def drawSquare(self, x1,y1,z1, x2,y2,z2): format=GeomVertexFormat.getV3n3cpt2() vdata=GeomVertexData('square', format, Geom.UHStatic) vertex=GeomVertexWriter(vdata, 'vertex') normal=GeomVertexWriter(vdata, 'normal') color=GeomVertexWriter(vdata, 'color') texcoord=GeomVertexWriter(vdata, 'texcoord') #make sure we draw the sqaure in the right plane #if x1!=x2: vertex.addData3f(x1, y1, z1) vertex.addData3f(x2, y1, z1) vertex.addData3f(x2, y2, z2) vertex.addData3f(x1, y2, z2) normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z1-1))) normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y1-1, 2*z1-1))) normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z2-1))) normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y2-1, 2*z2-1))) #adding different colors to the vertex for visibility color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) color.addData4f(0.0,0.5,0.0,0.5) texcoord.addData2f(0.0, 1.0) texcoord.addData2f(0.0, 0.0) texcoord.addData2f(1.0, 0.0) texcoord.addData2f(1.0, 1.0) #quads arent directly supported by the Geom interface #you might be interested in the CardMaker class if you are #interested in rectangle though tri1=GeomTriangles(Geom.UHStatic) tri2=GeomTriangles(Geom.UHStatic) tri1.addVertex(0) tri1.addVertex(1) tri1.addVertex(3) tri2.addConsecutiveVertices(1,3) tri1.closePrimitive() tri2.closePrimitive() square=Geom(vdata) square.addPrimitive(tri1) square.addPrimitive(tri2) #square.setIntoCollideMask(BitMask32.bit(1)) squareNP = NodePath(GeomNode('square gnode')) squareNP.node().addGeom(square) squareNP.setTransparency(1) squareNP.setAlphaScale(.5) squareNP.setTwoSided(True) squareNP.setCollideMask(BitMask32.bit(1)) return squareNP
class Entity(DirectObject, object): def __init__(self, model = None): self.prime = None if model != None: self.set_model(model) def get_model(self): return self.prime def set_model(self, model): if model != None: if isinstance(model, PandaNode): self.prime = NodePath(model) elif isinstance(model, NodePath): self.prime = model else: if Filename(model).exists(): self.model = Filename(model).getBasenameWoExtension() path = model else: if isinstance(model, Filename): self.model = model.getBasenameWoExtension() path = model.getFullpath() else: path = APP_PATH + model print "path: ", path if Filename(path).exists(): pass elif Filename(path + ".bam").exists(): path += ".bam" elif Filename(path + ".bam.pz").exists(): path += ".bam.pz" elif Filename(path + ".egg").exists(): path += ".egg" elif Filename(path + ".egg.pz").exists(): path += ".egg.pz" elif Filename(path + ".x").exists(): path += ".x" else: print ":object(error): can't find model", model, "!" # Probably shouldn't exit because of this sys.exit(1) self.model = model self.prime = base.loader.loadModel(path) if self.prime == None: print ":object(error): can't load model", model, "!" # Probably shouldn't exit because of this sys.exit(1) def getX(self): return self.prime.getX(base.render) def getY(self): return self.prime.getY(base.render) def getZ(self): return self.prime.getZ(base.render) def getH(self): return self.prime.getH(base.render) def getP(self): return self.prime.getP(base.render) def getR(self): return self.prime.getR(base.render) def getSx(self): return self.prime.getSx(base.render) def getSy(self): return self.prime.getSy(base.render) def getSz(self): return self.prime.getSz(base.render) def getPos(self): return self.prime.getPos(base.render) def getHpr(self): return self.prime.getHpr(base.render) def getScale(self): return self.prime.getScale(base.render) def getCollideMask(self): return self.prime.getCollideMask() def getTransparency(self): return self.prime.getTransparency() def getTwoSided(self): return self.prime.getTwoSided() def getParent(self): return self.prime.getParent() def setX(self, *v): self.prime.setX(*v) def setY(self, *v): self.prime.setY(*v) def setZ(self, *v): self.prime.setZ(*v) def setH(self, *v): self.prime.setH(*v) def setP(self, *v): self.prime.setP(*v) def setR(self, *v): self.prime.setR(*v) def setSx(self, *v): self.prime.setSx(*v) def setSy(self, *v): self.prime.setSy(*v) def setSz(self, *v): self.prime.setSz(*v) def setPos(self, *v): self.prime.setPos(*v) def setHpr(self, *v): self.prime.setHpr(*v) def setScale(self, *v): self.prime.setScale(*v) def setCollideMask(self, *v): self.prime.setCollideMask(*v) def setTransparency(self, *v): self.prime.setTransparency(*v) def setTwoSided(self, *v): self.prime.setTwoSided(*v) def removeNode(self): self.prime.removeNode() def reparentTo(self, parent): if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if parent.startswith("render/"): parent = parent[7:] tv = parent parent = base.render.find(tv) if parent == NodePath(): parent = base.render.find("**/" + tv) if parent != NodePath() and parent != None: self.prime.reparentTo(parent) def wrtReparentTo(self, parent): if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if parent.startswith("render/"): parent = parent[7:] tv = parent parent = base.render.find(tv) if parent == NodePath(): parent = base.render.find("**/" + tv) if parent != NodePath(): self.prime.reparentTo(parent) def attachTo(self, parent): """This attaches the object to another object/nodepath. The caller object stays at the same place, with the same scale and rotation, but they become relative to the other object/nodepath. This is useful with for example a character that steps onto a moving ship or so.""" if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if(parent.startswith("render/")): parent = parent[7:] tv = parent parent = base.render.find(tv) if(parent == NodePath()): parent = base.render.find("**/" + tv) if(parent != NodePath()): self.prime.setPos(self.prime.getPos(parent)) self.prime.setHpr(self.prime.getHpr(parent)) self.prime.setScale(self.prime.getScale(parent)) self.prime.reparentTo(parent) def hide(self): self.prime.hide() def show(self): self.prime.show() def __del__(self): try: if isinstance(self.prime, NodePath): self.prime.removeNode() except AttributeError: pass def __getstate__(self): return [self.model, self.getX(), self.getY(), self.getZ(), self.getH(), self.getP(), self.getR(), self.getSx(), self.getSy(), self.getSz(), self.getCollideMask().getWord(), self.getTransparency(), self.getTwoSided(), str(self.getParent())] def __setstate__(self, p): if len(p) < 14: print ":object(error): This state is not compatible with this version!" sys.exit(1) self.setModel(p[0]) self.setX(p[1]) self.setY(p[2]) self.setZ(p[3]) self.setH(p[4]) self.setP(p[5]) self.setR(p[6]) self.setSx(p[7]) self.setSy(p[8]) self.setSz(p[9]) self.setCollideMask(BitMask32(p[10])) self.setTransparency(p[11]) self.setTwoSided(p[12]) self.reparentTo(p[13])