# This module redefines the builtin import function with one # that prints out every import it does in a hierarchical form # Annoying and very noisy, but sometimes useful # import VerboseImport from PandaModules import * from DirectNotifyGlobal import * from MessengerGlobal import * from TaskManagerGlobal import * from EventManagerGlobal import * from PythonUtil import * from ParticleManagerGlobal import * from PhysicsManagerGlobal import * import Task import EventManager import math import sys import Loader import time import FSM import State import __builtin__ __builtin__.FADE_SORT_INDEX = 1000 __builtin__.NO_FADE_SORT_INDEX = 2000 globalClock = ClockObject.getGlobalClock() class ShowBase: notify = directNotify.newCategory("ShowBase") def __init__(self): # Get the dconfig object self.config = ConfigConfigureGetConfigConfigShowbase # Store dconfig variables self.wantTk = self.config.GetBool('want-tk', 0) self.sfxActive = self.config.GetBool('audio-sfx-active', 1) self.musicActive = self.config.GetBool('audio-music-active', 1) self.wantFog = self.config.GetBool('want-fog', 1) self.screenshotExtension = self.config.GetString('screenshot-extension', 'jpg') self.musicManager = None self.musicManagerIsValid = None self.sfxManager = None self.sfxManagerIsValid = None self.wantDIRECT = self.config.GetBool('want-directtools', 0) self.wantStats = self.config.GetBool('want-stats', 0) taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0) taskMgr.pStatsTasks = self.config.GetBool('pstats-tasks', 0) # Set up the TaskManager to reset the PStats clock back # whenever we resume from a pause. This callback function is # a little hacky, but we can't call it directly from within # the TaskManager because he doesn't know about PStats (and # has to run before libpanda is even loaded). taskMgr.resumeFunc = PStatClient.resumeAfterPause fsmRedefine = self.config.GetBool('fsm-redefine', 0) State.FsmRedefine = fsmRedefine self.hidden = NodePath(NamedNode('hidden')) self.setupRender() self.setupRender2d() self.setupDataGraph() # This is a placeholder for a CollisionTraverser. If someone # stores a CollisionTraverser pointer here, we'll traverse it # in the igloop task. self.cTrav = 0 # Ditto for an AppTraverser. self.appTrav = 0 # base.win is the main, or only window; base.winList is a list of # *all* windows. Similarly with base.pipeList and base.camList. self.win = None self.winList = [] self.pipe = None self.pipeList = [] self.cam = None self.camList = [] self.camNode = None self.camLens = None # base.camera is a little different; rather than referring to # base.cameraList[0], it is instead the parent node of all # cameras in base.cameraList. That way, multiple cameras can # easily be dragged around by moving the one node. self.camera = self.render.attachNewNode('camera') self.cameraList = [] self.groupList = [] self.camera2d = self.render2d.attachNewNode('camera2d') # Now that we've set up the window structures, assign an exitfunc. self.oldexitfunc = getattr(sys, 'exitfunc', None) sys.exitfunc = self.exitfunc # Open the default rendering window. if self.config.GetBool('open-default-window', 1): self.openWindow() self.setupMouse(self.win) self.makeCamera2d(self.win, -1, 1, -1, 1) self.loader = Loader.Loader(self) self.eventMgr = eventMgr self.messenger = messenger self.taskMgr = taskMgr # Particle manager self.particleMgr = particleMgr self.particleMgr.setFrameStepping(1) self.particleMgrEnabled = 0 # Physics manager self.physicsMgr = physicsMgr integrator = LinearEulerIntegrator() self.physicsMgr.attachLinearIntegrator(integrator) self.physicsMgrEnabled = 0 self.physicsMgrAngular = 0 self.createAudioManager() self.createStats() self.AppHasAudioFocus = 1 __builtin__.base = self __builtin__.render2d = self.render2d __builtin__.aspect2d = self.aspect2d __builtin__.render = self.render __builtin__.hidden = self.hidden __builtin__.camera = self.camera __builtin__.loader = self.loader __builtin__.taskMgr = self.taskMgr __builtin__.eventMgr = self.eventMgr __builtin__.messenger = self.messenger __builtin__.config = self.config __builtin__.run = self.run __builtin__.ostream = Notify.out() __builtin__.directNotify = directNotify # Transition effects (fade, iris, etc) import Transitions self.transitions = Transitions.Transitions(self.loader) # Tk if self.wantTk: import TkGlobal if self.wantDIRECT: import DirectSession direct.enable() else: __builtin__.direct = self.direct = None self.restart() def exitfunc(self): """exitfunc(self) This should be assigned to sys.exitfunc to be called just before Python shutdown. It guarantees that the Panda window is closed cleanly, so that we free system resources, restore the desktop and keyboard functionality, etc. """ for win in self.winList: win.closeWindow() del self.win del self.winList del self.pipe if self.oldexitfunc: self.oldexitfunc() def openWindow(self): """openWindow(self) Invokes ChanConfig to create a window and adds it to the list of windows that are to be updated every frame. """ if self.pipe == None: self.pipe = makeGraphicsPipe() self.pipeList.append(self.pipe) chanConfig = makeGraphicsWindow(self.pipe, self.render.arc()) win = chanConfig.getWin() if self.win == None: self.win = win self.winList.append(win) self.getCameras(chanConfig) def setupRender(self): """setupRender(self) Creates the render scene graph, the primary scene graph for rendering 3-d geometry. """ self.renderTop = NodePath(NamedNode('renderTop')) self.render = self.renderTop.attachNewNode('render') # Set a default "off color" (i.e. use poly color) for color transitions self.render.setColorOff() def setupRender2d(self): """setupRender2d(self) Creates the render2d scene graph, the primary scene graph for 2-d objects and gui elements that are superimposed over the 3-d geometry in the window. """ self.render2dTop = NodePath(NamedNode('render2dTop')) self.render2d = self.render2dTop.attachNewNode('render2d') # Set up some overrides to turn off certain properties which # we probably won't need for 2-d objects. # It's particularly important to turn off the depth test, # since we'll be keeping the same depth buffer already filled # by the previously-drawn 3-d scene--we don't want to pay for # a clear operation, but we also don't want to collide with # that depth buffer. dt = DepthTestTransition(DepthTestProperty.MNone) dw = DepthWriteTransition.off() lt = LightTransition.allOff() self.render2d.arc().setTransition(dt, 1) self.render2d.arc().setTransition(dw, 1) self.render2d.arc().setTransition(lt, 1) self.render2d.setMaterialOff(1) self.render2d.setTwoSided(1, 1) # The normal 2-d layer has an aspect ratio that matches the # window, but its coordinate system is square. This means # anything we parent to render2d gets stretched. For things # where that makes a difference, we set up aspect2d, which # scales things back to the right aspect ratio. # For now, we assume that the window will have an aspect ratio # matching that of a traditional PC screen (w / h) = (4 / 3) self.aspectRatio = self.config.GetFloat('aspect-ratio', (4.0 / 3.0)) self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d")) self.aspect2d.setScale(1.0 / self.aspectRatio, 1.0, 1.0) # It's important to know the bounds of the aspect2d screen. self.a2dTop = 1.0 self.a2dBottom = -1.0 self.a2dLeft = -self.aspectRatio self.a2dRight = self.aspectRatio def makeCamera2d(self, win, left, right, bottom, top): """makeCamera2d(self) Makes a new camera2d associated with the indicated window, and assigns it to render the indicated subrectangle of render2d. """ # First, we need to make a new layer on the window. chan = win.getChannel(0) layer = chan.makeLayer() # And make a display region to cover the whole layer. dr = layer.makeDisplayRegion() # Now make a