def test_asset_loader():
    default_config = PGDriveEnv.default_config()
    world = EngineCore(global_config=default_config)
    try:
        world.clear_world()
        initialize_asset_loader(world)
        print(AssetLoader.asset_path)
        print(AssetLoader.file_path("aaa"))
    # print(AssetLoader.get_loader())
    finally:
        world.close_world()
示例#2
0
def vis_big(debug: bool = False):
    test = TestBlock(debug=debug)

    test.cam.setPos(300, 400, 2000)

    initialize_asset_loader(test)
    set_global_random_seed(4)
    global_network = RoadNetwork()

    big = BIG(2, 3.5, global_network, test.render, test.world)
    test.vis_big(big)
    test.big.block_num = 40
    # big.generate(BigGenerateMethod.BLOCK_NUM, 10)
    test.run()
示例#3
0
from pgdrive.component.blocks.first_block import FirstPGBlock
from pgdrive.component.blocks.std_intersection import StdInterSection
from pgdrive.component.blocks.std_t_intersection import StdTInterSection
from pgdrive.component.road.road_network import RoadNetwork
from pgdrive.tests.vis_block.vis_block_base import TestBlock

if __name__ == "__main__":
    test = TestBlock()
    from pgdrive.engine.asset_loader import initialize_asset_loader

    initialize_asset_loader(test)

    global_network = RoadNetwork()
    first = FirstPGBlock(global_network, 3.0, 1, test.render, test.world, 1)

    intersection = StdInterSection(3, first.get_socket(0), global_network, 1)
    print(intersection.construct_block(test.render, test.world))

    id = 4
    for socket_idx in range(intersection.SOCKET_NUM):
        block = StdTInterSection(id, intersection.get_socket(socket_idx),
                                 global_network, id)
        block.construct_block(test.render, test.world)
        id += 1
    test.show_bounding_box(global_network)
    test.run()
示例#4
0
    def __init__(self, global_config):
        self.global_config = global_config
        if self.global_config["pstats"]:
            # pstats debug provided by panda3d
            loadPrcFileData("", "want-pstats 1")

        loadPrcFileData(
            "", "win-size {} {}".format(*self.global_config["window_size"]))

        # Setup onscreen render
        if self.global_config["use_render"]:
            self.mode = RENDER_MODE_ONSCREEN
            # Warning it may cause memory leak, Pand3d Official has fixed this in their master branch.
            # You can enable it if your panda version is latest.
            loadPrcFileData(
                "", "threading-model Cull/Draw"
            )  # multi-thread render, accelerate simulation when evaluate
        else:
            if self.global_config["offscreen_render"]:
                self.mode = RENDER_MODE_OFFSCREEN
                loadPrcFileData("", "threading-model Cull/Draw")
            else:
                self.mode = RENDER_MODE_NONE

        if is_mac() and (self.mode == RENDER_MODE_OFFSCREEN
                         ):  # Mac don't support offscreen rendering
            self.mode = RENDER_MODE_ONSCREEN

        # Setup some debug options
        if self.global_config["headless_machine_render"]:
            # headless machine support
            loadPrcFileData("", "load-display  pandagles2")
        if self.global_config["debug"]:
            # debug setting
            EngineCore.DEBUG = True
            _free_warning()
            setup_logger(debug=True)
            self.accept('1', self.toggleDebug)
            self.accept('2', self.toggleWireframe)
            self.accept('3', self.toggleTexture)
            self.accept('4', self.toggleAnalyze)
        else:
            # only report fatal error when debug is False
            _suppress_warning()
            # a special debug mode
            if self.global_config["debug_physics_world"]:
                self.accept('1', self.toggleDebug)
                self.accept('4', self.toggleAnalyze)

        super(EngineCore, self).__init__(windowType=self.mode)

        # Change window size at runtime if screen too small
        # assert int(self.global_config["use_topdown"]) + int(self.global_config["offscreen_render"]) <= 1, (
        #     "Only one of use_topdown and offscreen_render options can be selected."
        # )

        # main_window_position = (0, 0)
        if self.mode == RENDER_MODE_ONSCREEN:
            if self.global_config["fast"]:
                pass
            else:
                loadPrcFileData("",
                                "compressed-textures 1")  # Default to compress
            h = self.pipe.getDisplayHeight()
            w = self.pipe.getDisplayWidth()
            if self.global_config["window_size"][
                    0] > 0.9 * w or self.global_config["window_size"][
                        1] > 0.9 * h:
                old_scale = self.global_config["window_size"][
                    0] / self.global_config["window_size"][1]
                new_w = int(min(0.9 * w, 0.9 * h * old_scale))
                new_h = int(min(0.9 * h, 0.9 * w / old_scale))
                self.global_config["window_size"] = tuple([new_w, new_h])
                from panda3d.core import WindowProperties
                props = WindowProperties()
                props.setSize(self.global_config["window_size"][0],
                              self.global_config["window_size"][1])
                self.win.requestProperties(props)
                logging.warning(
                    "Since your screen is too small ({}, {}), we resize the window to {}."
                    .format(w, h, self.global_config["window_size"]))
            # main_window_position = (
            #     (w - self.global_config["window_size"][0]) / 2, (h - self.global_config["window_size"][1]) / 2
            # )

