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from direct.showbase.ShowBase import ShowBase
from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data
from panda3d.core import SamplerState
from panda3d.ode import OdeWorld, OdeSimpleSpace, OdeJointGroup
from panda3d.ode import OdeBody, OdeMass, OdeBoxGeom, OdePlaneGeom
from panda3d.core import BitMask32, CardMaker, Vec4, Quat
from random import randint, random
from panda3d.core import Vec3, load_prc_file_data, ShaderTerrainMesh
from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data
from direct.actor.Actor import Actor
from panda3d.core import NodePath, CardMaker, SamplerState
class ShaderTerrainDemo(ShowBase):
def __init__(self):
# Load some configuration variables, its important for this to happen
# before the ShowBase is initialized
load_prc_file_data("", """
textures-power-2 none
gl-coordinate-system default
window-title Panda3D ShaderTerrainMesh Demo
""")
# Initialize the showbase
ShowBase.__init__(self)
# Increase camera FOV as well as the far plane
self.camLens.set_fov(90)
self.camLens.set_near_far(0.1, 50000)
# Construct the terrain
self.terrain_node = ShaderTerrainMesh()
# Set a heightfield, the heightfield should be a 16-bit png and
# have a quadratic size of a power of two.
self.terrain_node.heightfield = self.loader.loadTexture("heightfield.png")
# Set the target triangle width. For a value of 10.0 for example,
# the terrain will attempt to make every triangle 10 pixels wide on screen.
self.terrain_node.target_triangle_width = 10.0
# Generate the terrain
self.terrain_node.generate()
# Attach the terrain to the main scene and set its scale. With no scale
# set, the terrain ranges from (0, 0, 0) to (1, 1, 1)
self.terrain = self.render.attach_new_node(self.terrain_node)
self.terrain.set_scale(1024, 1024, 100)
self.terrain.set_pos(-512, -512, -70.0)
# Set a shader on the terrain. The ShaderTerrainMesh only works with
# an applied shader. You can use the shaders used here in your own application
terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl")
self.terrain.set_shader(terrain_shader)
self.terrain.set_shader_input("camera", self.camera)
# Shortcut to view the wireframe mesh
self.accept("f3", self.toggleWireframe)
# Set some texture on the terrain
grass_tex = self.loader.loadTexture("textures/grass.png")
grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear)
grass_tex.set_anisotropic_degree(16)
self.terrain.set_texture(grass_tex)
# Load a skybox - you can safely ignore this code
skybox = self.loader.loadModel("models/skybox.bam")
skybox.reparent_to(self.render)
skybox.set_scale(20000)
skybox_texture = self.loader.loadTexture("textures/skybox.jpg")
skybox_texture.set_minfilter(SamplerState.FT_linear)
skybox_texture.set_magfilter(SamplerState.FT_linear)
skybox_texture.set_wrap_u(SamplerState.WM_repeat)
skybox_texture.set_wrap_v(SamplerState.WM_mirror)
skybox_texture.set_anisotropic_degree(16)
skybox.set_texture(skybox_texture)
skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl")
skybox.set_shader(skybox_shader)
# Setup our physics world
world = OdeWorld()
world.setGravity(0, 0, -9.81)
# The surface table is needed for autoCollide
world.initSurfaceTable(1)
world.setSurfaceEntry(0, 0, 150, 0.0, 9.1, 0.9, 0.00001, 0.0, 0.002)
# Create a space and add a contactgroup to it to add the contact joints
space = OdeSimpleSpace()
space.setAutoCollideWorld(world)
contactgroup = OdeJointGroup()
space.setAutoCollideJointGroup(contactgroup)
# Load the box
box = loader.loadModel("box")
# Make sure its center is at 0, 0, 0 like OdeBoxGeom
box.setPos(-.5, -.5, -.5)
box.flattenLight() # Apply transform
box.setTextureOff()
dancer = Actor("dancer.egg.pz")
geomnode = dancer.find('**/-GeomNode').node()
geomnode.setIntoCollideMask(BitMask32.bit(1))
dancer.setPos(0,0,0)
chorusline = NodePath('chorusline')
boxes = []
for i in range(5):
placeholder = chorusline.attachNewNode("Dancer-Placeholder")
placeholder.setPos(i*5,-.5, -.5)
dancer.instanceTo(placeholder)
boxBody = OdeBody(world)
M = OdeMass()
M.setBox(50, 1, 1, 1)
boxBody.setMass(M)
boxBody.setPosition(dancer.getPos(render))
boxBody.setQuaternion(dancer.getQuat(render))
# Create a BoxGeom
boxGeom = OdeBoxGeom(space, 1, 1, 1)
boxGeom.setCollideBits(BitMask32(0x00000002))
boxGeom.setCategoryBits(BitMask32(0x00000001))
boxGeom.setBody(boxBody)
boxes.append((dancer, boxBody))
for i in range(3):
placeholder = render.attachNewNode("Line-Placeholder")
placeholder.setPos(-.5,i*10,-.5)
chorusline.instanceTo(placeholder)
# Add a random amount of boxes
for i in range(randint(15, 30)):
# Setup the geometry
boxNP = box.copyTo(render)
boxNP.setPos(randint(-10, 10), randint(-10, 10), 10 + random())
boxNP.setColor(random(), random(), random(), 1)
boxNP.setHpr(randint(-45, 45), randint(-45, 45), randint(-45, 45))
# Create the body and set the mass
boxBody = OdeBody(world)
M = OdeMass()
M.setBox(50, 1, 1, 1)
boxBody.setMass(M)
boxBody.setPosition(boxNP.getPos(render))
boxBody.setQuaternion(boxNP.getQuat(render))
# Create a BoxGeom
boxGeom = OdeBoxGeom(space, 1, 1, 1)
boxGeom.setCollideBits(BitMask32(0x00000002))
boxGeom.setCategoryBits(BitMask32(0x00000001))
boxGeom.setBody(boxBody)
boxes.append((boxNP, boxBody))
#self.terrain.setPos(0, 0, 0); self.terrain.lookAt(0, 0, -1)
self.terrain.setCollideMask(BitMask32.bit(0))
# Set the camera position
base.camera.setPos(40, 40, 20)
base.camera.lookAt(0, 0, 0)
# The task for our simulation
def simulationTask(task):
space.autoCollide() # Setup the contact joints
# Step the simulation and set the new positions
world.quickStep(globalClock.getDt())
for np, body in boxes:
np.setPosQuat(render, body.getPosition(), Quat(body.getQuaternion()))
contactgroup.empty() # Clear the contact joints
return task.cont
# Wait a split second, then start the simulation
taskMgr.doMethodLater(0.5, simulationTask, "Physics Simulation")
ShaderTerrainDemo().run() |
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