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- from panda3d.core import *
- from DirectGlobals import *
- from DirectUtil import *
- import math
- class LineNodePath(NodePath):
- def __init__(self, parent = None, name = None,
- thickness = 1.0, colorVec = VBase4(1)):
- # Initialize the superclass
- NodePath.__init__(self)
- if parent is None:
- parent = hidden
- # Attach a geomNode to the parent and set self to be
- # the resulting node path
- self.lineNode = GeomNode("lineNode")
- self.assign(parent.attachNewNode(self.lineNode))
- if name:
- self.setName(name)
- # Create a lineSegs object to hold the line
- ls = self.lineSegs = LineSegs()
- # Initialize the lineSegs parameters
- ls.setThickness(thickness)
- ls.setColor(colorVec)
- def moveTo(self, *_args):
- apply(self.lineSegs.moveTo, _args)
- def drawTo(self, *_args):
- apply(self.lineSegs.drawTo, _args)
- def create(self, frameAccurate = 0):
- self.lineSegs.create(self.lineNode, frameAccurate)
- def reset(self):
- self.lineSegs.reset()
- self.lineNode.removeAllGeoms()
- def isEmpty(self):
- return self.lineSegs.isEmpty()
- def setThickness(self, thickness):
- self.lineSegs.setThickness(thickness)
- def setColor(self, *_args):
- apply(self.lineSegs.setColor, _args)
- def setVertex(self, *_args):
- apply(self.lineSegs.setVertex, _args)
- def setVertexColor(self, vertex, *_args):
- apply(self.lineSegs.setVertexColor, (vertex,) + _args)
- def getCurrentPosition(self):
- return self.lineSegs.getCurrentPosition()
- def getNumVertices(self):
- return self.lineSegs.getNumVertices()
- def getVertex(self, index):
- return self.lineSegs.getVertex(index)
- def getVertexColor(self):
- return self.lineSegs.getVertexColor()
- def drawArrow(self, sv, ev, arrowAngle, arrowLength):
- """
- Do the work of moving the cursor around to draw an arrow from
- sv to ev. Hack: the arrows take the z value of the end point
- """
- self.moveTo(sv)
- self.drawTo(ev)
- v = sv - ev
- # Find the angle of the line
- angle = math.atan2(v[1], v[0])
- # Get the arrow angles
- a1 = angle + deg2Rad(arrowAngle)
- a2 = angle - deg2Rad(arrowAngle)
- # Get the arrow points
- a1x = arrowLength * math.cos(a1)
- a1y = arrowLength * math.sin(a1)
- a2x = arrowLength * math.cos(a2)
- a2y = arrowLength * math.sin(a2)
- z = ev[2]
- self.moveTo(ev)
- self.drawTo(Point3(ev + Point3(a1x, a1y, z)))
- self.moveTo(ev)
- self.drawTo(Point3(ev + Point3(a2x, a2y, z)))
- def drawArrow2d(self, sv, ev, arrowAngle, arrowLength):
- """
- Do the work of moving the cursor around to draw an arrow from
- sv to ev. Hack: the arrows take the z value of the end point
- """
- self.moveTo(sv)
- self.drawTo(ev)
- v = sv - ev
- # Find the angle of the line
- angle = math.atan2(v[2], v[0])
- # Get the arrow angles
- a1 = angle + deg2Rad(arrowAngle)
- a2 = angle - deg2Rad(arrowAngle)
- # Get the arrow points
- a1x = arrowLength * math.cos(a1)
- a1y = arrowLength * math.sin(a1)
- a2x = arrowLength * math.cos(a2)
- a2y = arrowLength * math.sin(a2)
- self.moveTo(ev)
- self.drawTo(Point3(ev + Point3(a1x, 0.0, a1y)))
- self.moveTo(ev)
- self.drawTo(Point3(ev + Point3(a2x, 0.0, a2y)))
- def drawLines(self, lineList):
- """
- Given a list of lists of points, draw a separate line for each list
- """
- for pointList in lineList:
- apply(self.moveTo, pointList[0])
- for point in pointList[1:]:
- apply(self.drawTo, point)
- ##
- ## Given a point in space, and a direction, find the point of intersection
- ## of that ray with a plane at the specified origin, with the specified normal
- def planeIntersect (lineOrigin, lineDir, planeOrigin, normal):
- t = 0
- offset = planeOrigin - lineOrigin
- t = offset.dot(normal) / lineDir.dot(normal)
- hitPt = lineDir * t
- return hitPt + lineOrigin
- def getNearProjectionPoint(nodePath):
- # Find the position of the projection of the specified node path
- # on the near plane
- origin = nodePath.getPos(base.direct.camera)
- # project this onto near plane
- if origin[1] != 0.0:
- return origin * (base.direct.dr.near / origin[1])
- else:
- # Object is coplaner with camera, just return something reasonable
- return Point3(0, base.direct.dr.near, 0)
- def getScreenXY(nodePath):
- # Where does the node path's projection fall on the near plane
- nearVec = getNearProjectionPoint(nodePath)
- # Clamp these coordinates to visible screen
- nearX = CLAMP(nearVec[0], base.direct.dr.left, base.direct.dr.right)
- nearY = CLAMP(nearVec[2], base.direct.dr.bottom, base.direct.dr.top)
- # What percentage of the distance across the screen is this?