new Camera node. cam2dNode = Camera('cam2d') lens = OrthographicLens() lens.setFilmSize(right - left, top - bottom) lens.setFilmOffset((right + left) / 2.0, (top + bottom) / 2.0) lens.setNearFar(-1000, 1000) cam2dNode.setLens(lens) cam2dNode.setScene(self.render2d.getTopNode()) dr.setCamera(cam2dNode) camera2d = self.camera2d.attachNewNode(cam2dNode) return camera2d def setupDataGraph(self): """setupDataGraph(self) Creates the data graph and populates it with the basic input devices. """ self.dataRoot = NodePath(NamedNode('dataRoot'), DataRelation.getClassType()) # Cache the node so we do not ask for it every frame self.dataRootNode = self.dataRoot.node() self.dataUnused = NodePath(NamedNode('dataUnused'), DataRelation.getClassType()) def setupMouse(self, win): """setupMouse(self, win) Creates the structures necessary to monitor the mouse input, using the indicated window. This should only be called once per application. """ print 'setup mouse' # We create both a MouseAndKeyboard object and a MouseWatcher object # for the window. The MouseAndKeyboard generates mouse events and # mouse button/keyboard events; the MouseWatcher passes them through # unchanged when the mouse is not over a 2-d button, and passes # nothing through when the mouse *is* over a 2-d button. Therefore, # objects that don't want to get events when the mouse is over a # button, like the driveInterface, should be parented to # mouseWatcher, while objects that want events in all cases, like the # chat interface, should be parented to mak. self.mak = self.dataRoot.attachNewNode(MouseAndKeyboard(win, 0, 'mak')) self.mouseWatcherNode = MouseWatcher('mouseWatcher') self.mouseWatcher = self.mak.attachNewNode(self.mouseWatcherNode) mb = self.mouseWatcherNode.getModifierButtons() mb.addButton(KeyboardButton.shift()) mb.addButton(KeyboardButton.control()) mb.addButton(KeyboardButton.alt()) self.mouseWatcherNode.setModifierButtons(mb) # We also create a DataValve object above the trackball/drive # interface, which will allow us to switch some of the mouse # control, without switching all of it, to another object # later (for instance, to enable OOBE mode--see oobe(), # below.) self.mouseValve = self.mouseWatcher.attachNewNode(DataValve('mouseValve')) # This Control object can be used to turn on and off mouse & # keyboard messages to the DriveInterface. self.mouseControl = DataValve.Control() self.mouseValve.node().setControl(0, self.mouseControl) # This Control object is always kept on, handy to have. self.onControl = DataValve.Control() # Now we have the main trackball & drive interfaces. # useTrackball() and useDrive() switch these in and out; only # one is in use at a given time. self.trackball = self.dataUnused.attachNewNode(Trackball('trackball')) self.drive = self.dataUnused.attachNewNode(DriveInterface('drive')) self.mouse2cam = self.dataUnused.attachNewNode(Transform2SG('mouse2cam')) self.mouse2cam.node().setArc(self.camera.arc()) self.useDrive() self.buttonThrower = self.mouseWatcher.attachNewNode(ButtonThrower()) # Tell the gui system about our new mouse watcher. self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode) self.mouseWatcherNode.addRegion(PGMouseWatcherBackground()) def enableSoftwareMousePointer(self): """enableSoftwareMousePointer(self) Creates some geometry and parents it to render2d to show the currently-known mouse position. Useful if the mouse pointer is invisible for some reason. """ mouseViz = render2d.attachNewNode('mouseViz') lilsmiley = loader.loadModel('lilsmiley') lilsmiley.reparentTo(mouseViz) # Scale the smiley face to 32x32 pixels. lilsmiley.setScale(32.0 / self.win.getHeight() / self.aspectRatio, 1.0, 32.0 / self.win.getHeight()) self.mouseWatcherNode.setGeometry(mouseViz.arc()) def getCameras(self, chanConfig): """getCameras(self, chanConfig) Extracts the camera(s) out of the ChanConfig record, parents