toontown-just-works/build/nirai/panda3d/samples/culling/portal_culling.py

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2024-07-07 18:08:39 -05:00
#!/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 = globalClock.getDt()
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()