mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
932 lines
34 KiB
Python
932 lines
34 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 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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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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if self.config.GetBool('use-vfs', 1):
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try: # temporary try .. except for old Pandas
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vfs = VirtualFileSystem.getGlobalPtr()
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except:
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vfs = None
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else:
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vfs = None
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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.extendedExceptions = self.config.GetBool('extended-exceptions', 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.hidden = NodePath('hidden')
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# We need a graphics engine to manage the actual rendering.
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self.graphicsEngine = GraphicsEngine()
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self.setupRender()
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self.setupRender2d()
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self.setupDataGraph()
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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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# Ditto for an AppTraverser.
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self.appTrav = 0
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# This is the DataGraph traverser, which we might as well
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# create now.
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self.dgTrav = DataGraphTraverser()
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# base.win is the main, or only window; base.winList is a list of
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# *all* windows. Similarly with base.pipeList and base.camList.
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self.win = None
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self.winList = []
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self.pipe = None
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self.pipeList = []
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self.cam = None
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self.camList = []
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self.camNode = None
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self.camLens = None
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self.camera = None
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self.cameraList = []
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self.groupList = []
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self.camera2d = self.render2d.attachNewNode('camera2d')
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# Now that we've set up the window structures, 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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# Open the default rendering window.
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if self.config.GetBool('open-default-window', 1):
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self.openWindow()
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self.setupMouse(self.win)
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self.makeCamera2d(self.win, -1, 1, -1, 1)
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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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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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__builtin__.globalClock = ClockObject.getGlobalClock()
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__builtin__.vfs = vfs
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# Transition effects (fade, iris, etc)
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import Transitions
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self.transitions = Transitions.Transitions(self.loader)
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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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for win in self.winList:
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win.closeWindow()
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del self.win
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del self.winList
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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 openWindow(self):
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"""openWindow(self)
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Invokes ChanConfig to create a window and adds it to the list
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of windows that are to be updated every frame.
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"""
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if self.pipe == None:
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self.pipe = makeGraphicsPipe()
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self.pipeList.append(self.pipe)
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chanConfig = makeGraphicsWindow(self.pipe, self.render)
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win = chanConfig.getWin()
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if self.win == None:
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self.win = win
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self.winList.append(win)
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self.graphicsEngine.addWindow(win)
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self.getCameras(chanConfig)
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def setupRender(self):
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"""setupRender(self)
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Creates the render scene graph, the primary scene graph for
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rendering 3-d geometry.
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"""
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self.render = NodePath('render')
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self.render.setTwoSided(0)
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self.backfaceCullingEnabled = 1
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self.textureEnabled = 1
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self.wireframeEnabled = 0
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def setupRender2d(self):
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"""setupRender2d(self)
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Creates the render2d scene graph, the primary scene graph for
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2-d objects and gui elements that are superimposed over the
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3-d geometry in the window.
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"""
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self.render2d = NodePath('render2d')
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# Set up some overrides to turn off certain properties which
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# we probably won't need for 2-d objects.
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# It's particularly important to turn off the depth test,
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# since we'll be keeping the same depth buffer already filled
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# by the previously-drawn 3-d scene--we don't want to pay for
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# a clear operation, but we also don't want to collide with
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# that depth buffer.
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dt = DepthTestAttrib.make(DepthTestAttrib.MNone)
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dw = DepthWriteAttrib.make(DepthWriteAttrib.MOff)
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#lt = LightTransition.allOff()
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self.render2d.node().setAttrib(dt, 1)
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self.render2d.node().setAttrib(dw, 1)
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#self.render2d.node().setAttrib(lt, 1)
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self.render2d.setMaterialOff(1)
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self.render2d.setTwoSided(1, 1)
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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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# 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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def makeCamera2d(self, win, left, right, bottom, top):
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"""makeCamera2d(self)
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Makes a new camera2d associated with the indicated window, and
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assigns it to render the indicated subrectangle of render2d.
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"""
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# First, we need to make a new layer on the window.
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chan = win.getChannel(0)
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layer = chan.makeLayer()
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# And make a display region to cover the whole layer.
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dr = layer.makeDisplayRegion()
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# Now make a new Camera node.