them all to base.camera, and adds them to base.cameraList. """ # cameraList is a list of camera group nodes. There may # be more than one display region/camera node beneath each # one. for i in range(chanConfig.getNumGroups()): camera = self.camera.attachNewNode(chanConfig.getGroupNode(i)) cam = camera.find('**/+Camera') lens = cam.node().getLens() # Enforce our expected aspect ratio, overriding whatever # nonsense ChanConfig put in there. lens.setAspectRatio(self.aspectRatio) self.cameraList.append(camera) self.camList.append(cam) # this is how we know which display region cameras belong to which # camera group. display region i belongs to group self.groupList[i] for i in range(chanConfig.getNumDrs()): self.groupList.append(chanConfig.getGroupMembership(i)) # Set the default camera if self.cam == None: self.cam = self.camList[0] # If you need to get a handle to the camera node itself, # use self.camNode. self.camNode = self.cam.node() # If you need to adjust camera parameters, like fov or # near/far clipping planes, use self.camLens. self.camLens = self.camNode.getLens() def getAlt(self): return base.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.alt()) def getShift(self): return base.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.shift()) def getControl(self): return base.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.control()) def addAngularIntegrator(self): """addAngularIntegrator(self)""" if (self.physicsMgrAngular == 0): self.physicsMgrAngular = 1 integrator = AngularEulerIntegrator() self.physicsMgr.attachAngularIntegrator(integrator) def enableParticles(self): """enableParticles(self)""" self.particleMgrEnabled = 1 self.physicsMgrEnabled = 1 self.taskMgr.removeTasksNamed('manager-update') self.taskMgr.spawnTaskNamed(Task.Task(self.updateManagers), 'manager-update') def disableParticles(self): """enableParticles(self)""" self.particleMgrEnabled = 0 self.physicsMgrEnabled = 0 self.taskMgr.removeTasksNamed('manager-update') def toggleParticles(self): if self.particleMgrEnabled == 0: self.enableParticles() else: self.disableParticles() def isParticleMgrEnabled(self): return self.particleMgrEnabled def isPhysicsMgrEnabled(self): return self.physicsMgrEnabled def updateManagers(self, state): """updateManagers(self)""" dt = min(globalClock.getDt(), 0.1) if (self.particleMgrEnabled == 1): self.particleMgr.doParticles(dt) if (self.physicsMgrEnabled == 1): self.physicsMgr.doPhysics(dt) return Task.cont def createStats(self): # You must specify a pstats-host in your configrc # The default is localhost if self.wantStats: PStatClient.connect() def createAudioManager(self): self.sfxManager = AudioManager.createAudioManager() self.sfxManagerIsValid=self.sfxManager!=None \ and self.sfxManager.isValid() if self.sfxManagerIsValid: self.sfxManager.setActive(self.sfxActive) self.musicManager = AudioManager.createAudioManager() self.musicManagerIsValid=self.musicManager!=None \ and self.musicManager.isValid() if self.musicManagerIsValid: self.musicManager.setActive(self.musicActive) # Turn down the music globally # Eventually we may want to control this in the options page self.musicManager.setVolume(0.7) def loadSfx(self, name): if (name): sound=self.sfxManager.getSound(name) if sound == None: self.notify.warning("Could not load sound file %s." % name) return sound def loadMusic(self, name): if (name): sound=self.musicManager.getSound(name) if sound == None: self.notify.warning("Could not load music file %s." % name) return sound def playSfx(self, sfx, looping = 0, interupt = 1, volume = None, time = 0.): if sfx: if volume != None: sfx.setVolume(volume) if interupt or (sfx.status() != AudioSound.PLAYING): sfx.setTime(time) sfx.setLoop(looping) sfx.play() def playMusic(self, music, looping = 0, interupt = 1, volume = None, time = 0.0): if music: if volume != None: music.setVolume(volume) if