| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306 |
- #!/usr/bin/env python
- """
- Author: Josh Enes
- Last Updated: 2015-03-13
- This is a demo of Panda's portal-culling system. It demonstrates loading
- portals from an EGG file, and shows an example method of selecting the
- current cell using geoms and a collision ray.
- """
- # Some config options which can be changed.
- ENABLE_PORTALS = True # Set False to disable portal culling and see FPS drop!
- DEBUG_PORTALS = False # Set True to see visually which portals are used
- # Load PRC data
- from panda3d.core import loadPrcFileData
- if ENABLE_PORTALS:
- loadPrcFileData('', 'allow-portal-cull true')
- if DEBUG_PORTALS:
- loadPrcFileData('', 'debug-portal-cull true')
- loadPrcFileData('', 'window-title Portal Demo')
- loadPrcFileData('', 'sync-video false')
- loadPrcFileData('', 'show-frame-rate-meter true')
- loadPrcFileData('', 'texture-minfilter linear-mipmap-linear')
- # Import needed modules
- import random
- from direct.showbase.ShowBase import ShowBase
- from direct.gui.OnscreenText import OnscreenText
- from panda3d.core import PerspectiveLens, NodePath, LVector3, LPoint3, \
- TexGenAttrib, TextureStage, TransparencyAttrib, CollisionTraverser, \
- CollisionHandlerQueue, TextNode, CollisionRay, CollisionNode
- def add_instructions(pos, msg):
- """Function to put instructions on the screen."""
- return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1), shadow=(0, 0, 0, 1),
- parent=base.a2dTopLeft, align=TextNode.ALeft,
- pos=(0.08, -pos - 0.04), scale=.05)
- def add_title(text):
- """Function to put title on the screen."""
- return OnscreenText(text=text, style=1, pos=(-0.1, 0.09), scale=.08,
- parent=base.a2dBottomRight, align=TextNode.ARight,
- fg=(1, 1, 1, 1), shadow=(0, 0, 0, 1))
- class Game(ShowBase):
- """Sets up the game, camera, controls, and loads models."""
- def __init__(self):
- ShowBase.__init__(self)
- self.cellmanager = CellManager(self)
- self.xray_mode = False
- self.show_model_bounds = False
- # Display instructions
- add_title("Panda3D Tutorial: Portal Culling")
- add_instructions(0.06, "[Esc]: Quit")
- add_instructions(0.12, "[W]: Move Forward")
- add_instructions(0.18, "[A]: Move Left")
- add_instructions(0.24, "[S]: Move Right")
- add_instructions(0.30, "[D]: Move Back")
- add_instructions(0.36, "Arrow Keys: Look Around")
- add_instructions(0.42, "[F]: Toggle Wireframe")
- add_instructions(0.48, "[X]: Toggle X-Ray Mode")
- add_instructions(0.54, "[B]: Toggle Bounding Volumes")
- # Setup controls
- self.keys = {}
- for key in ['arrow_left', 'arrow_right', 'arrow_up', 'arrow_down',
- 'a', 'd', 'w', 's']:
- self.keys[key] = 0
- self.accept(key, self.push_key, [key, 1])
- self.accept('shift-%s' % key, self.push_key, [key, 1])
- self.accept('%s-up' % key, self.push_key, [key, 0])
- self.accept('f', self.toggleWireframe)
- self.accept('x', self.toggle_xray_mode)
- self.accept('b', self.toggle_model_bounds)
- self.accept('escape', __import__('sys').exit, [0])
- self.disableMouse()
- # Setup camera
- lens = PerspectiveLens()
- lens.setFov(60)
- lens.setNear(0.01)
- lens.setFar(1000.0)
- self.cam.node().setLens(lens)
- self.camera.setPos(-9, -0.5, 1)
- self.heading = -95.0
- self.pitch = 0.0
- # Load level geometry
- self.level_model = self.loader.loadModel('models/level')
- self.level_model.reparentTo(self.render)
- self.level_model.setTexGen(TextureStage.getDefault(),
- TexGenAttrib.MWorldPosition)
- self.level_model.setTexProjector(TextureStage.getDefault(),
- self.render, self.level_model)
