*** empty log message ***

This commit is contained in:
Mark Mine 2000-12-08 03:29:26 +00:00
parent be2b62c779
commit 9b44311ec2
7 changed files with 1770 additions and 1772 deletions

View File

@ -1,449 +1,448 @@
from PandaObject import *
CAM_MOVE_DURATION = 1.0
Y_AXIS = Vec3(0,1,0)
class DirectCameraControl(PandaObject):
def __init__(self, direct):
# Create the grid
self.direct = direct
self.chan = direct.chan
self.camera = self.chan.camera
self.orthoViewRoll = 0.0
self.lastView = 0
self.coa = Point3(0)
self.coaMarker = loader.loadModel('models/misc/sphere')
self.coaMarker.setColor(1,0,0)
self.coaMarkerPos = Point3(0)
self.relNodePath = render.attachNewNode(NamedNode('targetNode'))
self.zeroBaseVec = VBase3(0)
self.zeroVector = Vec3(0)
self.centerVec = Vec3(0, 1, 0)
self.zeroPoint = Point3(0)
def mouseFlyStart(self, chan):
# Record starting mouse positions
self.initMouseX = chan.mouseX
self.initMouseY = chan.mouseY
# Where are we in the channel?
if ((abs(self.initMouseX) < 0.9) & (abs(self.initMouseY) < 0.9)):
# MOUSE IS IN CENTRAL REGION
# Hide the marker for this kind of motion
self.coaMarker.hide()
# See if the shift key is pressed
if (self.direct.fShift):
# If shift key is pressed, just perform horiz and vert pan:
self.spawnHPPan()
else:
# Otherwise, check for a hit point based on
# current mouse position
# And then spawn task to determine mouse mode
numEntries = self.direct.iRay.pickGeom(
render,chan.mouseX,chan.mouseY)
# Filter out hidden nodes from entry list
indexList = []
for i in range(0,numEntries):
entry = self.direct.iRay.cq.getEntry(i)
node = entry.getIntoNode()
if node.isHidden():
pass
else:
# Not one of the widgets, use it
indexList.append(i)
coa = Point3(0)
if(indexList):
# Start off with first point
minPt = indexList[0]
# Find hit point in camera's space
hitPt = self.direct.iRay.camToHitPt(minPt)
coa.set(hitPt[0],hitPt[1],hitPt[2])
coaDist = Vec3(coa - self.zeroPoint).length()
# Check other intersection points, sorting them
# TBD: Use TBS C++ function to do this
if len(indexList) > 1:
for i in range(1,len(indexList)):
entryNum = indexList[i]
hitPt = self.direct.iRay.camToHitPt(entryNum)
dist = Vec3(hitPt - self.zeroPoint).length()
if (dist < coaDist):
coaDist = dist
coa.set(hitPt[0],hitPt[1],hitPt[2])
minPt = i
# Handle case of bad coa point (too close or too far)
if ((coaDist < (1.1 * self.chan.near)) |
(coaDist > self.chan.far)):
# Put it out in front of the camera
coa.set(0,100,0)
coaDist = 100
else:
# If no intersection point:
# Put coa out in front of the camera
coa.set(0,100,0)
coaDist = 100
# Update coa and marker
self.updateCoa(coa, coaDist)
# Now spawn task to determine mouse fly mode
self.determineMouseFlyMode()
# END MOUSE IN CENTRAL REGION
else:
# Mouse is in outer frame, spawn mouseRotateTask
self.spawnMouseRotateTask()
def mouseFlyStop(self):
taskMgr.removeTasksNamed('determineMouseFlyMode')
taskMgr.removeTasksNamed('manipulateCamera')
# Show the marker
self.coaMarker.show()
# Resize it
self.updateCoaMarkerSize()
def determineMouseFlyMode(self):
# Otherwise, determine mouse fly mode
t = Task.Task(self.determineMouseFlyModeTask)
taskMgr.spawnTaskNamed(t, 'determineMouseFlyMode')
def determineMouseFlyModeTask(self, state):
deltaX = self.chan.mouseX - self.initMouseX
deltaY = self.chan.mouseY - self.initMouseY
if ((abs(deltaX) < 0.1) & (abs(deltaY) < 0.1)):
return Task.cont
else:
if (abs(deltaY) > 0.1):
self.spawnHPanYZoom()
else:
self.spawnXZTranslate()
return Task.done
def updateCoa(self, cam2point, coaDist = None):
self.coa.set(cam2point[0], cam2point[1], cam2point[2])
if coaDist:
self.coaDist = coaDist
else:
self.coaDist = Vec3(self.coa - self.zeroPoint).length()
# Place the marker in render space
self.coaMarker.setPos(self.camera,self.coa)
# Resize it
self.updateCoaMarkerSize(coaDist)
# Record marker pos in render space
self.coaMarkerPos.assign(self.coaMarker.getPos())
def updateCoaMarkerSize(self, coaDist = None):
if not coaDist:
coaDist = Vec3(self.coaMarker.getPos( self.chan.camera )).length()
self.coaMarker.setScale(0.01 * coaDist *
math.tan(deg2Rad(self.chan.fovV)))
def homeCam(self, chan):
chan.camera.setMat(Mat4.identMat())
def uprightCam(self, chan):
taskMgr.removeTasksNamed('manipulateCamera')
currH = chan.camera.getH()
chan.camera.lerpHpr(currH, 0, 0,
CAM_MOVE_DURATION,
other = render,
blendType = 'easeInOut',
task = 'manipulateCamera')
def centerCam(self, chan):
# Chan is a display region context
self.centerCamIn(chan, 1.0)
def centerCamNow(self, chan):
self.centerCamIn(chan, 0.)
def centerCamIn(self, chan, t):
# Chan is a display region context
taskMgr.removeTasksNamed('manipulateCamera')
markerToCam = self.coaMarker.getPos( chan.camera )
dist = Vec3(markerToCam - self.zeroPoint).length()
scaledCenterVec = self.centerVec * dist
delta = markerToCam - scaledCenterVec
self.relNodePath.setPosHpr(chan.camera, Point3(0), Point3(0))
chan.camera.lerpPos(Point3(delta),
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def zoomCam(self, chan, zoomFactor, t):
taskMgr.removeTasksNamed('manipulateCamera')
# Find a point zoom factor times the current separation
# of the widget and cam
zoomPtToCam = self.coaMarker.getPos(chan.camera) * zoomFactor
# Put a target nodePath there
self.relNodePath.setPos(chan.camera, zoomPtToCam)
# Move to that point
chan.camera.lerpPos(self.zeroPoint,
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def SpawnMoveToView(self, chan, view):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Calc hprOffset
hprOffset = VBase3()
if view == 8:
# Try the next roll angle
self.orthoViewRoll = (self.orthoViewRoll + 90.0) % 360.0
# but use the last view
view = self.lastView
else:
self.orthoViewRoll = 0.0
# Adjust offset based on specified view
if view == 1:
hprOffset.set(180., 0., 0.)
elif view == 2:
hprOffset.set(0., 0., 0.)
elif view == 3:
hprOffset.set(90., 0., 0.)
elif view == 4:
hprOffset.set(-90., 0., 0.)
elif view == 5:
hprOffset.set(0., -90., 0.)
elif view == 6:
hprOffset.set(0., 90., 0.)
elif view == 7:
hprOffset.set(135., -35.264, 0.)
