mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 10:54:24 -04:00
720 lines
25 KiB
Python
720 lines
25 KiB
Python
#################################################################
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# seSelection.py
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# Originally from DirectSelection.py
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# Altered by Yi-Hong Lin, yihhongl@andrew.cmu.edu, 2004
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#
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# We didn't change anything essential.
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# Just because we customized the seSession from DirectSession,
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# So we need related files can follow the change.
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# However, we don't want to change anything inside the original directool
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# to let them can work with our scene editor.
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# (If we do change original directools, it will force user has to install the latest version of OUR Panda)
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#
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#################################################################
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from direct.showbase.PandaObject import *
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from direct.directtools.DirectGlobals import *
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from direct.directtools.DirectUtil import *
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from seGeometry import *
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from quad import *
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COA_ORIGIN = 0
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COA_CENTER = 1
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# MRM: To do: handle broken node paths in selected and deselected dicts
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class DirectNodePath(NodePath):
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# A node path augmented with info, bounding box, and utility methods
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def __init__(self, nodePath):
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# Initialize the superclass
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NodePath.__init__(self)
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self.assign(nodePath)
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# Create a bounding box
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self.bbox = DirectBoundingBox(self)
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center = self.bbox.getCenter()
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# Create matrix to hold the offset between the nodepath
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# and its center of action (COA)
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self.mCoa2Dnp = Mat4(Mat4.identMat())
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if SEditor.coaMode == COA_CENTER:
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self.mCoa2Dnp.setRow(3, Vec4(center[0], center[1], center[2], 1))
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# Transform from nodePath to widget
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self.tDnp2Widget = TransformState.makeIdentity()
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def highlight(self):
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self.bbox.show()
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def dehighlight(self):
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self.bbox.hide()
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def getCenter(self):
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return self.bbox.getCenter()
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def getRadius(self):
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return self.bbox.getRadius()
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def getMin(self):
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return self.bbox.getMin()
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def getMax(self):
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return self.bbox.getMax()
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class SelectedNodePaths(PandaObject):
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def __init__(self):
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self.reset()
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def reset(self):
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self.selectedDict = {}
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self.deselectedDict = {}
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__builtins__["last"] = self.last = None
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def select(self, nodePath, fMultiSelect = 0):
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""" Select the specified node path. Multiselect as required """
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# Do nothing if nothing selected
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if not nodePath:
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print 'Nothing selected!!'
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return None
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# Reset selected objects and highlight if multiSelect is false
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if not fMultiSelect:
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self.deselectAll()
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# Get this pointer
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id = nodePath.id()
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# First see if its already in the selected dictionary
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dnp = self.getSelectedDict(id)
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# If so, we're done
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if not dnp:
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# See if it is in the deselected dictionary
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dnp = self.getDeselectedDict(id)
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if dnp:
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# Remove it from the deselected dictionary
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del(self.deselectedDict[id])
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# Show its bounding box
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dnp.highlight()
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else:
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# Didn't find it, create a new selectedNodePath instance
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dnp = DirectNodePath(nodePath)
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# Show its bounding box
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dnp.highlight()
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# Add it to the selected dictionary
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self.selectedDict[dnp.id()] = dnp
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# And update last
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__builtins__["last"] = self.last = dnp
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return dnp
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def deselect(self, nodePath):
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""" Deselect the specified node path """
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# Get this pointer
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id = nodePath.id()
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# See if it is in the selected dictionary
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dnp = self.getSelectedDict(id)
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if dnp:
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# It was selected:
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# Hide its bounding box
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dnp.dehighlight()
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# Remove it from the selected dictionary
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del(self.selectedDict[id])
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# And keep track of it in the deselected dictionary
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self.deselectedDict[id] = dnp
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# Send a message
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messenger.send('DIRECT_deselectedNodePath', [dnp])
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return dnp
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def getSelectedAsList(self):
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"""
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Return a list of all selected node paths. No verification of
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connectivity is performed on the members of the list
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"""
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return self.selectedDict.values()[:]
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def __getitem__(self,index):
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return self.getSelectedAsList()[index]
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def getSelectedDict(self, id):
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"""
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Search selectedDict for node path, try to repair broken node paths.