- self.level_model.setTexScale(TextureStage.getDefault(), 4)
- tex = self.loader.load3DTexture('models/tex_#.png')
- self.level_model.setTexture(tex)
- # Load cells
- self.cellmanager.load_cells_from_model('models/cells')
- # Load portals
- self.cellmanager.load_portals_from_model('models/portals')
- # Randomly spawn some models to test the portals
- self.models = []
- for dummy in range(0, 500):
- pos = LPoint3((random.random() - 0.5) * 6,
- (random.random() - 0.5) * 6,
- random.random() * 7)
- cell = self.cellmanager.get_cell(pos)
- if cell is None: # skip if the random position is not over a cell
- continue
- dist = self.cellmanager.get_dist_to_cell(pos)
- if dist > 1.5: # skip if the random position is too far from ground
- continue
- box = self.loader.loadModel('box')
- box.setScale(random.random() * 0.2 + 0.1)
- box.setPos(pos)
- box.setHpr(random.random() * 360,
- random.random() * 360,
- random.random() * 360)
- box.reparentTo(cell.nodepath)
- self.models.append(box)
- self.taskMgr.add(self.update, 'main loop')
- def push_key(self, key, value):
- """Stores a value associated with a key."""
- self.keys[key] = value
- def update(self, task):
- """Updates the camera based on the keyboard input. Once this is
- done, then the CellManager's update function is called."""
- delta = base.clock.dt
- move_x = delta * 3 * -self.keys['a'] + delta * 3 * self.keys['d']
- move_z = delta * 3 * self.keys['s'] + delta * 3 * -self.keys['w']
- self.camera.setPos(self.camera, move_x, -move_z, 0)
- self.heading += (delta * 90 * self.keys['arrow_left'] +
- delta * 90 * -self.keys['arrow_right'])
- self.pitch += (delta * 90 * self.keys['arrow_up'] +
- delta * 90 * -self.keys['arrow_down'])
- self.camera.setHpr(self.heading, self.pitch, 0)
- if ENABLE_PORTALS:
- self.cellmanager.update()
- return task.cont
- def toggle_xray_mode(self):
- """Toggle X-ray mode on and off. This is useful for seeing the
- effectiveness of the portal culling."""
- self.xray_mode = not self.xray_mode
- if self.xray_mode:
- self.level_model.setColorScale((1, 1, 1, 0.5))
- self.level_model.setTransparency(TransparencyAttrib.MDual)
- else:
- self.level_model.setColorScaleOff()
- self.level_model.setTransparency(TransparencyAttrib.MNone)
- def toggle_model_bounds(self):
- """Toggle bounding volumes on and off on the models."""
- self.show_model_bounds = not self.show_model_bounds
- if self.show_model_bounds:
- for model in self.models:
- model.showBounds()
- else:
- for model in self.models:
- model.hideBounds()
- class CellManager(object):
- """Creates a collision ray and collision traverser to use for
- selecting the current cell."""
- def __init__(self, game):
- self.game = game
- self.cells = {}
- self.cells_by_collider = {}
- self.cell_picker_world = NodePath('cell_picker_world')
- self.ray = CollisionRay()
- self.ray.setDirection(LVector3.down())
- cnode = CollisionNode('cell_raycast_cnode')
- self.ray_nodepath = self.cell_picker_world.attachNewNode(cnode)
- self.ray_nodepath.node().addSolid(self.ray)
- self.ray_nodepath.node().setIntoCollideMask(0) # not for colliding into
- self.ray_nodepath.node().setFromCollideMask(1)
- self.traverser = CollisionTraverser('traverser')
- self.last_known_cell = None
- def add_cell(self, collider, name):
- """Add a new cell."""
- cell = Cell(self, name, collider)
- self.cells[name] = cell
- self.cells_by_collider[collider.node()] = cell
- def get_cell(self, pos):
- """Given a position, return the nearest cell below that position.
- If no cell is found, returns None."""