# Position target
self.relNodePath.setPosHpr(self.coaMarker, self.zeroBaseVec,
hprOffset)
# Scale center vec by current distance to target
offsetDistance = Vec3(chan.camera.getPos(self.relNodePath) -
self.zeroPoint).length()
scaledCenterVec = self.centerVec * (-1.0 * offsetDistance)
# Now put the relNodePath at that point
self.relNodePath.setPosHpr(self.relNodePath,
scaledCenterVec,
self.zeroBaseVec)
# Record view for next time around
self.lastView = view
chan.camera.lerpPosHpr(self.zeroPoint,
VBase3(0,0,self.orthoViewRoll),
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def swingCamAboutWidget(self, chan, degrees, t):
# Remove existing camera manipulation task
taskMgr.removeTasksNamed('manipulateCamera')
# Coincident with widget
self.relNodePath.setPos(self.coaMarker, self.zeroPoint)
# But aligned with render space
self.relNodePath.setHpr(self.zeroPoint)
parent = self.camera.getParent()
self.camera.wrtReparentTo(self.relNodePath)
manipTask = self.relNodePath.lerpHpr(VBase3(degrees,0,0),
CAM_MOVE_DURATION,
blendType = 'easeInOut',
task = 'manipulateCamera')
# Upon death, reparent Cam to parent
manipTask.parent = parent
manipTask.uponDeath = self.reparentCam
def reparentCam(self, state):
self.camera.wrtReparentTo(state.parent)
def spawnHPanYZoom(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# hide the marker
self.coaMarker.hide()
# Negate vec to give it the correct sense for mouse motion below
targetVector = self.coa * -1
t = Task.Task(self.HPanYZoomTask)
t.targetVector = targetVector
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def HPanYZoomTask(self,state):
targetVector = state.targetVector
distToMove = targetVector * self.chan.mouseDeltaY
self.camera.setPosHpr(self.camera,
distToMove[0],
distToMove[1],
distToMove[2],
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
0.0, 0.0)
return Task.cont
def spawnXZTranslateOrHPPan(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.XZTranslateOrHPPanTask)
t.scaleFactor = (self.coaDist / self.chan.near)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def XZTranslateOrHPPanTask(self, state):
if self.direct.fShift:
self.camera.setHpr(self.camera,
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
(-0.5 * self.chan.mouseDeltaY *
self.chan.fovV),
0.0)
else:
self.camera.setPos(self.camera,
(-0.5 * self.chan.mouseDeltaX *
self.chan.nearWidth *
state.scaleFactor),
0.0,
(-0.5 * self.chan.mouseDeltaY *
self.chan.nearHeight *
state.scaleFactor))
return Task.cont
def spawnXZTranslate(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.XZTranslateTask)
t.scaleFactor = (self.coaDist / self.chan.near)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def XZTranslateTask(self,state):
self.camera.setPos(self.camera,
(-0.5 * self.chan.mouseDeltaX *
self.chan.nearWidth *
state.scaleFactor),
0.0,
(-0.5 * self.chan.mouseDeltaY *
self.chan.nearHeight *
state.scaleFactor))
return Task.cont
def spawnMouseRotateTask(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Set at markers position in render coordinates
self.relNodePath.setPos(self.coaMarkerPos)
self.relNodePath.setHpr(self.camera, self.zeroPoint)
t = Task.Task(self.mouseRotateTask)
t.wrtMat = self.camera.getMat( self.relNodePath )
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def mouseRotateTask(self, state):
wrtMat = state.wrtMat
self.relNodePath.setHpr(self.relNodePath,
(-0.5 * self.chan.mouseDeltaX * 180.0),
(0.5 * self.chan.mouseDeltaY * 180.0),
0.0)
self.camera.setMat(self.relNodePath, wrtMat)
return Task.cont
def spawnHPPan(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.HPPanTask)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def HPPanTask(self, state):
self.camera.setHpr(self.camera,
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
(-0.5 * self.chan.mouseDeltaY *
self.chan.fovV),
0.0)
return Task.cont
def fitOnWidget(self):
# Fit the node on the screen
# stop any ongoing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# How big is the node?
nodeScale = self.direct.widget.scalingNode.getScale(render)
maxScale = max(nodeScale[0],nodeScale[1],nodeScale[2])
maxDim = min(self.chan.nearWidth, self.chan.nearHeight)
# At what distance does the object fill 30% of the screen?
# Assuming radius of 1 on widget
camY = self.chan.near * (2.0 * maxScale)/(0.3 * maxDim)
# What is the vector through the center of the screen?
centerVec = Y_AXIS * camY
# Where is the node relative to the viewpoint
vWidget2Camera = self.direct.widget.getPos(self.camera)
# How far do you move the camera to be this distance from the node?
deltaMove = vWidget2Camera - centerVec
# Move a target there
self.relNodePath.setPos(self.camera, deltaMove)
parent = self.camera.getParent()
self.camera.wrtReparentTo(self.relNodePath)
fitTask = self.camera.lerpPos(Point3(0,0,0),
CAM_MOVE_DURATION,
blendType = 'easeInOut',
task = 'manipulateCamera')
# Upon death, reparent Cam to parent
fitTask.parent = parent
fitTask.uponDeath = self.reparentCam
def enableMouseFly(self):
self.enableMouseInteraction()
self.enableHotKeys()
self.coaMarker.reparentTo(render)
def enableMouseInteraction(self):
# disable C++ fly interface
base.disableMouse()
# Accept middle mouse events
self.accept('handleMouse2', self.mouseFlyStart, [self.chan])
self.accept('handleMouse2Up', self.mouseFlyStop)
def enableHotKeys(self):
t = CAM_MOVE_DURATION
self.accept('u', self.uprightCam, [self.chan])
self.accept('c', self.centerCamIn, [self.chan, 0.5])
self.accept('h', self.homeCam, [self.chan])
self.accept('f', self.fitOnWidget)
for i in range(1,9):
self.accept(`i`, self.SpawnMoveToView, [self.chan, i])
self.accept('9', self.swingCamAboutWidget, [self.chan, -90.0, t])
self.accept('0', self.swingCamAboutWidget, [self.chan, 90.0, t])
self.accept('`', self.removeManipulateCameraTask)
self.accept('=', self.zoomCam, [self.chan, 0.5, t])
self.accept('+', self.zoomCam, [self.chan, 0.5, t])
self.accept('-', self.zoomCam, [self.chan, -2.0, t])
self.accept('_', self.zoomCam, [self.chan, -2.0, t])
def disableMouseFly(self):
# Hide the marker
self.coaMarker.reparentTo(hidden)
# Ignore middle mouse events
self.ignore('handleMouse2')
self.ignore('handleMouse2Up')
self.ignore('u')
self.ignore('c')
self.ignore('h')
self.ignore('f')
for i in range(0,10):
self.ignore(`i`)
self.ignore('=')
self.ignore('+')
self.ignore('-')
self.ignore('_')
self.ignore('`')
def removeManipulateCameraTask(self):
taskMgr.removeTasksNamed('manipulateCamera')
from PandaObject import *
CAM_MOVE_DURATION = 1.0
Y_AXIS = Vec3(0,1,0)
class DirectCameraControl(PandaObject):
def __init__(self):
# Create the grid
self.chan = direct.chan
self.camera = self.chan.camera
self.orthoViewRoll = 0.0
self.lastView = 0
self.coa = Point3(0)
self.coaMarker = loader.loadModel('models/misc/sphere')
self.coaMarker.setColor(1,0,0)
self.coaMarkerPos = Point3(0)
self.relNodePath = render.attachNewNode(NamedNode('targetNode'))
self.zeroBaseVec = VBase3(0)
self.zeroVector = Vec3(0)
self.centerVec = Vec3(0, 1, 0)
self.zeroPoint = Point3(0)
def mouseFlyStart(self, chan):
