"""Undocumented Module""" __all__ = ['ShowBase', 'WindowControls'] # 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 pandac.PandaModules import * # This needs to be available early for DirectGUI imports __builtins__["config"] = ConfigConfigureGetConfigConfigShowbase from direct.directnotify.DirectNotifyGlobal import * from MessengerGlobal import * from BulletinBoardGlobal import * from direct.task.TaskManagerGlobal import * from EventManagerGlobal import * from PythonUtil import * from direct.particles.ParticleManagerGlobal import * from PhysicsManagerGlobal import * #from direct.interval.IntervalManager import ivalMgr from direct.interval import IntervalManager from InputStateGlobal import inputState from direct.showbase.BufferViewer import BufferViewer from direct.task import Task from direct.directutil import Verify import EventManager import math import sys import Loader import time from direct.fsm import ClassicFSM from direct.fsm import State import DirectObject import SfxPlayer if __debug__: from direct.directutil import DeltaProfiler import OnScreenDebug __builtins__["FADE_SORT_INDEX"] = 1000 __builtins__["NO_FADE_SORT_INDEX"] = 2000 # Now ShowBase is a DirectObject. We need this so ShowBase can hang # hooks on messages, particularly on window-event. This doesn't # *seem* to cause anyone any problems. class ShowBase(DirectObject.DirectObject): notify = directNotify.newCategory("ShowBase") def __init__(self): # Get the dconfig object #self.config = ConfigConfigureGetConfigConfigShowbase self.config = config # Setup wantVerifyPdb as soon as reasonable: Verify.wantVerifyPdb = self.config.GetBool('want-verify-pdb', 0) self.printEnvDebugInfo() vfs = VirtualFileSystem.getGlobalPtr() self.nextWindowIndex = 1 # Store dconfig variables 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.wantRender2dp = self.config.GetBool('want-render2dp', 1) self.screenshotExtension = self.config.GetString('screenshot-extension', 'jpg') self.musicManager = None self.musicManagerIsValid = None self.sfxManagerList = [] self.sfxManagerIsValidList = [] self.wantStats = self.config.GetBool('want-pstats', 0) # Fill this in with a function to invoke when the user "exits" # the program by closing the main window. self.exitFunc = None Task.TaskManager.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0) Task.TaskManager.extendedExceptions = self.config.GetBool('extended-exceptions', 0) Task.TaskManager.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 # If the aspect ratio is 0 or None, it means to infer the # aspect ratio from the window size. # If you need to know the actual aspect ratio call base.getAspectRatio() self.__configAspectRatio = ConfigVariableDouble('aspect-ratio', 0).getValue() # This variable is used to see if the aspect ratio has changed when # we get a window-event. self.__oldAspectRatio = None self.windowType = self.config.GetString('window-type', 'onscreen') self.requireWindow = self.config.GetBool('require-window', 1) # base.win is the main, or only window; base.winList is a list of # *all* windows. Similarly with base.camList. self.win = None self.frameRateMeter = None self.winList = [] self.winControls = [] self.mainWinMinimized = 0 self.pipe = None self.pipeList = [] self.mouse2cam = None self.buttonThrowers = None self.mouseWatcher = None self.mouseWatcherNode = None self.pointerWatcherNodes = None self.mouseInterface = None self.drive = None self.trackball = None self.cam = None self.cam2d = None self.cam2dp = None self.camera = None self.camera2d = None self.camera2dp = None self.camList = [] self.camNode = None self.camLens = None self.camFrustumVis = None # This is used for syncing multiple PCs in a distributed cluster try: # Has the cluster sync variable been set externally? self.clusterSyncFlag = clusterSyncFlag except NameError: # Has the clusterSyncFlag been set via a config variable self.clusterSyncFlag = self.config.GetBool('cluster-sync', 0) self.hidden = NodePath('hidden') # We need a graphics engine to manage the actual rendering. self.graphicsEngine = GraphicsEngine() self.setupRender() self.setupRender2d() self.setupDataGraph() if self.wantRender2dp: self.setupRender2dp() # This is a placeholder for a CollisionTraverser. If someone # stores a CollisionTraverser pointer here, we'll traverse it # in the collisionLoop task. self.shadowTrav = 0 # in the collisionLoop task. self.cTrav = 0 self.cTravStack = Stack() # Ditto for an AppTraverser. self.appTrav = 0 # This is the DataGraph traverser, which we might as well # create now. self.dgTrav = DataGraphTraverser() # Maybe create a RecorderController to record and/or play back # the user session. self.recorder = None playbackSession = self.config.GetString('playback-session', '') recordSession = self.config.GetString('record-session', '') if playbackSession: self.recorder = RecorderController() self.recorder.beginPlayback(Filename.fromOsSpecific(playbackSession)) elif recordSession: self.recorder = RecorderController() self.recorder.beginRecord(Filename.fromOsSpecific(recordSession)) if self.recorder: # If we're either playing back or recording, pass the # random seed into the system so each session will have # the same random seed. import random, whrandom seed = self.recorder.getRandomSeed() random.seed(seed) whrandom.seed(seed & 0xff, (seed >> 8) & 0xff, (seed >> 16) & 0xff) # 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.windowType != 'none': self.openDefaultWindow() self.loader = Loader.Loader(self) self.eventMgr = eventMgr self.messenger = messenger self.bboard = bulletinBoard 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.createBaseAudioManagers() self.createStats() self.AppHasAudioFocus = 1 # Get a pointer to Panda's global ClockObject, used for # synchronizing events between Python and C. # object is exactly in sync with the TrueClock. globalClock = ClockObject.getGlobalClock() # Since we have already started up a TaskManager, and probably # a number of tasks; and since the TaskManager had to use the # TrueClock to tell time until this moment, make sure the # globalClock trueClock = TrueClock.getGlobalPtr() globalClock.setRealTime(trueClock.getShortTime()) globalClock.tick() # Now we can make the TaskManager start using the new globalClock. taskMgr.globalClock = globalClock __builtins__["base"] = self __builtins__["render2d"] = self.render2d __builtins__["aspect2d"] = self.aspect2d __builtins__["render"] = self.render __builtins__["hidden"] = self.hidden __builtins__["camera"] = self.camera __builtins__["loader"] = self.loader __builtins__["taskMgr"] = self.taskMgr __builtins__["eventMgr"] = self.eventMgr __builtins__["messenger"] = self.messenger __builtins__["bboard"] = self.bboard # Config needs to be defined before ShowBase is constructed #__builtins__["config"] = self.config __builtins__["run"] = self.run __builtins__["ostream"] = Notify.out() __builtins__["directNotify"] = directNotify __builtins__["giveNotify"] = giveNotify __builtins__["globalClock"] = globalClock __builtins__["vfs"] = vfs __builtins__["cpMgr"] = ConfigPageManager.getGlobalPtr() __builtins__["cvMgr"] = ConfigVariableManager.getGlobalPtr() __builtins__["pandaSystem"] = PandaSystem.getGlobalPtr() __builtins__["__dev__"] = base.config.GetBool('want-dev', 0) __builtins__["wantUberdog"] = base.config.GetBool('want-uberdog', 1) if __debug__: __builtins__["deltaProfiler"] = DeltaProfiler.DeltaProfiler("ShowBase") __builtins__["onScreenDebug"] = OnScreenDebug.OnScreenDebug() if self.wantRender2dp: __builtins__["render2dp"] = self.render2dp __builtins__["aspect2dp"] = self.aspect2dp ShowBase.notify.info('__dev__ == %s' % __dev__) if __dev__ or self.config.GetBool('want-e3-hacks', False): if self.config.GetBool('track-gui-items', True): # dict of guiId to gui item, for tracking down leaks self.guiItems = {} # Now hang a hook on the window-event from Panda. This allows # us to detect when the user resizes, minimizes, or closes the # main window. self.accept('window-event', self.