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"""
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dnp = self.selectedDict.get(id, None)
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if dnp:
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return dnp
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else:
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# Not in selected dictionary
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return None
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def getDeselectedAsList(self):
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return self.deselectedDict.values()[:]
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def getDeselectedDict(self, id):
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"""
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Search deselectedDict for node path, try to repair broken node paths.
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"""
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dnp = self.deselectedDict.get(id, None)
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if dnp:
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# Yes
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return dnp
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else:
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# Not in deselected dictionary
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return None
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def forEachSelectedNodePathDo(self, func):
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"""
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Perform given func on selected node paths. No node path
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connectivity verification performed
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"""
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selectedNodePaths = self.getSelectedAsList()
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for nodePath in selectedNodePaths:
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func(nodePath)
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def forEachDeselectedNodePathDo(self, func):
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"""
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Perform given func on deselected node paths. No node path
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connectivity verification performed
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"""
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deselectedNodePaths = self.getDeselectedAsList()
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for nodePath in deselectedNodePaths:
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func(nodePath)
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def getWrtAll(self):
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self.forEachSelectedNodePathDo(self.getWrt)
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def getWrt(self, nodePath):
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nodePath.tDnp2Widget = nodePath.getTransform(SEditor.widget)
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def moveWrtWidgetAll(self):
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self.forEachSelectedNodePathDo(self.moveWrtWidget)
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def moveWrtWidget(self, nodePath):
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nodePath.setTransform(SEditor.widget, nodePath.tDnp2Widget)
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def deselectAll(self):
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self.forEachSelectedNodePathDo(self.deselect)
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def highlightAll(self):
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self.forEachSelectedNodePathDo(DirectNodePath.highlight)
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def dehighlightAll(self):
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self.forEachSelectedNodePathDo(DirectNodePath.dehighlight)
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def removeSelected(self):
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selected = self.last
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if selected:
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selected.remove()
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__builtins__["last"] = self.last = None
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def removeAll(self):
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# Remove all selected nodePaths from the Scene Graph
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self.forEachSelectedNodePathDo(NodePath.remove)
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def toggleVisSelected(self):
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selected = self.last
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# Toggle visibility of selected node paths
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if selected:
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selected.toggleVis()
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def toggleVisAll(self):
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# Toggle viz for all selected node paths
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self.forEachSelectedNodePathDo(NodePath.toggleVis)
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def isolateSelected(self):
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selected = self.last
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if selected:
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selected.isolate()
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def getDirectNodePath(self, nodePath):
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# Get this pointer
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id = nodePath.id()
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# First check selected dict
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dnp = self.getSelectedDict(id)
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if dnp:
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return dnp
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# Otherwise return result of deselected search
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return self.getDeselectedDict(id)
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def getNumSelected(self):
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return len(self.selectedDict.keys())
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class DirectBoundingBox:
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def __init__(self, nodePath):
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# Record the node path
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self.nodePath = nodePath
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# Compute bounds, min, max, etc.
