTopCenterNs.setPos(0, 0, self.a2dTop) self.a2dBottomCenter.setPos(0, 0, self.a2dBottom) self.a2dBottomCenterNs.setPos(0, 0, self.a2dBottom) self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0) self.a2dLeftCenterNs.setPos(self.a2dLeft, 0, 0) self.a2dRightCenter.setPos(self.a2dRight, 0, 0) self.a2dRightCenterNs.setPos(self.a2dRight, 0, 0) self.a2dTopLeft.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopLeftNs.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopRight.setPos(self.a2dRight, 0, self.a2dTop) self.a2dTopRightNs.setPos(self.a2dRight, 0, self.a2dTop) self.a2dBottomLeft.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomLeftNs.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomRight.setPos(self.a2dRight, 0, self.a2dBottom) self.a2dBottomRightNs.setPos(self.a2dRight, 0, self.a2dBottom) def setupCamera2d(self, sort=10, displayRegion=(0, 1, 0, 1), coords=(-1, 1, -1, 1)): dr = self.win.makeMonoDisplayRegion(*displayRegion) dr.setSort(10) # Enable clearing of the depth buffer on this new display # region (see the comment in setupRender2d, above). dr.setClearDepthActive(1) # Make any texture reloads on the gui come up immediately. dr.setIncompleteRender(False) left, right, bottom, top = coords # Now make a new Camera node. cam2dNode = Camera('cam2d') lens = OrthographicLens() lens.setFilmSize(right - left, top - bottom) lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5) lens.setNearFar(-1000, 1000) cam2dNode.setLens(lens) # self.camera2d is the analog of self.camera, although it's # not as clear how useful it is. self.camera2d = self.render2d.attachNewNode('camera2d') camera2d = self.camera2d.attachNewNode(cam2dNode) dr.setCamera(camera2d) self.cam2d = camera2d return camera2d def mouse1Up(self): pass def mouse1Down(self): pass def mouse2Up(self): pass def mouse2Down(self): pass def mouse3Up(self): pass def mouse3Down(self): pass def mouseEnter(self): self.updateView() def mouseExit(self): pass def mouseMove(self): pass def wheelUp(self): pass def wheelDown(self): pass def shouldRender(self): if not self.enabled: return False now = globalClock.getRealTime() if self.lastRenderTime != 0: elapsed = now - self.lastRenderTime if elapsed <= 0: return False frameRate = 1 / elapsed if frameRate > 100.0: # Never render faster than 100Hz return False return self.needsUpdate def renderView(self): self.lastRenderTime = globalClock.getRealTime() self.needsUpdate = False #self.win.setActive(1) base.requestRender() def tick(self): if self.shouldRender(): self.renderView() else: pass #self.win.setActive(0) def getViewportName(self): return self.spec.name def getViewportCenterPixels(self): return LPoint2i(self.win.getXSize() // 2, self.win.getYSize() // 2) def centerCursor(self, cursor): center = self.getViewportCenterPixels() cursor.setPos( self.mapToGlobal(QtCore.QPoint(self.width() / 2, self.height() / 2))) self.inputDevice.setPointerInWindow(center.x, center.y) def viewportToWorld(self, viewport, vec=False): front = Point3() back = Point3() self.lens.extrude(viewport, front, back) world = (front + back) / 2 worldMat = self.cam.getMat(render) if vec: world = worldMat.xformVec(world) else: world = worldMat.xformPoint(world) return world def worldToViewport(self, world): # move into local camera space invMat = Mat4(self.cam.getMat(render)) invMat.invertInPlace() local = invMat.xformPoint(world) point = Point2() self.lens.project(local, point) return point def zeroUnusedCoordinate(self, vec): pass def click(self, mask, queue=None, traverser=None, root=None): if not self.mouseWatcher.hasMouse(): return None if not queue: queue = self.clickQueue self.clickRay.setFromLens(self.camNode, self.mouseWatcher.getMouse()) self.clickNode.setFromCollideMask(mask) self.clickNode.setIntoCollideMask(BitMask32.allOff()) self.clickNp.reparentTo(self.cam) queue.clearEntries() if not traverser: base.clickTraverse(self.clickNp, queue) else: if not root: root = self.doc.render traverser.addCollider(self.clickNp, queue) traverser.traverse(root) traverser.removeCollider(self.clickNp) queue.sortEntries() self.clickNp.reparentTo(NodePath()) return queue.getEntries() def fixRatio(self, size=None): if not self.lens: return if size is None: aspectRatio = self.win.getXSize() / self.win.getYSize() else: if size.y > 0: aspectRatio = size.x / size.y else: aspectRatio = 1.0 if self.is2D(): zoomFactor = (1.0 / self.zoom) * 100.0 self.lens.setFilmSize(zoomFactor * aspectRatio, zoomFactor) else: self.lens.setAspectRatio(aspectRatio) if aspectRatio != self.