def load(self):
     self.root = NodePath('PartyCog-%d' % self.id)
     self.root.reparentTo(self.parentNode)
     path = 'phase_13/models/parties/cogPinata_'
     self.actor = Actor(
         path + 'actor', {
             'idle': path + 'idle_anim',
             'down': path + 'down_anim',
             'up': path + 'up_anim',
             'bodyHitBack': path + 'bodyHitBack_anim',
             'bodyHitFront': path + 'bodyHitFront_anim',
             'headHitBack': path + 'headHitBack_anim',
             'headHitFront': path + 'headHitFront_anim'
         })
     self.actor.reparentTo(self.root)
     self.temp_transform = Mat4()
     self.head_locator = self.actor.attachNewNode('temphead')
     self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
     self.bodyColl.setTangible(1)
     self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                       self.id)
     self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.bodyCollNode.addSolid(self.bodyColl)
     self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
     self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
     self.headColl.setTangible(1)
     self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                       self.id)
     self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.headCollNode.addSolid(self.headColl)
     self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
     self.arm1Coll = CollisionSphere(1.6499999999999999, 0,
                                     3.9500000000000002, 1.0)
     self.arm1Coll.setTangible(1)
     self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                       self.id)
     self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm1CollNode.addSolid(self.arm1Coll)
     self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
     self.arm2Coll = CollisionSphere(-1.6499999999999999, 0,
                                     3.4500000000000002, 1.0)
     self.arm2Coll.setTangible(1)
     self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                       self.id)
     self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm2CollNode.addSolid(self.arm2Coll)
     self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
     splatName = 'splat-creampie'
     self.splat = globalPropPool.getProp(splatName)
     self.splat.setBillboardPointEye()
     self.splatType = globalPropPool.getPropType(splatName)
     self.pieHitSound = globalBattleSoundCache.getSound(
         'AA_wholepie_only.mp3')
     self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')
     self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
     self.hole.setTransparency(True)
     self.hole.setP(-90.0)
     self.hole.setScale(3)
     self.hole.setBin('ground', 3)
     self.hole.reparentTo(self.parentNode)
Пример #2
0
    def buildWorldToFaceMatrices(self):
        """
        Builds the 4x4 matrices that transform a point from the world coordinates system to the faces' image space.
        The image space has:
            a. Its origin at the top left corner of the face.
            b. The positive x axis running from left to right along the face.
            c. The positive y axis running from top to bottom along the face.
            d. Extends between [0.0, 1.0] inside the boundary of the face. 
        """
        facesCoords = {
            PanoConstants.CBM_FRONT_FACE:
            (-self.faceHalfDim, self.faceHalfDim, self.faceHalfDim, 1, 0, -1),
            PanoConstants.CBM_BACK_FACE:
            (self.faceHalfDim, -self.faceHalfDim, self.faceHalfDim, -1, 0, -1),
            PanoConstants.CBM_RIGHT_FACE:
            (self.faceHalfDim, self.faceHalfDim, self.faceHalfDim, 0, -1, -1),
            PanoConstants.CBM_LEFT_FACE: (-self.faceHalfDim, -self.faceHalfDim,
                                          self.faceHalfDim, 0, 1, -1),
            PanoConstants.CBM_TOP_FACE: (-self.faceHalfDim, -self.faceHalfDim,
                                         self.faceHalfDim, 1, 1, 0),
            PanoConstants.CBM_BOTTOM_FACE:
            (-self.faceHalfDim, self.faceHalfDim, -self.faceHalfDim, 1, -1, 0)
        }
        for face, coords in facesCoords.items():
            matOffset = Mat4()
            matOffset.setTranslateMat(
                VBase3(-coords[0], -coords[1], -coords[2]))
            matScale = Mat4()
            matScale.setScaleMat(
                VBase3(coords[3] / self.faceDim, coords[4] / self.faceDim,
                       coords[5] / self.faceDim))
            self.worldToFaceMatrices[face] = matOffset * matScale