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self.computeTightBounds()
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# Generate the bounding box
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self.lines = self.createBBoxLines()
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def computeTightBounds(self):
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# Compute bounding box using tighter calcTightBounds function
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# Need to clear out existing transform on node path
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tMat = Mat4()
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tMat.assign(self.nodePath.getMat())
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self.nodePath.clearMat()
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# Get bounds
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self.min = Point3(0)
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self.max = Point3(0)
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self.nodePath.calcTightBounds(self.min,self.max)
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# Calc center and radius
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self.center = Point3((self.min + self.max)/2.0)
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self.radius = Vec3(self.max - self.min).length()
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# Restore transform
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self.nodePath.setMat(tMat)
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del tMat
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def computeBounds(self):
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self.bounds = self.getBounds()
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if self.bounds.isEmpty() or self.bounds.isInfinite():
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self.center = Point3(0)
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self.radius = 1.0
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else:
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self.center = self.bounds.getCenter()
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self.radius = self.bounds.getRadius()
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self.min = Point3(self.center - Point3(self.radius))
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self.max = Point3(self.center + Point3(self.radius))
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def createBBoxLines(self):
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# Create a line segments object for the bbox
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lines = LineNodePath(hidden)
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lines.node().setName('bboxLines')
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lines.setColor( VBase4( 1., 0., 0., 1. ) )
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lines.setThickness( 0.5 )
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minX = self.min[0]
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minY = self.min[1]
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minZ = self.min[2]
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maxX = self.max[0]
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maxY = self.max[1]
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maxZ = self.max[2]
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# Bottom face
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lines.moveTo( minX, minY, minZ )
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lines.drawTo( maxX, minY, minZ )
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lines.drawTo( maxX, maxY, minZ )
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lines.drawTo( minX, maxY, minZ )
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lines.drawTo( minX, minY, minZ )
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# Front Edge/Top face
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lines.drawTo( minX, minY, maxZ )
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lines.drawTo( maxX, minY, maxZ )
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lines.drawTo( maxX, maxY, maxZ )
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lines.drawTo( minX, maxY, maxZ )
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lines.drawTo( minX, minY, maxZ )
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# Three remaining edges
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lines.moveTo( maxX, minY, minZ )
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lines.drawTo( maxX, minY, maxZ )
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lines.moveTo( maxX, maxY, minZ )
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lines.drawTo( maxX, maxY, maxZ )
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lines.moveTo( minX, maxY, minZ )
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lines.drawTo( minX, maxY, maxZ )
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# Create and return bbox lines
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lines.create()
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# Make sure bbox is never lit or drawn in wireframe
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useDirectRenderStyle(lines)
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return lines
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def updateBBoxLines(self):
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ls = self.lines.lineSegs
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minX = self.min[0]
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minY = self.min[1]
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minZ = self.min[2]
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maxX = self.max[0]
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maxY = self.max[1]
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maxZ = self.max[2]
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# Bottom face
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ls.setVertex( 0, minX, minY, minZ )
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ls.setVertex( 1, maxX, minY, minZ )
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ls.setVertex( 2, maxX, maxY, minZ )
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ls.setVertex( 3, minX, maxY, minZ )
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ls.setVertex( 4, minX, minY, minZ )
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# Front Edge/Top face
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ls.setVertex( 5, minX, minY, maxZ )
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ls.setVertex( 6, maxX, minY, maxZ )
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ls.setVertex( 7, maxX, maxY, maxZ )
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ls.setVertex( 8, minX, maxY, maxZ )
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ls.setVertex( 9, minX, minY, maxZ )
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# Three remaining edges
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ls.setVertex( 10, maxX, minY, minZ )
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ls.setVertex( 11, maxX, minY, maxZ )
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ls.setVertex( 12, maxX, maxY, minZ )
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ls.setVertex( 13, maxX, maxY, maxZ )
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ls.setVertex( 14, minX, maxY, minZ )
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ls.setVertex( 15, minX, maxY, maxZ )
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def getBounds(self):
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# Get a node path's bounds
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nodeBounds = BoundingSphere()
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nodeBounds.extendBy(self.nodePath.node().getInternalBound())
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for child in self.nodePath.getChildrenAsList():
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nodeBounds.extendBy(child.getBounds())
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return nodeBounds.makeCopy()
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def show(self):
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self.lines.reparentTo(self.nodePath)
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def hide(self):
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self.lines.reparentTo(hidden)
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def getCenter(self):
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return self.center
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def getRadius(self):
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return self.radius
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def getMin(self):
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return self.min
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def getMax(self):
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return self.max
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def vecAsString(self, vec):
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return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
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def __repr__(self):
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return (`self.__class__` +
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'\nNodePath:\t%s\n' % self.nodePath.getName() +
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'Min:\t\t%s\n' % self.vecAsString(self.min) +
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'Max:\t\t%s\n' % self.vecAsString(self.max) +
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'Center:\t\t%s\n' % self.vecAsString(self.center) +
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'Radius:\t\t%.2f' % self.radius
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)
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class SelectionQueue(CollisionHandlerQueue):
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def __init__(self, parentNP = render):
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# Initialize the superclass
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CollisionHandlerQueue.__init__(self)
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# Current index and entry in collision queue
