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January 18, 2018 16:23
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Demostration of picking bug in Panda3D with changing geometry
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#!/usr/bin/env python | |
import math | |
from direct.showbase.DirectObject import DirectObject | |
from direct.showbase.ShowBase import ShowBase | |
from direct.task import Task | |
from panda3d.core import CollisionHandlerQueue, CollisionNode, CollisionRay, CollisionTraverser, Geom, GeomNode, GeomTriangles, GeomVertexData, GeomVertexFormat, GeomVertexWriter, LVector3, PerspectiveLens, Spotlight | |
base = ShowBase() | |
base.disableMouse() | |
base.camera.setPos(0, 0, 0) | |
def normalized(*args): | |
myVec = LVector3(*args) | |
myVec.normalize() | |
return myVec | |
def makeSquare(x1, y1, z1, x2, y2, z2, square=None): | |
format = GeomVertexFormat.getV3n3cpt2() | |
vdata = GeomVertexData('square', format, Geom.UHDynamic) | |
vertex = GeomVertexWriter(vdata, 'vertex') | |
normal = GeomVertexWriter(vdata, 'normal') | |
color = GeomVertexWriter(vdata, 'color') | |
texcoord = GeomVertexWriter(vdata, 'texcoord') | |
# make sure we draw the sqaure in the right plane | |
if x1 != x2: | |
vertex.addData3(x1, y1, z1) | |
vertex.addData3(x2, y1, z1) | |
vertex.addData3(x2, y2, z2) | |
vertex.addData3(x1, y2, z2) | |
normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1)) | |
normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1)) | |
normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1)) | |
normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1)) | |
else: | |
vertex.addData3(x1, y1, z1) | |
vertex.addData3(x2, y2, z1) | |
vertex.addData3(x2, y2, z2) | |
vertex.addData3(x1, y1, z2) | |
normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1)) | |
normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1)) | |
normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1)) | |
normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1)) | |
# adding different colors to the vertex for visibility | |
color.addData4f(1.0, 0.0, 0.0, 1.0) | |
color.addData4f(0.0, 1.0, 0.0, 1.0) | |
color.addData4f(0.0, 0.0, 1.0, 1.0) | |
color.addData4f(1.0, 0.0, 1.0, 1.0) | |
texcoord.addData2f(0.0, 1.0) | |
texcoord.addData2f(0.0, 0.0) | |
texcoord.addData2f(1.0, 0.0) | |
texcoord.addData2f(1.0, 1.0) | |
# Quads aren't directly supported by the Geom interface | |
# you might be interested in the CardMaker class if you are | |
# interested in rectangle though | |
tris = GeomTriangles(Geom.UHDynamic) | |
tris.addVertices(0, 1, 3) | |
tris.addVertices(1, 2, 3) | |
if square is None: | |
square = Geom(vdata) | |
else: | |
square.clear_primitives() | |
square.set_vertex_data(vdata) | |
square.addPrimitive(tris) | |
return square | |
square = makeSquare(-1, -1, -1, 1, -1, 1) | |
snode = GeomNode('square') | |
snode.addGeom(square) | |
square_np = render.attachNewNode(snode) | |
square_np.setPos(0, 10, 0) | |
class PickingBug(DirectObject): | |
def __init__(self): | |
slight = Spotlight('slight') | |
slight.setColor((1, 1, 1, 1)) | |
lens = PerspectiveLens() | |
slight.setLens(lens) | |
self.slnp = render.attachNewNode(slight) | |
self.slnp1 = render.attachNewNode(slight) | |
self._ray = CollisionRay() | |
self._ray.set_origin((0., -10., 0.)) | |
self._ray.set_direction((0., 1., 0.)) | |
self._collision_node = CollisionNode("collision_node") | |
self._collision_node.set_from_collide_mask(GeomNode.get_default_collide_mask()) | |
self._collision_node.add_solid(self._ray) | |
self._collision_node_np = render.attach_new_node(self._collision_node) | |
self._collision_node_np.show() | |
self._collision_handler = CollisionHandlerQueue() | |
self._traverser = CollisionTraverser() | |
self._traverser.add_collider(self._collision_node_np, self._collision_handler) | |
self._traverser.show_collisions(render) | |
self._start_time = globalClock.getFrameTime() | |
taskMgr.add(self.pick) | |
def pick(self, _): | |
size = ((math.sin((globalClock.getFrameTime() - self._start_time) / 2.0) + 1.0) / 2.0) * 2.0 + 1.0 | |
makeSquare(-size, -size, -size, size, -size, size, square) | |
if base.mouseWatcherNode.has_mouse(): | |
mpos = base.mouseWatcherNode.getMouse() | |
self._ray.setFromLens(base.camNode, mpos.get_x(), mpos.get_y()) | |
self._traverser.traverse(base.render) | |
return Task.cont | |
t = PickingBug() | |
base.run() |
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