mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 10:54:24 -04:00
724 lines
28 KiB
Python
724 lines
28 KiB
Python
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# This module redefines the builtin import function with one
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# that prints out every import it does in a hierarchical form
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# Annoying and very noisy, but sometimes useful
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# import VerboseImport
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from PandaModules import *
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from DirectNotifyGlobal import *
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from MessengerGlobal import *
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from TaskManagerGlobal import *
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from EventManagerGlobal import *
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from PythonUtil import *
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from ParticleManagerGlobal import *
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from PhysicsManagerGlobal import *
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import Task
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import EventManager
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import math
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import sys
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import Transitions
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import Loader
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import time
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import FSM
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import State
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import __builtin__
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__builtin__.FADE_SORT_INDEX = 1000
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__builtin__.NO_FADE_SORT_INDEX = 2000
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globalClock = ClockObject.getGlobalClock()
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class ShowBase:
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notify = directNotify.newCategory("ShowBase")
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def __init__(self):
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# Get the dconfig object
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self.config = ConfigConfigureGetConfigConfigShowbase
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# Store dconfig variables
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self.wantTk = self.config.GetBool('want-tk', 0)
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self.sfxActive = self.config.GetBool('audio-sfx-active', 1)
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self.musicActive = self.config.GetBool('audio-music-active', 1)
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self.wantFog = self.config.GetBool('want-fog', 1)
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self.screenshotExtension = self.config.GetString('screenshot-extension', 'jpg')
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self.musicManager = None
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self.musicManagerIsValid = None
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self.sfxManager = None
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self.sfxManagerIsValid = None
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self.wantDIRECT = self.config.GetBool('want-directtools', 0)
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self.wantStats = self.config.GetBool('want-stats', 0)
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taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
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taskMgr.pStatsTasks = self.config.GetBool('pstats-tasks', 0)
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# Set up the TaskManager to reset the PStats clock back
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# whenever we resume from a pause. This callback function is
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# a little hacky, but we can't call it directly from within
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# the TaskManager because he doesn't know about PStats (and
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# has to run before libpanda is even loaded).
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taskMgr.resumeFunc = PStatClient.resumeAfterPause
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fsmRedefine = self.config.GetBool('fsm-redefine', 0)
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State.FsmRedefine = fsmRedefine
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self.renderTop = NodePath(NamedNode('renderTop'))
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self.render = self.renderTop.attachNewNode('render')
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# Set a default "off color" (i.e. use poly color) for color transitions
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self.render.setColorOff()
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self.hidden = NodePath(NamedNode('hidden'))
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self.dataRoot = NodePath(NamedNode('dataRoot'), DataRelation.getClassType())
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# Cache the node so we do not ask for it every frame
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self.dataRootNode = self.dataRoot.node()
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self.dataUnused = NodePath(NamedNode('dataUnused'), DataRelation.getClassType())
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self.pipe = makeGraphicsPipe()
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chanConfig = makeGraphicsWindow(self.pipe, self.render.arc())
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self.win = chanConfig.getWin()
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# Now that we've assigned a window, assign an exitfunc.
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self.oldexitfunc = getattr(sys, 'exitfunc', None)
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sys.exitfunc = self.exitfunc
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# cameraList is a list of camera group nodes. There may
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# be more than one display region/camera node beneath each
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# one.
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self.cameraList = []
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for i in range(chanConfig.getNumGroups()):
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self.cameraList.append(self.render.attachNewNode(
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chanConfig.getGroupNode(i)))
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# this is how we know which display region cameras belong to which
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# camera group. display region i belongs to group self.groupList[i]
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self.groupList = []
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for i in range(chanConfig.getNumDrs()):
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self.groupList.append(chanConfig.getGroupMembership(i))
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self.camera = self.cameraList[0]
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# This is a placeholder for a CollisionTraverser. If someone
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# stores a CollisionTraverser pointer here, we'll traverse it
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# in the igloop task.
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self.cTrav = 0
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# This is a list of cams associated with the display region's cameras
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self.camList = []
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for camera in self.cameraList:
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self.camList.append( camera.find('**/+Camera') )
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# Set the default camera
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self.cam = self.camera.find('**/+Camera')
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# If you need to get a handle to the camera node itself, use
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# self.camNode.
