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