- self.ray.setOrigin(pos)
- queue = CollisionHandlerQueue()
- self.traverser.addCollider(self.ray_nodepath, queue)
- self.traverser.traverse(self.cell_picker_world)
- self.traverser.removeCollider(self.ray_nodepath)
- queue.sortEntries()
- if not queue.getNumEntries():
- return None
- entry = queue.getEntry(0)
- cnode = entry.getIntoNode()
- try:
- return self.cells_by_collider[cnode]
- except KeyError:
- raise Warning('collision ray collided with something '
- 'other than a cell: %s' % cnode)
- def get_dist_to_cell(self, pos):
- """Given a position, return the distance to the nearest cell
- below that position. If no cell is found, returns None."""
- self.ray.setOrigin(pos)
- queue = CollisionHandlerQueue()
- self.traverser.addCollider(self.ray_nodepath, queue)
- self.traverser.traverse(self.cell_picker_world)
- self.traverser.removeCollider(self.ray_nodepath)
- queue.sortEntries()
- if not queue.getNumEntries():
- return None
- entry = queue.getEntry(0)
- return (entry.getSurfacePoint(self.cell_picker_world) - pos).length()
- def load_cells_from_model(self, modelpath):
- """Loads cells from an EGG file. Cells must be named in the
- format "cell#" to be loaded by this function."""
- cell_model = self.game.loader.loadModel(modelpath)
- for collider in cell_model.findAllMatches('**/+GeomNode'):
- name = collider.getName()
- if name.startswith('cell'):
- self.add_cell(collider, name[4:])
- cell_model.removeNode()
- def load_portals_from_model(self, modelpath):
- """Loads portals from an EGG file. Portals must be named in the
- format "portal_#to#_*" to be loaded by this function, whereby the
- first # is the from cell, the second # is the into cell, and * can
- be anything."""
- portal_model = loader.loadModel(modelpath)
- portal_nodepaths = portal_model.findAllMatches('**/+PortalNode')
- for portal_nodepath in portal_nodepaths:
- name = portal_nodepath.getName()
- if name.startswith('portal_'):
- from_cell_id, into_cell_id = name.split('_')[1].split('to')
- try:
- from_cell = self.cells[from_cell_id]
- except KeyError:
- print ('could not load portal "%s" because cell "%s"'
- 'does not exist' % (name, from_cell_id))
- continue
- try:
- into_cell = self.cells[into_cell_id]
- except KeyError:
- print ('could not load portal "%s" because cell "%s"'
- 'does not exist' % (name, into_cell_id))
- continue
- from_cell.add_portal(portal_nodepath, into_cell)
- portal_model.removeNode()
- def update(self):
- """Show the cell the camera is currently in and hides the rest.
- If the camera is not in a cell, use the last known cell that the
- camera was in. If the camera has not yet been in a cell, then all
- cells will be hidden."""
- camera_pos = self.game.camera.getPos(self.game.render)
- for cell in self.cells:
- self.cells[cell].nodepath.hide()
- current_cell = self.get_cell(camera_pos)
- if current_cell is None:
- if self.last_known_cell is None:
- return
- self.last_known_cell.nodepath.show()
- else:
- self.last_known_cell = current_cell
- current_cell.nodepath.show()
- class Cell(object):
- """The Cell class is a handy way to keep an association between
- all the related nodes and information of a cell."""
- def __init__(self, cellmanager, name, collider):
- self.cellmanager = cellmanager
- self.name = name
- self.collider = collider
- self.collider.reparentTo(self.cellmanager.cell_picker_world)
- self.collider.setCollideMask(1)
- self.collider.hide()
- self.nodepath = NodePath('cell_%s_root' % name)
- self.nodepath.reparentTo(self.cellmanager.game.render)
- self.portals = []
- def add_portal(self, portal, cell_out):
- """Add a portal from this cell going into another one."""
- portal.reparentTo(self.nodepath)
- portal.node().setCellIn(self.nodepath)
- portal.node().setCellOut(cell_out.nodepath)
- self.portals.append(portal)
- game = Game()
- game.run()
|