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self.index = -1
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self.entry = None
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self.skipFlags = SKIP_NONE
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# Create a collision node path attached to the given NP
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self.collisionNodePath = NodePath(CollisionNode("collisionNP"))
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self.setParentNP(parentNP)
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# Don't pay the penalty of drawing this collision ray
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self.collisionNodePath.hide()
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self.collisionNode = self.collisionNodePath.node()
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# Intersect with geometry to begin with
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self.collideWithGeom()
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# And a traverser to do the actual collision tests
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self.ct = CollisionTraverser()
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# Let the traverser know about the collision node and the queue
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self.ct.addCollider(self.collisionNode, self)
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# List of objects that can't be selected
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self.unpickable = UNPICKABLE
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# Derived class must add Collider to complete initialization
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def setParentNP(self, parentNP):
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# Update collisionNodePath's parent
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self.collisionNodePath.reparentTo(parentNP)
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def addCollider(self, collider):
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# Inherited class must call this function to specify collider object
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# Record collision object
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self.collider = collider
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# Add the collider to the collision Node
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self.collisionNode.addSolid( self.collider )
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def collideWithBitMask(self, bitMask):
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# The into collide mask is the bit pattern colliders look at
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# when deciding whether or not to test for a collision "into"
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# this collision solid. Set to all Off so this collision solid
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# will not be considered in any collision tests
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self.collisionNode.setIntoCollideMask(BitMask32().allOff())
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# The from collide mask is the bit pattern *this* collision solid
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# compares against the into collide mask of candidate collision solids
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# Turn this mask all off since we're not testing for collisions against
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# collision solids
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self.collisionNode.setFromCollideMask(bitMask)
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# Don't test against actual geometry
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self.collisionNode.setCollideGeom(0)
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def collideWithGeom(self):
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# The into collide mask is the bit pattern colliders look at
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# when deciding whether or not to test for a collision "into"
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# this collision solid. Set to all Off so this collision solid
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# will not be considered in any collision tests
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self.collisionNode.setIntoCollideMask(BitMask32().allOff())
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# The from collide mask is the bit pattern *this* collision solid
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# compares against the into collide mask of candidate collision solids
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# Turn this mask all off since we're not testing for collisions against
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# collision solids
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self.collisionNode.setFromCollideMask(BitMask32().allOff())
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# What we want to test against is actual geometry
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self.collisionNode.setCollideGeom(1)
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def collideWithWidget(self):
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# This collision node should not be tested against by any other
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# collision solids
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self.collisionNode.setIntoCollideMask(BitMask32().allOff())
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# This collision node will test for collisions with any collision
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# solids with a bit mask set to 0x80000000
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mask = BitMask32()
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mask.setWord(0x80000000)
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self.collisionNode.setFromCollideMask(mask)
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# But in this case, don't test against actual geometry
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self.collisionNode.setCollideGeom(0)
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def addUnpickable(self, item):
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if item not in self.unpickable:
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self.unpickable.append(item)
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def removeUnpickable(self, item):
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if item in self.unpickable:
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self.unpickable.remove(item)
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def setCurrentIndex(self, index):
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if (index < 0) or (index >= self.getNumEntries()):
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self.index = -1
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else:
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self.index = index
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def setCurrentEntry(self, entry):
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self.entry = entry
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def getCurrentEntry(self):
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return self.entry
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def isEntryBackfacing(self, entry):
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# If dot product of collision point surface normal and
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# ray from camera to collision point is positive, we are
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# looking at the backface of the polygon
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if not entry.hasSurfaceNormal():
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# Well, no way to tell. Assume we're not backfacing.
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return 0
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fromNodePath = entry.getFromNodePath()
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v = Vec3(entry.getSurfacePoint(fromNodePath))
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n = entry.getSurfaceNormal(fromNodePath)
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# Convert to camera space for backfacing test
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if self.collisionNodePath.getParent() != base.cam:
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# Problem: assumes base.cam is the camera in question
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p2cam = self.collisionNodePath.getParent().getMat(base.cam)
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v = Vec3(p2cam.xformPoint(v))
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n = p2cam.xformVec(n)
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# Normalize and check angle between to vectors
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v.normalize()
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return v.dot(n) >= 0
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def findNextCollisionEntry(self, skipFlags = SKIP_NONE):
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return self.findCollisionEntry(skipFlags, self.index + 1)
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def findCollisionEntry(self, skipFlags = SKIP_NONE, startIndex = 0 ):
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# Init self.index and self.entry
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self.setCurrentIndex(-1)
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self.setCurrentEntry(None)
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# Pick out the closest object that isn't a widget
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for i in range(startIndex,self.getNumEntries()):
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entry = self.getEntry(i)
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nodePath = entry.getIntoNodePath()
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|
if (skipFlags & SKIP_HIDDEN) and nodePath.isHidden():
|
|
# Skip if hidden node
|
|
pass
|
|
elif (skipFlags & SKIP_BACKFACE) and self.isEntryBackfacing(entry):
|
|
# Skip, if backfacing poly
|
|
pass
|
|
elif ((skipFlags & SKIP_CAMERA) and
|
|
(camera in nodePath.getAncestry())):