__oldAspectRatio: self.__oldAspectRatio = aspectRatio # Fix up some anything that depends on the aspectRatio if aspectRatio < 1: # If the window is TALL, lets expand the top and bottom self.aspect2d.setScale(1.0, aspectRatio, aspectRatio) self.a2dTop = 1.0 / aspectRatio self.a2dBottom = -1.0 / aspectRatio self.a2dLeft = -1 self.a2dRight = 1.0 else: # If the window is WIDE, lets expand the left and right self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0) self.a2dTop = 1.0 self.a2dBottom = -1.0 self.a2dLeft = -aspectRatio self.a2dRight = aspectRatio # Reposition the aspect2d marker nodes self.a2dTopCenter.setPos(0, 0, self.a2dTop) self.a2dTopCenterNs.setPos(0, 0, self.a2dTop) self.a2dBottomCenter.setPos(0, 0, self.a2dBottom) self.a2dBottomCenterNs.setPos(0, 0, self.a2dBottom) self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0) self.a2dLeftCenterNs.setPos(self.a2dLeft, 0, 0) self.a2dRightCenter.setPos(self.a2dRight, 0, 0) self.a2dRightCenterNs.setPos(self.a2dRight, 0, 0) self.a2dTopLeft.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopLeftNs.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopRight.setPos(self.a2dRight, 0, self.a2dTop) self.a2dTopRightNs.setPos(self.a2dRight, 0, self.a2dTop) self.a2dBottomLeft.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomLeftNs.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomRight.setPos(self.a2dRight, 0, self.a2dBottom) self.a2dBottomRightNs.setPos(self.a2dRight, 0, self.a2dBottom) def resizeEvent(self, event): if not self.win: return newsize = LVector2i(event.size().width(), event.size().height()) self.qtWidget.resize(newsize[0], newsize[1]) self.qtWidget.move(0, 0) #props = WindowProperties() #props.setSize(newsize) #props.setOrigin(0, 0) #self.win.requestProperties(props) self.fixRatio(newsize) self.onResize(newsize) self.updateView() def onResize(self, newsize): pass def draw(self): pass def enable(self): # Render to the viewport self.win.setActive(True) self.enabled = True def disable(self): # Don't render to the viewport self.win.setActive(False) self.enabled = False
def generate(self, helperInfo): color = self.mapObject.getPropertyValue("_light", default=Vec4( 255, 255, 255, 255)) color = LEGlobals.colorFromRGBScalar255(color) color = LEGlobals.vec3GammaToLinear(color) intensity = self.mapObject.getPropertyValue("_intensity", default=1.0) innerRadius = self.mapObject.getPropertyValue("_inner_radius", default=1.0) outerRadius = self.mapObject.getPropertyValue("_outer_radius", default=2.0) color[0] = color[0] * intensity color[1] = color[1] * intensity color[2] = color[2] * intensity constant = self.mapObject.getPropertyValue("_constant_attn", default=0.0) linear = self.mapObject.getPropertyValue("_linear_attn", default=0.0) quadratic = self.mapObject.getPropertyValue("_quadratic_attn", default=1.0) innerConeDeg = self.mapObject.getPropertyValue("_inner_cone") innerConeRad = deg2Rad(innerConeDeg) outerConeDeg = self.mapObject.getPropertyValue("_cone") outerConeRad = deg2Rad(outerConeDeg) depthBias = self.mapObject.getPropertyValue("_depth_bias") shadowSize = self.mapObject.getPropertyValue("_shadow_map_size") shadowCaster = self.mapObject.getPropertyValue("_shadow_caster") softnessFactor = self.mapObject.getPropertyValue("_softness_factor") normalOffsetScale = self.mapObject.getPropertyValue( "_normal_offset_scale") normalOffsetUvSpace = self.mapObject.getPropertyValue( "_normal_offset_uv_space") pl = Spotlight("lightHelper-light_spot") pl.setColor(Vec4(color[0], color[1], color[2], 1.0)) pl.setFalloff(quadratic) pl.setInnerRadius(innerRadius) pl.setOuterRadius(outerRadius) pl.setExponent(self.mapObject.getPropertyValue("_exponent")) pl.setInnerCone(innerConeDeg) pl.setOuterCone(outerConeDeg) if shadowCaster: pl.setCameraMask(DirectRender.ShadowCameraBitmask) pl.setShadowCaster(True, shadowSize, shadowSize) pl.setDepthBias(depthBias) pl.setSoftnessFactor(softnessFactor) pl.setNormalOffsetScale(normalOffsetScale) pl.setNormalOffsetUvSpace(normalOffsetUvSpace) self.light = self.mapObject.helperRoot.attachNewNode(pl) if True: #self.mapObject.doc.numlights < 64: self.mapObject.doc.render.setLight(self.light) self.mapObject.doc.numlights += 1 self.hasLight = True self.spotlightMdl = base.loader.loadModel( "models/misc/spotlight-editor.bam") #self.spotlightMdl.setState("materials/spotlight-editor.mat") #state = self.spotlightMdl.getState() #params = state.getAttrib(ShaderParamAttrib) #params = params.setParam("selfillumtint", CKeyValues.toString(color.getXyz())) #print(params) #self.spotlightMdl.setState(state.setAttrib(params)) self.spotlightMdl.reparentTo(self.light) self.spotlightMdl.setScale(0.5) self.spotlightMdl.setH(180) self.spotlightMdl.setLightOff(1) self.spotlightMdl.setRenderModeWireframe(1) self.spotlightMdl.setTextureOff(1) self.spotlightMdl.setColor(Vec4(0, 0, 0, 1)) #self.spotlightMdl.setLightOff(self.light, 1) #self.spotlightMdl.ls() innerCone = getUnitCone().copyTo(self.light) innerCone.setSy(innerRadius) innerCone.setSx((innerConeRad / 2) * innerRadius) innerCone.setSz((innerConeRad / 2) * innerRadius) innerCone.setColorScale(InnerColor) self.innerCone = innerCone outerCone = getUnitCone().copyTo(self.light) outerCone.setSy(outerRadius) outerCone.setSx((outerConeRad / 2) * outerRadius) outerCone.setSz((outerConeRad / 2) * outerRadius) outerCone.setColorScale(OuterColor) self.outerCone = outerCone if not self.mapObject.selected: innerCone.stash() outerCone.stash()
def calcZoom(self): z = max(int(abs(self.viewport.camera.getZ() * 16)), 0.001) return LEGlobals.clamp(10000 / z, 0.001 * 16, 256 * 16)
def gotModel(self, mdl, filename, context): if context.destroyed: return self.currentLoadContext = None if not mdl or mdl.isEmpty(): context.createNextAsset() return # If there's no geomnode, there is no model! if mdl.find("**/+GeomNode").isEmpty(): context.createNextAsset() return mdl.reparentTo(self.render) # Determine a good offset point to take the thumbnail snapshot mins = core.Point3() maxs = core.Point3() mdl.calcTightBounds(mins, maxs) size = maxs - mins center = (mins + maxs) / 2.0 # Choose the longest axis as the radius radius = size.length() / 2 fov = self.lens.getFov() distance = (radius / float(math.tan(core.deg2Rad(min(fov[0], fov[1]) / 2.0)))) # Ensure the far plane is far enough back to see the entire object. idealFarPlane = distance + radius * 1.5 self.lens.setFar(max(self.lens.getDefaultFar(), idealFarPlane)) # And that the near plane is far enough forward. idealNearPlane = distance - radius self.lens.setNear(min(self.lens.getDefaultNear(), idealNearPlane)) self.camera.setPos(center + self.camera.getQuat().xform(core.Vec3.forward() * -distance)) # Render the model to the back buffer self.buffer.setActive(True) base.graphicsEngine.renderFrame() base.graphicsEngine.syncFrame() # Fetch the pixels into a PNMImage image = core.PNMImage() self.buffer.getScreenshot(image) self.buffer.setActive(False) mdl.removeNode() # Store the pixels in a QPixmap qimage = QtGui.QImage(image.getXSize(), image.getYSize(), QtGui.QImage.Format_RGB888) for x in range(image.getXSize()): for y in range(image.getYSize()): col = LEGlobals.vec3LinearToGamma(image.getXelA(x, y)) qimage.setPixelColor(x, y, QtGui.QColor(int(col[0] * 255), int(col[1] * 255), int(col[2] * 255), int(col[3] * 255))) pixmap = QtGui.QPixmap.fromImage(qimage) icon = QtGui.QIcon(pixmap) self.modelThumbnails[filename] = icon context.addAssetItem(icon, filename) context.createNextAsset()