def makeTextureMap(self): '''Citymania function that generates and sets the 4 channel texture map''' self.colorTextures = [] for terrain in self.terrains: terrain.getRoot().clearTexture() heightmap = terrain.heightfield() colormap = PNMImage(heightmap.getXSize() - 1, heightmap.getYSize() - 1) colormap.addAlpha() slopemap = terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x, y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) colorTexture = Texture() colorTexture.load(colormap) colorTS = TextureStage('color') colorTS.setSort(0) colorTS.setPriority(1) self.colorTextures.append((colorTexture, colorTS))
def generateMissingImages(self): """ Generates image sizes that should be present but aren't by scaling from the next higher size. """ for required_size in (256, 128, 48, 32, 16): if required_size in self.images: continue sizes = sorted(self.images.keys()) if required_size * 2 in sizes: from_size = required_size * 2 else: from_size = 0 for from_size in sizes: if from_size > required_size: break if from_size > required_size: Icon.notify.warning( "Generating %dx%d icon by scaling down %dx%d image" % (required_size, required_size, from_size, from_size)) image = PNMImage(required_size, required_size) if self.images[from_size].hasAlpha(): image.addAlpha() image.quickFilterFrom(self.images[from_size]) self.images[required_size] = image else: Icon.notify.warning( "Cannot generate %dx%d icon; no higher resolution image available" % (required_size, required_size))
def makeTextureMap(self): '''Citymania function that generates and sets the 4 channel texture map''' self.colorTextures = [] for terrain in self.terrains: terrain.getRoot().clearTexture() heightmap = terrain.heightfield() colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1) colormap.addAlpha() slopemap = terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x,y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) colorTexture = Texture() colorTexture.load(colormap) colorTS = TextureStage('color') colorTS.setSort(0) colorTS.setPriority(1) self.colorTextures.append((colorTexture, colorTS))
def new(size, color=(255,255,255)): img = PNMImage(*size) if len(color) == 4: img.addAlpha() img.fill(*color) panda_tex = PandaTexture('texture') panda_tex.load(img) return Texture(panda_tex)
def loadSpriteImages(self,file_path,cols,rows,flipx = False,flipy = False): """ Loads an image file containing individual animation frames and returns then in a list of PNMImages inputs: - file_path - cols - rows - flipx - flipy Output: - tuple ( bool , list[PNMImage] ) """ # Make a filepath image_file = Filename(file_path) if image_file .empty(): raise IOError("File not found") return (False, []) # Instead of loading it outright, check with the PNMImageHeader if we can open # the file. img_head = PNMImageHeader() if not img_head.readHeader(image_file ): raise IOError("PNMImageHeader could not read file %s. Try using absolute filepaths"%(file_path)) return (False, []) # Load the image with a PNMImage full_image = PNMImage(img_head.getXSize(),img_head.getYSize()) full_image.alphaFill(0) full_image.read(image_file) if flipx or flipy: full_image.flip(flipx,flipy,False) w = int(full_image.getXSize()/cols) h = int(full_image.getYSize()/rows) images = [] counter = 0 for i in range(0,cols): for j in range(0,rows): sub_img = PNMImage(w,h) sub_img.addAlpha() sub_img.alphaFill(0) sub_img.fill(1,1,1) sub_img.copySubImage(full_image ,0 ,0 ,i*w ,j*h ,w ,h) images.append(sub_img) return (True, images)