__windowEvent) # Transition effects (fade, iris, etc) import Transitions self.transitions = Transitions.Transitions(self.loader) # Setup the window controls - handy for multiwindow applications self.setupWindowControls() # Client sleep sleepTime = self.config.GetFloat('client-sleep', 0.0) self.clientSleep = 0.0 self.setSleep(sleepTime) # Extra sleep for running 4+ clients on a single machine # adds a sleep right after the main render in igloop # tends to even out the frame rate and keeps it from going # to zero in the out of focus windows if base.config.GetBool('multi-sleep', 1): self.multiClientSleep = 1 else: self.multiClientSleep = 0 # Offscreen buffer viewing utility. # This needs to be allocated even if the viewer is off. self.bufferViewer = BufferViewer() # Start Tk and DIRECT if specified by Config.prc fTk = self.config.GetBool('want-tk', 0) # Start DIRECT if specified in Config.prc or in cluster mode fDirect = (self.config.GetBool('want-directtools', 0) or (base.config.GetString("cluster-mode", '') != '')) # Set fWantTk to 0 to avoid starting Tk with this call self.startDirect(fWantDirect = fDirect, fWantTk = fTk) # Start IGLOOP self.restart() # add a collision traverser via pushCTrav and remove it via popCTrav # that way the owner of the new cTrav doesn't need to hold onto the # previous one in order to put it back def pushCTrav(self, cTrav): self.cTravStack.push(self.cTrav) self.cTrav = cTrav def popCTrav(self): self.cTrav = self.cTravStack.pop() # temp; see ToonBase.py def getExitErrorCode(self): return 0 def printEnvDebugInfo(self): """ Print some information about the environment that we are running in. Stuff like the model paths and other paths. Feel free to add stuff to this. """ if self.config.GetBool('want-env-debug-info', 0): print "\n\nEnvironment Debug Info {" print "* model path:" print getModelPath() #print "* dna path:" #print getDnaPath() print "* texture path:" print getTexturePath() print "* sound path:" print getSoundPath() print "}" def 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. """ self.graphicsEngine.removeAllWindows() if self.musicManager: self.musicManager.shutdown() del self.win del self.winList del self.pipe del self.musicManager del self.sfxManagerList try: base.direct.panel.destroy() except StandardError: pass if self.oldexitfunc: self.oldexitfunc() def makeDefaultPipe(self): """ Creates the default GraphicsPipe, which will be used to make windows unless otherwise specified. """ assert self.pipe == None selection = GraphicsPipeSelection.getGlobalPtr() selection.printPipeTypes() self.pipe = selection.makeDefaultPipe() if not self.pipe: self.notify.error( "No graphics pipe is available!\n" "Your Config.prc file must name at least one valid panda display\n" "library via load-display or aux-display.") self.notify.info("Default graphics pipe is %s (%s)." % ( self.pipe.getInterfaceName(), self.pipe.getType().getName())) self.pipeList.append(self.pipe) def makeAllPipes(self): """ Creates all GraphicsPipes that the system knows about and fill up self.pipeList with them. """ shouldPrintPipes = 0 selection = GraphicsPipeSelection.getGlobalPtr() selection.loadAuxModules() # First, we should make sure the default pipe exists. if self.pipe == None: self.makeDefaultPipe() # Now go through the list of known pipes, and make each one if # we don't have one already. numPipeTypes = selection.getNumPipeTypes() for i in range(numPipeTypes): pipeType = selection.getPipeType(i) # Do we already have a pipe of this type on the list? # This operation is n-squared, but presumably there won't # be more than a handful of pipe types, so who cares. already = 0 for pipe in self.pipeList: if pipe.getType() == pipeType: already = 1 if not already: pipe = selection.makePipe(pipeType) if pipe: self.notify.info("Got aux graphics pipe %s (%s)." % ( pipe.getInterfaceName(), pipe.getType().getName())) self.pipeList.append(pipe) else: self.notify.info("Could not make graphics pipe %s." % ( pipeType.getName())) def openWindow(self, props = None, pipe = None, gsg = None, type = None, name = None, size = None, aspectRatio = None, makeCamera = 1, scene = None, stereo = None): """ Creates a window and adds it to the list of windows that are to be updated every frame. """ if pipe == None: pipe = self.pipe if pipe == None: self.makeDefaultPipe() pipe = self.pipe if pipe == None: # We couldn't get a pipe. return None if type == None: type = self.windowType if props == None: props = WindowProperties.getDefault() if size != None: # If we were given an explicit size, use it; otherwise, # the size from the properties is used. props = WindowProperties(props) props.setSize(size[0], size[1]) if name == None: name = 'window%s' % (self.nextWindowIndex) self.nextWindowIndex += 1 win = None fbprops = FrameBufferProperties.getDefault() flags = GraphicsPipe.BFFbPropsOptional if type == 'onscreen': flags = flags | GraphicsPipe.BFRequireWindow elif type == 'offscreen': flags = flags | GraphicsPipe.BFRefuseWindow if gsg: win = self.graphicsEngine.makeOutput(pipe, name, 0, fbprops, props, flags, gsg) else: win = self.graphicsEngine.makeOutput(pipe, name, 0, fbprops, props, flags) if win == None: # Couldn't create a window! return None if hasattr(win, "requestProperties"): win.requestProperties(props) if self.win == None: self.win = win self.winList.append(win) # Set up a 3-d camera for the window by default. if makeCamera: self.makeCamera(win, scene = scene, aspectRatio = aspectRatio, stereo = stereo) return win def closeWindow(self, win): """ Closes the indicated window and removes it from the list of windows. If it is the main window, clears the main window pointer to None. """ # First, remove all of the cameras associated with display # regions on the window. numRegions = win.getNumDisplayRegions() for i in range(numRegions): dr = win.getDisplayRegion(i) cam = NodePath(dr.getCamera()) dr.setCamera(NodePath()) if not cam.isEmpty() and cam.node().getNumDisplayRegions() == 0: # If the camera is used by no other DisplayRegions, # remove it. if self.camList.count(cam) != 0: self.camList.remove(cam) # Don't throw away self.camera; we