- percentX = (nearX - base.direct.dr.left)/base.direct.dr.nearWidth
- percentY = (nearY - base.direct.dr.bottom)/base.direct.dr.nearHeight
- # Map this percentage to the same -1 to 1 space as the mouse
- screenXY = Vec3((2 * percentX) - 1.0, nearVec[1], (2 * percentY) - 1.0)
- # Return the resulting value
- return screenXY
- def getCrankAngle(center):
- # Used to compute current angle of mouse (relative to the coa's
- # origin) in screen space
- x = base.direct.dr.mouseX - center[0]
- y = base.direct.dr.mouseY - center[2]
- return (180 + rad2Deg(math.atan2(y, x)))
- def relHpr(nodePath, base, h, p, r):
- # Compute nodePath2newNodePath relative to base coordinate system
- # nodePath2base
- mNodePath2Base = nodePath.getMat(base)
- # delta scale, orientation, and position matrix
- mBase2NewBase = Mat4(Mat4.identMat()) # [gjeon] fixed to give required argument
- composeMatrix(mBase2NewBase, UNIT_VEC, VBase3(h, p, r), ZERO_VEC,
- CSDefault)
- # base2nodePath
- mBase2NodePath = base.getMat(nodePath)
- # nodePath2 Parent
- mNodePath2Parent = nodePath.getMat()
- # Compose the result
- resultMat = mNodePath2Base * mBase2NewBase
- resultMat = resultMat * mBase2NodePath
- resultMat = resultMat * mNodePath2Parent
- # Extract and apply the hpr
- hpr = Vec3(0)
- decomposeMatrix(resultMat, VBase3(), hpr, VBase3(),
- CSDefault)
- nodePath.setHpr(hpr)
- # Quaternion interpolation
- def qSlerp(startQuat, endQuat, t):
- startQ = Quat(startQuat)
- destQuat = Quat(Quat.identQuat())
- # Calc dot product
- cosOmega = (startQ.getI() * endQuat.getI() +
- startQ.getJ() * endQuat.getJ() +
- startQ.getK() * endQuat.getK() +
- startQ.getR() * endQuat.getR())
- # If the above dot product is negative, it would be better to
- # go between the negative of the initial and the final, so that
- # we take the shorter path.
- if cosOmega < 0.0:
- cosOmega *= -1
- startQ.setI(-1 * startQ.getI())
- startQ.setJ(-1 * startQ.getJ())
- startQ.setK(-1 * startQ.getK())
- startQ.setR(-1 * startQ.getR())
- if ((1.0 + cosOmega) > Q_EPSILON):
- # usual case
- if ((1.0 - cosOmega) > Q_EPSILON):
- # usual case
- omega = math.acos(cosOmega)
- sinOmega = math.sin(omega)
- startScale = math.sin((1.0 - t) * omega)/sinOmega
- endScale = math.sin(t * omega)/sinOmega
- else:
- # ends very close
- startScale = 1.0 - t
- endScale = t
- destQuat.setI(startScale * startQ.getI() +
- endScale * endQuat.getI())
- destQuat.setJ(startScale * startQ.getJ() +
- endScale * endQuat.getJ())
- destQuat.setK(startScale * startQ.getK() +
- endScale * endQuat.getK())
- destQuat.setR(startScale * startQ.getR() +
- endScale * endQuat.getR())
- else:
- # ends nearly opposite
- destQuat.setI(-startQ.getJ())
- destQuat.setJ(startQ.getI())
- destQuat.setK(-startQ.getR())
- destQuat.setR(startQ.getK())
- startScale = math.sin((0.5 - t) * math.pi)
- endScale = math.sin(t * math.pi)
- destQuat.setI(startScale * startQ.getI() +
- endScale * endQuat.getI())
- destQuat.setJ(startScale * startQ.getJ() +
- endScale * endQuat.getJ())
- destQuat.setK(startScale * startQ.getK() +
- endScale * endQuat.getK())
- return destQuat
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