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cam2dNode = Camera('cam2d')
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lens = OrthographicLens()
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lens.setFilmSize(right - left, top - bottom)
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lens.setFilmOffset((right + left) / 2.0, (top + bottom) / 2.0)
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lens.setNearFar(-1000, 1000)
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cam2dNode.setLens(lens)
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cam2dNode.setScene(self.render2d)
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camera2d = self.camera2d.attachNewNode(cam2dNode)
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dr.setCamera(camera2d)
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return camera2d
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def setupDataGraph(self):
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"""setupDataGraph(self)
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Creates the data graph and populates it with the basic input
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devices.
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"""
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self.dataRoot = NodePath('dataRoot')
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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('dataUnused')
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def setupMouse(self, win):
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"""setupMouse(self, win)
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Creates the structures necessary to monitor the mouse input,
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using the indicated window. This should only be called once
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per application.
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"""
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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(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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# 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().setNode(self.camera.node())
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# The default is trackball mode, which is more convenient for
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# ad-hoc development in Python using ShowBase. Applications
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# can explicitly call base.useDrive() if they prefer a drive
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# interface.
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self.mouseInterface = self.trackball
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self.useTrackball()
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# A ButtonThrower to generate events from the mouse and
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# keyboard buttons as they are pressed.
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self.buttonThrower = self.mouseWatcher.attachNewNode(ButtonThrower('buttons'))
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# Specialize the events based on whether the modifier keys are
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# being held down.
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mods = ModifierButtons()
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mods.addButton(KeyboardButton.shift())
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mods.addButton(KeyboardButton.control())
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mods.addButton(KeyboardButton.alt())
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self.buttonThrower.node().setModifierButtons(mods)
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# Tell the gui system about our new mouse watcher.
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self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode)
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self.mouseWatcherNode.addRegion(PGMouseWatcherBackground())
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def enableSoftwareMousePointer(self):
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"""enableSoftwareMousePointer(self)
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Creates some geometry and parents it to render2d to show
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the currently-known mouse position. Useful if the mouse
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pointer is invisible for some reason.
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"""
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mouseViz = render2d.attachNewNode('mouseViz')
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lilsmiley = loader.loadModel('lilsmiley')
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lilsmiley.reparentTo(mouseViz)
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# Scale the smiley face to 32x32 pixels.
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lilsmiley.setScale(32.0 / self.win.getHeight() / self.aspectRatio, 1.0, 32.0 / self.win.getHeight())
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#self.mouseWatcherNode.setGeometry(mouseViz)
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def getCameras(self, chanConfig):
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"""
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getCameras(self, chanConfig)
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Extracts the camera(s) out of the ChanConfig record, parents
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them all to base.camera, and adds them to base.cameraList.
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"""
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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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for i in range(chanConfig.getNumGroups()):
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camera = self.render.attachNewNode(chanConfig.getGroupNode(i))
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cam = camera.find('**/+Camera')
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lens = cam.node().getLens()
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# Enforce our expected aspect ratio, overriding whatever
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# nonsense ChanConfig put in there.
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lens.setAspectRatio(self.aspectRatio)
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self.cameraList.append(camera)
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self.camList.append(cam)
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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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for i in range(chanConfig.getNumDrs()):
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self.groupList.append(chanConfig.getGroupMembership(i))
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# Set the default camera and cam
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if self.camera == None:
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self.camera = self.cameraList[0]
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if self.cam == None:
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self.cam = self.camList[0]
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# If you need to get a handle to the camera node itself,
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# use 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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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.remove('manager-update')
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self.taskMgr.add(self.updateManagers, '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.remove('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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if self.sfxManagerIsValid:
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self.sfxManager.setActive(self.sfxActive)
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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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self.musicManager.setActive(self.musicActive)
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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:
|
|
self.notify.warning("Could not load sound file %s." % name)
|
|
return sound
|
|
|
|
def loadMusic(self, name):
|
|
if (name):
|
|
sound=self.musicManager.getSound(name)
|
|
if sound == None:
|
|
self.notify.warning("Could not load music file %s." % name)
|
|
return sound
|
|
|
|
def playSfx(self, sfx, looping = 0, interupt = 1, volume = None,
|
|
time = 0.):
|
|
if sfx:
|
|
if volume != None:
|
|
sfx.setVolume(volume)
|
|
if interupt or (sfx.status() != AudioSound.PLAYING):
|
|
sfx.setTime(time)
|
|
sfx.setLoop(looping)
|
|
sfx.play()
|
|
|
|
def playMusic(self, music, looping = 0, interupt = 1, volume = None,
|
|
time = 0.0):
|
|
if music:
|
|
if volume != None:
|
|
music.setVolume(volume)
|
|
if interupt or (music.status() != AudioSound.PLAYING):
|
|
music.setTime(time)
|
|
music.setLoop(looping)
|
|
music.play()
|
|
|
|
def dataloop(self, state):