want to # preserve it for reopening the window. if cam == self.cam: self.cam = None if cam == self.cam2d: self.cam2d = None if cam == self.cam2dp: self.cam2dp = None cam.removeNode() # Now we can actually close the window. self.graphicsEngine.removeWindow(win) self.winList.remove(win) if win == self.win: self.win = None if self.frameRateMeter: self.frameRateMeter.clearWindow() self.frameRateMeter = None def openDefaultWindow(self): # Creates the main window for the first time, without being # too particular about the kind of graphics API that is # chosen. The suggested window type from the load-display # config variable is tried first; if that fails, the first # window type that can be successfully opened at all is # accepted. Returns true on success, false otherwise. # # This is intended to be called only once, at application # startup. It is normally called automatically unless # window-type is configured to 'none'. self.openMainWindow() # Give the window a chance to truly open. self.graphicsEngine.openWindows() if self.win != None and not self.isMainWindowOpen(): self.notify.info("Window did not open, removing.") self.closeWindow(self.win) if self.win == None: # Try a little harder if the window wouldn't open. self.makeAllPipes() while self.win == None and len(self.pipeList) > 1: self.pipeList.remove(self.pipe) self.pipe = self.pipeList[0] self.openMainWindow() self.graphicsEngine.openWindows() if self.win != None and not self.isMainWindowOpen(): self.notify.info("Window did not open, removing.") self.closeWindow(self.win) if self.win == None: self.notify.warning("Unable to open '%s' window." % ( self.windowType)) if self.requireWindow: # Unless require-window is set to false, it is an # error not to open a window. raise StandardError, 'Could not open window.' return self.win != None def isMainWindowOpen(self): if self.win != None: return self.win.isValid() return 0 def openMainWindow(self, *args, **kw): """ Creates the initial, main window for the application, and sets up the mouse and render2d structures appropriately for it. If this method is called a second time, it will close the previous main window and open a new one, preserving the lens properties in base.camLens. The return value is true on success, or false on failure (in which case base.win may be either None, or the previous, closed window). """ success = 1 oldWin = self.win oldLens = self.camLens oldClearColorActive = None if self.win != None: # Close the previous window. oldClearColorActive = self.win.getClearColorActive() oldClearColor = VBase4(self.win.getClearColor()) oldClearDepthActive = self.win.getClearDepthActive() oldClearDepth = self.win.getClearDepth() oldClearStencilActive = self.win.getClearStencilActive() oldClearStencil = self.win.getClearStencil() self.closeWindow(self.win) # Open a new window. self.openWindow(*args, **kw) if self.win == None: self.win = oldWin self.winList.append(oldWin) success = 0 if self.win != None: if isinstance(self.win, GraphicsWindow): self.setupMouse(self.win) self.makeCamera2d(self.win) self.makeCamera2dp(self.win) if oldLens != None: # Restore the previous lens properties. self.camNode.setLens(oldLens) self.camLens = oldLens if oldClearColorActive != None: # Restore the previous clear properties. self.win.setClearColorActive(oldClearColorActive) self.win.setClearColor(oldClearColor) self.win.setClearDepthActive(oldClearDepthActive) self.win.setClearDepth(oldClearDepth) self.win.setClearStencilActive(oldClearStencilActive) self.win.setClearStencil(oldClearStencil) self.setFrameRateMeter(self.config.GetBool( 'show-frame-rate-meter', 0)) return success def setSleep(self, amount): """ Sets up a task that calls python 'sleep' every frame. This is a simple way to reduce the CPU usage (and frame rate) of a panda program. """ if (self.clientSleep == amount): return self.clientSleep = amount if (amount == 0.0): self.taskMgr.remove('clientSleep') else: # Spawn it after igloop (at the end of each frame) self.taskMgr.remove('clientSleep') self.taskMgr.add(self.sleepCycleTask, 'clientSleep', priority = 55) def sleepCycleTask(self, task): time.sleep(self.clientSleep) return Task.cont def setFrameRateMeter(self, flag): """ Turns on or off (according to flag) a standard frame rate meter in the upper-right corner of the main window. """ if flag: if not self.frameRateMeter: self.frameRateMeter = FrameRateMeter('frameRateMeter') self.frameRateMeter.setupWindow(self.win) else: if self.frameRateMeter: self.frameRateMeter.clearWindow() self.frameRateMeter = None def setupWindowControls(self): if not self.winControls: winCtrl = WindowControls( self.win, mouseWatcher=self.mouseWatcher, cam=self.camera, cam2d=self.camera2d, mouseKeyboard = self.dataRoot.find("**/*")) self.winControls.append(winCtrl) def setupRender(self): """ Creates the render scene graph, the primary scene graph for rendering 3-d geometry. """ self.render = NodePath('render') self.render.setAttrib(RescaleNormalAttrib.makeDefault()) self.render.setTwoSided(0) self.backfaceCullingEnabled = 1 self.textureEnabled = 1 self.wireframeEnabled = 0 def 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.render2d = NodePath('render2d') # Set up some overrides to turn off certain properties which # we probably won't need for 2-d objects. # It's probably important to turn off the depth test, since # many 2-d objects will be drawn over each other without # regard to depth position. # We used to avoid clearing the depth buffer before drawing # render2d, but nowadays we clear it anyway, since we # occasionally want to put 3-d geometry under render2d, and # it's simplest (and seems to be easier on graphics drivers) # if the 2-d scene has been cleared first. self.render2d.setDepthTest(0) self.render2d.setDepthWrite(0) self.render2d.setMaterialOff(1) self.render2d.setTwoSided(1) # The normal 2-d DisplayRegion 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. aspectRatio = self.getAspectRatio() self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d")) self.aspect2d.setScale(1.0 / 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 = -aspectRatio self.a2dRight = aspectRatio self.a2dTopCenter = self.aspect2d.attachNewNode("a2dTopCenter") self.a2dBottomCenter = self.aspect2d.attachNewNode("a2dBottomCenter") self.a2dLeftCenter = self.aspect2d.attachNewNode("a2dLeftCenter") self.a2dRightCenter = self.aspect2d.attachNewNode("a2dRightCenter") self.a2dTopLeft = self.aspect2d.attachNewNode("a2dTopLeft") self.a2dTopRight = self.aspect2d.attachNewNode("a2dTopRight") self.a2dBottomLeft = self.aspect2d.attachNewNode("a2dBottomLeft") self.a2dBottomRight = self.aspect2d.attachNewNode("a2dBottomRight") # Put the nodes in their places self.a2dTopCenter.setPos(0, 0, self.a2dTop) self.a2dBottomCenter.setPos(0, 0, self.a2dBottom) self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0) self.a2dRightCenter.setPos(self.a2dRight, 0, 0) self.a2dTopLeft.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopRight.setPos(self.a2dRight, 0, self.a2dTop) self.a2dBottomLeft.