# Record starting mouse positions
self.initMouseX = chan.mouseX
self.initMouseY = chan.mouseY
# Where are we in the channel?
if ((abs(self.initMouseX) < 0.9) & (abs(self.initMouseY) < 0.9)):
# MOUSE IS IN CENTRAL REGION
# Hide the marker for this kind of motion
self.coaMarker.hide()
# See if the shift key is pressed
if (direct.fShift):
# If shift key is pressed, just perform horiz and vert pan:
self.spawnHPPan()
else:
# Otherwise, check for a hit point based on
# current mouse position
# And then spawn task to determine mouse mode
numEntries = direct.iRay.pickGeom(
render,chan.mouseX,chan.mouseY)
# Filter out hidden nodes from entry list
indexList = []
for i in range(0,numEntries):
entry = direct.iRay.cq.getEntry(i)
node = entry.getIntoNode()
if node.isHidden():
pass
else:
# Not one of the widgets, use it
indexList.append(i)
coa = Point3(0)
if(indexList):
# Start off with first point
minPt = indexList[0]
# Find hit point in camera's space
hitPt = direct.iRay.camToHitPt(minPt)
coa.set(hitPt[0],hitPt[1],hitPt[2])
coaDist = Vec3(coa - self.zeroPoint).length()
# Check other intersection points, sorting them
# TBD: Use TBS C++ function to do this
if len(indexList) > 1:
for i in range(1,len(indexList)):
entryNum = indexList[i]
hitPt = direct.iRay.camToHitPt(entryNum)
dist = Vec3(hitPt - self.zeroPoint).length()
if (dist < coaDist):
coaDist = dist
coa.set(hitPt[0],hitPt[1],hitPt[2])
minPt = i
# Handle case of bad coa point (too close or too far)
if ((coaDist < (1.1 * self.chan.near)) |
(coaDist > self.chan.far)):
# Put it out in front of the camera
coa.set(0,100,0)
coaDist = 100
else:
# If no intersection point:
# Put coa out in front of the camera
coa.set(0,100,0)
coaDist = 100
# Update coa and marker
self.updateCoa(coa, coaDist)
# Now spawn task to determine mouse fly mode
self.determineMouseFlyMode()
# END MOUSE IN CENTRAL REGION
else:
# Mouse is in outer frame, spawn mouseRotateTask
self.spawnMouseRotateTask()
def mouseFlyStop(self):
taskMgr.removeTasksNamed('determineMouseFlyMode')
taskMgr.removeTasksNamed('manipulateCamera')
# Show the marker
self.coaMarker.show()
# Resize it
self.updateCoaMarkerSize()
def determineMouseFlyMode(self):
# Otherwise, determine mouse fly mode
t = Task.Task(self.determineMouseFlyModeTask)
taskMgr.spawnTaskNamed(t, 'determineMouseFlyMode')
def determineMouseFlyModeTask(self, state):
deltaX = self.chan.mouseX - self.initMouseX
deltaY = self.chan.mouseY - self.initMouseY
if ((abs(deltaX) < 0.1) & (abs(deltaY) < 0.1)):
return Task.cont
else:
if (abs(deltaY) > 0.1):
self.spawnHPanYZoom()
else:
self.spawnXZTranslate()
return Task.done
def updateCoa(self, cam2point, coaDist = None):
self.coa.set(cam2point[0], cam2point[1], cam2point[2])
if coaDist:
self.coaDist = coaDist
else:
self.coaDist = Vec3(self.coa - self.zeroPoint).length()
# Place the marker in render space
self.coaMarker.setPos(self.camera,self.coa)
# Resize it
self.updateCoaMarkerSize(coaDist)
# Record marker pos in render space
self.coaMarkerPos.assign(self.coaMarker.getPos())
def updateCoaMarkerSize(self, coaDist = None):
if not coaDist:
coaDist = Vec3(self.coaMarker.getPos( self.chan.camera )).length()
self.coaMarker.setScale(0.01 * coaDist *
math.tan(deg2Rad(self.chan.fovV)))
def homeCam(self, chan):
chan.camera.setMat(Mat4.identMat())
def uprightCam(self, chan):
taskMgr.removeTasksNamed('manipulateCamera')
currH = chan.camera.getH()
chan.camera.lerpHpr(currH, 0, 0,
CAM_MOVE_DURATION,
other = render,
blendType = 'easeInOut',
task = 'manipulateCamera')
def centerCam(self, chan):
# Chan is a display region context
self.centerCamIn(chan, 1.0)
def centerCamNow(self, chan):
self.centerCamIn(chan, 0.)
def centerCamIn(self, chan, t):
# Chan is a display region context
taskMgr.removeTasksNamed('manipulateCamera')
markerToCam = self.coaMarker.getPos( chan.camera )
dist = Vec3(markerToCam - self.zeroPoint).length()
scaledCenterVec = self.centerVec * dist
delta = markerToCam - scaledCenterVec
self.relNodePath.setPosHpr(chan.camera, Point3(0), Point3(0))
chan.camera.lerpPos(Point3(delta),
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def zoomCam(self, chan, zoomFactor, t):
taskMgr.removeTasksNamed('manipulateCamera')
# Find a point zoom factor times the current separation
# of the widget and cam
zoomPtToCam = self.coaMarker.getPos(chan.camera) * zoomFactor
# Put a target nodePath there
self.relNodePath.setPos(chan.camera, zoomPtToCam)
# Move to that point
chan.camera.lerpPos(self.zeroPoint,
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def SpawnMoveToView(self, chan, view):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Calc hprOffset
hprOffset = VBase3()
if view == 8:
# Try the next roll angle
self.orthoViewRoll = (self.orthoViewRoll + 90.0) % 360.0
# but use the last view
view = self.lastView
else:
self.orthoViewRoll = 0.0
# Adjust offset based on specified view
if view == 1:
hprOffset.set(180., 0., 0.)
elif view == 2:
hprOffset.set(0., 0., 0.)
elif view == 3:
hprOffset.set(90., 0., 0.)
elif view == 4:
hprOffset.set(-90., 0., 0.)
elif view == 5:
hprOffset.set(0., -90., 0.)
elif view == 6:
hprOffset.set(0., 90., 0.)
elif view == 7:
hprOffset.set(135., -35.264, 0.)