        # self.highway_render = None
        # if self.global_config["use_topdown"]:
        #     self.highway_render = HighwayRender(self.global_config["use_render"], main_window_position)

        # screen scale factor
        self.w_scale = max(
            self.global_config["window_size"][0] /
            self.global_config["window_size"][1], 1)
        self.h_scale = max(
            self.global_config["window_size"][1] /
            self.global_config["window_size"][0], 1)

        if self.mode == RENDER_MODE_ONSCREEN:
            self.disableMouse()

        if not self.global_config["debug_physics_world"] and (self.mode in [
                RENDER_MODE_ONSCREEN, RENDER_MODE_OFFSCREEN
        ]):
            initialize_asset_loader(self)
            gltf.patch_loader(self.loader)

            # Display logo
            if self.mode == RENDER_MODE_ONSCREEN and (not self.global_config["debug"]) \
                    and (not self.global_config["fast"]):
                self._loading_logo = OnscreenImage(
                    image=AssetLoader.file_path("PGDrive-large.png"),
                    pos=(0, 0, 0),
                    scale=(self.w_scale, 1, self.h_scale))
                self._loading_logo.setTransparency(True)
                for i in range(20):
                    self.graphicsEngine.renderFrame()
                self.taskMgr.add(self.remove_logo,
                                 "remove _loading_logo in first frame")

        self.closed = False

        # add element to render and pbr render, if is exists all the time.
        # these element will not be removed when clear_world() is called
        self.pbr_render = self.render.attachNewNode("pbrNP")

        # attach node to this root root whose children nodes will be clear after calling clear_world()
        self.worldNP = self.render.attachNewNode("world_np")

        # same as worldNP, but this node is only used for render gltf model with pbr material
        self.pbr_worldNP = self.pbr_render.attachNewNode("pbrNP")
        self.debug_node = None

        # some render attribute
        self.pbrpipe = None
        self.world_light = None

        # physics world
        self.physics_world = PhysicsWorld(
            self.global_config["debug_static_world"])

        # collision callback
        self.physics_world.dynamic_world.setContactAddedCallback(
            PythonCallbackObject(collision_callback))

        # for real time simulation
        self.force_fps = ForceFPS(self, start=True)

        # init terrain
        self.terrain = Terrain()
        self.terrain.attach_to_world(self.render, self.physics_world)

        # init other world elements
        if self.mode != RENDER_MODE_NONE:

            from pgdrive.engine.core.our_pbr import OurPipeline
            self.pbrpipe = OurPipeline(render_node=None,
                                       window=None,
                                       camera_node=None,
                                       msaa_samples=4,
                                       max_lights=8,
                                       use_normal_maps=False,
                                       use_emission_maps=True,
                                       exposure=1.0,
                                       enable_shadows=False,
                                       enable_fog=False,
                                       use_occlusion_maps=False)
            self.pbrpipe.render_node = self.pbr_render
            self.pbrpipe.render_node.set_antialias(AntialiasAttrib.M_auto)
            self.pbrpipe._recompile_pbr()
            self.pbrpipe.manager.cleanup()

            # set main cam
            self.cam.node().setCameraMask(CamMask.MainCam)
            self.cam.node().getDisplayRegion(0).setClearColorActive(True)
            self.cam.node().getDisplayRegion(0).setClearColor(BKG_COLOR)
            lens = self.cam.node().getLens()
            lens.setFov(70)
            lens.setAspectRatio(1.2)

            self.sky_box = SkyBox()
            self.sky_box.attach_to_world(self.render, self.physics_world)

            self.world_light = Light(self.global_config)
            self.world_light.attach_to_world(self.render, self.physics_world)
            self.render.setLight(self.world_light.direction_np)
            self.render.setLight(self.world_light.ambient_np)

            self.render.setShaderAuto()
            self.render.setAntialias(AntialiasAttrib.MAuto)

            # ui and render property
            if self.global_config["show_fps"]:
                self.setFrameRateMeter(True)

            # onscreen message
            self.on_screen_message = ScreenMessage(
                debug=self.DEBUG
            ) if self.mode == RENDER_MODE_ONSCREEN and self.global_config[
                "onscreen_message"] else None
            self._show_help_message = False
            self._episode_start_time = time.time()

            self.accept("h", self.toggle_help_message)
            self.accept("f", self.force_fps.toggle)

        else:
            self.on_screen_message = None

        # task manager
        self.taskMgr.remove('audioLoop')