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more progress with roger and schuyler
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1226e8e33f
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@ -16,10 +16,10 @@ from direct.task import Task
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sc = None
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class ShadowCaster:
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texXSize = 256
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texYSize = 256
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texXSize = 128
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texYSize = 128
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def __init__(self, lightPath, objectPath):
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def __init__(self, lightPath, objectPath, filmX, filmY):
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self.lightPath = lightPath
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self.objectPath = objectPath
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self.groundPath = None
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@ -49,8 +49,9 @@ class ShadowCaster:
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# camera. The initial state will render everything in a
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# flat-shaded gray, as if it were a shadow.
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initial = NodePath('initial')
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initial.setColor(0.5, 0.5, 0.5, 1, 1)
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initial.setColor(0.6, 0.6, 0.6, 1, 1)
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initial.setTextureOff(2)
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initial.setLightOff(2)
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self.camera.setInitialState(initial.getState())
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# Use an orthographic lens for this camera instead of the
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@ -59,7 +60,7 @@ class ShadowCaster:
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# the film size large enough to render a typical avatar (but
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# not so large that we lose detail in the texture).
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self.lens = OrthographicLens()
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self.lens.setFilmSize(4, 6)
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self.lens.setFilmSize(filmX, filmY)
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self.camera.setLens(self.lens)
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# Finally, we'll need a unique TextureStage to apply this
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@ -132,10 +133,86 @@ def avatarShadow():
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if sc != None:
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sc.clear()
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sc = ShadowCaster(lightPath, objectPath)
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sc = ShadowCaster(lightPath, objectPath, 4, 6)
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# Naively, just apply the shadow to everything in the world. It
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# would probably be better to use a little restraint.
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sc.setGround(render)
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return sc
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def piratesAvatarShadow():
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a = avatarShadow()
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# Force the lod to be 0 at all times
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base.localAvatar.getGeomNode().getChild(1).node().forceSwitch(0)
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return a
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def arbitraryShadow(node):
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# Turn off the existing drop shadow, if any
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if hasattr(node, "dropShadow"):
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base.localAvatar.dropShadow.hide()
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# Set up a new node to hold the "light": this is an abitrary point
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# somewhere above the node, looking down, as if from the sun.
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objectPath = node
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shadowCamera = objectPath.attachNewNode('shadowCamera')
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lightPath = shadowCamera.attachNewNode('lightPath')
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# We can change this position at will to change the angle of the
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# sun.
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lightPath.setPos(50, 0, 50)
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# We need a task to keep the shadowCamera rotated in the same
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# direction relative to render (otherwise, the shadow seems to
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# rotate when you rotate your avatar, which is strange). We can't
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# just use a compass effect, since that doesn't work on cameras.
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def shadowCameraRotate(task, shadowCamera = shadowCamera):
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shadowCamera.setHpr(render, 0, 0, 0)
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lightPath.lookAt(shadowCamera, 0, 0, 3)
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return Task.cont
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taskMgr.remove('shadowCamera')
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taskMgr.add(shadowCameraRotate, 'shadowCamera')
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global sc
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if sc != None:
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sc.clear()
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sc = ShadowCaster(lightPath, objectPath, 100, 100)
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# Naively, just apply the shadow to everything in the world. It
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# would probably be better to use a little restraint.
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sc.setGround(render)
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return sc
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def testShadow():
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## a = piratesAvatarShadow()
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"""
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from direct.showbase.ShadowDemo import *
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from direct.interval.IntervalGlobal import *
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b = loader.loadModel('/i/beta/PotC/Maya/Pirates/scenes/models/sets/buildings/spanish_buildings/TavernIntExt/tavern_ext/bar.egg')
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bs = arbitraryShadow(b)
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s = loader.loadModel('smiley')
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s.reparentTo(bs.lightPath)
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b.reparentTo((base.localAvatar))
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a = AmbientLight('cloudAmbientHi')
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a.setColor(Vec4(0.9, 0.9, 0.9, 1.000))
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aNP = s.attachNewNode(a.upcastToPandaNode())
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b.setLight(aNP)
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d = DirectionalLight("chernabogDirectionalLight")
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d.setDirection(Vec3(0,1,0))
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d.setColor(Vec4(1))
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#d.setColor(Vec4(0.9, 0.7, 0.7, 1.000))
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dNP = s.attachNewNode(d.upcastToPandaNode())
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b.setLight(dNP)
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ival = Sequence(LerpPosInterval(bs.lightPath, 0.0, Vec3(-200,0,50)),
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LerpPosInterval(bs.lightPath, 10.0, Vec3(-200,0,200)),
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LerpPosInterval(bs.lightPath, 10.0, Vec3(200,0,200)),
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LerpPosInterval(bs.lightPath, 10.0, Vec3(200,0,50)),
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)
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ival.loop()
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"""
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