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base.py
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#!/usr/bin/env python3
from math import pi, sin, cos, radians, hypot
from random import random, randint
from collections import defaultdict
from webcolors import hex_to_rgb
from hotqueue import HotQueue
import sys
#from direct.showbase.PythonUtil import *
from panda3d.core import loadPrcFileData
#loadPrcFileData("", "want-directtools #t")
#loadPrcFileData("", "want-tk #t")
loadPrcFileData('', 'win-size 1280 720')
loadPrcFileData('', 'framebuffer-multisample 1')
loadPrcFileData('', 'multisamples 4')
from panda3d.core import *
from panda3d.bullet import *
from direct.showbase.ShowBase import ShowBase
from direct.task import Task
from direct.actor.Actor import Actor
from direct.interval.IntervalGlobal import Sequence
from util3d.cube import makeCube
from util3d.cameratex import CameraTexture, CameraCard
if "help" in sys.argv:
print("""Command Line Arguments:
fps:\tdisplay FPS meter
debug:\tdisplay debug meter
bullet:\tdisplay bullet RBs
pause:\tstart with physics paused
""")
exit(0)
X_EXTENT = 32
Y_EXTENT = 24
Z_EXTENT = 18
def makeBoundaryBox(render, world):
boundaryNode = BulletRigidBodyNode("Boundary")
boundaryNode.setFriction(0)
boundaryNode.setRestitution(1)
boundaryNp = render.attachNewNode(boundaryNode)
cubeNode = makeCube()
cubeNp = NodePath("cube")
cubeNp.attachNewNode(cubeNode)
for pos, shape in (
((0, 0, -Z_EXTENT), Vec3(X_EXTENT, Y_EXTENT, 1)),
((0, 0, Z_EXTENT), Vec3(X_EXTENT, Y_EXTENT, 1)),
((0, -Y_EXTENT, 0), Vec3(X_EXTENT, 1, Z_EXTENT)),
((0, Y_EXTENT, 0), Vec3(X_EXTENT, 1, Z_EXTENT)),
((-X_EXTENT, 0, 0), Vec3( 1, Y_EXTENT, Z_EXTENT)),
(( X_EXTENT, 0, 0), Vec3( 1, Y_EXTENT, Z_EXTENT)),
):
boundaryShape = BulletBoxShape(shape)
boundaryNode.addShape(boundaryShape,
TransformState.makePos(pos))
if pos[1] >= 0:
np = render.attachNewNode("boundary-cube")
np.setPos(pos)
np.setTwoSided(True)
np.setScale(shape)
np.setColor((0.5, 0.5, 0.5, 0.5))
cubeNp.instanceTo(np)
world.attachRigidBody(boundaryNode)
def makeLight(i=1):
light = PointLight("Light")
light.setColor((i, i, i, 1))
light.setAttenuation((1, 0.01, 0.0001))
return light
class LaunchableText:
def __init__(self, parent, world, font=None):
self.textNode = TextNode("text")
if font:
self.textNode.setFont(font)
m = self.textNode.getTransform()
m[1][1] = 0.1
self.textNode.setTransform(m)
self.halfExtents = (0, 0, 0)
self.rbNode = BulletRigidBodyNode("Text")
self.rootNp = parent.attachNewNode(self.rbNode)
self.textNp = self.rootNp.attachNewNode(self.textNode)
self.textNp.setScale(2)
self.rbNode.setFriction(0.2)
self.rbNode.setRestitution(0.9)
self.rbNode.setAngularDamping(0.3)
self.rbNode.setLinearDamping(0)
self.rbNode.setMass(1)
self.rbNode.setDeactivationEnabled(False)
self.rbNode.setKinematic(True)
world.attach(self.rbNode)
self.world = world
def destroy(self):
self.rootNp.detachNode()
self.world.remove(self.rbNode)
def setText(self, value):
if hasattr(self, "bulletShape") and self.bulletShape:
self.rbNode.removeShape(self.bulletShape)
self.bulletShape = None
self.textNode.setText(value)
self.textNp.setPos(0, 0, 0)
self.halfExtents = (0, 0, 0)
if self.textNp.getTightBounds():
ul, lr = self.textNp.getTightBounds()
self.halfExtents = (lr - ul) / 2
self.textNp.setPos(-self.halfExtents - ul)
self.bulletShape = BulletBoxShape(self.halfExtents)
self.rbNode.addShape(self.bulletShape)
def getHalfExtents(self):
return self.halfExtents
def setColor(self, color):
self.textNp.setColor(color)
def __getattr__(self, name):
if hasattr(self.rootNp, name):