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self.camNode = self.cam.node()
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# If you need to adjust camera parameters, like fov or
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# near/far clipping planes, use self.camLens
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self.camLens = self.camNode.getLens()
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# Set up a 2-d layer for drawing things behind Gui labels.
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self.render2d = NodePath(setupPanda2d(self.win, "render2d"))
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# The normal 2-d layer has an aspect ratio that matches the
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# window, but its coordinate system is square. This means
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# anything we parent to render2d gets stretched. For things
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# where that makes a difference, we set up aspect2d, which
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# scales things back to the right aspect ratio.
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# For now, we assume that the window will have an aspect ratio
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# matching that of a traditional PC screen (w / h) = (4 / 3)
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self.aspectRatio = self.config.GetFloat('aspect-ratio', (4.0 / 3.0))
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self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
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self.aspect2d.setScale(1.0 / self.aspectRatio, 1.0, 1.0)
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# And let's enforce that aspect ratio on the camera.
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self.camLens.setAspectRatio(self.aspectRatio)
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# It's important to know the bounds of the aspect2d screen.
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self.a2dTop = 1.0
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self.a2dBottom = -1.0
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self.a2dLeft = -self.aspectRatio
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self.a2dRight = self.aspectRatio
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# We create both a MouseAndKeyboard object and a MouseWatcher object
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# for the window. The MouseAndKeyboard generates mouse events and
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# mouse button/keyboard events; the MouseWatcher passes them through
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# unchanged when the mouse is not over a 2-d button, and passes
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# nothing through when the mouse *is* over a 2-d button. Therefore,
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# objects that don't want to get events when the mouse is over a
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# button, like the driveInterface, should be parented to
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# mouseWatcher, while objects that want events in all cases, like the
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# chat interface, should be parented to mak.
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self.mak = self.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, 'mak'))
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self.mouseWatcherNode = MouseWatcher('mouseWatcher')
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self.mouseWatcher = self.mak.attachNewNode(self.mouseWatcherNode)
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mb = self.mouseWatcherNode.getModifierButtons()
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mb.addButton(KeyboardButton.shift())
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mb.addButton(KeyboardButton.control())
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mb.addButton(KeyboardButton.alt())
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self.mouseWatcherNode.setModifierButtons(mb)
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# We also create a DataValve object above the trackball/drive
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# interface, which will allow us to switch some of the mouse
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# control, without switching all of it, to another object
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# later (for instance, to enable OOBE mode--see oobe(),
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# below.)
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self.mouseValve = self.mouseWatcher.attachNewNode(DataValve('mouseValve'))
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# This Control object can be used to turn on and off mouse &
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# keyboard messages to the DriveInterface.
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self.mouseControl = DataValve.Control()
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self.mouseValve.node().setControl(0, self.mouseControl)
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# This Control object is always kept on, handy to have.
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self.onControl = DataValve.Control()
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# Now we have the main trackball & drive interfaces.
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# useTrackball() and useDrive() switch these in and out; only
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# one is in use at a given time.
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self.trackball = self.dataUnused.attachNewNode(Trackball('trackball'))
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self.drive = self.dataUnused.attachNewNode(DriveInterface('drive'))
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self.mouse2cam = self.dataUnused.attachNewNode(Transform2SG('mouse2cam'))
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self.mouse2cam.node().setArc(self.camera.arc())
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self.useDrive()
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self.buttonThrower = self.mouseWatcher.attachNewNode(ButtonThrower())
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# Set up gui mouse watcher
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self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode)
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self.mouseWatcherNode.addRegion(PGMouseWatcherBackground())
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self.loader = Loader.Loader(self)
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self.eventMgr = eventMgr
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self.messenger = messenger
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self.taskMgr = taskMgr
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# Particle manager
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self.particleMgr = particleMgr
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self.particleMgr.setFrameStepping(1)
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self.particleMgrEnabled = 0
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# Physics manager
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self.physicsMgr = physicsMgr
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integrator = LinearEulerIntegrator()
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self.physicsMgr.attachLinearIntegrator(integrator)
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self.physicsMgrEnabled = 0
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self.physicsMgrAngular = 0
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self.createAudioManager()
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self.createStats()
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# Transition effects (fade, iris, etc)
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self.transitions = Transitions.Transitions(self.loader)
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self.AppHasAudioFocus = 1
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__builtin__.base = self
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__builtin__.render2d = self.render2d
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__builtin__.aspect2d = self.aspect2d
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__builtin__.render = self.render
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__builtin__.hidden = self.hidden
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__builtin__.camera = self.camera
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__builtin__.loader = self.loader
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__builtin__.taskMgr = self.taskMgr
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__builtin__.eventMgr = self.eventMgr
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__builtin__.messenger = self.messenger
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__builtin__.config = self.config
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__builtin__.run = self.run
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__builtin__.ostream = Notify.out()
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__builtin__.directNotify = directNotify
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# Tk
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if self.wantTk:
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import TkGlobal
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if self.wantDIRECT:
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import DirectSession
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direct.enable()
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else:
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__builtin__.direct = self.direct = None
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self.restart()
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def exitfunc(self):
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"""exitfunc(self)
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This should be assigned to sys.exitfunc to be called just
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before Python shutdown. It guarantees that the Panda window
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is closed cleanly, so that we free system resources, restore
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the desktop and keyboard functionality, etc.