# Position target
self.relNodePath.setPosHpr(self.coaMarker, self.zeroBaseVec,
hprOffset)
# Scale center vec by current distance to target
offsetDistance = Vec3(chan.camera.getPos(self.relNodePath) -
self.zeroPoint).length()
scaledCenterVec = self.centerVec * (-1.0 * offsetDistance)
# Now put the relNodePath at that point
self.relNodePath.setPosHpr(self.relNodePath,
scaledCenterVec,
self.zeroBaseVec)
# Record view for next time around
self.lastView = view
chan.camera.lerpPosHpr(self.zeroPoint,
VBase3(0,0,self.orthoViewRoll),
CAM_MOVE_DURATION,
other = self.relNodePath,
blendType = 'easeInOut',
task = 'manipulateCamera')
def swingCamAboutWidget(self, chan, degrees, t):
# Remove existing camera manipulation task
taskMgr.removeTasksNamed('manipulateCamera')
# Coincident with widget
self.relNodePath.setPos(self.coaMarker, self.zeroPoint)
# But aligned with render space
self.relNodePath.setHpr(self.zeroPoint)
parent = self.camera.getParent()
self.camera.wrtReparentTo(self.relNodePath)
manipTask = self.relNodePath.lerpHpr(VBase3(degrees,0,0),
CAM_MOVE_DURATION,
blendType = 'easeInOut',
task = 'manipulateCamera')
# Upon death, reparent Cam to parent
manipTask.parent = parent
manipTask.uponDeath = self.reparentCam
def reparentCam(self, state):
self.camera.wrtReparentTo(state.parent)
def spawnHPanYZoom(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# hide the marker
self.coaMarker.hide()
# Negate vec to give it the correct sense for mouse motion below
targetVector = self.coa * -1
t = Task.Task(self.HPanYZoomTask)
t.targetVector = targetVector
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def HPanYZoomTask(self,state):
targetVector = state.targetVector
distToMove = targetVector * self.chan.mouseDeltaY
self.camera.setPosHpr(self.camera,
distToMove[0],
distToMove[1],
distToMove[2],
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
0.0, 0.0)
return Task.cont
def spawnXZTranslateOrHPPan(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.XZTranslateOrHPPanTask)
t.scaleFactor = (self.coaDist / self.chan.near)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def XZTranslateOrHPPanTask(self, state):
if direct.fShift:
self.camera.setHpr(self.camera,
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
(-0.5 * self.chan.mouseDeltaY *
self.chan.fovV),
0.0)
else:
self.camera.setPos(self.camera,
(-0.5 * self.chan.mouseDeltaX *
self.chan.nearWidth *
state.scaleFactor),
0.0,
(-0.5 * self.chan.mouseDeltaY *
self.chan.nearHeight *
state.scaleFactor))
return Task.cont
def spawnXZTranslate(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.XZTranslateTask)
t.scaleFactor = (self.coaDist / self.chan.near)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def XZTranslateTask(self,state):
self.camera.setPos(self.camera,
(-0.5 * self.chan.mouseDeltaX *
self.chan.nearWidth *
state.scaleFactor),
0.0,
(-0.5 * self.chan.mouseDeltaY *
self.chan.nearHeight *
state.scaleFactor))
return Task.cont
def spawnMouseRotateTask(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Set at markers position in render coordinates
self.relNodePath.setPos(self.coaMarkerPos)
self.relNodePath.setHpr(self.camera, self.zeroPoint)
t = Task.Task(self.mouseRotateTask)
t.wrtMat = self.camera.getMat( self.relNodePath )
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def mouseRotateTask(self, state):
wrtMat = state.wrtMat
self.relNodePath.setHpr(self.relNodePath,
(-0.5 * self.chan.mouseDeltaX * 180.0),
(0.5 * self.chan.mouseDeltaY * 180.0),
0.0)
self.camera.setMat(self.relNodePath, wrtMat)
return Task.cont
def spawnHPPan(self):
# Kill any existing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# Hide the marker
self.coaMarker.hide()
t = Task.Task(self.HPPanTask)
taskMgr.spawnTaskNamed(t, 'manipulateCamera')
def HPPanTask(self, state):
self.camera.setHpr(self.camera,
(0.5 * self.chan.mouseDeltaX *
self.chan.fovH),
(-0.5 * self.chan.mouseDeltaY *
self.chan.fovV),
0.0)
return Task.cont
def fitOnWidget(self):
# Fit the node on the screen
# stop any ongoing tasks
taskMgr.removeTasksNamed('manipulateCamera')
# How big is the node?
nodeScale = direct.widget.scalingNode.getScale(render)
maxScale = max(nodeScale[0],nodeScale[1],nodeScale[2])
maxDim = min(self.chan.nearWidth, self.chan.nearHeight)
# At what distance does the object fill 30% of the screen?
# Assuming radius of 1 on widget
camY = self.chan.near * (2.0 * maxScale)/(0.3 * maxDim)
# What is the vector through the center of the screen?
centerVec = Y_AXIS * camY
# Where is the node relative to the viewpoint
vWidget2Camera = direct.widget.getPos(self.camera)