|
|
# Skip if parented to a camera.
|
|
pass
|
|
# Can pick unpickable, use the first visible node
|
|
elif ((skipFlags & SKIP_UNPICKABLE) and
|
|
(nodePath.getName() in self.unpickable)):
|
|
# Skip if in unpickable list
|
|
pass
|
|
else:
|
|
self.setCurrentIndex(i)
|
|
self.setCurrentEntry(entry)
|
|
break
|
|
return self.getCurrentEntry()
|
|
|
|
class SelectionRay(SelectionQueue):
|
|
def __init__(self, parentNP = render):
|
|
# Initialize the superclass
|
|
SelectionQueue.__init__(self, parentNP)
|
|
self.addCollider(CollisionRay())
|
|
|
|
def pick(self, targetNodePath, xy = None):
|
|
# Determine ray direction based upon the mouse coordinates
|
|
if xy:
|
|
mx = xy[0]
|
|
my = xy[1]
|
|
elif direct:
|
|
mx = SEditor.dr.mouseX
|
|
my = SEditor.dr.mouseY
|
|
else:
|
|
if not base.mouseWatcherNode.hasMouse():
|
|
# No mouse in window.
|
|
self.clearEntries()
|
|
return
|
|
mx = base.mouseWatcherNode.getMouseX()
|
|
my = base.mouseWatcherNode.getMouseY()
|
|
#base.mouseWatcherNode.setDisplayRegion(base.win.getDisplayRegion(0))
|
|
#mx = base.mouseWatcherNode.getMouseX()+1
|
|
#my = base.mouseWatcherNode.getMouseY()+1
|
|
#print base.camNode.getName()
|
|
#print "Arrived X" + str(mx) + " Arrived Y " + str(my)
|
|
self.collider.setFromLens( base.camNode, mx, my )
|
|
|
|
self.ct.traverse( targetNodePath )
|
|
self.sortEntries()
|
|
|
|
|
|
def pickBitMask(self, bitMask = BitMask32.allOff(),
|
|
targetNodePath = render,
|
|
skipFlags = SKIP_ALL ):
|
|
self.collideWithBitMask(bitMask)
|
|
self.pick(targetNodePath)
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pickGeom(self, targetNodePath = render, skipFlags = SKIP_ALL,
|
|
xy = None):
|
|
self.collideWithGeom()
|
|
self.pick(targetNodePath, xy = xy)
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pickWidget(self, targetNodePath = render, skipFlags = SKIP_NONE ):
|
|
self.collideWithWidget()
|
|
self.pick(targetNodePath)
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pick3D(self, targetNodePath, origin, dir):
|
|
# Determine ray direction based upon the mouse coordinates
|
|
self.collider.setOrigin( origin )
|
|
self.collider.setDirection( dir )
|
|
self.ct.traverse( targetNodePath )
|
|
self.sortEntries()
|
|
|
|
def pickGeom3D(self, targetNodePath = render,
|
|
origin = Point3(0), dir = Vec3(0,0,-1),
|
|
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
|
self.collideWithGeom()
|
|
self.pick3D(targetNodePath, origin, dir)
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pickBitMask3D(self, bitMask = BitMask32.allOff(),
|
|
targetNodePath = render,
|
|
origin = Point3(0), dir = Vec3(0,0,-1),
|
|
skipFlags = SKIP_ALL ):
|
|
self.collideWithBitMask(bitMask)
|
|
self.pick3D(targetNodePath, origin, dir)
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
|
|
class SelectionSegment(SelectionQueue):
|
|
# Like a selection ray but with two endpoints instead of an endpoint
|
|
# and a direction
|
|
def __init__(self, parentNP = render, numSegments = 1):
|
|
# Initialize the superclass
|
|
SelectionQueue.__init__(self, parentNP)
|
|
self.colliders = []
|
|
self.numColliders = 0
|
|
for i in range(numSegments):
|
|
self.addCollider(CollisionSegment())
|
|
|
|
def addCollider(self, collider):
