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