|
|
# traverse the data graph. This reads all the control
|
|
# inputs (from the mouse and keyboard, for instance) and also
|
|
# directly acts upon them (for instance, to move the avatar).
|
|
self.dgTrav.traverse(self.dataRootNode)
|
|
return Task.cont
|
|
|
|
def igloop(self, state):
|
|
# run the collision traversal if we have a
|
|
# CollisionTraverser set.
|
|
if self.cTrav:
|
|
self.cTrav.traverse(self.render)
|
|
if self.appTrav:
|
|
self.appTrav.traverse(self.render)
|
|
|
|
# Finally, render the frame.
|
|
self.graphicsEngine.renderFrame()
|
|
|
|
# Lerp stuff needs this event, and it must be generated in
|
|
# C++, not in Python.
|
|
throwNewFrame()
|
|
return Task.cont
|
|
|
|
def restart(self):
|
|
self.shutdown()
|
|
# give the igloop task a reasonably "late" priority,
|
|
# so that it will get run after most tasks
|
|
self.taskMgr.add(self.igloop, 'igloop', priority = 50)
|
|
# 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)
|
|
self.eventMgr.restart()
|
|
|
|
def shutdown(self):
|
|
self.taskMgr.remove('igloop')
|
|
self.taskMgr.remove('dataloop')
|
|
self.eventMgr.shutdown()
|
|
|
|
def getBackgroundColor(self):
|
|
""" Returns the current window background color. This assumes
|
|
the window is set up to clear the color each frame (this is
|
|
the normal setting). """
|
|
# Temporary try .. except for old Pandas.
|
|
try:
|
|
return VBase4(self.win.getClearColor())
|
|
except:
|
|
return VBase4(self.win.getGsg().getColorClearValue())
|
|
|
|
def setBackgroundColor(self, *args):
|
|
""" 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.
|
|
"""
|
|
|
|
numArgs = len(args)
|
|
if numArgs == 3 or numArgs == 4:
|
|
color = VBase4(args[0], args[1], args[2], 1.0)
|
|
elif numArgs == 1:
|
|
arg = args[0]
|
|
color = VBase4(arg[0], arg[1], arg[2], 1.0)
|
|
else:
|
|
raise TypeError, ('Invalid number of arguments: %d, expected 1, 3, or 4.' % numArgs)
|
|
|
|
|
|
# Temporary try .. except for old Pandas.
|
|
try:
|
|
self.win.setClearColor(color)
|
|
except:
|
|
self.win.getGsg().setColorClearValue(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.
|
|
self.mouse2cam.reparentTo(self.dataUnused)
|
|
|
|
def enableMouse(self):
|
|
"""
|
|
Reverse the effect of a previous call to disableMouse().
|
|
useDrive() also implicitly enables the mouse.