            # when calculating the inverse we will need to divide by the scale, so take care to replace zeros with ones
            scale = [coords[3], coords[4], coords[5]]
            for i in range(0, 3):
                if scale[i] == 0.0: scale[i] = 1

            matInvOffset = Mat4()
            matInvOffset.setTranslateMat(
                VBase3(coords[0], coords[1], coords[2]))
            matInvScale = Mat4()
            matInvScale.setScaleMat(
                VBase3(self.faceDim / scale[0], self.faceDim / scale[1],
                       self.faceDim / scale[2]))
            self.faceToWorldMatrices[face] = matInvScale * matInvOffset
Пример #3
0
  def draw_leaf(self, position, vector_list, scale = 0.125):
    # use the vectors that describe the direction the branch grows
    # to make the right rotation matrix
    new_cs = Mat4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
    new_cs.setRow(0, vector_list[2]) # right
    new_cs.setRow(1, vector_list[1]) # up
    new_cs.setRow(2, vector_list[0]) # forward
    new_cs.setRow(3, Vec3(0, 0, 0))
    new_cs.setCol(3, Vec4(0, 0, 0, 1))

    axis_adjustment = Mat4.scaleMat(scale) * new_cs * Mat4.translateMat(position)

    leaf_model = base.loader.loadModelCopy(APP_PATH + 'media/models/shrubbery')
    leaf_texture = base.loader.loadTexture(APP_PATH + 'media/models/material-10-cl.png')

    leaf_model.reparentTo(self.get_model())
    leaf_model.setTexture(leaf_texture, 1)
    leaf_model.setTransform(TransformState.makeMat(axis_adjustment))
Пример #4
0
    def __init__(self):
        self.base = ShowBase()
        self.model = self.base.loader.loadModel('device.egg')
        self.model.reparentTo(self.base.render)
        
        
        self.base.disableMouse()
        self.base.camera.setPos(0, -10, 0)
        self.model.setHpr(0,90,0)

        mat = Mat4(self.base.camera.getMat())
        mat.invertInPlace()
        self.base.mouseInterfaceNode.setMat(mat)
        self.base.enableMouse()

        self.screen = self.model.find("**/pantalla")
        
        self.list_app = ListApp(self)
        self.music_app = MusicApp(self)
        self.dial_app = DialApp(self)
        
        self.apps = {}
        self.events = EventDispatcher(self, "Sony Ericsson W200")
        
        self.apps["init"] = InitApp(self)
        self.apps["Dial"] = self.display_dial_screen
        self.apps["menu"] = MainMenu(self)
        self.apps["Reproductor"] = self.play
        
        self.apps["Reproductor de Audio"] = self.display_list
        self.apps["Camara"] = CameraApp(self)
        self.apps["Album Fotografico"] = PhotoApp(self)
        self.apps["Llamadas"] = self.display_list
        self.apps["Contactos"] = self.display_list
        self.apps["Mensajes"] = self.display_list
        self.apps["Juegos"] = self.display_list
        self.apps["Utileria"] = self.display_list
        
        self.apps["Reproducir Todas"] = self.play
        self.apps["Lista de Albums"] = self.list_albums
        self.apps["Lista de Artistas"] = self.list_artists
        
        self.apps["Lista de Contactos"] = self.list_contacts
        self.apps["Dial Contact"] = self.dial_contact
        
        self.apps["Llamadas Perdidas"] = self.list_lost_calls
        self.apps["Llamadas Contestadas"] = self.list_answered_calls
        self.apps["Llamadas Marcadas"] = self.list_done_calls
        
        self.launch("init")
def drawLeaf(nodePath,vdata,pos=Vec3(0,0,0),vecList=[Vec3(0,0,1), Vec3(1,0,0),Vec3(0,-1,0)], scale=0.125):
	
	#use the vectors that describe the direction the branch grows to make the right 
		#rotation matrix
	newCs=Mat4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
	newCs.setRow(0, vecList[2]) #right
	newCs.setRow(1, vecList[1]) #up
	newCs.setRow(2, vecList[0]) #forward
	newCs.setRow(3, Vec3(0,0,0))
	newCs.setCol(3,Vec4(0,0,0,1))

	axisAdj=Mat4.scaleMat(scale)*newCs*Mat4.translateMat(pos)	
	