# How far do you move the camera to be this distance from the node?
deltaMove = vWidget2Camera - centerVec
# Move a target there
self.relNodePath.setPos(self.camera, deltaMove)
parent = self.camera.getParent()
self.camera.wrtReparentTo(self.relNodePath)
fitTask = self.camera.lerpPos(Point3(0,0,0),
CAM_MOVE_DURATION,
blendType = 'easeInOut',
task = 'manipulateCamera')
# Upon death, reparent Cam to parent
fitTask.parent = parent
fitTask.uponDeath = self.reparentCam
def enableMouseFly(self):
self.enableMouseInteraction()
self.enableHotKeys()
self.coaMarker.reparentTo(render)
def enableMouseInteraction(self):
# disable C++ fly interface
base.disableMouse()
# Accept middle mouse events
self.accept('handleMouse2', self.mouseFlyStart, [self.chan])
self.accept('handleMouse2Up', self.mouseFlyStop)
def enableHotKeys(self):
t = CAM_MOVE_DURATION
self.accept('u', self.uprightCam, [self.chan])
self.accept('c', self.centerCamIn, [self.chan, 0.5])
self.accept('h', self.homeCam, [self.chan])
self.accept('f', self.fitOnWidget)
for i in range(1,9):
self.accept(`i`, self.SpawnMoveToView, [self.chan, i])
self.accept('9', self.swingCamAboutWidget, [self.chan, -90.0, t])
self.accept('0', self.swingCamAboutWidget, [self.chan, 90.0, t])
self.accept('`', self.removeManipulateCameraTask)
self.accept('=', self.zoomCam, [self.chan, 0.5, t])
self.accept('+', self.zoomCam, [self.chan, 0.5, t])
self.accept('-', self.zoomCam, [self.chan, -2.0, t])
self.accept('_', self.zoomCam, [self.chan, -2.0, t])
def disableMouseFly(self):
# Hide the marker
self.coaMarker.reparentTo(hidden)
# Ignore middle mouse events
self.ignore('handleMouse2')
self.ignore('handleMouse2Up')
self.ignore('u')
self.ignore('c')
self.ignore('h')
self.ignore('f')
for i in range(0,10):
self.ignore(`i`)
self.ignore('=')
self.ignore('+')
self.ignore('-')
self.ignore('_')
self.ignore('`')
def removeManipulateCameraTask(self):
taskMgr.removeTasksNamed('manipulateCamera')

View File

@ -2,14 +2,11 @@ from PandaObject import *
from DirectGeometry import *
class DirectGrid(NodePath,PandaObject):
def __init__(self, direct):
def __init__(self):
# Initialize superclass
NodePath.__init__(self)
self.assign(hidden.attachNewNode( NamedNode('DirectGrid')))
# Record handle to direct session
self.direct = direct
# Load up grid parts to initialize grid object
# Polygon used to mark grid plane
self.gridBack = loader.loadModel('models/misc/gridBack')
@ -60,7 +57,7 @@ class DirectGrid(NodePath,PandaObject):
def selectGridBackParent(self, nodePath):
if nodePath.getName() == 'GridBack':
self.direct.select(self)
direct.select(self)
def updateGrid(self):
# Update grid lines based upon current grid spacing and grid size

File diff suppressed because it is too large Load Diff

View File

@ -1,380 +1,379 @@
from PandaObject import *
from DirectGeometry import *
from DirectSelection import *
class DirectNodePath(NodePath):
# A node path augmented with info, bounding box, and utility methods
def __init__(self, nodePath):
# Initialize the superclass
NodePath.__init__(self)
self.assign(nodePath)
# Get a reasonable name
self.name = self.getName()
# Create a bounding box
self.bbox = DirectBoundingBox(self)
center = self.bbox.getCenter()
# Create matrix to hold the offset between the nodepath
# and its center of action (COA)
self.mCoa2Dnp = Mat4()
self.mCoa2Dnp.assign(Mat4.identMat())
# self.mCoa2Dnp.setRow(3, Vec4(center[0], center[1], center[2], 1))
# Transform from nodePath to widget
self.mDnp2Widget = Mat4()
self.mDnp2Widget.assign(Mat4.identMat())
def highlight(self):
self.bbox.show()
def dehighlight(self):
self.bbox.hide()
def getCenter(self):
return self.bbox.getCenter()
def getRadius(self):
return self.bbox.getRadius()
def getMin(self):
return self.bbox.getMin()
def getMax(self):
return self.bbox.getMax()
def __repr__(self):
return ('NodePath:\t%s\n' % self.name)
class SelectedNodePaths(PandaObject):
def __init__(self,direct):
self.direct = direct
self.selectedDict = {}
self.deselectedDict = {}
self.last = None
def select(self, nodePath, fMultiSelect = 0):
# Do nothing if nothing selected
if not nodePath:
print 'Nothing selected!!'
return None
# Reset selected objects and highlight if multiSelect is false
if not fMultiSelect:
self.deselectAll()
# Get this pointer
id = nodePath.id()
# First see if its already in the selected dictionary
dnp = self.selectedDict.get(id, None)
# If so, we're done
if not dnp:
# See if it is in the deselected dictionary
dnp = self.deselectedDict.get(id, None)
if dnp:
# It has been previously selected:
# Show its bounding box
dnp.highlight()
# Remove it from the deselected dictionary
del(self.deselectedDict[id])
else:
# Didn't find it, create a new selectedNodePath instance
dnp = DirectNodePath(nodePath)
# Show its bounding box
dnp.highlight()
# Add it to the selected dictionary
self.selectedDict[dnp.id()] = dnp
# And update last
self.last = dnp
return dnp
def deselect(self, nodePath):
# Get this pointer
id = nodePath.id()
# See if it is in the selected dictionary
dnp = self.selectedDict.get(id, None)
if dnp:
# It was selected:
# Hide its bounding box
dnp.dehighlight()
# Remove it from the selected dictionary
del(self.selectedDict[id])
# And keep track of it in the deselected dictionary
self.deselectedDict[id] = dnp
return dnp
def selectedAsList(self):
list = []
for key in self.selectedDict.keys():
list.append(self.selectedDict[key])
return list
def __getitem__(self,index):
return self.selectedAsList()[index]
def deselectedAsList(self):
list = []
for key in self.deselectedDict.keys():
list.append(self.deselectedDict[key])
return list
def forEachSelectedNodePathDo(self, func):
duplicateKeys = self.selectedDict.keys()[:]
for key in duplicateKeys:
func(self.selectedDict[key])
def forEachDeselectedNodePathDo(self, func):
duplicateKeys = self.deselectedDict.keys()[:]
for key in duplicateKeys:
func(self.deselectedDict[key])
def getWrtAll(self):
self.forEachSelectedNodePathDo(self.getWrt)
def getWrt(self, nodePath):
nodePath.mDnp2Widget.assign(nodePath.getMat(self.direct.widget))
def moveWrtWidgetAll(self):
self.forEachSelectedNodePathDo(self.moveWrtWidget)
def moveWrtWidget(self, nodePath):
nodePath.setMat(self.direct.widget, nodePath.mDnp2Widget)
def deselectAll(self):
self.forEachSelectedNodePathDo(self.deselect)
def highlightAll(self):
self.forEachSelectedNodePathDo(DirectNodePath.highlight)
def dehighlightAll(self):
self.forEachSelectedNodePathDo(DirectNodePath.dehighlight)
def removeSelected(self):
selected = self.dnp.last
if selected:
selected.remove()
def removeAll(self):
# Remove all selected nodePaths from the Scene Graph
self.forEachSelectedNodePathDo(NodePath.remove)
def toggleVizSelected(self):
selected = self.dnp.last
# Toggle visibility of selected node paths
if selected:
selected.toggleViz()
def toggleVizAll(self):
# Toggle viz for all selected node paths
self.forEachSelectedNodePathDo(NodePath.toggleViz)
def isolateSelected(self):
selected = self.dnp.last
if selected:
selected.isolate()
def getDirectNodePath(self, nodePath):
# Get this pointer
id = nodePath.id()
# First check selected dict
dnp = self.selectedDict.get(id, None)
if dnp:
return dnp
# Otherwise return result of deselected search
return self.selectedDict.get(id, None)
def getNumSelected(self):
return len(self.selectedDict.keys())
class DirectBoundingBox:
def __init__(self, nodePath):