interupt or (music.status() != AudioSound.PLAYING): music.setTime(time) music.setLoop(looping) music.play() def dataloop(self, state): # traverse the data graph. This reads all the control # inputs (from the mouse and keyboard, for instance) and also # directly acts upon them (for instance, to move the avatar). traverseDataGraph(self.dataRootNode) return Task.cont def igloop(self, state): # run the collision traversal if we have a # CollisionTraverser set. if self.cTrav: self.cTrav.traverse(self.render) if self.appTrav: self.appTrav.traverse(self.render.getTopNode()) # Finally, render the frame. for win in self.winList: win.renderAndUpdate() # The clock needs to be ticked once per frame. globalClock.tick() # Lerp stuff needs this event, and it must be generated in # C++, not in Python. throwNewFrame() return Task.cont def restart(self): self.shutdown() # give the igloop task a reasonably "late" priority, # so that it will get run after most tasks self.taskMgr.spawnTaskNamed(Task.Task(self.igloop, 50), 'igloop') # give the dataloop task a reasonably "early" priority, # so that it will get run before most tasks self.taskMgr.spawnTaskNamed(Task.Task(self.dataloop, -50), 'dataloop') self.eventMgr.restart() def shutdown(self): self.taskMgr.removeTasksNamed('igloop') self.taskMgr.removeTasksNamed('dataloop') self.eventMgr.shutdown() def toggleBackface(self): return toggleBackface(self.render.arc()) def backfaceCullingOn(self): if self.toggleBackface(): self.toggleBackface() def backfaceCullingOff(self): if not self.toggleBackface(): self.toggleBackface() def toggleTexture(self): return toggleTexture(self.render.arc()) def textureOn(self): if not self.toggleTexture(): self.toggleTexture() def textureOff(self): if self.toggleTexture(): self.toggleTexture() def toggleWireframe(self): return toggleWireframe(self.render.arc()) def wireframeOn(self): if not self.toggleWireframe(): self.toggleWireframe() def wireframeOff(self): if self.toggleWireframe(): self.toggleWireframe() def disableMouse(self): """ Temporarily disable the mouse control of the camera, either via the drive interface or the trackball, whichever is currently in use. """ # We don't reparent the drive interface or the trackball; # whichever one was there before will remain in the data graph # and active. This way they won't lose button events while # the mouse is disabled. However, we do move the mouse2cam # object out of there, so we won't be updating the camera any # more. self.mouse2cam.reparentTo(self.dataUnused) def enableMouse(self): """ Reverse the effect of a previous call to disableMouse(). useDrive() also implicitly enables the mouse. """ self.mouse2cam.reparentTo(self.mouseInterface) def setMouseOnArc(self, newArc): self.mouse2cam.node().setArc(newArc) def useDrive(self): """ Switch mouse action to drive mode """ # Get rid of the trackball self.trackball.reparentTo(self.dataUnused) # Update the mouseInterface to point to the drive self.mouseInterface = self.drive self.mouseInterfaceNode = self.mouseInterface.node() self.drive.node().reset() # Hookup the drive to the camera. Make sure it is first in # the list of children of the mouseValve. self.drive.reparentTo(self.mouseValve, 0) self.mouse2cam.reparentTo(self.drive) # Set the height to a good eyeheight self.drive.node().setZ(4.0) def useTrackball(self): """ Switch mouse action to trackball mode """ # Get rid of the drive self.drive.reparentTo(self.dataUnused) # Update the mouseInterface to point to the trackball self.mouseInterface = self.trackball self.mouseInterfaceNode = self.mouseInterface.node() # Hookup the trackball to the camera. Make sure it is first # in the list of children of the mouseValve. self.trackball.reparentTo(self.mouseValve, 0) self.mouse2cam.reparentTo(self.trackball) def oobe(self): """ Enable a special "out-of-body experience" mouse-interface mode. This