--- /dev/null
+from textwrap import dedent
+from panda3d.core import GeomVertexData, GeomVertexFormat, Geom, \
+ GeomVertexWriter, GeomTriangles, GeomNode, Shader, Point3, Plane, Vec3
+from ya2.p3d.gfx import P3dGfxMgr
+
+
+class SidePanel:
+
+ def __init__(self, world, plane_node, top_l, bottom_r, y, items):
+ self._world = world
+ self._plane_node = plane_node
+ self._set((-1, 1), y)
+ self.update(items)
+
+ def update(self, items):
+ p_from, p_to = P3dGfxMgr.world_from_to((-1, 1))
+ for hit in self._world.ray_test_all(p_from, p_to).get_hits():
+ if hit.get_node() == self._plane_node:
+ pos = hit.get_hit_pos()
+ y = 0
+ corner = -20, 20
+ for item in items:
+ if not item._instantiated:
+ bounds = item._np.get_tight_bounds()
+ if bounds[1][1] > y:
+ y = bounds[1][1]
+ icorner = item.get_corner()
+ icorner = P3dGfxMgr.screen_coord(icorner)
+ if icorner[0] > corner[0]:
+ corner = icorner[0], corner[1]
+ if icorner[1] < corner[1]:
+ corner = corner[0], icorner[1]
+ self._set((pos[0], pos[2]), y)
+ bounds = self._np.get_tight_bounds()
+ corner3d = bounds[1][0], bounds[1][1], bounds[0][2]
+ corner2d = P3dGfxMgr.screen_coord(corner3d)
+ plane = Plane(Vec3(0, 1, 0), y)
+ pos3d, near_pt, far_pt = Point3(), Point3(), Point3()
+ ar, margin = base.get_aspect_ratio(), .04
+ x = corner[0] / ar if ar >= 1 else corner[0]
+ z = corner[1] * ar if ar < 1 else corner[1]
+ x += margin / ar if ar >= 1 else margin
+ z -= margin * ar if ar < 1 else margin
+ base.camLens.extrude((x, z), near_pt, far_pt)
+ plane.intersects_line(
+ pos3d, render.get_relative_point(base.camera, near_pt),
+ render.get_relative_point(base.camera, far_pt))
+ corner_pos3d, near_pt, far_pt = Point3(), Point3(), Point3()
+ base.camLens.extrude((-1, 1), near_pt, far_pt)
+ plane.intersects_line(
+ corner_pos3d, render.get_relative_point(base.camera, near_pt),
+ render.get_relative_point(base.camera, far_pt))
+ self._np.set_pos((pos3d + corner_pos3d) / 2)
+ scale = Vec3(pos3d[0] - corner_pos3d[0], 1, corner_pos3d[2] - pos3d[2])
+ self._np.set_scale(scale)
+
+ def _set(self, pos, y):
+ if hasattr(self, '_np'):
+ self._np.remove_node()
+ vdata = GeomVertexData('quad', GeomVertexFormat.get_v3(), Geom.UHStatic)
+ vdata.setNumRows(2)
+ vertex = GeomVertexWriter(vdata, 'vertex')
+ vertex.add_data3(.5, 0, -.5)
+ vertex.add_data3(.5, 0, .5)
+ vertex.add_data3(-.5, 0, .5)
+ vertex.add_data3(-.5, 0, -.5)
+ prim = GeomTriangles(Geom.UHStatic)
+ prim.add_vertices(0, 1, 2)
+ prim.add_vertices(0, 2, 3)
+ prim.close_primitive()
+ geom = Geom(vdata)
+ geom.add_primitive(prim)
+ node = GeomNode('gnode')
+ node.add_geom(geom)
+ self._np = render.attach_new_node(node)
+ self._np.setTransparency(True)
+ self._np.set_pos(pos[0], y, pos[1])
+ vert = '''\
+ #version 130
+ uniform mat4 p3d_ModelViewProjectionMatrix;
+ in vec4 p3d_Vertex;
+ void main() {
+ gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex; }'''
+ frag = '''\
+ #version 130
+ out vec4 p3d_FragColor;
+ void main() {
+ p3d_FragColor = vec4(.04, .04, .04, .08); }'''
+ self._np.set_shader(Shader.make(Shader.SL_GLSL, dedent(vert), dedent(frag)))
+ # mat = Material()
+ # mat.set_base_color((1, 1, 1, 1))
+ # mat.set_emission((1, 1, 1, 1))
+ # mat.set_metallic(.5)
+ # mat.set_roughness(.5)
+ # np.set_material(mat)
+ # texture_sz = 64
+ # base_color_pnm = PNMImage(texture_sz, texture_sz)
+ # base_color_pnm.fill(.1, .1, .1)
+ # base_color_pnm.add_alpha()
+ # base_color_pnm.alpha_fill(.04)
+ # base_color_tex = Texture('base color')
+ # base_color_tex.load(base_color_pnm)
+ # ts = TextureStage('base color')
+ # ts.set_mode(TextureStage.M_modulate)
+ # np.set_texture(ts, base_color_tex)
+ # emission_pnm = PNMImage(texture_sz, texture_sz)
+ # emission_pnm.fill(0, 0, 0)
+ # emission_tex = Texture('emission')
+ # emission_tex.load(emission_pnm)
+ # ts = TextureStage('emission')
+ # ts.set_mode(TextureStage.M_emission)
+ # np.set_texture(ts, emission_tex)
+ # metal_rough_pnm = PNMImage(texture_sz, texture_sz)
+ # ambient_occlusion = 1
+ # roughness = .5
+ # metallicity = .5
+ # metal_rough_pnm.fill(ambient_occlusion, roughness, metallicity)
+ # metal_rough_tex = Texture('ao metal roughness')
+ # metal_rough_tex.load(metal_rough_pnm)
+ # ts = TextureStage('ao metal roughness')
+ # ts.set_mode(TextureStage.M_selector)
+ # np.set_texture(ts, metal_rough_tex)
+ # normal_pnm = PNMImage(texture_sz, texture_sz)
+ # normal_pnm.fill(.5, .5, .1)
+ # normal_tex = Texture('normals')
+ # normal_tex.load(normal_pnm)
+ # ts = TextureStage('normals')
+ # ts.set_mode(TextureStage.M_normal)
+ # np.set_texture(ts, normal_tex)
+
+ def destroy(self):
+ self._np.remove_node()