|
|
# Record new collision object
|
|
self.colliders.append(collider)
|
|
# Add the collider to the collision Node
|
|
self.collisionNode.addSolid( collider )
|
|
self.numColliders += 1
|
|
|
|
def pickGeom(self, targetNodePath = render, endPointList = [],
|
|
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
|
self.collideWithGeom()
|
|
for i in range(min(len(endPointList), self.numColliders)):
|
|
pointA, pointB = endPointList[i]
|
|
collider = self.colliders[i]
|
|
collider.setPointA( pointA )
|
|
collider.setPointB( pointB )
|
|
self.ct.traverse( targetNodePath )
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pickBitMask(self, bitMask = BitMask32.allOff(),
|
|
targetNodePath = render, endPointList = [],
|
|
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
|
self.collideWithBitMask(bitMask)
|
|
for i in range(min(len(endPointList), self.numColliders)):
|
|
pointA, pointB = endPointList[i]
|
|
collider = self.colliders[i]
|
|
collider.setPointA( pointA )
|
|
collider.setPointB( pointB )
|
|
self.ct.traverse( targetNodePath )
|
|
# Determine collision entry
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
|
|
class SelectionSphere(SelectionQueue):
|
|
# Wrapper around collision sphere
|
|
def __init__(self, parentNP = render, numSpheres = 1):
|
|
# Initialize the superclass
|
|
SelectionQueue.__init__(self, parentNP)
|
|
self.colliders = []
|
|
self.numColliders = 0
|
|
for i in range(numSpheres):
|
|
self.addCollider(CollisionSphere(Point3(0), 1))
|
|
|
|
def addCollider(self, collider):
|
|
# Record new collision object
|
|
self.colliders.append(collider)
|
|
# Add the collider to the collision Node
|
|
self.collisionNode.addSolid( collider )
|
|
self.numColliders += 1
|
|
|
|
def setCenter(self, i, center):
|
|
c = self.colliders[i]
|
|
c.setCenter(center)
|
|
|
|
def setRadius(self, i, radius):
|
|
c = self.colliders[i]
|
|
c.setRadius(radius)
|
|
|
|
def setCenterRadius(self, i, center, radius):
|
|
c = self.colliders[i]
|
|
c.setCenter(center)
|
|
c.setRadius(radius)
|
|
|
|
def isEntryBackfacing(self, entry):
|
|
# If dot product of collision point surface normal and
|
|
# ray from sphere origin to collision point is positive,
|
|
# center is on the backside of the polygon
|
|
fromNodePath = entry.getFromNodePath()
|
|
v = Vec3(entry.getSurfacePoint(fromNodePath) -
|
|
entry.getFrom().getCenter())
|
|
n = entry.getSurfaceNormal(fromNodePath)
|
|
# If points almost on top of each other, reject face
|
|
# (treat as backfacing)
|
|
if v.length() < 0.05:
|
|
return 1
|
|
# Normalize and check angle between to vectors
|
|
v.normalize()
|
|
return v.dot(n) >= 0
|
|
|
|
|
|
def pick(self, targetNodePath, skipFlags):
|
|
self.ct.traverse( targetNodePath )
|
|
self.sortEntries()
|
|
return self.findCollisionEntry(skipFlags)
|
|
|
|
def pickGeom(self, targetNodePath = render,
|
|
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
|
self.collideWithGeom()
|
|
return self.pick(targetNodePath, skipFlags)
|
|
|
|
def pickBitMask(self, bitMask = BitMask32.allOff(),
|
|
targetNodePath = render,
|
|
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
|
self.collideWithBitMask(bitMask)
|
|
return self.pick(targetNodePath, skipFlags)
|
|
|