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomRight.setPos(self.a2dRight, 0, self.a2dBottom) def setupRender2dp(self): """ Creates a render2d scene graph, the secondary scene graph for 2-d objects and gui elements that are superimposed over the 2-d and 3-d geometry in the window. """ self.render2dp = NodePath('render2dp') # Set up some overrides to turn off certain properties which # we probably won't need for 2-d objects. # It's probably important to turn off the depth test, since # many 2-d objects will be drawn over each other without # regard to depth position. dt = DepthTestAttrib.make(DepthTestAttrib.MNone) dw = DepthWriteAttrib.make(DepthWriteAttrib.MOff) self.render2dp.setDepthTest(0) self.render2dp.setDepthWrite(0) self.render2dp.setMaterialOff(1) self.render2dp.setTwoSided(1) # The normal 2-d DisplayRegion 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. aspectRatio = self.getAspectRatio() self.aspect2dp = self.render2dp.attachNewNode(PGTop("aspect2dp")) self.aspect2dp.node().setStartSort(16384) self.aspect2dp.setScale(1.0 / aspectRatio, 1.0, 1.0) # It's important to know the bounds of the aspect2d screen. self.a2dpTop = 1.0 self.a2dpBottom = -1.0 self.a2dpLeft = -aspectRatio self.a2dpRight = aspectRatio self.a2dpTopCenter = self.aspect2dp.attachNewNode("a2dpTopCenter") self.a2dpBottomCenter = self.aspect2dp.attachNewNode("a2dpBottomCenter") self.a2dpLeftCenter = self.aspect2dp.attachNewNode("a2dpLeftCenter") self.a2dpRightCenter = self.aspect2dp.attachNewNode("a2dpRightCenter") self.a2dpTopLeft = self.aspect2dp.attachNewNode("a2dpTopLeft") self.a2dpTopRight = self.aspect2dp.attachNewNode("a2dpTopRight") self.a2dpBottomLeft = self.aspect2dp.attachNewNode("a2dpBottomLeft") self.a2dpBottomRight = self.aspect2dp.attachNewNode("a2dpBottomRight") # Put the nodes in their places self.a2dpTopCenter.setPos(0, 0, self.a2dpTop) self.a2dpBottomCenter.setPos(0, 0, self.a2dpBottom) self.a2dpLeftCenter.setPos(self.a2dpLeft, 0, 0) self.a2dpRightCenter.setPos(self.a2dpRight, 0, 0) self.a2dpTopLeft.setPos(self.a2dpLeft, 0, self.a2dpTop) self.a2dpTopRight.setPos(self.a2dpRight, 0, self.a2dpTop) self.a2dpBottomLeft.setPos(self.a2dpLeft, 0, self.a2dpBottom) self.a2dpBottomRight.setPos(self.a2dpRight, 0, self.a2dpBottom) def getAspectRatio(self, win = None): # Returns the actual aspect ratio of the indicated (or main # window), or the default aspect ratio if there is not yet a # main window. # If the config it set, we return that if self.__configAspectRatio: return self.__configAspectRatio aspectRatio = 1 if win == None: win = self.win if win != None and win.hasSize(): aspectRatio = float(win.getXSize()) / float(win.getYSize()) else: if win == None or not hasattr(win, "getRequestedProperties"): props = WindowProperties.getDefault() else: props = win.getRequestedProperties() if not props.hasSize(): props = WindowProperties.getDefault() if props.hasSize(): aspectRatio = float(props.getXSize()) / float(props.getYSize()) return aspectRatio def makeCamera(self, win, sort = 0, scene = None, displayRegion = (0, 1, 0, 1), stereo = None, aspectRatio = None, clearDepth = 0, clearColor = None, lens = None, camName = 'cam', mask = None): """ Makes a new 3-d camera associated with the indicated window, and creates a display region in the indicated subrectangle. If stereo is True, then a stereo camera is created, with a pair of DisplayRegions. If stereo is False, then a standard camera is created. If stereo is None or omitted, a stereo camera is created if the window says it can render in stereo. """ # First, make a new Camera node. camNode = Camera(camName) if lens == None: lens = PerspectiveLens() if aspectRatio == None: aspectRatio = self.getAspectRatio(win) lens.setAspectRatio(aspectRatio) camNode.setLens(lens) if scene != None: camNode.setScene(scene) if mask != None: if (isinstance(mask, int)): mask = BitMask32(mask) camNode.setCameraMask(mask) # self.camera is the parent node of all cameras: a node that # we can move around to move all cameras as a group. if self.camera == None: self.camera = self.render.attachNewNode('camera') __builtins__["camera"] = self.camera cam = self.camera.attachNewNode(camNode) if self.cam == None: self.cam = cam self.camNode = camNode self.camLens = lens self.camList.append(cam) # Now, make a DisplayRegion for the camera. dr = win.makeDisplayRegion(*displayRegion) dr.setSort(sort) # By default, we do not clear 3-d display regions (the entire # window will be cleared, which is normally sufficient). But # we will if clearDepth is specified. if clearDepth: dr.setClearDepthActive(1) if clearColor: dr.setClearColorActive(1) dr.setClearColor(clearColor) dr.setCamera(cam) if stereo == None: stereo = (win.isStereo() and self.config.GetBool('default-stereo-camera', 1)) if stereo: # A stereo camera! dr.setStereoChannel(Lens.SCStereo) return cam def makeCamera2d(self, win, sort = 10, displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1), lens = None): """ Makes a new camera2d associated with the indicated window, and assigns it to render the indicated subrectangle of render2d. """ dr = win.makeDisplayRegion(*displayRegion) dr.setSort(sort) # Enable clearing of the depth buffer on this new display # region (see the comment in setupRender2d, above). dr.setClearDepthActive(1) left, right, bottom, top = coords # Now make a new Camera node. cam2dNode = Camera('cam2d') if lens == None: lens = OrthographicLens() lens.setFilmSize(right - left, top - bottom) lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5) lens.setNearFar(-1000, 1000) cam2dNode.setLens(lens) # self.camera2d is the analog of self.camera, although it's # not as clear how useful it is. if self.camera2d == None: self.camera2d = self.render2d.attachNewNode('camera2d') camera2d = self.camera2d.attachNewNode(cam2dNode) dr.setCamera(camera2d) if self.cam2d == None: self.cam2d = camera2d return camera2d def makeCamera2dp(self, win, sort = 20, displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1), lens = None): """ Makes a new camera2dp associated with the indicated window, and assigns it to render the indicated subrectangle of render2dp. """ dr = win.makeDisplayRegion(*displayRegion) dr.setSort(sort) # Unlike render2d, we don't clear the depth buffer for # render2dp. Caveat emptor. left, right, bottom, top = coords # Now make a new Camera node. cam2dNode = Camera('cam2d') if lens == None: lens = OrthographicLens() lens.setFilmSize(right - left, top - bottom) lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5) lens.setNearFar(-1000, 1000) cam2dNode.setLens(lens) # self.camera2d is the analog of self.camera, although it's # not as clear how useful it is. if self.camera2dp == None: self.camera2dp = self.render2dp.attachNewNode('camera2dp') camera2dp = self.camera2dp.attachNewNode(cam2dNode) dr.setCamera(camera2dp) if self.cam2dp == None: self.cam2dp = camera2dp return camera2dp def setupDataGraph(self): """ Creates the data graph and populates it with the basic input devices. """ self.dataRoot = NodePath('dataRoot') # Cache the node so we do not ask for it every