def transparencyKey(filename): image = PNMImage(GAME+'/textures/effects/'+filename) image.addAlpha() backgroundColor = None for y in range(image.getYSize()): for x in range(image.getXSize()): if backgroundColor == None: backgroundColor = Color(image.getRedVal(x, y), image.getGreenVal(x, y), image.getGreenVal(x, y), 0) if image.getRedVal(x, y) == backgroundColor.R and \ image.getGreenVal(x, y) == backgroundColor.G and \ image.getGreenVal(x, y) == backgroundColor.B: # Transparent image.setAlpha(x, y, 0.0) else: # Opaque image.setAlpha(x, y, 1.0) return image
def createSequenceNode(self,name,img,cols,rows,scale_x,scale_y,frame_rate): seq = SequenceNode(name) w = int(img.getXSize()/cols) h = int(img.getYSize()/rows) counter = 0 for i in range(0,cols): for j in range(0,rows): sub_img = PNMImage(w,h) sub_img.addAlpha() sub_img.alphaFill(0) sub_img.fill(1,1,1) sub_img.copySubImage(img ,0 ,0 ,i*w ,j*h ,w ,h) # Load the image onto the texture texture = Texture() texture.setXSize(w) texture.setYSize(h) texture.setZSize(1) texture.load(sub_img) texture.setWrapU(Texture.WM_border_color) # gets rid of odd black edges around image texture.setWrapV(Texture.WM_border_color) texture.setBorderColor(LColor(0,0,0,0)) cm = CardMaker(name + '_' + str(counter)) cm.setFrame(-0.5*scale_x,0.5*scale_x,-0.5*scale_y,0.5*scale_y) card = NodePath(cm.generate()) seq.addChild(card.node(),counter) card.setTexture(texture) sub_img.clear() counter+=1 seq.setFrameRate(frame_rate) print "Sequence Node %s contains %i frames of size %s"%(name,seq.getNumFrames(),str((w,h))) return seq
class Typist(object): TARGETS = { 'paper': { 'model': 'paper', 'textureRoot': 'Front', 'scale': Point3(0.85, 0.85, 1), 'hpr': Point3(0, 0, 0), } } def __init__(self, base, typewriterNP, underDeskClip, sounds): self.base = base self.sounds = sounds self.underDeskClip = underDeskClip self.typeIndex = 0 self.typewriterNP = typewriterNP self.rollerAssemblyNP = typewriterNP.find("**/roller assembly") assert self.rollerAssemblyNP self.rollerNP = typewriterNP.find("**/roller") assert self.rollerNP self.carriageNP = typewriterNP.find("**/carriage") assert self.carriageNP self.baseCarriagePos = self.carriageNP.getPos() self.carriageBounds = self.carriageNP.getTightBounds() self.font = base.loader.loadFont('Harting.ttf', pointSize=32) self.pnmFont = PNMTextMaker(self.font) self.fontCharSize, _, _ = fonts.measureFont(self.pnmFont, 32) print "font char size: ", self.fontCharSize self.pixelsPerLine = int(round(self.pnmFont.getLineHeight())) self.target = None """ panda3d.core.NodePath """ self.targetRoot = None """ panda3d.core.NodePath """ self.paperY = 0.0 """ range from 0 to 1 """ self.paperX = 0.0 """ range from 0 to 1 """ self.createRollerBase() self.tex = None self.texImage = None self.setupTexture() self.scheduler = Scheduler() task = self.base.taskMgr.add(self.tick, 'timerTask') task.setDelay(0.01) def tick(self, task): self.scheduler.tick(globalClock.getRealTime()) return task.cont def setupTexture(self): """ This is the overlay/decal/etc. which contains the typed characters. The texture size and the font size are currently tied together. :return: """ self.texImage = PNMImage(1024, 1024) self.texImage.addAlpha() self.texImage.fill(1.0) self.texImage.alphaFill(1.0) self.tex = Texture('typing') self.tex.setMagfilter(Texture.FTLinear) self.tex.setMinfilter(Texture.FTLinear) self.typingStage = TextureStage('typing') self.typingStage.setMode(TextureStage.MModulate) self.tex.load(self.texImage) # ensure we can quickly update subimages self.tex.setKeepRamImage(True) # temp for drawing chars self.chImage = PNMImage(*self.fontCharSize) def drawCharacter(self, ch, px, py): """ Draw a character