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scene.py
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scene.py
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from panda3d.bullet import BulletRigidBodyNode, BulletSoftBodyNode
from panda3d.bullet import BulletConvexHullShape, BulletHeightfieldShape, ZUp
from panda3d.bullet import BulletHelper
from panda3d.core import NodePath, PandaNode
from panda3d.core import Vec3, Point3, BitMask32, LColor
from panda3d.core import Filename, PNMImage
from panda3d.core import Shader
from panda3d.core import TextureStage, TransformState
from panda3d.core import GeoMipTerrain
from panda3d.core import GeomNode, GeomVertexFormat
from create_geomnode import Cylinder
from create_maze3d import MazeBuilder
from lights import BasicAmbientLight, BasicDayLight
class Sky(NodePath):
def __init__(self):
super().__init__(PandaNode('sky'))
model = base.loader.load_model('models/blue-sky/blue-sky-sphere')
model.set_color(LColor(2, 2, 2, 1))
model.set_scale(0.2)
model.set_z(0)
model.reparent_to(self)
self.set_shader_off()
class Terrain(NodePath):
def __init__(self):
super().__init__(BulletRigidBodyNode('terrain'))
self.file_path = 'terrains/heightfield.png'
self.heigt = 30
self.set_pos(Point3(0, 0, 0))
self.node().set_mass(0)
self.set_collide_mask(BitMask32.bit(1))
textures = [
'textures/grass.jpg',
'textures/grass_01.png',
'textures/grass_02.jpg',
'textures/grass_03.jpg',
]
self.add_shape_to_terrain()
self.make_geomip_terrain()
self.setup_shader()
self.setup_textures(textures)
def add_shape_to_terrain(self):
img = PNMImage(Filename(self.file_path))
shape = BulletHeightfieldShape(img, self.heigt, ZUp)
shape.set_use_diamond_subdivision(True)
self.node().add_shape(shape)
def make_geomip_terrain(self):
self.terrain = GeoMipTerrain('geomip_terrain')
self.terrain.set_heightfield(self.file_path)
self.terrain.set_border_stitching(True)
self.terrain.set_block_size(8)
self.terrain.set_min_level(2)
self.terrain.set_focal_point(base.camera)
pos = Point3(-128, -128, -(self.heigt / 2))
self.root = self.terrain.get_root()
self.root.set_scale(Vec3(1, 1, self.heigt))
self.root.set_pos(pos)
self.terrain.generate()
self.root.reparent_to(self)
def setup_shader(self):
shader = Shader.load(
Shader.SL_GLSL,
'shaders/terrain_v.glsl',
'shaders/terrain_f.glsl'
)
self.root.set_shader(shader)
def setup_textures(self, textures):
self.root.clear_texture()
for i, img_file in enumerate(textures):
ts = TextureStage(f'ts{i}')
ts.set_sort(i)
self.root.set_shader_input(f'tex_ScaleFactor{i}', 10) # 10 is texture scale
tex = base.loader.load_texture(img_file)
self.root.set_texture(ts, tex)
class Cloth(NodePath):
def __init__(self, info, p00, p10, p01, p11, resx, resy, fixeds, gendiags):
super().__init__(BulletSoftBodyNode.make_patch(info, p00, p10, p01, p11, resx, resy, fixeds, gendiags))
material = self.node().append_material()
material.set_linear_stiffness(0.4)
self.node().generate_bending_constraints(2, material)
self.node().set_total_mass(50.0)
self.node().get_shape(0).set_margin(0.5)
self.set_name('banner')
self.set_collide_mask(BitMask32.all_on())
fmt = GeomVertexFormat.getV3n3t2()
geom = BulletHelper.make_geom_from_faces(self.node(), fmt, True)
self.node().link_geom(geom)
vis_nd = GeomNode('visualization')
vis_nd.add_geom(geom)
vis_np = self.attach_new_node(vis_nd)
vis_np.reparent_to(self)
vis_np.set_texture(base.loader.load_texture('textures/finish.png'))
BulletHelper.make_texcoords_for_patch(geom, resx, resy)
class Poles(NodePath):
def __init__(self, gate_w, pole_h):
super().__init__(BulletRigidBodyNode('poles'))
self.set_collide_mask(BitMask32.bit(1))
half = gate_w / 2
self.left = self.assemble(Point3(-half, 0, 0), pole_h)
self.right = self.assemble(Point3(half, 0, 0), pole_h)
def assemble(self, pos, pole_h):
cylinder = Cylinder(radius=0.15, height=pole_h, segs_a=12)
cylinder.set_pos(pos)
cylinder.reparent_to(self)
shape = BulletConvexHullShape()
shape.add_geom(cylinder.node().get_geom(0))
self.node().add_shape(shape, TransformState.make_pos(pos))
return cylinder
class GoalGate(NodePath):
def __init__(self, world, gate_w=4, pole_h=4):
super().__init__(PandaNode('goal_gate'))
self.world = world
self.gate_w = gate_w
self.pole_h = pole_h
self.create_poles()
def setup(self, gate_pos, gate_angle=180):
self.set_h(gate_angle)
self.poles.set_pos(base.render, gate_pos)
self.create_banner()
def destroy(self):
self.world.remove(self.banner.node())
self.banner.remove_node()
def create_poles(self):
self.poles = Poles(self.gate_w, self.pole_h)
tex = base.loader.load_texture('textures/concrete2.jpg')
self.poles.set_texture(tex)
self.poles.reparent_to(self)
self.world.attach(self.poles.node())
def create_banner(self):
info = self.world.get_world_info()
info.set_air_density(1.2)
info.set_water_density(0)
info.set_water_offset(0)
info.set_water_normal(Vec3(0, 0, 0))
resx = 4
resy = 4
left_w_pt = self.poles.left.get_pos(base.render)
right_w_pt = self.poles.right.get_pos(base.render)
p00 = left_w_pt + Vec3(0, 0, self.pole_h - 1) # bottom left
p01 = right_w_pt + Vec3(0, 0, self.pole_h - 1) # top left
p10 = left_w_pt + Vec3(0, 0, self.pole_h) # bottom right
p11 = right_w_pt + Vec3(0, 0, self.pole_h) # top right
fixeds = 1 + 2 + 4 + 8
gendiags = True
self.banner = Cloth(info, p00, p10, p01, p11, resx, resy, fixeds, gendiags)
self.world.attach(self.banner.node())
self.banner.reparent_to(self)
class Scene:
def __init__(self, world):
self.world = world
self.ambient_light = BasicAmbientLight()
self.day_light = BasicDayLight()
self.scene = NodePath('scene')
self.scene.reparent_to(base.render)
self.sky = Sky()
self.sky.reparent_to(self.scene)
self.terrain = Terrain()
self.terrain.reparent_to(self.scene)
self.world.attach(self.terrain.node())
self.maze = MazeBuilder(self.world, self.scene)
gate_w = self.maze.wall_size.x * 2
self.goal_gate = GoalGate(self.world, gate_w=gate_w)
self.goal_gate.reparent_to(self.scene)
def build_maze(self, rows=21, cols=21):
self.maze.setup(rows, cols)
# make goal gate.
xy = self.maze.get_exit()
gate_pos = Point3(xy, self.maze.get_maze_pos().z + 2)
self.goal_gate.setup(gate_pos)
def destroy_maze(self):
self.maze.destroy()
self.goal_gate.destroy()