# Record the node path
self.nodePath = nodePath
# Compute bounds, min, max, etc.
self.computeBounds()
# Generate the bounding box
self.lines = self.createBBoxLines()
def computeBounds(self):
self.bounds = self.nodePath.getBounds()
if self.bounds.isEmpty():
self.center = Point3(0)
self.radius = 1.0
else:
self.center = self.bounds.getCenter()
self.radius = self.bounds.getRadius()
self.min = Point3(self.center - Point3(self.radius))
self.max = Point3(self.center + Point3(self.radius))
def createBBoxLines(self):
# Create a line segments object for the bbox
lines = LineNodePath(hidden)
lines.node().setName('bboxLines')
lines.setColor( VBase4( 1., 0., 0., 1. ) )
lines.setThickness( 0.5 )
minX = self.min[0]
minY = self.min[1]
minZ = self.min[2]
maxX = self.max[0]
maxY = self.max[1]
maxZ = self.max[2]
# Bottom face
lines.moveTo( minX, minY, minZ )
lines.drawTo( maxX, minY, minZ )
lines.drawTo( maxX, maxY, minZ )
lines.drawTo( minX, maxY, minZ )
lines.drawTo( minX, minY, minZ )
# Front Edge/Top face
lines.drawTo( minX, minY, maxZ )
lines.drawTo( maxX, minY, maxZ )
lines.drawTo( maxX, maxY, maxZ )
lines.drawTo( minX, maxY, maxZ )
lines.drawTo( minX, minY, maxZ )
# Three remaining edges
lines.moveTo( maxX, minY, minZ )
lines.drawTo( maxX, minY, maxZ )
lines.moveTo( maxX, maxY, minZ )
lines.drawTo( maxX, maxY, maxZ )
lines.moveTo( minX, maxY, minZ )
lines.drawTo( minX, maxY, maxZ )
# Create and return bbox lines
lines.create()
return lines
def updateBBoxLines(self):
ls = self.lines.lineSegs
minX = self.min[0]
minY = self.min[1]
minZ = self.min[2]
maxX = self.max[0]
maxY = self.max[1]
maxZ = self.max[2]
# Bottom face
ls.setVertex( 0, minX, minY, minZ )
ls.setVertex( 1, maxX, minY, minZ )
ls.setVertex( 2, maxX, maxY, minZ )
ls.setVertex( 3, minX, maxY, minZ )
ls.setVertex( 4, minX, minY, minZ )
# Front Edge/Top face
ls.setVertex( 5, minX, minY, maxZ )
ls.setVertex( 6, maxX, minY, maxZ )
ls.setVertex( 7, maxX, maxY, maxZ )
ls.setVertex( 8, minX, maxY, maxZ )
ls.setVertex( 9, minX, minY, maxZ )
# Three remaining edges
ls.setVertex( 10, maxX, minY, minZ )
ls.setVertex( 11, maxX, minY, maxZ )
ls.setVertex( 12, maxX, maxY, minZ )
ls.setVertex( 13, maxX, maxY, maxZ )
ls.setVertex( 14, minX, maxY, minZ )
ls.setVertex( 15, minX, maxY, maxZ )
def getBounds(self):
# Get a node path's bounds
nodeBounds = self.nodePath.node().getBound()
for child in self.nodePath.getChildrenAsList():
nodeBounds.extendBy(child.getBottomArc().getBound())
return nodeBounds.makeCopy()
def show(self):
self.lines.reparentTo(self.nodePath)
def hide(self):
self.lines.reparentTo(hidden)
def getCenter(self):
return self.center
def getRadius(self):
return self.radius
def getMin(self):
return self.min
def getMax(self):
return self.max
def vecAsString(self, vec):
return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
def __repr__(self):
return (`self.__class__` +
'\nNodePath:\t%s\n' % self.nodePath.getName() +
'Min:\t\t%s\n' % self.vecAsString(self.min) +
'Max:\t\t%s\n' % self.vecAsString(self.max) +
'Center:\t\t%s\n' % self.vecAsString(self.center) +
'Radius:\t\t%.2f' % self.radius
)
class SelectionRay:
def __init__(self, camera):
# Record the camera associated with this selection ray
self.camera = camera
# Create a collision node
self.rayCollisionNodePath = camera.attachNewNode( CollisionNode() )
# Don't pay the penalty of drawing this collision ray
self.rayCollisionNodePath.hide()
self.rayCollisionNode = self.rayCollisionNodePath.node()
# Intersect with geometry to begin with
self.collideWithGeom()
# Create a collision ray
self.ray = CollisionRay()
# Add the ray to the collision Node
self.rayCollisionNode.addSolid( self.ray )
# Create a queue to hold the collision results
self.cq = CollisionHandlerQueue()
self.numEntries = 0
# And a traverser to do the actual collision tests
self.ct = CollisionTraverser( RenderRelation.getClassType() )
# Let the traverser know about the queue and the collision node
self.ct.addCollider(self.rayCollisionNode, self.cq )
def pickGeom(self, targetNodePath, mouseX, mouseY):
self.collideWithGeom()
return self.pick(targetNodePath, mouseX, mouseY)
def pickWidget(self, targetNodePath, mouseX, mouseY):
self.collideWithWidget()
return self.pick(targetNodePath, mouseX, mouseY)
def pick(self, targetNodePath, mouseX, mouseY):
# Determine ray direction based upon the mouse coordinates
# Note! This has to be a cam object (of type ProjectionNode)
self.ray.setProjection( base.cam.node(), mouseX, mouseY )
self.ct.traverse( targetNodePath.node() )
self.numEntries = self.cq.getNumEntries()
self.cq.sortEntries()
return self.numEntries
def collideWithGeom(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
self.rayCollisionNode.setFromCollideMask(BitMask32().allOff())
self.rayCollisionNode.setCollideGeom(1)
def collideWithWidget(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
mask = BitMask32()
mask.setWord(0x80000000)
self.rayCollisionNode.setFromCollideMask(mask)
self.rayCollisionNode.setCollideGeom(0)
def objectToHitPt(self, index):
return self.cq.getEntry(index).getIntoIntersectionPoint()
def camToHitPt(self, index):
# Get the specified entry
entry = self.cq.getEntry(index)
hitPt = entry.getIntoIntersectionPoint()
# Convert point from object local space to camera space
return entry.getInvWrtSpace().xformPoint(hitPt)
from PandaObject import *
from DirectGeometry import *
from DirectSelection import *
class DirectNodePath(NodePath):
# A node path augmented with info, bounding box, and utility methods
def __init__(self, nodePath):
# Initialize the superclass
NodePath.__init__(self)
self.assign(nodePath)
# Get a reasonable name
self.name = self.getName()
# Create a bounding box
self.bbox = DirectBoundingBox(self)
center = self.bbox.getCenter()
# Create matrix to hold the offset between the nodepath
# and its center of action (COA)
self.mCoa2Dnp = Mat4()
self.mCoa2Dnp.assign(Mat4.identMat())
# self.mCoa2Dnp.setRow(3, Vec4(center[0], center[1], center[2], 1))
# Transform from nodePath to widget
self.mDnp2Widget = Mat4()
self.mDnp2Widget.assign(Mat4.identMat())
def highlight(self):
self.bbox.show()
def dehighlight(self):
self.bbox.hide()
def getCenter(self):
return self.bbox.getCenter()
def getRadius(self):
return self.bbox.getRadius()
def getMin(self):
return self.bbox.getMin()
def getMax(self):
return self.bbox.getMax()
def __repr__(self):
return ('NodePath:\t%s\n' % self.name)
class SelectedNodePaths(PandaObject):
def __init__(self):
self.selectedDict = {}
self.deselectedDict = {}
self.last = None
def select(self, nodePath, fMultiSelect = 0):
# Do nothing if nothing selected
if not nodePath:
print 'Nothing selected!!'