onto the texture :param ch: :param px: paperX :param py: paperY :return: the paper-relative size of the character """ h = self.fontCharSize[1] if ch != ' ': # position -> pixel, applying margins x = int(self.tex.getXSize() * (px * 0.8 + 0.1)) y = int(self.tex.getYSize() * (py * 0.8 + 0.1)) # always draw onto the paper, to capture # incremental character overstrikes self.pnmFont.generateInto(ch, self.texImage, x, y) if False: #print ch,"to",x,y,"w=",g.getWidth() self.tex.load(self.texImage) else: # copy an area (presumably) encompassing the character g = self.pnmFont.getGlyph(ord(ch)) cx, cy = self.fontCharSize # a glyph is minimally sized and "moves around" in its text box # (think ' vs. ,), so it has been drawn somewhere relative to # the 'x' and 'y' we wanted. x += g.getLeft() y -= g.getTop() self.chImage.copySubImage( self.texImage, 0, 0, # from x, y, # to cx, cy # size ) self.tex.loadSubImage(self.chImage, x, y) # toggle for a typewriter that uses non-proportional spacing #w = self.paperCharWidth(g.getWidth()) w = self.paperCharWidth() else: w = self.paperCharWidth() return w, h def start(self): self.target = None self.setTarget('paper') self.hookKeyboard() def createRollerBase(self): """ The paper moves such that it is tangent to the roller. This nodepath keeps a coordinate space relative to that, so that the paper can be positioned from (0,0,0) to (0,0,1) to "roll" it along the roller. """ bb = self.rollerNP.getTightBounds() #self.rollerNP.showTightBounds() self.paperRollerBase = self.rollerAssemblyNP.attachNewNode( 'rollerBase') self.paperRollerBase.setHpr(0, -20, 0) print "roller:", bb rad = abs(bb[0].y - bb[1].y) / 2 center = Vec3(-(bb[0].x + bb[1].x) / 2 - 0.03, (bb[0].y - bb[1].y) / 2, (bb[0].z + bb[1].z) / 2) self.paperRollerBase.setPos(center) def setTarget(self, name): if self.target: self.target.removeNode() # load and transform the model target = self.TARGETS[name] self.target = self.base.loader.loadModel(target['model']) #self.target.setScale(target['scale']) self.target.setHpr(target['hpr']) # put it in the world self.target.reparentTo(self.paperRollerBase) rbb = self.rollerNP.getTightBounds() tbb = self.target.getTightBounds() rs = (rbb[1] - rbb[0]) ts = (tbb[1] - tbb[0]) self.target.setScale(rs.x / ts.x, 1, 1) # apply the texture self.targetRoot = self.target if 'textureRoot' in target: self.targetRoot = self.target.find("**/" + target['textureRoot']) assert self.targetRoot self.targetRoot.setTexture(self.typingStage, self.tex) #self.setupTargetClip() # reset self.paperX = self.paperY = 0. newPos = self.calcPaperPos(self.paperY) self.target.setPos(newPos) self.moveCarriage() def setupTargetClip(self): """ The target is fed in to the typewriter but until we invent "geom curling", it shouldn't be visible under the typewriter under the desk. The @underDeskClip node has a world-relative bounding box, which we can convert to the target-relative bounding box, and pass to a shader that can clip the nodes. """ shader = Shader.make( Shader.SLGLSL, """ #version 120 attribute vec4 p3d_MultiTexCoord0; attribute vec4 p3d_MultiTexCoord1; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = p3d_MultiTexCoord0; gl_TexCoord[1] = p3d_MultiTexCoord1; } """, """ #version 120 uniform sampler2D baseTex; uniform sampler2D charTex; const vec4 zero = vec4(0, 0, 0, 0); const vec4 one = vec4(1, 1, 1, 1); const vec4 half = vec4(0.5, 0.5, 0.5, 0); void main() { vec4 baseColor = texture2D(baseTex, gl_TexCoord[0].st); vec4 typeColor = texture2D(charTex, gl_TexCoord[1].st); gl_FragColor = baseColor * typeColor; }""") self.target.setShader(shader) baseTex = self.targetRoot.getTexture() print "Base Texture:", baseTex self.target.setShaderInput("baseTex", baseTex) self.target.setShaderInput("charTex", self.tex) def hookKeyboard(self): """ Hook events so we can respond to keypresses. """ self.base.buttonThrowers[0].node().setKeystrokeEvent('keystroke') self.base.accept('keystroke', self.schedTypeCharacter) self.base.accept('backspace', self.schedBackspace) self.base.accept('arrow_up', lambda: self.schedAdjustPaper(-5)) self.base.accept('arrow_up-repeat', lambda: self.schedAdjustPaper(-1)) self.base.accept('arrow_down', lambda: self.schedAdjustPaper(5)) self.base.accept('arrow_down-repeat', lambda: self.schedAdjustPaper(1)) self.base.accept('arrow_left', lambda: self.schedAdjustCarriage(-1)) self.base.accept('arrow_left-repeat', lambda: self.schedAdjustCarriage(-1)) self.base.accept('arrow_right', lambda: self.schedAdjustCarriage(1)) self.base.accept('arrow_right-repeat', lambda: self.schedAdjustCarriage(1)) def paperCharWidth(self, pixels=None): if not pixels: pixels = self.fontCharSize[0] return float(pixels) / self.tex.getXSize() def paperLineHeight(self): return float(self.fontCharSize[1] * 1.2) / self.tex.getYSize() def schedScroll(self): if self.scheduler.isQueueEmpty(): self.schedRollPaper(1) self.schedResetCarriage() def schedBackspace(self): if self.scheduler.isQueueEmpty(): def doit(): if self.paperX > 0: self.schedAdjustCarriage(-1) self.scheduler.schedule(0.01, doit) def createMoveCarriageInterval(self, newX, curX=None): if curX is None: curX = self.paperX here = self.calcCarriage(curX) there = self.calcCarriage(newX) posInterval = LerpPosInterval(self.carriageNP, abs(newX - curX), there, startPos=here, blendType='easeIn') posInterval.setDoneEvent('carriageReset') def isReset(): self.paperX = newX self.base.acceptOnce('carriageReset', isReset) return posInterval def schedResetCarriage(self): if self.paperX > 0.1: self.sounds['pullback'].play() invl = self.createMoveCarriageInterval(0) self.scheduler.scheduleInterval(0, invl) def calcCarriage(self, paperX): """ Calculate where the carriage should be offset based on the position on the paper :param paperX: 0...1 :return: pos for self.carriageNP """ x = (0.5 - paperX) * 0.69 * 0.8 + 0.01 bb = self.carriageBounds return self.baseCarriagePos + Point3(x * (bb[1].x - bb[0].x), 0, 0) def moveCarriage(self): pos = self.calcCarriage(self.paperX) self.carriageNP.setPos(pos) def schedMoveCarriage(self, curX, newX): if self.scheduler.isQueueEmpty(): #self.scheduler.schedule(0.1, self.moveCarriage) invl = self.createMoveCarriageInterval(newX, curX=curX) invl.start() def schedAdjustCarriage(self, bx): if self.scheduler.isQueueEmpty(): def doit(): self.paperX = max( 0.0, min(1.0, self.paperX + bx * self.paperCharWidth())) self.moveCarriage() self.scheduler.schedule(0.1, doit) def calcPaperPos(self, paperY): # center over roller, peek out a little z = paperY * 0.8 - 0.5 + 0.175 bb = self.target.getTightBounds() return Point3(-0.5, 0, z * (bb[1].z - bb[0].z)) def createMovePaperInterval(self, newY): here = self.calcPaperPos(self.paperY) there = self.calcPaperPos(newY) posInterval = LerpPosInterval(self.target, abs(newY - self.paperY), there, startPos=here, blendType='easeInOut') posInterval.setDoneEvent('scrollDone') def isDone(): self.paperY = newY self.base.acceptOnce('scrollDone', isDone) return posInterval def schedAdjustPaper(self, by): if self.scheduler.isQueueEmpty(): def doit(): self.schedRollPaper(by) self.scheduler.schedule(0.1, doit) def schedRollPaper(self, by): """ Position the paper such that @percent of it is rolled over roller :param percent: :return: """ def doit(): self.sounds['scroll'].play() newY = min(1.0, max(0.0, self.paperY + self.paperLineHeight() * by)) invl = self.createMovePaperInterval(newY) invl.start() self.scheduler.schedule(0.1, doit) def schedTypeCharacter(self, keyname): # filter for visibility if ord(keyname) == 13: self.schedScroll() elif ord(keyname) >= 32 and ord(keyname) != 127: if self.scheduler.isQueueEmpty(): curX, curY = self.paperX, self.paperY self.typeCharacter(keyname, curX, curY) def typeCharacter(self, ch, curX, curY): newX = curX w, h = self.drawCharacter(ch, curX, curY) newX += w if ch != ' ': # alternate typing sound #self.typeIndex = (self.typeIndex+1) % 3 self.typeIndex = random.randint(0, 2) self.sounds['type' + str(self.typeIndex + 1)].play() else: self.sounds['advance'].play() if newX >= 1: self.sounds['bell'].play() newX = 1 self.schedMoveCarriage(self.paperX, newX) # move first, to avoid overtype self.paperX = newX
def generateWorld(self, heightmap, tiles, cities, container): self.heightmap = heightmap self.terrain = PagedGeoMipTerrain("surface") #self.terrain = GeoMipTerrain("surface") self.terrain.setHeightfield(self.heightmap) #self.terrain.setFocalPoint(base.camera) self.terrain.setBruteforce(True) self.terrain.setBlockSize(64) self.terrain.generate() root = self.terrain.getRoot() root.reparentTo(render) #root.setSz(100) self.terrain.setSz(100) messenger.send('makePickable', [root]) if self.heightmap.getXSize() > self.heightmap.getYSize(): self.size = self.heightmap.getXSize() - 1 else: self.size = self.heightmap.getYSize() - 1 self.xsize = self.heightmap.getXSize() - 1 self.ysize = self.heightmap.getYSize() - 1 # Set multi texture # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536 self.generateSurfaceTextures() self.generateWaterMap() self.generateOwnerTexture(tiles, cities) #self.terrain.makeTextureMap() colormap = PNMImage(heightmap.getXSize() - 1, heightmap.getYSize() - 1) colormap.addAlpha() slopemap = self.terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x, y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) self.colorTexture = Texture() self.colorTexture.load(colormap) self.colorTS = TextureStage('color') self.colorTS.setSort(0) self.colorTS.setPriority(1) self.setSurfaceTextures() self.generateWater(2) taskMgr.add(self.updateTerrain, "updateTerrain") print "Done with terrain generation" messenger.send("finishedTerrainGen", [[self.xsize, self.ysize]]) self.terrain.getRoot().analyze() self.accept("h", self.switchWater)
class Typist(object): TARGETS = { 'paper': { 'model': 'paper', 'textureRoot': 'Front', 'scale': Point3(0.85, 0.85, 1), 'hpr' : Point3(0, 0, 0), } } def __init__(self, base, typewriterNP, underDeskClip, sounds): self.base = base self.sounds = sounds self.underDeskClip = underDeskClip self.typeIndex = 0 self.typewriterNP = typewriterNP self.rollerAssemblyNP = typewriterNP.find("**/roller assembly") assert self.rollerAssemblyNP self.rollerNP = typewriterNP.find("**/roller") assert self.rollerNP self.carriageNP = typewriterNP.find("**/carriage") assert self.carriageNP self.baseCarriagePos = self.carriageNP.getPos() self.carriageBounds = self.carriageNP.getTightBounds() self.font = base.loader.loadFont('Harting.ttf', pointSize=32) self.pnmFont = PNMTextMaker(self.font) self.fontCharSize, _, _ = fonts.measureFont(self.pnmFont, 32) print "font char size: ",self.fontCharSize self.pixelsPerLine = int(round(self.pnmFont.getLineHeight())) self.target = None """ panda3d.core.NodePath """ self.targetRoot = None """ panda3d.core.NodePath """ self.paperY = 0.0 """ range from 0 to 1 """ self.paperX = 0.0 """ range from 0 to 1 """ self.createRollerBase() self.tex = None self.texImage = None self.setupTexture() self.scheduler = Scheduler() task = self.base.taskMgr.add(self.tick, 'timerTask') task.setDelay(0.01) def tick(self, task): self.scheduler.tick(globalClock.getRealTime()) return task.cont def setupTexture(self): """ This is the overlay/decal/etc. which contains the typed characters. The texture size and the font size are currently tied together. :return: """ self.texImage = PNMImage(1024, 1024) self.texImage.addAlpha() self.texImage.fill(1.0) self.texImage.alphaFill(1.0) self.tex = Texture('typing') self.tex.setMagfilter(Texture.FTLinear) self.tex.setMinfilter(Texture.FTLinear) self.typingStage = TextureStage('typing') self.typingStage.setMode(TextureStage.MModulate) self.tex.load(self.texImage) # ensure we can quickly update subimages self.tex.setKeepRamImage(True) # temp for drawing chars self.chImage = PNMImage(*self.fontCharSize) def drawCharacter(self, ch, px, py): """ Draw a character onto the texture :param ch: :param px: paperX :param py: paperY :return: the paper-relative size of the character """ h = self.fontCharSize[1] if ch != ' ': # position -> pixel, applying margins x = int(self.tex.getXSize() * (px * 0.8 + 0.1)) y = int(self.tex.getYSize() * (py * 0.8 + 0.1)) # always draw onto the paper, to capture # incremental character overstrikes self.pnmFont.generateInto(ch, self.texImage, x, y) if False: #print ch,"to",x,y,"w=",g.getWidth() self.tex.load(self.texImage) else: # copy an area (presumably) encompassing the character g = self.pnmFont.getGlyph(ord(ch)) cx, cy = self.fontCharSize # a glyph is minimally sized and "moves around" in its text box # (think ' vs. ,), so it has been drawn somewhere relative to # the 'x' and 'y' we wanted. x += g.getLeft() y -= g.getTop() self.chImage.copySubImage( self.texImage, 0, 0, # from x, y, # to cx, cy # size ) self.tex.loadSubImage(self.chImage, x, y) # toggle for a typewriter that uses non-proportional spacing #w = self.paperCharWidth(g.getWidth()) w = self.paperCharWidth() else: w = self.paperCharWidth() return w, h def start(self): self.target = None self.setTarget('paper') self.hookKeyboard() def createRollerBase(self): """ The paper moves such that it is tangent to the roller. This nodepath keeps a coordinate space relative to that, so that the paper can be positioned from (0,0,0) to (0,0,1) to "roll" it along the roller. """ bb = self.rollerNP.getTightBounds() #self.rollerNP.showTightBounds() self.paperRollerBase = self.rollerAssemblyNP.attachNewNode('rollerBase') self.paperRollerBase.setHpr(0, -20, 0) print "roller:",bb rad = abs(bb[0].y - bb[1].y) / 2 center = Vec3(-(bb[0].x+bb[1].x)/2 - 0.03, (bb[0].y-bb[1].y)/2, (bb[0].z+bb[1].z)/2) self.paperRollerBase.setPos(center) def setTarget(self, name): if self.target: self.target.removeNode() # load and transform the model target = self.TARGETS[name] self.target = self.base.loader.loadModel(target['model']) #self.target.setScale(target['scale']) self.target.setHpr(target['hpr']) # put it in the world self.target.reparentTo(self.paperRollerBase) rbb = self.rollerNP.getTightBounds() tbb = self.target.getTightBounds() rs = (rbb[1] - rbb[0]) ts = (tbb[1] - tbb[0]) self.target.setScale(rs.x / ts.x, 1, 1) # apply the texture self.targetRoot = self.target if 'textureRoot' in target: self.targetRoot = self.target.find("**/" + target['textureRoot']) assert self.targetRoot self.targetRoot.setTexture(self.typingStage, self.tex) #self.setupTargetClip() # reset