mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
243 lines
8.5 KiB
Python
243 lines
8.5 KiB
Python
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from pandac.PandaModules import *
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from DirectGlobals import *
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from DirectUtil import *
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import math
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class LineNodePath(NodePath):
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def __init__(self, parent = None, name = None,
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thickness = 1.0, colorVec = VBase4(1)):
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# Initialize the superclass
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NodePath.__init__(self)
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if parent is None:
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parent = hidden
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# Attach a geomNode to the parent and set self to be
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# the resulting node path
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self.lineNode = GeomNode("lineNode")
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self.assign(parent.attachNewNode(self.lineNode))
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if name:
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self.setName(name)
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# Create a lineSegs object to hold the line
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ls = self.lineSegs = LineSegs()
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# Initialize the lineSegs parameters
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ls.setThickness(thickness)
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ls.setColor(colorVec)
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def moveTo(self, *_args):
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apply(self.lineSegs.moveTo, _args)
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def drawTo(self, *_args):
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apply(self.lineSegs.drawTo, _args)
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def create(self, frameAccurate = 0):
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self.lineSegs.create(self.lineNode, frameAccurate)
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def reset(self):
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self.lineSegs.reset()
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self.lineNode.removeAllGeoms()
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def isEmpty(self):
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return self.lineSegs.isEmpty()
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def setThickness(self, thickness):
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self.lineSegs.setThickness(thickness)
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def setColor(self, *_args):
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apply(self.lineSegs.setColor, _args)
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def setVertex(self, *_args):
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apply(self.lineSegs.setVertex, _args)
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def setVertexColor(self, vertex, *_args):
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apply(self.lineSegs.setVertexColor, (vertex,) + _args)
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def getCurrentPosition(self):
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return self.lineSegs.getCurrentPosition()
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def getNumVertices(self):
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return self.lineSegs.getNumVertices()
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def getVertex(self, index):
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return self.lineSegs.getVertex(index)
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def getVertexColor(self):
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return self.lineSegs.getVertexColor()
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def drawArrow(self, sv, ev, arrowAngle, arrowLength):
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"""
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Do the work of moving the cursor around to draw an arrow from
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sv to ev. Hack: the arrows take the z value of the end point
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"""
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self.moveTo(sv)
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self.drawTo(ev)
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v = sv - ev
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# Find the angle of the line
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angle = math.atan2(v[1], v[0])
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# Get the arrow angles
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a1 = angle + deg2Rad(arrowAngle)
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a2 = angle - deg2Rad(arrowAngle)
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# Get the arrow points
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a1x = arrowLength * math.cos(a1)
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a1y = arrowLength * math.sin(a1)
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a2x = arrowLength * math.cos(a2)
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a2y = arrowLength * math.sin(a2)
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z = ev[2]
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self.moveTo(ev)
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self.drawTo(Point3(ev + Point3(a1x, a1y, z)))
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self.moveTo(ev)
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self.drawTo(Point3(ev + Point3(a2x, a2y, z)))
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def drawArrow2d(self, sv, ev, arrowAngle, arrowLength):
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"""
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Do the work of moving the cursor around to draw an arrow from
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sv to ev. Hack: the arrows take the z value of the end point
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"""
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self.moveTo(sv)
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self.drawTo(ev)
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v = sv - ev
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# Find the angle of the line
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angle = math.atan2(v[2], v[0])
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# Get the arrow angles
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a1 = angle + deg2Rad(arrowAngle)
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a2 = angle - deg2Rad(arrowAngle)
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# Get the arrow points
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a1x = arrowLength * math.cos(a1)
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a1y = arrowLength * math.sin(a1)
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a2x = arrowLength * math.cos(a2)
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a2y = arrowLength * math.sin(a2)
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self.moveTo(ev)
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self.drawTo(Point3(ev + Point3(a1x, 0.0, a1y)))
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self.moveTo(ev)
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self.drawTo(Point3(ev + Point3(a2x, 0.0, a2y)))
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def drawLines(self, lineList):
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"""
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Given a list of lists of points, draw a separate line for each list
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"""
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for pointList in lineList:
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apply(self.moveTo, pointList[0])
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for point in pointList[1:]:
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apply(self.drawTo, point)
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##
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## Given a point in space, and a direction, find the point of intersection
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## of that ray with a plane at the specified origin, with the specified normal
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def planeIntersect (lineOrigin, lineDir, planeOrigin, normal):
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t = 0
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offset = planeOrigin - lineOrigin
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t = offset.dot(normal) / lineDir.dot(normal)
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hitPt = lineDir * t
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return hitPt + lineOrigin
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def getNearProjectionPoint(nodePath):
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# Find the position of the projection of the specified node path
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# on the near plane
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origin = nodePath.getPos(base.direct.camera)
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# project this onto near plane
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if origin[1] != 0.0:
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return origin * (base.direct.dr.near / origin[1])
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else:
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# Object is coplaner with camera, just return something reasonable
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return Point3(0, base.direct.dr.near, 0)
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def getScreenXY(nodePath):
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# Where does the node path's projection fall on the near plane
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nearVec = getNearProjectionPoint(nodePath)
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# Clamp these coordinates to visible screen
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nearX = CLAMP(nearVec[0], base.direct.dr.left, base.direct.dr.right)
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nearY = CLAMP(nearVec[2], base.direct.dr.bottom, base.direct.dr.top)
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# What percentage of the distance across the screen is this?
