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https://github.com/Sneed-Group/Poodletooth-iLand
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183 lines
6.1 KiB
Python
183 lines
6.1 KiB
Python
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#!/usr/bin/env python
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# Author: Kwasi Mensah (kmensah@andrew.cmu.edu)
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# Date: 8/02/2005
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#
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# This is meant to be a simple example of how to draw a cube
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# using Panda's new Geom Interface. Quads arent directly supported
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# since they get broken down to trianlges anyway.
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#
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from direct.showbase.ShowBase import ShowBase
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from direct.showbase.DirectObject import DirectObject
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from direct.gui.DirectGui import *
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from direct.interval.IntervalGlobal import *
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from panda3d.core import lookAt
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from panda3d.core import GeomVertexFormat, GeomVertexData
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from panda3d.core import Geom, GeomTriangles, GeomVertexWriter
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from panda3d.core import Texture, GeomNode
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from panda3d.core import PerspectiveLens
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from panda3d.core import CardMaker
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from panda3d.core import Light, Spotlight
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from panda3d.core import TextNode
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from panda3d.core import LVector3
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import sys
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import os
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base = ShowBase()
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base.disableMouse()
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base.camera.setPos(0, -10, 0)
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title = OnscreenText(text="Panda3D: Tutorial - Making a Cube Procedurally",
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style=1, fg=(1, 1, 1, 1), pos=(-0.1, 0.1), scale=.07,
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parent=base.a2dBottomRight, align=TextNode.ARight)
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escapeEvent = OnscreenText(text="1: Set a Texture onto the Cube",
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style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.08),
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align=TextNode.ALeft, scale=.05,
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parent=base.a2dTopLeft)
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spaceEvent = OnscreenText(text="2: Toggle Light from the front On/Off",
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style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.14),
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align=TextNode.ALeft, scale=.05,
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parent=base.a2dTopLeft)
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upDownEvent = OnscreenText(text="3: Toggle Light from on top On/Off",
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style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.20),
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align=TextNode.ALeft, scale=.05,
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parent=base.a2dTopLeft)
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# You can't normalize inline so this is a helper function
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def normalized(*args):
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myVec = LVector3(*args)
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myVec.normalize()
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return myVec
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# helper function to make a square given the Lower-Left-Hand and
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# Upper-Right-Hand corners
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def makeSquare(x1, y1, z1, x2, y2, z2):
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format = GeomVertexFormat.getV3n3cpt2()
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vdata = GeomVertexData('square', format, Geom.UHDynamic)
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vertex = GeomVertexWriter(vdata, 'vertex')
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normal = GeomVertexWriter(vdata, 'normal')
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color = GeomVertexWriter(vdata, 'color')
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texcoord = GeomVertexWriter(vdata, 'texcoord')
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# make sure we draw the sqaure in the right plane
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if x1 != x2:
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vertex.addData3(x1, y1, z1)
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vertex.addData3(x2, y1, z1)
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vertex.addData3(x2, y2, z2)
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vertex.addData3(x1, y2, z2)
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normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
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normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
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normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
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normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))
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else:
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vertex.addData3(x1, y1, z1)
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vertex.addData3(x2, y2, z1)
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vertex.addData3(x2, y2, z2)
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vertex.addData3(x1, y1, z2)
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normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
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normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
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normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
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normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))
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# adding different colors to the vertex for visibility
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color.addData4f(1.0, 0.0, 0.0, 1.0)
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color.addData4f(0.0, 1.0, 0.0, 1.0)
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color.addData4f(0.0, 0.0, 1.0, 1.0)
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color.addData4f(1.0, 0.0, 1.0, 1.0)
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texcoord.addData2f(0.0, 1.0)
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texcoord.addData2f(0.0, 0.0)
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texcoord.addData2f(1.0, 0.0)
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texcoord.addData2f(1.0, 1.0)
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# Quads aren't directly supported by the Geom interface
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# you might be interested in the CardMaker class if you are
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# interested in rectangle though
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tris = GeomTriangles(Geom.UHDynamic)
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tris.addVertices(0, 1, 3)
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tris.addVertices(1, 2, 3)
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square = Geom(vdata)
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square.addPrimitive(tris)
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return square
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# Note: it isn't particularly efficient to make every face as a separate Geom.
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# instead, it would be better to create one Geom holding all of the faces.
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square0 = makeSquare(-1, -1, -1, 1, -1, 1)
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square1 = makeSquare(-1, 1, -1, 1, 1, 1)
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square2 = makeSquare(-1, 1, 1, 1, -1, 1)
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square3 = makeSquare(-1, 1, -1, 1, -1, -1)
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square4 = makeSquare(-1, -1, -1, -1, 1, 1)
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square5 = makeSquare(1, -1, -1, 1, 1, 1)
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snode = GeomNode('square')
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snode.addGeom(square0)
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snode.addGeom(square1)
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snode.addGeom(square2)
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snode.addGeom(square3)
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snode.addGeom(square4)
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snode.addGeom(square5)
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cube = render.attachNewNode(snode)
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cube.hprInterval(1.5, (360, 360, 360)).loop()
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# OpenGl by default only draws "front faces" (polygons whose vertices are
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# specified CCW).
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cube.setTwoSided(True)
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class MyTapper(DirectObject):
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def __init__(self):
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self.testTexture = loader.loadTexture("maps/envir-reeds.png")
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self.accept("1", self.toggleTex)
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self.accept("2", self.toggleLightsSide)
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self.accept("3", self.toggleLightsUp)
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self.LightsOn = False
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self.LightsOn1 = False
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slight = Spotlight('slight')
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slight.setColor((1, 1, 1, 1))
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lens = PerspectiveLens()
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slight.setLens(lens)
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self.slnp = render.attachNewNode(slight)
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self.slnp1 = render.attachNewNode(slight)
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def toggleTex(self):
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global cube
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if cube.hasTexture():
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cube.setTextureOff(1)
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else:
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cube.setTexture(self.testTexture)
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def toggleLightsSide(self):
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global cube
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self.LightsOn = not self.LightsOn
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if self.LightsOn:
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render.setLight(self.slnp)
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self.slnp.setPos(cube, 10, -400, 0)
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self.slnp.lookAt(10, 0, 0)
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else:
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render.setLightOff(self.slnp)
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def toggleLightsUp(self):
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global cube
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self.LightsOn1 = not self.LightsOn1
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if self.LightsOn1:
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render.setLight(self.slnp1)
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self.slnp1.setPos(cube, 10, 0, 400)
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self.slnp1.lookAt(10, 0, 0)
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else:
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render.setLightOff(self.slnp1)
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t = MyTapper()
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base.run()
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