frame self.dataRootNode = self.dataRoot.node() self.dataUnused = NodePath('dataUnused') def setupMouse(self, win): """ Creates the structures necessary to monitor the mouse input, using the indicated window. If the mouse has already been set up for a different window, those structures are deleted first. """ if self.buttonThrowers != None: for bt in self.buttonThrowers: mw = bt.getParent() mk = mw.getParent() bt.removeNode() mw.removeNode() mk.removeNode() # For each mouse/keyboard device, we create # - MouseAndKeyboard # - MouseWatcher # - ButtonThrower # The ButtonThrowers are stored in a list, self.buttonThrowers. # Given a ButtonThrower, one can access the MouseWatcher and # MouseAndKeyboard using getParent. # # 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 the MouseAndKeyboard. self.buttonThrowers = [] self.pointerWatcherNodes = [] for i in range(win.getNumInputDevices()): name = win.getInputDeviceName(i) mk = self.dataRoot.attachNewNode(MouseAndKeyboard(win, i, name)) mw = mk.attachNewNode(MouseWatcher(name)) mb = mw.node().getModifierButtons() mb.addButton(KeyboardButton.shift()) mb.addButton(KeyboardButton.control()) mb.addButton(KeyboardButton.alt()) mb.addButton(KeyboardButton.meta()) mw.node().setModifierButtons(mb) bt = mw.attachNewNode(ButtonThrower(name)) if (i != 0): bt.node().setPrefix('mousedev'+str(i)+'-') mods = ModifierButtons() mods.addButton(KeyboardButton.shift()) mods.addButton(KeyboardButton.control()) mods.addButton(KeyboardButton.alt()) mods.addButton(KeyboardButton.meta()) bt.node().setModifierButtons(mods) self.buttonThrowers.append(bt) if (win.hasPointer(i)): self.pointerWatcherNodes.append(mw.node()) self.mouseWatcher = self.buttonThrowers[0].getParent() self.mouseWatcherNode = self.mouseWatcher.node() # print "ButtonThrowers = ", self.buttonThrowers # print "PointerWatcherNodes = ", self.pointerWatcherNodes if self.recorder: # If we have a recorder, the mouseWatcher belongs under a # special MouseRecorder node, which may intercept the # mouse activity. mw = self.buttonThrowers[0].getParent() mouseRecorder = MouseRecorder('mouse') self.recorder.addRecorder( 'mouse', mouseRecorder.upcastToRecorderBase()) np = mw.getParent().attachNewNode(mouseRecorder) mw.reparentTo(np) # 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().setNode(self.camera.node()) # The default is trackball mode, which is more convenient for # ad-hoc development in Python using ShowBase. Applications # can explicitly call base.useDrive() if they prefer a drive # interface. self.mouseInterface = self.trackball self.useTrackball() # A special ButtonThrower to generate keyboard events and # include the time from the OS. This is separate only to # support legacy code that did not expect a time parameter; it # will eventually be folded into the normal ButtonThrower, # above. mw = self.buttonThrowers[0].getParent() self.timeButtonThrower = mw.attachNewNode(ButtonThrower('timeButtons')) self.timeButtonThrower.node().setPrefix('time-') self.timeButtonThrower.node().setTimeFlag(1) # Tell the gui system about our new mouse watcher. self.aspect2d.node().setMouseWatcher(mw.node()) self.aspect2dp.node().setMouseWatcher(mw.node()) mw.node().addRegion(PGMouseWatcherBackground()) def 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) aspectRatio = self.getAspectRatio() # Scale the smiley face to 32x32 pixels. height = self.win.getYSize() lilsmiley.setScale( 32.0 / height / aspectRatio, 1.0, 32.0 / height) self.mouseWatcherNode.setGeometry(mouseViz.node()) def getAlt(self): return self.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.alt()) def getShift(self): return self.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.shift()) def getControl(self): return self.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.control()) def getMeta(self): return self.mouseWatcherNode.getModifierButtons().isDown( KeyboardButton.meta()) def addAngularIntegrator(self): if not self.physicsMgrAngular: self.physicsMgrAngular = 1 integrator = AngularEulerIntegrator() self.physicsMgr.attachAngularIntegrator(integrator) def enableParticles(self): if not self.particleMgrEnabled: self.particleMgrEnabled = 1 self.physicsMgrEnabled = 1 self.taskMgr.remove('manager-update') self.taskMgr.add(self.updateManagers, 'manager-update') def disableParticles(self): if self.particleMgrEnabled: self.particleMgrEnabled = 0 self.physicsMgrEnabled = 0 self.taskMgr.remove('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): dt = globalClock.getDt() 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 Config.prc # The default is localhost if self.wantStats: PStatClient.connect() def addSfxManager(self, extraSfxManager): # keep a list of sfx manager objects to apply settings to, # since there may be others in addition to the one we create here self.sfxManagerList.append(extraSfxManager) newSfxManagerIsValid = (extraSfxManager!=None) and extraSfxManager.isValid() self.sfxManagerIsValidList.append(newSfxManagerIsValid) if newSfxManagerIsValid: extraSfxManager.setActive(self.sfxActive) def createBaseAudioManagers(self): self.sfxPlayer = SfxPlayer.SfxPlayer() sfxManager = AudioManager.createAudioManager() self.addSfxManager(sfxManager) self.musicManager = AudioManager.createAudioManager() self.musicManagerIsValid=self.musicManager!=None \ and self.musicManager.isValid() if self.musicManagerIsValid: # ensure only 1 midi song is playing at a time: self.musicManager.setConcurrentSoundLimit(1) self.musicManager.setActive(self.musicActive) # enableMusic/enableSoundEffects are meant to be called in response # to a user request so sfxActive/musicActive represent how things # *should* be, regardless of App/OS/HW state 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 SetAllSfxEnables(self, bEnabled): for i in range(len(self.sfxManagerList)): if (self.sfxManagerIsValidList[i]): self.sfxManagerList[i].setActive(bEnabled) def enableSoundEffects(self, bEnableSoundEffects): # dont setActive(1) if no audiofocus if self.AppHasAudioFocus or (bEnableSoundEffects==0): self.SetAllSfxEnables(bEnableSoundEffects) self.sfxActive=bEnableSoundEffects if bEnableSoundEffects: self.notify.debug("Enabling sound effects") else: self.notify.debug("Disabling sound effects") # enable/disableAllAudio allow a programmable global override-off # for current audio settings. they're meant to be called when app # loses audio focus (switched out), so we can turn off sound without # affecting internal sfxActive/musicActive sound settings, so things # come back ok when the app is switched back to def disableAllAudio(self): self.AppHasAudioFocus = 0 self.SetAllSfxEnables(0) if self.musicManagerIsValid: self.musicManager.setActive(0) self.notify.debug("Disabling audio") def enableAllAudio(self): self.AppHasAudioFocus = 1 self.SetAllSfxEnables(self.sfxActive) if self.musicManagerIsValid: self.musicManager.setActive(self.musicActive) self.notify.debug("Enabling audio") # This function should only be in the loader but is here for # backwards compatibility. Please do not add code here, add # it to the