return None
# Reset selected objects and highlight if multiSelect is false
if not fMultiSelect:
self.deselectAll()
# Get this pointer
id = nodePath.id()
# First see if its already in the selected dictionary
dnp = self.selectedDict.get(id, None)
# If so, we're done
if not dnp:
# See if it is in the deselected dictionary
dnp = self.deselectedDict.get(id, None)
if dnp:
# It has been previously selected:
# Show its bounding box
dnp.highlight()
# Remove it from the deselected dictionary
del(self.deselectedDict[id])
else:
# Didn't find it, create a new selectedNodePath instance
dnp = DirectNodePath(nodePath)
# Show its bounding box
dnp.highlight()
# Add it to the selected dictionary
self.selectedDict[dnp.id()] = dnp
# And update last
self.last = dnp
return dnp
def deselect(self, nodePath):
# Get this pointer
id = nodePath.id()
# See if it is in the selected dictionary
dnp = self.selectedDict.get(id, None)
if dnp:
# It was selected:
# Hide its bounding box
dnp.dehighlight()
# Remove it from the selected dictionary
del(self.selectedDict[id])
# And keep track of it in the deselected dictionary
self.deselectedDict[id] = dnp
return dnp
def selectedAsList(self):
list = []
for key in self.selectedDict.keys():
list.append(self.selectedDict[key])
return list
def __getitem__(self,index):
return self.selectedAsList()[index]
def deselectedAsList(self):
list = []
for key in self.deselectedDict.keys():
list.append(self.deselectedDict[key])
return list
def forEachSelectedNodePathDo(self, func):
duplicateKeys = self.selectedDict.keys()[:]
for key in duplicateKeys:
func(self.selectedDict[key])
def forEachDeselectedNodePathDo(self, func):
duplicateKeys = self.deselectedDict.keys()[:]
for key in duplicateKeys:
func(self.deselectedDict[key])
def getWrtAll(self):
self.forEachSelectedNodePathDo(self.getWrt)
def getWrt(self, nodePath):
nodePath.mDnp2Widget.assign(nodePath.getMat(direct.widget))
def moveWrtWidgetAll(self):
self.forEachSelectedNodePathDo(self.moveWrtWidget)
def moveWrtWidget(self, nodePath):
nodePath.setMat(direct.widget, nodePath.mDnp2Widget)
def deselectAll(self):
self.forEachSelectedNodePathDo(self.deselect)
def highlightAll(self):
self.forEachSelectedNodePathDo(DirectNodePath.highlight)
def dehighlightAll(self):
self.forEachSelectedNodePathDo(DirectNodePath.dehighlight)
def removeSelected(self):
selected = self.dnp.last
if selected:
selected.remove()
def removeAll(self):
# Remove all selected nodePaths from the Scene Graph
self.forEachSelectedNodePathDo(NodePath.remove)
def toggleVizSelected(self):
selected = self.dnp.last
# Toggle visibility of selected node paths
if selected:
selected.toggleViz()
def toggleVizAll(self):
# Toggle viz for all selected node paths
self.forEachSelectedNodePathDo(NodePath.toggleViz)
def isolateSelected(self):
selected = self.dnp.last
if selected:
selected.isolate()
def getDirectNodePath(self, nodePath):
# Get this pointer
id = nodePath.id()
# First check selected dict
dnp = self.selectedDict.get(id, None)
if dnp:
return dnp
# Otherwise return result of deselected search
return self.selectedDict.get(id, None)
def getNumSelected(self):
return len(self.selectedDict.keys())
class DirectBoundingBox:
def __init__(self, nodePath):