return getattr(self.rootNp, name)
elif hasattr(self.rbNode, name):
return getattr(self.rbNode, name)
else:
raise AttributeError()
def launch(self, linear, angular):
self.rbNode.setKinematic(False)
self.rbNode.setLinearVelocity(linear)
self.rbNode.setAngularVelocity(angular)
class TextApp(ShowBase):
def __init__(self):
super().__init__(self)
self.queue = HotQueue("text-updates")
self.msgsPerFrameLimit = 10
self.setBackgroundColor(0, 0, 0)
self.setFrameRateMeter("fps" in sys.argv)
self.setSceneGraphAnalyzerMeter("debug" in sys.argv)
debugNode = BulletDebugNode('Debug')
debugNode.showWireframe(True)
debugNode.showConstraints(True)
debugNode.showBoundingBoxes(False)
debugNode.showNormals(True)
debugNP = self.render.attachNewNode(debugNode)
if "bullet" in sys.argv: debugNP.show()
self.font = self.loader.loadFont(
'/System/Library/Fonts/Supplemental/Arial Bold.ttf')
self.font.setPixelsPerUnit(60)
self.font.setPageSize(512, 512)
self.font.setRenderMode(TextFont.RMSolid)
self.camera.setPos(0, -90, 0)
self.disableMouse()
self.paused = "pause" in sys.argv
self.world = BulletWorld()
if "gravity" in sys.argv:
self.world.setGravity(Vec3(0, 0, -3))
self.world.setDebugNode(debugNP.node())
self.taskMgr.add(self.update, 'update')
self.boundsNp = self.render.attachNewNode("BoundaryBox")
makeBoundaryBox(self.boundsNp, self.world)
self.textNp = self.render.attachNewNode("TextNodes")
self.cameraCard = CameraCard(self.render)
self.cameraCard.setScale(Vec3(-16, 1, 9) * 4)
self.cameraCard.setTwoSided(True)
self.cameraCard.setPos((8 * 4, 22.9, -4.5 * 4))
if "nocamera" in sys.argv:
self.toggleCameraBg()
light = makeLight(1)
lightNp = render.attachNewNode(light)
lightNp.setPos(24, -30, 12)
self.textNp.setLight(lightNp)
light = makeLight(1)
lightNp = render.attachNewNode(light)
lightNp.setPos(-24, -30, -12)
self.textNp.setLight(lightNp)
ambient = PointLight("Ambient")
ambient.setColor((.5, .5, .5, 1))
ambientNp = render.attachNewNode(ambient)
self.boundsNp.setLight(ambientNp)
self.render.setShaderAuto()
self.render.setAntialias(AntialiasAttrib.MAuto)
if "sample" in sys.argv:
self.sampleTexts = []
for i in range(5):
self.sampleTexts.append(self.addText("Sample %s" % i,
(random() * 10 - 5,
random() * 10 - 5,
random() * 10 - 5)))
self.accept('l', self.sampleLaunch)
self.launchers = defaultdict(
lambda: LaunchableText(self.textNp, self.world, self.font))
self.floaters = []
self.floatersByRb = {}
self.sinks = []
self.sinks.append(self.createSink("A", 0, 22, 0))
#self.createSink("B", 0, -23, 0)
self.accept('1', self.debugNodes)
self.accept('k', self.disableKinematic)
self.accept('c', self.oobe)
self.accept('g', self.toggleGravity)
self.accept('p', self.pause)
self.accept('b', self.toggleCameraBg)
def debugNodes(self):
print("\n".join(["{}\tGravity: {}\tLinear: {}\tAngular: {}".format(
i, i.getGravity(), i.getLinearVelocity(), i.getAngularVelocity())
for i in self.world.getRigidBodies()]))
def sampleLaunch(self):
for i in self.sampleTexts:
i.launch((random() * 10 - 5, random() * 10 - 5, random() * 10 - 5),
(random() * 10 - 5, random() * 10 - 5, random() * 10 - 5))
def disableKinematic(self):
for i in self.world.getRigidBodies():
i.setKinematic(not i.isKinematic())
def pause(self):
self.paused = not self.paused
print("Physics simulation is {} paused.".format(
"now" if self.paused else "no longer"))
def toggleGravity(self):
if self.world.getGravity()[2] > 0:
self.world.setGravity((0, 0, 0))
elif self.world.getGravity()[2] == 0:
self.world.setGravity((0, 0, -5))
else:
self.world.setGravity((0, 0, 5))