can be used when a "god" camera is needed; it moves the camera node out from under its normal node and sets the world up in trackball state. Button events are still sent to the normal mouse action node (e.g. the DriveInterface), and mouse events, if needed, may be sent to the normal node by holding down the Control key. This is different than useTrackball(), which simply changes the existing mouse action to a trackball interface. In fact, OOBE mode doesn't care whether useDrive() or useTrackball() is in effect; it just temporarily layers a new trackball interface on top of whatever the basic interface is. You can even switch between useDrive() and useTrackball() while OOBE mode is in effect. This is a toggle; the second time this function is called, it disables the mode. """ # If oobeMode was never set, set it to false and create the # structures we need to implement OOBE. try: self.oobeMode except: self.oobeMode = 0 self.oobeCamera = self.hidden.attachNewNode('oobeCamera') self.oobeCameraTrackball = self.oobeCamera.attachNewNode('oobeCameraTrackball') self.oobeLens = PerspectiveLens() self.oobeLens.setAspectRatio(self.aspectRatio) self.oobeLens.setNearFar(0.1, 10000.0) self.oobeLens.setFov(52.0) self.oobeControl = DataValve.Control() self.mouseValve.node().setControl(1, self.oobeControl) self.oobeTrackball = self.mouseValve.attachNewNode(Trackball('oobeTrackball'), 1) self.oobe2cam = self.oobeTrackball.attachNewNode(Transform2SG('oobe2cam')) self.oobe2cam.node().setArc(self.oobeCameraTrackball.arc()) self.oobeButtonEventsType = TypeRegistry.ptr().findType('ButtonEvents_ButtonEventDataTransition') self.oobeVis = loader.loadModelOnce('models/misc/camera') if self.oobeVis: self.oobeVis.arc().setFinal(1) self.oobeCullFrustum = None self.oobeCullFrustumVis = None # Make sure the MouseValve is monitoring the Control key. mods = ModifierButtons(self.mouseValve.node().getModifierButtons()) mods.addButton(KeyboardButton.control()) self.mouseValve.node().setModifierButtons(mods) if self.oobeMode: # Disable OOBE mode. if self.oobeCullFrustum != None: # First, disable OOBE cull mode. self.oobeCull() self.oobeControl.setOff() self.mouseControl.setOn() if self.oobeVis: self.oobeVis.reparentTo(self.hidden) self.cam.reparentTo(self.camera) self.camNode.setLens(self.camLens) self.oobeCamera.reparentTo(self.hidden) self.oobeMode = 0 else: # Enable OOBE mode. mods = ModifierButtons(self.mouseValve.node().getModifierButtons()) # We're in OOBE control mode without the control key. mods.allButtonsUp() self.oobeControl.setButtons(mods) # We're in traditional control mode with the control key. mods.buttonDown(KeyboardButton.control()) self.mouseControl.setButtons(mods) # However, keyboard buttons always make it through to the # traditional controller, regardless of the control key. self.mouseValve.node().setFineControl(0, self.oobeButtonEventsType, self.onControl) # Make oobeCamera be a sibling of wherever camera is now. cameraParent = self.camera.getParent() self.oobeCamera.reparentTo(cameraParent) self.oobeCamera.clearMat() # Set our initial OOB position to be just behind the camera. mat = Mat4.translateMat(0, -10, 3) * self.camera.getMat(cameraParent) mat.invertInPlace() self.oobeTrackball.node().setMat(mat) self.cam.reparentTo(self.oobeCameraTrackball) self.camNode.setLens(self.oobeLens) if self.oobeVis: self.oobeVis.reparentTo(self.camera) self.oobeMode = 1 def oobeCull(self): """ While in OOBE mode (see above), cull the viewing frustum as if it were still attached to our original camera. This allows us to visualize the effectiveness of our bounding volumes. """ # First, make sure OOBE mode is enabled. try: if not self.oobeMode: self.oobe() except: self.oobe() if self.oobeCullFrustum == None: # Enable OOBE culling. pnode = LensNode('oobeCull') pnode.setLens(self.camLens) self.oobeCullFrustum = self.camera.attachNewNode(pnode) # Create