loader. def loadSfx(self, name): return self.loader.loadSfx(name) # This function should only be in the loader but is here for # backwards compatibility. Please do not add code here, add # it to the loader. def loadMusic(self, name): return self.loader.loadMusic(name) def playSfx( self, sfx, looping = 0, interrupt = 1, volume = None, time = 0.0, node = None): # This goes through a special player for potential localization return self.sfxPlayer.playSfx(sfx, looping, interrupt, volume, time, node) def playMusic(self, music, looping = 0, interrupt = 1, volume = None, time = 0.0): if music: if volume != None: music.setVolume(volume) # if interrupt was set to 0, start over even if it's # already playing if interrupt or (music.status() != AudioSound.PLAYING): music.setTime(time) music.setLoop(looping) music.play() def __resetPrevTransform(self, state): # Clear out the previous velocity deltas now, after we have # rendered (the previous frame). We do this after the render, # so that we have a chance to draw a representation of spheres # along with their velocities. At the beginning of the frame # really means after the command prompt, which allows the user # to interactively query these deltas meaningfully. PandaNode.resetAllPrevTransform() return Task.cont 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). self.dgTrav.traverse(self.dataRootNode) return Task.cont def __ivalLoop(self, state): # Execute all intervals in the global ivalMgr. IntervalManager.ivalMgr.step() return Task.cont def __shadowCollisionLoop(self, state): # run the collision traversal if we have a # CollisionTraverser set. if self.shadowTrav: self.shadowTrav.traverse(self.render) return Task.cont def __collisionLoop(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) return Task.cont def __audioLoop(self, state): if (self.musicManager != None): self.musicManager.update() for x in self.sfxManagerList: x.update() return Task.cont def __igLoop(self, state): # We render the watch variables for the onScreenDebug as soon # as we reasonably can before the renderFrame(). onScreenDebug.render() if self.recorder: self.recorder.recordFrame() # Finally, render the frame. self.graphicsEngine.renderFrame() if self.clusterSyncFlag: self.graphicsEngine.syncFrame() if self.multiClientSleep: time.sleep(0) # We clear the text buffer for the onScreenDebug as soon # as we reasonably can after the renderFrame(). onScreenDebug.clear() if self.recorder: self.recorder.playFrame() if self.mainWinMinimized: # If the main window is minimized, slow down the app a bit # by sleeping here in igLoop so we don't use all available # CPU needlessly. # Note: this isn't quite right if multiple windows are # open. We should base this on whether *all* windows are # minimized, not just the main window. But it will do for # now until someone complains. time.sleep(0.1) # Lerp stuff needs this event, and it must be generated in # C++, not in Python. throwNewFrame() return Task.cont def restart(self): self.shutdown() # __resetPrevTransform goes at the very beginning of the frame. self.taskMgr.add( self.__resetPrevTransform, 'resetPrevTransform', priority = -51) # give the dataLoop task a reasonably "early" priority, # so that it will get run before most tasks self.taskMgr.add(self.__dataLoop, 'dataLoop', priority = -50) # spawn the ivalLoop with a later priority, so that it will # run after most tasks, but before igLoop. self.taskMgr.add(self.__ivalLoop, 'ivalLoop', priority = 20) # make the collisionLoop task run before igLoop, # but leave enough room for the app to insert tasks # between collisionLoop and igLoop self.taskMgr.add(self.__collisionLoop, 'collisionLoop', priority = 30) # do the shadowCollisionLoop after the collisionLoop and # befor the igLoop: self.taskMgr.add( self.__shadowCollisionLoop, 'shadowCollisionLoop', priority = 45) # give the igLoop task a reasonably "late" priority, # so that it will get run after most tasks self.taskMgr.add(self.__igLoop, 'igLoop', priority = 50) # the audioLoop updates the positions of 3D sounds. # as such, it needs to run after the cull traversal in the igLoop. self.taskMgr.add(self.__audioLoop, 'audioLoop', priority = 60) self.eventMgr.restart() def shutdown(self): self.taskMgr.remove('audioLoop') self.taskMgr.remove('igLoop') self.taskMgr.remove('shadowCollisionLoop') self.taskMgr.remove('collisionLoop') self.taskMgr.remove('dataLoop') self.taskMgr.remove('resetPrevTransform') self.taskMgr.remove('ivalLoop') self.eventMgr.shutdown() def getBackgroundColor(self, win = None): """ Returns the current window background color. This assumes the window is set up to clear the color each frame (this is the normal setting). """ if win == None: win = self.win return VBase4(win.getClearColor()) def setBackgroundColor(self, r = None, g = None, b = None, a = 0.0, win = None): """ Sets the window background color to the indicated value. This assumes the window is set up to clear the color each frame (this is the normal setting). The color may be either a VBase3 or a VBase4, or a 3-component tuple, or the individual r, g, b parameters. """ if g != None: color = VBase4(r, g, b, a) else: arg = r if isinstance(arg, VBase4): color = arg else: color = VBase4(arg[0], arg[1], arg[2], a) if win == None: win = self.win if win: win.setClearColor(color) def toggleBackface(self): if self.backfaceCullingEnabled: self.backfaceCullingOff() else: self.backfaceCullingOn() def backfaceCullingOn(self): if not self.backfaceCullingEnabled: self.render.setTwoSided(0) self.backfaceCullingEnabled = 1 def backfaceCullingOff(self): if self.backfaceCullingEnabled: self.render.setTwoSided(1) self.backfaceCullingEnabled = 0 def toggleTexture(self): if self.textureEnabled: self.textureOff() else: self.textureOn() def textureOn(self): self.render.clearTexture() self.textureEnabled = 1 def textureOff(self): self.render.setTextureOff(100) self.textureEnabled = 0 def toggleWireframe(self): if self.wireframeEnabled: self.wireframeOff() else: self.wireframeOn() def wireframeOn(self): self.render.setRenderModeWireframe(100) self.render.setTwoSided(1) self.wireframeEnabled = 1 def wireframeOff(self): self.render.clearRenderMode() render.setTwoSided(not self.backfaceCullingEnabled) self.wireframeEnabled = 0 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. if self.mouse2cam: self.mouse2cam.reparentTo(self.dataUnused) def enableMouse(self): """ Reverse the effect of a previous call to disableMouse(). useDrive() also implicitly enables the mouse. """ if self.mouse2cam: self.mouse2cam.reparentTo(self.mouseInterface) def setMouseOnNode(self, newNode): if self.mouse2cam: self.mouse2cam.node().setNode(newNode) def changeMouseInterface(self, changeTo): """ Switch mouse action """ # Get rid of the prior interface: self.mouseInterface.reparentTo(self.dataUnused) # Update the mouseInterface to point to the drive self.mouseInterface = changeTo self.mouseInterfaceNode = self.mouseInterface.node() # Hookup the drive to the camera. self.mouseInterface.reparentTo(self.mouseWatcher) if self.mouse2cam: self.mouse2cam.reparentTo(self.mouseInterface) def useDrive(self): """ Switch mouse action to drive mode """ if self.drive: self.changeMouseInterface(self.drive) # Set the height to a good eyeheight self.mouseInterfaceNode.reset() self.mouseInterfaceNode.setZ(4.0) def useTrackball(self): """ Switch mouse action to trackball mode """ if self.trackball: self.changeMouseInterface(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.getAspectRatio()) self.oobeLens.setNearFar(0.1, 10000.0) self.oobeLens.setMinFov(40) self.oobeTrackball = self.dataUnused.attachNewNode(Trackball('oobeTrackball'), 1) self.oobe2cam = self.oobeTrackball.attachNewNode(Transform2SG('oobe2cam')) self.oobe2cam.node().setNode(self.oobeCameraTrackball.node()) self.oobeVis = loader.loadModelOnce('models/misc/camera') if self.oobeVis: self.oobeVis.node().setFinal(1) self.oobeCullFrustum = None self.oobeCullFrustumVis = None if self.oobeMode: # Disable OOBE mode. if self.oobeCullFrustum != None: # First, disable OOBE cull mode. self.oobeCull() if self.oobeVis: self.oobeVis.reparentTo(self.hidden) # Restore the mouse interface node, and remove the oobe # trackball from the data path. self.mouseInterfaceNode.clearButton(KeyboardButton.control()) self.oobeTrackball.detachNode() self.cam.reparentTo(self.camera) self.camNode.setLens(self.camLens) self.oobeCamera.reparentTo(self.hidden) self.oobeMode = 0 bboard.post('oobeEnabled', False) else: bboard.post('oobeEnabled', True) try: cameraParent = localAvatar except: # Make oobeCamera be a sibling of wherever camera is now. cameraParent = self.camera.getParent() self.oobeCamera.reparentTo(cameraParent) self.oobeCamera.clearMat() # Make the regular MouseInterface node respond only when # the control button is pressed. And the oobe node will # respond only when control is *not* pressed. self.mouseInterfaceNode.requireButton(KeyboardButton.control(), True) self.oobeTrackball.node().requireButton(KeyboardButton.control(), False) self.oobeTrackball.reparentTo(self.mouseWatcher) # 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) # Don't change the camera lens--keep it with the original lens. #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) # Tell the camera to cull from here instead of its own # origin. self.camNode.setCullCenter(self.oobeCullFrustum) else: # Disable OOBE culling. self.camNode.setCullCenter(NodePath()) self.oobeCullFrustum.removeNode() self.oobeCullFrustum = None if self.oobeCullFrustumVis != None: self.oobeCullFrustumVis.removeNode() self.oobeCullFrustumVis = None def showCameraFrustum(self): # Create a visible representation of the frustum. self.removeCameraFrustum() geom = self.camLens.makeGeometry() if geom != None: gn = GeomNode('frustum') gn.addGeom(geom) self.camFrustumVis = self.camera.attachNewNode(gn) def removeCameraFrustum(self): if self.camFrustumVis: self.camFrustumVis.removeNode() def screenshot(self, namePrefix = 'screenshot', defaultFilename = 1, source = None, imageComment=""): """ Captures a screenshot from the main window or from the specified window or Texture and writes it to a filename in the current directory (or to a specified directory). If defaultFilename is True, the filename is synthesized by appending namePrefix to a default filename suffix (including the filename extension) specified in the Config variable screenshot-filename. Otherwise, if defaultFilename is False, the entire namePrefix is taken to be the filename to write, and this string should include a suitable filename extension that will be used to determine the type of image file to write. Normally, the source is a GraphicsWindow, GraphicsBuffer or DisplayRegion. If a Texture is supplied instead, it must have a ram image (that is, if it was generated by makeTextureBuffer() or makeCubeMap(), the parameter toRam should have been set true). If it is a cube map texture as generated by makeCubeMap(), namePrefix should contain the hash mark ('#') character. The return value is the filename if successful, or None if there is a problem. """ if source == None: source = self.win if defaultFilename: filename = GraphicsOutput.makeScreenshotFilename(namePrefix) else: filename = Filename(namePrefix) if isinstance(source, Texture): if source.getZSize() > 1: saved = source.write(filename, 0, 0, 1, 0) else: saved = source.write(filename) else: saved = source.saveScreenshot(filename, imageComment) if saved: # Announce to anybody that a screenshot has been taken messenger.send('screenshot', [filename]) return filename return None def saveCubeMap(self, namePrefix = 'cube_map_#.png', defaultFilename = 0, source = None, camera = None, size = 128, cameraMask = PandaNode.getAllCameraMask()): """ Similar to screenshot(), this sets up a temporary cube map Texture which it uses to take a series of six snapshots of the current scene, one in each of the six cube map directions. This requires rendering a new frame. Unlike screenshot(), source may only be a GraphicsWindow, GraphicsBuffer, or DisplayRegion; it may not be a Texture. camera should be the node to which the cubemap cameras will be parented. The default is the camera associated with source, if source is a DisplayRegion, or base.camera otherwise. The return value is the filename if successful, or None if there is a problem. """ if source == None: source = base.win if camera == None: if hasattr(source, "getCamera"): camera = source.getCamera() if camera == None: camera = base.camera if hasattr(source, "getWindow"): source = source.getWindow() rig = NodePath(namePrefix) buffer = source.makeCubeMap(namePrefix, size, rig, cameraMask, 1) if buffer == None: raise StandardError, "Could not make cube map." # Set the near and far planes from the default lens. lens = rig.find('**/+Camera').node().getLens() lens.setNearFar(base.camLens.getNear(), base.camLens.getFar()) # Now render a frame to fill up the texture. rig.reparentTo(camera) base.graphicsEngine.openWindows() base.graphicsEngine.renderFrame() tex = buffer.getTexture() saved = self.screenshot(namePrefix = namePrefix, defaultFilename = defaultFilename, source = tex) base.graphicsEngine.removeWindow(buffer) rig.removeNode() return saved def saveSphereMap(self, namePrefix = 'spheremap.png', defaultFilename = 0, source = None, camera = None, size = 256, cameraMask = PandaNode.getAllCameraMask(), numVertices = 1000): """ This works much like saveCubeMap(), and uses the graphics API's hardware cube-mapping ability to get a 360-degree view of the world. But then it converts the six cube map faces into a single fisheye texture, suitable for applying as a static environment map (sphere map). For eye-relative static environment maps, sphere maps are often preferable to cube maps because they require only a single texture and because they are supported on a broader range of hardware. The return value is the filename if successful, or None if there is a problem. """ if source == None: source = base.win if camera == None: if hasattr(source, "getCamera"): camera = source.getCamera() if camera == None: camera = base.camera if hasattr(source, "getWindow"): source = source.getWindow() # First, make an offscreen buffer to convert the cube map to a # sphere map. We make it first so we can guarantee the # rendering order for the cube map. toSphere = source.makeTextureBuffer(namePrefix, size, size, Texture(), 1) # Now make the cube map buffer. rig = NodePath(namePrefix) buffer = toSphere.makeCubeMap(namePrefix, size, rig, cameraMask, 0) if buffer == None: base.graphicsEngine.removeWindow(toSphere) raise StandardError, "Could not make cube map." # Set the near and far planes from the default lens. lens = rig.find('**/+Camera').node().getLens() lens.setNearFar(base.camLens.getNear(), base.camLens.getFar()) # Set up the scene to convert the cube map. It's just a # simple scene, with only the FisheyeMaker object in it. dr = toSphere.makeDisplayRegion() camNode = Camera('camNode') lens = OrthographicLens() lens.setFilmSize(2, 2) lens.setNearFar(-1000, 1000) camNode.setLens(lens) root = NodePath('buffer') cam = root.attachNewNode(camNode) dr.setCamera(cam) fm = FisheyeMaker('card') fm.setNumVertices(numVertices) fm.setSquareInscribed(1, 1.1) fm.setReflection(1) card = root.attachNewNode(fm.generate()) card.setTexture(buffer.getTexture()) # Now render a frame. This will render out the cube map and # then apply it to the the card in the toSphere buffer. rig.reparentTo(camera) base.graphicsEngine.openWindows() base.graphicsEngine.renderFrame() # One more frame for luck. base.graphicsEngine.renderFrame() saved = self.screenshot(namePrefix = namePrefix, defaultFilename = defaultFilename, source = toSphere.getTexture()) base.graphicsEngine.removeWindow(buffer) base.graphicsEngine.removeWindow(toSphere) rig.removeNode() return saved def movie(self, namePrefix = 'movie', duration = 1.0, fps = 30, format = 'png', sd = 4, source = None): """ Spawn a task to capture a movie using the screenshot 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. png, bmp) - sd specifies number of significant digits for frame count in the output file name (e.g. if sd = 4, movie_0001.png) - source is the Window, Buffer, DisplayRegion, or Texture from which to save the resulting images. The default is the main window. """ globalClock.setMode(ClockObject.MNonRealTime) globalClock.setDt(1.0/float(fps)) t = taskMgr.add(self._movieTask, namePrefix + '_task') t.frameIndex = 0 # Frame 0 is not captured. t.numFrames = int(duration * fps) t.source = source t.outputString = namePrefix + '_%0' + `sd` + 'd.' + format t.uponDeath = lambda state: globalClock.setMode(ClockObject.MNormal) def _movieTask(self, state): if state.frameIndex != 0: frameName = state.outputString % state.frameIndex self.notify.info("Capturing frame: " + frameName) self.screenshot(namePrefix = frameName, defaultFilename = 0, source = state.source) state.frameIndex += 1 if state.frameIndex > state.numFrames: return Task.done else: return Task.cont def __windowEvent(self, win): if win == self.win: properties = win.getProperties() self.notify.info("Got window event: %s" % (repr(properties))) if not properties.getOpen(): # If the user closes the main window, we should exit. self.notify.info("User closed main window.") self.userExit() if properties.getMinimized() and not self.mainWinMinimized: # If the main window is minimized, throw an event to # stop the music. self.mainWinMinimized = 1 messenger.send('PandaPaused') elif not properties.getMinimized() and self.mainWinMinimized: # If the main window is restored, throw an event to # restart the music. self.mainWinMinimized = 0 messenger.send('PandaRestarted') # If we have not forced the aspect ratio, let's see if it has # changed and update the camera lenses and aspect2d parameters if not self.__configAspectRatio: aspectRatio = self.getAspectRatio() if aspectRatio != self.__oldAspectRatio: self.__oldAspectRatio = aspectRatio # Fix up some anything that depends on the aspectRatio self.camLens.setAspectRatio(aspectRatio) if aspectRatio < 1: # If the window is TALL, lets expand the top and bottom self.aspect2d.setScale(1.0, 1.0, aspectRatio) self.a2dTop = 1.0 / aspectRatio self.a2dBottom = - 1.0 / aspectRatio self.a2dLeft = -1 self.a2dRight = 1.0 # Don't forget 2dp self.aspect2dp.setScale(1.0, 1.0, aspectRatio) self.a2dpTop = 1.0 / aspectRatio self.a2dpBottom = - 1.0 / aspectRatio self.a2dpLeft = -1 self.a2dpRight = 1.0 else: # If the window is WIDE, lets expand the left and right self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0) self.a2dTop = 1.0 self.a2dBottom = -1.0 self.a2dLeft = -aspectRatio self.a2dRight = aspectRatio # Don't forget 2dp self.aspect2dp.setScale(1.0 / aspectRatio, 1.0, 1.0) self.a2dpTop = 1.0 self.a2dpBottom = -1.0 self.a2dpLeft = -aspectRatio self.a2dpRight = aspectRatio # Reposition the aspect2d marker nodes self.a2dTopCenter.setPos(0, 0, self.a2dTop) self.a2dBottomCenter.setPos(0, 0, self.a2dBottom) self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0) self.a2dRightCenter.setPos(self.a2dRight, 0, 0) self.a2dTopLeft.setPos(self.a2dLeft, 0, self.a2dTop) self.a2dTopRight.setPos(self.a2dRight, 0, self.a2dTop) self.a2dBottomLeft.setPos(self.a2dLeft, 0, self.a2dBottom) self.a2dBottomRight.setPos(self.a2dRight, 0, self.a2dBottom) # Reposition the aspect2dp marker nodes self.a2dpTopCenter.setPos(0, 0, self.a2dpTop) self.a2dpBottomCenter.setPos(0, 0, self.a2dpBottom) self.a2dpLeftCenter.setPos(self.a2dpLeft, 0, 0) self.a2dpRightCenter.setPos(self.a2dpRight, 0, 0) self.a2dpTopLeft.setPos(self.a2dpLeft, 0, self.a2dpTop) self.a2dpTopRight.setPos(self.a2dpRight, 0, self.a2dpTop) self.a2dpBottomLeft.setPos(self.a2dpLeft, 0, self.a2dpBottom) self.a2dpBottomRight.setPos(self.a2dpRight, 0, self.a2dpBottom) # If anybody needs to update their GUI, put a callback on this event messenger.send("aspectRatioChanged") def userExit(self): # The user has requested we exit the program. Deal with this. if self.exitFunc: self.exitFunc() self.notify.info("Exiting ShowBase.") self.finalizeExit() def finalizeExit(self): sys.exit() def startTk(self, fWantTk = 1): self.wantTk = fWantTk if self.wantTk: import TkGlobal taskMgr.remove('tkLoop') TkGlobal.spawnTkLoop() def startDirect(self, fWantDirect = 1, fWantTk = 1): self.startTk(fWantTk) self.wantDirect = fWantDirect if self.wantDirect: from direct.directtools import DirectSession base.direct.enable() else: __builtins__["direct"] = self.direct = None def profileNextFrame(self): self.taskMgr.profileNextFrame() def run(self): self.taskMgr.run() # A class to encapsulate information necessary for multiwindow support. class WindowControls: def __init__( self, win, cam=None, cam2d=None, mouseWatcher=None, mouseKeyboard=None, closeCmd=lambda: 0): self.win = win self.camera = cam self.camera2d = cam2d self.mouseWatcher = mouseWatcher self.mouseKeyboard = mouseKeyboard self.closeCommand = closeCmd def __str__(self): s = "window = " + str(self.win) + "\n" s += "camera = " + str(self.camera) + "\n" s += "camera2d = " + str(self.camera2d) + "\n" s += "mouseWatcher = " + str(self.mouseWatcher) + "\n" s += "mouseAndKeyboard = " + str(self.mouseKeyboard) + "\n" return s