self.paperX = self.paperY = 0. newPos = self.calcPaperPos(self.paperY) self.target.setPos(newPos) self.moveCarriage() def setupTargetClip(self): """ The target is fed in to the typewriter but until we invent "geom curling", it shouldn't be visible under the typewriter under the desk. The @underDeskClip node has a world-relative bounding box, which we can convert to the target-relative bounding box, and pass to a shader that can clip the nodes. """ shader = Shader.make( Shader.SLGLSL, """ #version 120 attribute vec4 p3d_MultiTexCoord0; attribute vec4 p3d_MultiTexCoord1; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = p3d_MultiTexCoord0; gl_TexCoord[1] = p3d_MultiTexCoord1; } """, """ #version 120 uniform sampler2D baseTex; uniform sampler2D charTex; const vec4 zero = vec4(0, 0, 0, 0); const vec4 one = vec4(1, 1, 1, 1); const vec4 half = vec4(0.5, 0.5, 0.5, 0); void main() { vec4 baseColor = texture2D(baseTex, gl_TexCoord[0].st); vec4 typeColor = texture2D(charTex, gl_TexCoord[1].st); gl_FragColor = baseColor * typeColor; }""" ) self.target.setShader(shader) baseTex = self.targetRoot.getTexture() print "Base Texture:",baseTex self.target.setShaderInput("baseTex", baseTex) self.target.setShaderInput("charTex", self.tex) def hookKeyboard(self): """ Hook events so we can respond to keypresses. """ self.base.buttonThrowers[0].node().setKeystrokeEvent('keystroke') self.base.accept('keystroke', self.schedTypeCharacter) self.base.accept('backspace', self.schedBackspace) self.base.accept('arrow_up', lambda: self.schedAdjustPaper(-5)) self.base.accept('arrow_up-repeat', lambda: self.schedAdjustPaper(-1)) self.base.accept('arrow_down', lambda:self.schedAdjustPaper(5)) self.base.accept('arrow_down-repeat', lambda:self.schedAdjustPaper(1)) self.base.accept('arrow_left', lambda: self.schedAdjustCarriage(-1)) self.base.accept('arrow_left-repeat', lambda: self.schedAdjustCarriage(-1)) self.base.accept('arrow_right', lambda:self.schedAdjustCarriage(1)) self.base.accept('arrow_right-repeat', lambda:self.schedAdjustCarriage(1)) def paperCharWidth(self, pixels=None): if not pixels: pixels = self.fontCharSize[0] return float(pixels) / self.tex.getXSize() def paperLineHeight(self): return float(self.fontCharSize[1] * 1.2) / self.tex.getYSize() def schedScroll(self): if self.scheduler.isQueueEmpty(): self.schedRollPaper(1) self.schedResetCarriage() def schedBackspace(self): if self.scheduler.isQueueEmpty(): def doit(): if self.paperX > 0: self.schedAdjustCarriage(-1) self.scheduler.schedule(0.01, doit) def createMoveCarriageInterval(self, newX, curX=None): if curX is None: curX = self.paperX here = self.calcCarriage(curX) there = self.calcCarriage(newX) posInterval = LerpPosInterval( self.carriageNP, abs(newX - curX), there, startPos = here, blendType='easeIn') posInterval.setDoneEvent('carriageReset') def isReset(): self.paperX = newX self.base.acceptOnce('carriageReset', isReset) return posInterval def schedResetCarriage(self): if self.paperX > 0.1: self.sounds['pullback'].play() invl = self.createMoveCarriageInterval(0) self.scheduler.scheduleInterval(0, invl) def calcCarriage(self, paperX): """ Calculate where the carriage should be offset based on the position on the paper :param paperX: 0...1 :return: pos for self.carriageNP """ x = (0.5 - paperX) * 0.69 * 0.8 + 0.01 bb = self.carriageBounds return self.baseCarriagePos + Point3(x * (bb[1].x-bb[0].x), 0, 0) def moveCarriage(self): pos = self.calcCarriage(self.paperX) self.carriageNP.setPos(pos) def schedMoveCarriage(self, curX, newX): if