a visible representation of the frustum. geom = self.camLens.makeGeometry() if geom != None: gn = GeomNode('frustum') gn.addGeom(geom) self.oobeCullFrustumVis = self.oobeVis.attachNewNode(gn) # Assign each DisplayRegion shared by the camera to use # this cull frustum. numDrs = self.camNode.getNumDrs() for d in range(0, numDrs): dr = self.camNode.getDr(d) dr.setCullFrustum(pnode) else: # Disable OOBE culling. # Assign each DisplayRegion shared by the camera to use # the default cull frustum, the camera itself. numDrs = self.camNode.getNumDrs() for d in range(0, numDrs): dr = self.camNode.getDr(d) dr.setCullFrustum(self.camNode) self.oobeCullFrustum.removeNode() self.oobeCullFrustum = None if self.oobeCullFrustumVis != None: self.oobeCullFrustumVis.removeNode() self.oobeCullFrustumVis = None def screenshot(self, namePrefix='screenshot'): # Get the current date and time to uniquify the image (down to the second) date = time.ctime(time.time()) # Get the current frame count to uniqify it even more frameCount = globalClock.getFrameCount() # Replace spaces with dashes because unix does not like spaces in the filename date = date.replace(' ', '-') date = date.replace(':', '-') imageName = ('%s-%s-%d.%s' % (namePrefix, date, frameCount, self.screenshotExtension)) self.notify.info("Taking screenshot: " + imageName) takeSnapshot(self.win, imageName) def movie(self, namePrefix = 'movie', duration = 1.0, fps = 30, format = 'rgb', sd = 4): """ movie(namePrefix = 'movie', duration=1.0, fps=30, format='rgb', sd=4) Spawn a task to capture a movie using the takeSnapshot function. - namePrefix will be used to form output file names (can include path information (e.g. 'I:/beta/frames/myMovie') - duration is the length of the movie in seconds - fps is the frame rate of the resulting movie - format specifies output file format (e.g. rgb, bmp) - sd specifies number of significant digits for frame count in the output file name (e.g. if sd = 4, movie_0001.rgb) """ globalClock.setMode(ClockObject.MNonRealTime) globalClock.setDt(1.0/float(fps)) t = taskMgr.spawnMethodNamed(self._movieTask, namePrefix + '_task') t.endT = globalClock.getFrameTime() + duration t.frameIndex = 1 t.outputString = namePrefix + '_%0' + `sd` + 'd.' + format t.uponDeath = lambda state: globalClock.setMode(ClockObject.MNormal) def _movieTask(self, state): currT = globalClock.getFrameTime() if currT >= state.endT: return Task.done else: frameName = state.outputString % state.frameIndex self.notify.info("Capturing frame: " + frameName) takeSnapshot(self.win, frameName ) state.frameIndex += 1 return Task.cont # these are meant to be called in response to a user request def EnableMusic(self, bEnableMusic): # dont setActive(1) if no audiofocus if self.AppHasAudioFocus and self.musicManagerIsValid: self.musicManager.setActive(bEnableMusic) self.musicActive = bEnableMusic if bEnableMusic: self.notify.debug("Enabling music") else: self.notify.debug("Disabling music") def EnableSoundEffects(self, bEnableSoundEffects): # dont setActive(1) if no audiofocus if self.AppHasAudioFocus and self.sfxManagerIsValid: self.sfxManager.setActive(bEnableSoundEffects) self.sfxActive=bEnableSoundEffects if bEnableSoundEffects: self.notify.debug("Enabling sound effects") else: self.notify.debug("Disabling sound effects") # these are meant to be called by the sw when app loses audio focus (switched out) def DisableAudio(self): self.AppHasAudioFocus = 0 if self.sfxManagerIsValid: self.sfxManager.setActive(0) if self.musicManagerIsValid: self.musicManager.setActive(0) self.notify.debug("Disabling audio") def EnableAudio(self): self.AppHasAudioFocus = 1 if self.sfxManagerIsValid: self.sfxManager.setActive(self.sfxActive) if self.musicManagerIsValid: self.musicManager.setActive(self.musicActive) self.notify.debug("Enabling audio") def run(self): self.taskMgr.run()