|
|
"""
|
|
self.mouse2cam.reparentTo(self.mouseInterface)
|
|
|
|
def setMouseOnNode(self, newNode):
|
|
self.mouse2cam.node().setNode(newNode)
|
|
|
|
def useDrive(self):
|
|
"""
|
|
Switch mouse action to drive mode
|
|
"""
|
|
# Get rid of the trackball
|
|
self.mouseInterface.reparentTo(self.dataUnused)
|
|
# Update the mouseInterface to point to the drive
|
|
self.mouseInterface = self.drive
|
|
self.mouseInterfaceNode = self.mouseInterface.node()
|
|
# Hookup the drive to the camera.
|
|
self.mouseInterface.reparentTo(self.mouseWatcher)
|
|
self.mouse2cam.reparentTo(self.mouseInterface)
|
|
# Set the height to a good eyeheight
|
|
self.mouseInterfaceNode.reset()
|
|
self.mouseInterfaceNode.setZ(4.0)
|
|
|
|
def useTrackball(self):
|
|
"""
|
|
Switch mouse action to trackball mode
|
|
"""
|
|
# Get rid of the drive
|
|
self.mouseInterface.reparentTo(self.dataUnused)
|
|
# Update the mouseInterface to point to the trackball
|
|
self.mouseInterface = self.trackball
|
|
self.mouseInterfaceNode = self.mouseInterface.node()
|
|
# Hookup the trackball to the camera.
|
|
self.mouseInterface.reparentTo(self.mouseWatcher)
|
|
self.mouse2cam.reparentTo(self.mouseInterface)
|
|
|
|
def oobe(self):
|
|
"""
|
|
Enable a special "out-of-body experience" mouse-interface
|
|
mode. This can be used when a "god" camera is needed; it
|
|
moves the camera node out from under its normal node and sets
|
|
the world up in trackball state. Button events are still sent
|
|
to the normal mouse action node (e.g. the DriveInterface), and
|
|
mouse events, if needed, may be sent to the normal node by
|
|
holding down the Control key.
|
|
|
|
This is different than useTrackball(), which simply changes
|
|
the existing mouse action to a trackball interface. In fact,
|
|
OOBE mode doesn't care whether useDrive() or useTrackball() is
|
|
in effect; it just temporarily layers a new trackball
|
|
interface on top of whatever the basic interface is. You can
|
|
even switch between useDrive() and useTrackball() while OOBE
|
|
mode is in effect.
|
|
|
|
This is a toggle; the second time this function is called, it
|
|
disables the mode.
|
|
"""
|
|
|
|
# If oobeMode was never set, set it to false and create the
|
|
# structures we need to implement OOBE.
|
|
|
|
try:
|
|
self.oobeMode
|
|
except:
|
|
self.oobeMode = 0
|
|
|
|
self.oobeCamera = self.hidden.attachNewNode('oobeCamera')
|
|
self.oobeCameraTrackball = self.oobeCamera.attachNewNode('oobeCameraTrackball')
|
|
self.oobeLens = PerspectiveLens()
|
|
self.oobeLens.setAspectRatio(self.aspectRatio)
|
|
self.oobeLens.setNearFar(0.1, 10000.0)
|
|
self.oobeLens.setFov(52.0)
|
|
|
|
self.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.
|
|
#self.mouseInterface.reparentTo(self.mouseWatcher)
|
|
self.oobeTrackball.reparentTo(self.dataUnused)
|
|
|
|
self.cam.reparentTo(self.camera)
|
|
self.camNode.setLens(self.camLens)
|
|
self.oobeCamera.reparentTo(self.hidden)
|
|
self.oobeMode = 0
|
|
else:
|
|
# Make oobeCamera be a sibling of wherever camera is now.
|
|
cameraParent = self.camera.getParent()
|
|
self.oobeCamera.reparentTo(cameraParent)
|
|
self.oobeCamera.clearMat()
|
|
|
|
# Move aside the current mouse interface node and put the
|
|
# oobeTrackball in its place.
|
|
#self.mouseInterface.reparentTo(self.dataUnused)
|
|
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)
|
|
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.
|
|
numDisplayRegions = self.camNode.getNumDisplayRegions()
|
|
for d in range(0, numDisplayRegions):
|
|
dr = self.camNode.getDisplayRegion(d)
|
|
dr.setCullFrustum(pnode)
|
|
else:
|
|
# Disable OOBE culling.
|
|
|
|
# Assign each DisplayRegion shared by the camera to use
|
|
# the default cull frustum, the camera itself.
|
|
numDisplayRegions = self.camNode.getNumDisplayRegions()
|
|
for d in range(0, numDisplayRegions):
|
|
dr = self.camNode.getDisplayRegion(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.add(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()
|
|
|