	#orginlly made the leaf out of geometry but that didnt look good
	#I also think there should be a better way to handle the leaf texture other than
	#hardcoding the filename
	leafModel=loader.loadModelCopy('models/shrubbery')
	leafTexture=loader.loadTexture('models/material-10-cl.png')


	leafModel.reparentTo(nodePath)
	leafModel.setTexture(leafTexture,1)
	leafModel.setTransform(TransformState.makeMat(axisAdj))
Пример #6
0
    def Transform(self):

        # Get the distance the mouse has moved during the drag operation -
        # compensate for how big the gizmo is on the screen
        axis = self.GetSelectedAxis()
        axisPoint = self.GetAxisPoint(axis)
        distance = (axisPoint -
                    self.startAxisPoint).length() / self.getScale()[0]

        # Using length() will give us a positive number, which doesn't work if
        # we're trying to scale down the object. Get the sign for the distance
        # from the dot of the axis and the mouse direction
        mousePoint = self.getRelativePoint(
            self.rootNp, axisPoint) - self.getRelativePoint(
                self.rootNp, self.startAxisPoint)
        direction = axis.vector.dot(mousePoint)
        sign = math.copysign(1, direction)
        distance = distance * sign

        # Transform the gizmo
        if axis.vector == Vec3(1, 1, 1):
            for otherAxis in self.axes:
                otherAxis.SetSize(distance + self.size)
        else:
            axis.SetSize(distance + self.size)

        # Use the "complementary" vector if in complementary mode
        vector = axis.vector
        if self.complementary:
            vector = Vec3(1, 1, 1) - axis.vector

        # Create a scale matrix from the resulting vector
        scaleVec = vector * (distance + 1) + Vec3(1, 1, 1) - vector
        newScaleMat = Mat4().scaleMat(scaleVec)

        # Transform attached node paths
        for i, np in enumerate(self.attachedNps):

            # Perform transforms in local or world space
            if self.local:
                np.setMat(newScaleMat * self.initNpXforms[i].getMat())
            else:
                transMat, rotMat, scaleMat = commonUtils.GetTrsMatrices(
                    self.initNpXforms[i])
                np.setMat(scaleMat * rotMat * newScaleMat * transMat)
Пример #7
0
    def _applyShaderInputs(self):
        '''
        Applies the specified texture, vector and matrix shader inputs.
        Note: Matrix inputs are applied to a shader through a NodePath whose local transformation matches the matrix.
        '''
        for param, texName in self.texParams.items():
            tex = self.game.getResources().loadTexture(texName)
            if tex is not None:
                tex.setWrapU(Texture.WMRepeat)
                tex.setWrapV(Texture.WMRepeat)
                self.screenQuad.setShaderInput(param, tex)
            else:
                self.log.error(
                    'Failed to set shader input %s because the texture was not found'
                    % texName)

        for param, val in self.floatParams.items():
            self.screenQuad.setShaderInput(
                param, Vec4(val[0], val[1], val[2], val[3]))

        if self.nodesRoot is None:
            self.nodesRoot = render.attachNewNode('k_matrices')

        for param, val in self.matParams.items():
            np = NodePath()
            np.setName(param + '_transform')
            mat = Mat4()
            for i in range(4):
                mat.setRow(
                    i,
                    Vec4(val[i * 4 + 1], val[i * 4 + 2], val[i * 4 + 3],
                         val[i * 4 + 4]))
            np.setMat(mat)
            np.reparentTo(self.nodesRoot)
            self.screenQuad.setShaderInput(param, np)

        self._applyPredefinedInputs()
Пример #8
0
    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)
Пример #9
0
 def enableMouseCamControl(self):
     """Enable Mouse Camera Control"""
     mat=Mat4(camera.getMat())
     mat.invertInPlace()
     base.mouseInterfaceNode.setMat(mat)
     base.enableMouse()
Пример #10
0
    def __init__(self):

        self.devconf = ConfigLoader('./res/models/sony_ericsson_w200.json')