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percentX = (nearX - base.direct.dr.left)/base.direct.dr.nearWidth
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percentY = (nearY - base.direct.dr.bottom)/base.direct.dr.nearHeight
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# Map this percentage to the same -1 to 1 space as the mouse
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screenXY = Vec3((2 * percentX) - 1.0, nearVec[1], (2 * percentY) - 1.0)
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# Return the resulting value
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return screenXY
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def getCrankAngle(center):
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# Used to compute current angle of mouse (relative to the coa's
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# origin) in screen space
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x = base.direct.dr.mouseX - center[0]
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y = base.direct.dr.mouseY - center[2]
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return (180 + rad2Deg(math.atan2(y, x)))
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def relHpr(nodePath, base, h, p, r):
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# Compute nodePath2newNodePath relative to base coordinate system
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# nodePath2base
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mNodePath2Base = nodePath.getMat(base)
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# delta scale, orientation, and position matrix
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mBase2NewBase = Mat4(Mat4.identMat()) # [gjeon] fixed to give required argument
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composeMatrix(mBase2NewBase, UNIT_VEC, VBase3(h, p, r), ZERO_VEC,
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CSDefault)
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# base2nodePath
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mBase2NodePath = base.getMat(nodePath)
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# nodePath2 Parent
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mNodePath2Parent = nodePath.getMat()
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# Compose the result
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resultMat = mNodePath2Base * mBase2NewBase
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resultMat = resultMat * mBase2NodePath
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resultMat = resultMat * mNodePath2Parent
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# Extract and apply the hpr
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hpr = Vec3(0)
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decomposeMatrix(resultMat, VBase3(), hpr, VBase3(),
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CSDefault)
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nodePath.setHpr(hpr)
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# Quaternion interpolation
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def qSlerp(startQuat, endQuat, t):
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startQ = Quat(startQuat)
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destQuat = Quat(Quat.identQuat())
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# Calc dot product
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cosOmega = (startQ.getI() * endQuat.getI() +
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startQ.getJ() * endQuat.getJ() +
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startQ.getK() * endQuat.getK() +
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startQ.getR() * endQuat.getR())
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# If the above dot product is negative, it would be better to
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# go between the negative of the initial and the final, so that
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# we take the shorter path.
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if cosOmega < 0.0:
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cosOmega *= -1
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startQ.setI(-1 * startQ.getI())
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startQ.setJ(-1 * startQ.getJ())
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startQ.setK(-1 * startQ.getK())
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startQ.setR(-1 * startQ.getR())
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if ((1.0 + cosOmega) > Q_EPSILON):
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# usual case
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if ((1.0 - cosOmega) > Q_EPSILON):
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# usual case
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omega = math.acos(cosOmega)
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sinOmega = math.sin(omega)
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startScale = math.sin((1.0 - t) * omega)/sinOmega
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endScale = math.sin(t * omega)/sinOmega
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else:
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# ends very close
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startScale = 1.0 - t
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endScale = t
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destQuat.setI(startScale * startQ.getI() +
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endScale * endQuat.getI())
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destQuat.setJ(startScale * startQ.getJ() +
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endScale * endQuat.getJ())
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destQuat.setK(startScale * startQ.getK() +
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endScale * endQuat.getK())
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destQuat.setR(startScale * startQ.getR() +
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endScale * endQuat.getR())
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else:
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# ends nearly opposite
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destQuat.setI(-startQ.getJ())
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destQuat.setJ(startQ.getI())
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destQuat.setK(-startQ.getR())
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destQuat.setR(startQ.getK())
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startScale = math.sin((0.5 - t) * math.pi)
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endScale = math.sin(t * math.pi)
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destQuat.setI(startScale * startQ.getI() +
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endScale * endQuat.getI())
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destQuat.setJ(startScale * startQ.getJ() +
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endScale * endQuat.getJ())
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destQuat.setK(startScale * startQ.getK() +
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endScale * endQuat.getK())
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return destQuat
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