print("New Gravity: ", self.world.getGravity())
def toggleCameraBg(self, force=None):
if force != True and (self.cameraCard.parent or force == False):
self.cameraCard.detachNode()
else:
self.cameraCard.reparentTo(self.render)
def update(self, task):
msg = self.queue.get()
processed = 0
while msg:
if msg["action"] == "leave":
self.launchers[msg["client_id"]].destroy()
del self.launchers[msg["client_id"]]
elif msg["action"] == "update":
self.processUpdate(msg)
elif msg["action"] == "launch":
self.processUpdate(msg)
self.processLaunch(msg)
processed += 1
if processed < self.msgsPerFrameLimit:
msg = self.queue.get()
else:
msg = None
for sink in self.sinks:
for text in self.floaters:
vec = text.rootNp.getPos() - sink.getPos()
text.applyCentralForce(-vec / pow(vec.length(), 2) * 80 )
textNodes = []
for node in sink.node().getOverlappingNodes():
if node in self.floatersByRb:
textNodes.append(self.floatersByRb[node])
for node in sink.node().getOverlappingNodes():
text = (self.floatersByRb[node] if node in self.floatersByRb
else None)
if not (node.isStatic() or node.isKinematic()):
# print(node, node.getTotalForce(),
# node.getTotalForce().length())
if node.getTotalForce().length() > 40:
if len(textNodes) > 1:
i = 0
while textNodes[i] == text:
i += 1
previousNode = textNodes[i]
self.floaters.remove(previousNode)
text.setText(previousNode.textNode.getText() +
" " + text.textNode.getText())
previousNode.destroy()
else:
pass
#node.setKinematic(True)
#text.setHpr((0, 0, 0))
#self.toggleCameraBg(True)
self.cameraCard.update()
dt = globalClock.getDt()
if not self.paused:
self.world.doPhysics(dt)
return task.cont
def processUpdate(self, msg):
props = msg["props"]
text = self.launchers[msg["client_id"]]
text.setText(props["text"])
text.setColor(Vec3(*hex_to_rgb(props["color"])) / 256)
props["y"] *= -1
props["z"] *= -1
if abs(props["x"]) != 1 and abs(props["y"]) != 1:
if abs(props["x"]) > abs(props["y"]):
props["x"] = 1 if props["x"] > 0 else -1
else:
props["y"] = 1 if props["y"] > 0 else -1;
x = props["x"] * X_EXTENT * .95
y = props["z"] * Y_EXTENT * .92
z = props["y"] * Z_EXTENT * .90
if abs(props["x"]) == 1:
x += text.getHalfExtents()[0] * -props["x"]
if abs(props["y"]) == 1:
z += text.getHalfExtents()[0] * -props["y"]
props["planarAngle"] += 90 * props["y"]
text.setPos(Point3(x, y, z))
if abs(props["x"]) == 1:
hpr = Vec3(props["zAngle"], 0, props["planarAngle"])
else:
hpr = Vec3(0, -props["zAngle"], props["planarAngle"])
text.setHpr(hpr)
def processLaunch(self, msg):
props = msg["props"]
text = self.launchers[msg["client_id"]]
hpr = text.getHpr()
if abs(props["x"]) == 1:
velocity = Vec3(
-props["x"] * cos(radians(hpr[0])) * cos(radians(hpr[2])),
-props["x"] * sin(radians(hpr[0])),
-props["x"] * -sin(radians(hpr[2])))
else:
velocity = Vec3(
cos(radians(hpr[2])),
-sin(radians(hpr[1])),
-cos(radians(hpr[1])) * sin(radians(hpr[2])))
angular = Vec3(random(), random(), random())
text.launch(velocity * (props["launchStrength"] * 20 + 3),
angular * props["launchStrength"] * 5)
self.floaters.append(text)
self.floatersByRb[text.rbNode] = text
del self.launchers[msg["client_id"]]
def createSink(self, name, x=0, y=0, z=0):
shape = BulletSphereShape(1)
ghostNode = BulletGhostNode('GhostSink_'+name)
ghostNode.addShape(shape)
ghostNp = self.render.attachNewNode(ghostNode)
ghostNp.setPos(x, y, z)
self.world.attachGhost(ghostNode)
return ghostNp
def addText(self, value, pos=Point3(0, 0, 0)):
text = LaunchableText(self.textNp, self.world, self.font)
text.setText(value)
text.setPos(pos)
return text
if __name__ == "__main__":
app = TextApp()
app.run()