self.scheduler.isQueueEmpty(): #self.scheduler.schedule(0.1, self.moveCarriage) invl = self.createMoveCarriageInterval(newX, curX=curX) invl.start() def schedAdjustCarriage(self, bx): if self.scheduler.isQueueEmpty(): def doit(): self.paperX = max(0.0, min(1.0, self.paperX + bx * self.paperCharWidth())) self.moveCarriage() self.scheduler.schedule(0.1, doit) def calcPaperPos(self, paperY): # center over roller, peek out a little z = paperY * 0.8 - 0.5 + 0.175 bb = self.target.getTightBounds() return Point3(-0.5, 0, z * (bb[1].z-bb[0].z)) def createMovePaperInterval(self, newY): here = self.calcPaperPos(self.paperY) there = self.calcPaperPos(newY) posInterval = LerpPosInterval( self.target, abs(newY - self.paperY), there, startPos = here, blendType='easeInOut') posInterval.setDoneEvent('scrollDone') def isDone(): self.paperY = newY self.base.acceptOnce('scrollDone', isDone) return posInterval def schedAdjustPaper(self, by): if self.scheduler.isQueueEmpty(): def doit(): self.schedRollPaper(by) self.scheduler.schedule(0.1, doit) def schedRollPaper(self, by): """ Position the paper such that @percent of it is rolled over roller :param percent: :return: """ def doit(): self.sounds['scroll'].play() newY = min(1.0, max(0.0, self.paperY + self.paperLineHeight() * by)) invl = self.createMovePaperInterval(newY) invl.start() self.scheduler.schedule(0.1, doit) def schedTypeCharacter(self, keyname): # filter for visibility if ord(keyname) == 13: self.schedScroll() elif ord(keyname) >= 32 and ord(keyname) != 127: if self.scheduler.isQueueEmpty(): curX, curY = self.paperX, self.paperY self.typeCharacter(keyname, curX, curY) def typeCharacter(self, ch, curX, curY): newX = curX w, h = self.drawCharacter(ch, curX, curY) newX += w if ch != ' ': # alternate typing sound #self.typeIndex = (self.typeIndex+1) % 3 self.typeIndex = random.randint(0, 2) self.sounds['type' + str(self.typeIndex+1)].play() else: self.sounds['advance'].play() if newX >= 1: self.sounds['bell'].play() newX = 1 self.schedMoveCarriage(self.paperX, newX) # move first, to avoid overtype self.paperX = newX
def generateWorld(self, heightmap, tiles, cities, container): self.heightmap = heightmap self.terrain = PagedGeoMipTerrain("surface") #self.terrain = GeoMipTerrain("surface") self.terrain.setHeightfield(self.heightmap) #self.terrain.setFocalPoint(base.camera) self.terrain.setBruteforce(True) self.terrain.setBlockSize(64) self.terrain.generate() root = self.terrain.getRoot() root.reparentTo(render) #root.setSz(100) self.terrain.setSz(100) messenger.send('makePickable', [root]) if self.heightmap.getXSize() > self.heightmap.getYSize(): self.size = self.heightmap.getXSize()-1 else: self.size = self.heightmap.getYSize()-1 self.xsize = self.heightmap.getXSize()-1 self.ysize = self.heightmap.getYSize()-1 # Set multi texture # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536 self.generateSurfaceTextures() self.generateWaterMap() self.generateOwnerTexture(tiles, cities) #self.terrain.makeTextureMap() colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1) colormap.addAlpha() slopemap = self.terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x,y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) self.colorTexture = Texture() self.colorTexture.load(colormap) self.colorTS = TextureStage('color') self.colorTS.setSort(0) self.colorTS.setPriority(1) self.setSurfaceTextures() self.generateWater(2) taskMgr.add(self.updateTerrain, "updateTerrain") print "Done with terrain generation" messenger.send("finishedTerrainGen", [[self.xsize, self.ysize]]) self.terrain.getRoot().analyze() self.accept("h", self.switchWater)