        #with open('./res/models/sony_ericsson_w200.json') as f:
        #    self.devconf = json.load(f)
        
        self.base = ShowBase()
        self.loader = self.base.loader
        self.model = self.loader.loadModel(self.devconf.model_path)
        self.model.reparentTo(self.base.render)
        
        
        self.base.disableMouse()
        self.base.camera.setPos(
            self.devconf.initial_position['x'],
            self.devconf.initial_position['y'],
            self.devconf.initial_position['z'])

        self.model.setHpr(
            self.devconf.model_transformation['x'],
            self.devconf.model_transformation['y'],
            self.devconf.model_transformation['z'])

        mat = Mat4(self.base.camera.getMat())
        mat.invertInPlace()
        self.base.mouseInterfaceNode.setMat(mat)
        self.base.enableMouse()

        self.screen = self.model.find(self.devconf.model_texture_path)
        
        self.list_app = ListApp(self, self.devconf)
        #self.music_app = MusicApp(self)
        self.dial_app = DialApp(self, self.devconf)
        
        self.apps = {}
        self.events = EventDispatcher(self, self.devconf.device_name)
        
        self.apps["init"] = InitApp(self, self.devconf)
        
        self.apps["Dial"] = self.display_dial_screen
        self.apps["menu"] = MainMenu(self, self.devconf)
        #self.apps["Reproductor"] = self.play
        
        #self.apps["Reproductor de Audio"] = self.display_list
        #self.apps["Camara"] = CameraApp(self)
        #self.apps["Album Fotografico"] = PhotoApp(self)
        self.apps["Llamadas"] = self.display_list
        self.apps["Contactos"] = self.display_list
        self.apps["Mensajes"] = self.display_list
        self.apps["Juegos"] = self.display_list
        self.apps["Utileria"] = self.display_list
        
        #self.apps["Reproducir Todas"] = self.play
        #self.apps["Lista de Albums"] = self.list_albums
        #self.apps["Lista de Artistas"] = self.list_artists
        
        #self.apps["Lista de Contactos"] = self.list_contacts
        #self.apps["Dial Contact"] = self.dial_contact
        
        #self.apps["Llamadas Perdidas"] = self.list_lost_calls
        #self.apps["Llamadas Contestadas"] = self.list_answered_calls
        #self.apps["Llamadas Marcadas"] = self.list_done_calls
        
        self.launch("init")
Пример #11
0
    def Transform( self ):
        
        startVec = self.startVec
        
        axis = self.GetSelectedAxis()
        if axis is not None and axis.vector == CAMERA_VECTOR:
            endVec = self.getRelativeVector( self.rootNp, self.GetAxisPoint( axis ) - self.getPos() )
            
            cross = startVec.cross( endVec )
            direction = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ).dot( cross )
            sign = math.copysign( 1, direction )
            
            # Get the rotation axis
            rotAxis = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ) * sign
        else:
            if self.collEntry.getIntoNode() == self.initCollEntry.getIntoNode():
                endVec = self.collEntry.getSurfaceNormal( self )
            else:
                endVec = self.getRelativeVector( self.rootNp, self.GetAxisPoint( self.foobar ) - self.getPos() )
            
            # If an axis is selected then constrain the vectors by projecting
            # them onto a plane whose normal is the axis vector
            if axis is not None:
                plane = Plane( axis.vector, Point3( 0 ) )
                startVec = Vec3( plane.project( Point3( startVec ) ) )
                endVec = Vec3( plane.project( Point3( endVec )  ) )
            
            # Get the rotation axis
            rotAxis = endVec.cross( startVec ) * -1
            
        # Return if the rotation vector is not valid, ie it does not have any
        # length
        if not rotAxis.length():
            return
        
        # Normalize all vectors
        startVec.normalize()
        endVec.normalize()
        rotAxis.normalize()

        # Get the amount of degrees to rotate
        degs = startVec.angleDeg( endVec )
        
        # Transform the gizmo if in local rotation mode
        newRotMat = Mat4().rotateMat( degs, rotAxis )
        if self.local:
            self.setMat( newRotMat * self.getMat() )
            
        # Transform all attached node paths
        for i, np in enumerate( self.attachedNps ):
            
            # Split the transform into scale, rotation and translation
            # matrices
            transMat, rotMat, scaleMat = commonUtils.GetTrsMatrices( np.getTransform() )
            
            # Perform transforms in local or world space
            if self.local:
                np.setMat( scaleMat * newRotMat * rotMat * transMat )
            else:
                self.initNpXforms[i].getQuat().extractToMatrix( rotMat )
                np.setMat( scaleMat * rotMat * newRotMat * transMat )