# Record the node path
self.nodePath = nodePath
# Compute bounds, min, max, etc.
self.computeBounds()
# Generate the bounding box
self.lines = self.createBBoxLines()
def computeBounds(self):
self.bounds = self.nodePath.getBounds()
if self.bounds.isEmpty():
self.center = Point3(0)
self.radius = 1.0
else:
self.center = self.bounds.getCenter()
self.radius = self.bounds.getRadius()
self.min = Point3(self.center - Point3(self.radius))
self.max = Point3(self.center + Point3(self.radius))
def createBBoxLines(self):
# Create a line segments object for the bbox
lines = LineNodePath(hidden)
lines.node().setName('bboxLines')
lines.setColor( VBase4( 1., 0., 0., 1. ) )
lines.setThickness( 0.5 )
minX = self.min[0]
minY = self.min[1]
minZ = self.min[2]
maxX = self.max[0]
maxY = self.max[1]
maxZ = self.max[2]
# Bottom face
lines.moveTo( minX, minY, minZ )
lines.drawTo( maxX, minY, minZ )
lines.drawTo( maxX, maxY, minZ )
lines.drawTo( minX, maxY, minZ )
lines.drawTo( minX, minY, minZ )
# Front Edge/Top face
lines.drawTo( minX, minY, maxZ )
lines.drawTo( maxX, minY, maxZ )
lines.drawTo( maxX, maxY, maxZ )
lines.drawTo( minX, maxY, maxZ )
lines.drawTo( minX, minY, maxZ )
# Three remaining edges
lines.moveTo( maxX, minY, minZ )
lines.drawTo( maxX, minY, maxZ )
lines.moveTo( maxX, maxY, minZ )
lines.drawTo( maxX, maxY, maxZ )
lines.moveTo( minX, maxY, minZ )
lines.drawTo( minX, maxY, maxZ )
# Create and return bbox lines
lines.create()
return lines
def updateBBoxLines(self):
ls = self.lines.lineSegs
minX = self.min[0]
minY = self.min[1]
minZ = self.min[2]
maxX = self.max[0]
maxY = self.max[1]
maxZ = self.max[2]
# Bottom face
ls.setVertex( 0, minX, minY, minZ )
ls.setVertex( 1, maxX, minY, minZ )
ls.setVertex( 2, maxX, maxY, minZ )
ls.setVertex( 3, minX, maxY, minZ )
ls.setVertex( 4, minX, minY, minZ )
# Front Edge/Top face
ls.setVertex( 5, minX, minY, maxZ )
ls.setVertex( 6, maxX, minY, maxZ )
ls.setVertex( 7, maxX, maxY, maxZ )
ls.setVertex( 8, minX, maxY, maxZ )
ls.setVertex( 9, minX, minY, maxZ )
# Three remaining edges
ls.setVertex( 10, maxX, minY, minZ )
ls.setVertex( 11, maxX, minY, maxZ )
ls.setVertex( 12, maxX, maxY, minZ )
ls.setVertex( 13, maxX, maxY, maxZ )
ls.setVertex( 14, minX, maxY, minZ )
ls.setVertex( 15, minX, maxY, maxZ )
def getBounds(self):
# Get a node path's bounds
nodeBounds = self.nodePath.node().getBound()
for child in self.nodePath.getChildrenAsList():
nodeBounds.extendBy(child.getBottomArc().getBound())
return nodeBounds.makeCopy()
def show(self):
self.lines.reparentTo(self.nodePath)
def hide(self):
self.lines.reparentTo(hidden)
def getCenter(self):
return self.center
def getRadius(self):
return self.radius
def getMin(self):
return self.min
def getMax(self):
return self.max
def vecAsString(self, vec):
return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
def __repr__(self):
return (`self.__class__` +
'\nNodePath:\t%s\n' % self.nodePath.getName() +
'Min:\t\t%s\n' % self.vecAsString(self.min) +
'Max:\t\t%s\n' % self.vecAsString(self.max) +
'Center:\t\t%s\n' % self.vecAsString(self.center) +
'Radius:\t\t%.2f' % self.radius
)
class SelectionRay:
def __init__(self, camera):
# Record the camera associated with this selection ray
self.camera = camera
# Create a collision node
self.rayCollisionNodePath = camera.attachNewNode( CollisionNode() )
# Don't pay the penalty of drawing this collision ray
self.rayCollisionNodePath.hide()
self.rayCollisionNode = self.rayCollisionNodePath.node()
# Intersect with geometry to begin with
self.collideWithGeom()
# Create a collision ray
self.ray = CollisionRay()
# Add the ray to the collision Node
self.rayCollisionNode.addSolid( self.ray )
# Create a queue to hold the collision results
self.cq = CollisionHandlerQueue()
self.numEntries = 0
# And a traverser to do the actual collision tests
self.ct = CollisionTraverser( RenderRelation.getClassType() )
# Let the traverser know about the queue and the collision node
self.ct.addCollider(self.rayCollisionNode, self.cq )
def pickGeom(self, targetNodePath, mouseX, mouseY):
self.collideWithGeom()
return self.pick(targetNodePath, mouseX, mouseY)
def pickWidget(self, targetNodePath, mouseX, mouseY):
self.collideWithWidget()
return self.pick(targetNodePath, mouseX, mouseY)
def pick(self, targetNodePath, mouseX, mouseY):
# Determine ray direction based upon the mouse coordinates
# Note! This has to be a cam object (of type ProjectionNode)
self.ray.setProjection( base.cam.node(), mouseX, mouseY )
self.ct.traverse( targetNodePath.node() )
self.numEntries = self.cq.getNumEntries()
self.cq.sortEntries()
return self.numEntries
def collideWithGeom(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
self.rayCollisionNode.setFromCollideMask(BitMask32().allOff())
self.rayCollisionNode.setCollideGeom(1)
def collideWithWidget(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
mask = BitMask32()
mask.setWord(0x80000000)
self.rayCollisionNode.setFromCollideMask(mask)
self.rayCollisionNode.setCollideGeom(0)
def objectToHitPt(self, index):
return self.cq.getEntry(index).getIntoIntersectionPoint()
def camToHitPt(self, index):
# Get the specified entry
entry = self.cq.getEntry(index)
hitPt = entry.getIntoIntersectionPoint()
# Convert point from object local space to camera space
return entry.getInvWrtSpace().xformPoint(hitPt)

View File

@ -5,10 +5,14 @@ from DirectSelection import *
from DirectGrid import *
from DirectGeometry import *
import OnscreenText
import __builtin__
class DirectSession(PandaObject):
def __init__(self):
# Establish a global pointer to the direct object early on
# so dependant classes can access it in their code
__builtin__.direct = self
self.contextList = []
self.iRayList = []
for camera in base.cameraList:
@ -17,14 +21,14 @@ class DirectSession(PandaObject):
self.chan = self.getChanData(0)
self.camera = base.cameraList[0]
self.cameraControl = DirectCameraControl(self)
self.manipulationControl = DirectManipulationControl(self)
self.cameraControl = DirectCameraControl()
self.manipulationControl = DirectManipulationControl()
self.useObjectHandles()
self.grid = DirectGrid(self)
self.grid = DirectGrid()
self.grid.disable()
# Initialize the collection of selected nodePaths
self.selected = SelectedNodePaths(self)
self.selected = SelectedNodePaths()
self.readout = OnscreenText.OnscreenText( '', 0.1, -0.95 )
# self.readout.textNode.setCardColor(0.5, 0.5, 0.5, 0.5)

View File

@ -1,10 +1,11 @@
from ShowBaseGlobal import *
# If specified in the user's Configrc, create the direct session
if base.wantDIRECT:
from DirectSession import *
direct = base.direct = DirectSession()
else:
# Otherwise set the values to None
direct = base.direct = None
from ShowBaseGlobal import *
import __builtin__
# If specified in the user's Configrc, create the direct session
if base.wantDIRECT:
from DirectSession import *
__builtin__.direct = base.direct = DirectSession()
else:
# Otherwise set the values to None
__builtin__.direct = base.direct = None

View File

@ -1,15 +1,16 @@
"""instantiate global ShowBase object"""
from ShowBase import *
import __builtin__
base = ShowBase()
__builtin__.base = ShowBase()
# Make some global aliases for convenience
render2d = base.render2d
render = base.render
hidden = base.hidden
camera = base.camera
loader = base.loader
ostream = Notify.out()
run = base.run
tkroot = base.tkroot
__builtin__.render2d = base.render2d
__builtin__.render = base.render
__builtin__.hidden = base.hidden
__builtin__.camera = base.camera
__builtin__.loader = base.loader
__builtin__.ostream = Notify.out()
__builtin__.run = base.run
__builtin__.tkroot = base.tkroot