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"""
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self.win.closeWindow()
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del self.win
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del self.pipe
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if self.oldexitfunc:
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self.oldexitfunc()
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def getAlt(self):
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return base.mouseWatcherNode.getModifierButtons().isDown(
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KeyboardButton.alt())
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def getShift(self):
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return base.mouseWatcherNode.getModifierButtons().isDown(
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KeyboardButton.shift())
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def getControl(self):
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return base.mouseWatcherNode.getModifierButtons().isDown(
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KeyboardButton.control())
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def addAngularIntegrator(self):
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"""addAngularIntegrator(self)"""
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if (self.physicsMgrAngular == 0):
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self.physicsMgrAngular = 1
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integrator = AngularEulerIntegrator()
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self.physicsMgr.attachAngularIntegrator(integrator)
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def enableParticles(self):
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"""enableParticles(self)"""
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self.particleMgrEnabled = 1
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self.physicsMgrEnabled = 1
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self.taskMgr.removeTasksNamed('manager-update')
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self.taskMgr.spawnTaskNamed(Task.Task(self.updateManagers),
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'manager-update')
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def disableParticles(self):
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"""enableParticles(self)"""
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self.particleMgrEnabled = 0
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self.physicsMgrEnabled = 0
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self.taskMgr.removeTasksNamed('manager-update')
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def toggleParticles(self):
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if self.particleMgrEnabled == 0:
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self.enableParticles()
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else:
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self.disableParticles()
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def isParticleMgrEnabled(self):
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return self.particleMgrEnabled
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def isPhysicsMgrEnabled(self):
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return self.physicsMgrEnabled
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def updateManagers(self, state):
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"""updateManagers(self)"""
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dt = min(globalClock.getDt(), 0.1)
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if (self.particleMgrEnabled == 1):
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self.particleMgr.doParticles(dt)
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if (self.physicsMgrEnabled == 1):
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self.physicsMgr.doPhysics(dt)
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return Task.cont
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def createStats(self):
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# You must specify a pstats-host in your configrc
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# The default is localhost
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if self.wantStats:
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PStatClient.connect()
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def createAudioManager(self):
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self.sfxManager = AudioManager.createAudioManager()
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self.sfxManagerIsValid=self.sfxManager!=None \
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and self.sfxManager.isValid()
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self.musicManager = AudioManager.createAudioManager()
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self.musicManagerIsValid=self.musicManager!=None \
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and self.musicManager.isValid()
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if self.musicManagerIsValid:
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# Turn down the music globally
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# Eventually we may want to control this in the options page
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self.musicManager.setVolume(0.7)
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def loadSfx(self, name):
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if (name):
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sound=self.sfxManager.getSound(name)
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if sound == None:
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self.notify.warning("Could not load sound file %s." % name)
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return sound
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def loadMusic(self, name):
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if (name):
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sound=self.musicManager.getSound(name)
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if sound == None:
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self.notify.warning("Could not load music file %s." % name)
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return sound
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def playSfx(self, sfx, looping = 0, interupt = 1, volume = None,
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time = 0.):
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if sfx:
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if volume != None:
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sfx.setVolume(volume)
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if interupt or (sfx.status() != AudioSound.PLAYING):
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sfx.setTime(time)
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sfx.setLoop(looping)
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sfx.play()
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def playMusic(self, music, looping = 0, interupt = 1, volume = None,
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time = 0.0):
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if music:
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if volume != None:
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music.setVolume(volume)
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if interupt or (music.status() != AudioSound.PLAYING):
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music.setTime(time)
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music.setLoop(looping)
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music.play()
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def dataloop(self, state):
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# traverse the data graph. This reads all the control
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# inputs (from the mouse and keyboard, for instance) and also
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# directly acts upon them (for instance, to move the avatar).
