def makeCircle(vdata, numVertices=40,offset=Vec3(0,0,0), direction=1): circleGeom=Geom(vdata) vertWriter=GeomVertexWriter(vdata, "vertex") normalWriter=GeomVertexWriter(vdata, "normal") colorWriter=GeomVertexWriter(vdata, "color") uvWriter=GeomVertexWriter(vdata, "texcoord") drawWriter=GeomVertexWriter(vdata, "drawFlag") #make sure we start at the end of the GeomVertexData so we dont overwrite anything #that might be there already startRow=vdata.getNumRows() vertWriter.setRow(startRow) colorWriter.setRow(startRow) uvWriter.setRow(startRow) normalWriter.setRow(startRow) drawWriter.setRow(startRow) angle=2*math.pi/numVertices currAngle=angle for i in range(numVertices): position=Vec3(math.cos(currAngle)+offset.getX(), math.sin(currAngle)+offset.getY(),offset.getZ()) vertWriter.addData3f(position) uvWriter.addData2f(position.getX()/2.0+0.5,position.getY()/2.0+0.5) colorWriter.addData4f(1.0, 1.0, 1.0, 1.0) position.setZ(position.getZ()*direction) position.normalize() normalWriter.addData3f(position) #at default Opengl only draws "front faces" (all shapes whose vertices are arranged CCW). We #need direction so we can specify which side we want to be the front face currAngle+=angle*direction circle=GeomTrifans(Geom.UHStatic) circle.addConsecutiveVertices(startRow, numVertices) circle.closePrimitive() circleGeom.addPrimitive(circle) return circleGeom
def makeSquare(x1, y1, z1, x2, y2, z2): format = GeomVertexFormat.getV3n3cpt2() vdata = GeomVertexData('square', format, Geom.UHDynamic) 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(x1, y1, z1) vertex.addData3f(x2, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y2, z2) normal.addData3f(myNormalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))) normal.addData3f(myNormalize(Vec3(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))) normal.addData3f(myNormalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))) normal.addData3f(myNormalize(Vec3(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))) else: vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y2, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y1, z2) normal.addData3f(myNormalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))) normal.addData3f(myNormalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))) normal.addData3f(myNormalize(Vec3(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))) normal.addData3f(myNormalize(Vec3(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))) #adding different colors to the vertex for visibility color.addData4f(1.0, 0.0, 0.0, 1.0) color.addData4f(0.0, 1.0, 0.0, 1.0) color.addData4f(0.0, 0.0, 1.0, 1.0) color.addData4f(1.0, 0.0, 1.0, 1.0) 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.UHDynamic) tri2 = GeomTriangles(Geom.UHDynamic) 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) return square
def drawBody(nodePath, vdata, pos, vecList, radius=1, keepDrawing=True,numVertices=8): circleGeom=Geom(vdata) vertWriter=GeomVertexWriter(vdata, "vertex") colorWriter=GeomVertexWriter(vdata, "color") normalWriter=GeomVertexWriter(vdata, "normal") drawReWriter=GeomVertexRewriter(vdata, "drawFlag") texReWriter=GeomVertexRewriter(vdata, "texcoord") startRow=vdata.getNumRows() vertWriter.setRow(startRow) colorWriter.setRow(startRow) normalWriter.setRow(startRow) sCoord=0 if (startRow!=0): texReWriter.setRow(startRow-numVertices) sCoord=texReWriter.getData2f().getX()+1 drawReWriter.setRow(startRow-numVertices) if(drawReWriter.getData1f()==False): sCoord-=1 drawReWriter.setRow(startRow) texReWriter.setRow(startRow) angleSlice=2*math.pi/numVertices currAngle=0 #axisAdj=Mat4.rotateMat(45, axis)*Mat4.scaleMat(radius)*Mat4.translateMat(pos) perp1=vecList[1] perp2=vecList[2] #vertex information is written here for i in range(numVertices): adjCircle=pos+(perp1*math.cos(currAngle)+perp2*math.sin(currAngle))*radius normal=perp1*math.cos(currAngle)+perp2*math.sin(currAngle) normalWriter.addData3f(normal) vertWriter.addData3f(adjCircle) texReWriter.addData2f(sCoord,(i+0.001)/(numVertices-1)) colorWriter.addData4f(0.5,0.5,0.5,1) drawReWriter.addData1f(keepDrawing) currAngle+=angleSlice drawReader=GeomVertexReader(vdata, "drawFlag") drawReader.setRow(startRow-numVertices) #we cant draw quads directly so we use Tristrips if (startRow!=0) & (drawReader.getData1f()!=False): lines=GeomTristrips(Geom.UHStatic) half=int(numVertices*0.5) for i in range(numVertices): lines.addVertex(i+startRow) if i< half: lines.addVertex(i+startRow-half) else: lines.addVertex(i+startRow-half-numVertices) lines.addVertex(startRow) lines.addVertex(startRow-half) lines.closePrimitive() lines.decompose() circleGeom.addPrimitive(lines) circleGeomNode=GeomNode("Debug") circleGeomNode.addGeom(circleGeom) #I accidentally made the front-face face inwards. Make reverse makes the tree render properly and #should cause any surprises to any poor programmer that tries to use this code circleGeomNode.setAttrib(CullFaceAttrib.makeReverse(),1) global numPrimitives numPrimitives+=numVertices*2 nodePath.attachNewNode(circleGeomNode)
def makeSquare(x1,y1,z1, x2,y2,z2): format=GeomVertexFormat.getV3n3cpt2() vdata=GeomVertexData('square', format, Geom.UHDynamic) 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(x1, y1, z1) vertex.addData3f(x2, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y2, z2) normal.addData3f(myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z1-1))) normal.addData3f(myNormalize(Vec3(2*x2-1, 2*y1-1, 2*z1-1))) normal.addData3f(myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z2-1))) normal.addData3f(myNormalize(Vec3(2*x1-1, 2*y2-1, 2*z2-1))) else: vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y2, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y1, z2) normal.addData3f(myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z1-1))) normal.addData3f(myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z1-1))) normal.addData3f(myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z2-1))) normal.addData3f(myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z2-1))) #adding different colors to the vertex for visibility color.addData4f(1.0,0.0,0.0,1.0) color.addData4f(0.0,1.0,0.0,1.0) color.addData4f(0.0,0.0,1.0,1.0) color.addData4f(1.0,0.0,1.0,1.0) 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.UHDynamic) tri2=GeomTriangles(Geom.UHDynamic) 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) return square