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traverseDataGraph(self.dataRootNode)
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return Task.cont
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def igloop(self, state):
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# run the collision traversal if we have a
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# CollisionTraverser set.
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if self.cTrav:
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self.cTrav.traverse(self.render)
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# Finally, render the frame.
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self.win.update()
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globalClock.tick()
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return Task.cont
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def restart(self):
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self.shutdown()
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# give the igloop task a reasonably "late" priority,
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# so that it will get run after most tasks
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self.taskMgr.spawnTaskNamed(Task.Task(self.igloop, 50), 'igloop')
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# give the dataloop task a reasonably "early" priority,
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# so that it will get run before most tasks
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self.taskMgr.spawnTaskNamed(Task.Task(self.dataloop, -50), 'dataloop')
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self.eventMgr.restart()
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def shutdown(self):
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self.taskMgr.removeTasksNamed('igloop')
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self.taskMgr.removeTasksNamed('dataloop')
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self.eventMgr.shutdown()
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def toggleBackface(self):
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return toggleBackface(self.render.arc())
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def backfaceCullingOn(self):
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if self.toggleBackface():
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self.toggleBackface()
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def backfaceCullingOff(self):
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if not self.toggleBackface():
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self.toggleBackface()
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def toggleTexture(self):
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return toggleTexture(self.render.arc())
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def textureOn(self):
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if not self.toggleTexture():
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self.toggleTexture()
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def textureOff(self):
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if self.toggleTexture():
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self.toggleTexture()
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def toggleWireframe(self):
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return toggleWireframe(self.render.arc())
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def wireframeOn(self):
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if not self.toggleWireframe():
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self.toggleWireframe()
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def wireframeOff(self):
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if self.toggleWireframe():
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self.toggleWireframe()
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def disableMouse(self):
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"""
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Temporarily disable the mouse control of the camera, either
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via the drive interface or the trackball, whichever is
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currently in use.
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"""
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# We don't reparent the drive interface or the trackball;
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# whichever one was there before will remain in the data graph
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# and active. This way they won't lose button events while
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# the mouse is disabled. However, we do move the mouse2cam
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# object out of there, so we won't be updating the camera any
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# more.
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self.mouse2cam.reparentTo(self.dataUnused)
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def enableMouse(self):
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"""
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Reverse the effect of a previous call to disableMouse().
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useDrive() also implicitly enables the mouse.
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"""
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self.mouse2cam.reparentTo(self.mouseInterface)
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def setMouseOnArc(self, newArc):
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self.mouse2cam.node().setArc(newArc)
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def useDrive(self):
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"""
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Switch mouse action to drive mode
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"""
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# Get rid of the trackball
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self.trackball.reparentTo(self.dataUnused)
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# Update the mouseInterface to point to the drive
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self.mouseInterface = self.drive
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self.mouseInterfaceNode = self.mouseInterface.node()
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self.drive.node().reset()
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# Hookup the drive to the camera. Make sure it is first in
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# the list of children of the mouseValve.
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self.drive.reparentTo(self.mouseValve, 0)
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self.mouse2cam.reparentTo(self.drive)
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# Set the height to a good eyeheight
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self.drive.node().setZ(4.0)
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def useTrackball(self):
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"""
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Switch mouse action to trackball mode
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"""
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# Get rid of the drive
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self.drive.reparentTo(self.dataUnused)
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# Update the mouseInterface to point to the trackball
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self.mouseInterface = self.trackball
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self.mouseInterfaceNode = self.mouseInterface.node()
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# Hookup the trackball to the camera. Make sure it is first
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# in the list of children of the mouseValve.
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self.trackball.reparentTo(self.mouseValve, 0)
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self.mouse2cam.reparentTo(self.trackball)
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def oobe(self):
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"""
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Enable a special "out-of-body experience" mouse-interface
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mode. This can be used when a "god" camera is needed; it
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moves the camera node out from under its normal node and sets
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the world up in trackball state. Button events are still sent
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to the normal mouse action node (e.g. the DriveInterface), and
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mouse events, if needed, may be sent to the normal node by
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holding down the Control key.
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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()
|
|
|