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better arrangement of the side panel
[pmachines.git] / pmachines / sidepanel.py
index b27f1963261533d34f710adffee451c603217bbb..270e06417037bdaa385ec6affedfcd8932bc72f3 100644 (file)
@@ -1,6 +1,7 @@
 from textwrap import dedent
 from panda3d.core import GeomVertexData, GeomVertexFormat, Geom, \
     GeomVertexWriter, GeomTriangles, GeomNode, Shader, Point3
+from lib.lib.p3d.gfx import P3dGfxMgr
 
 
 class SidePanel:
@@ -8,41 +9,51 @@ class SidePanel:
     def __init__(self, world, plane_node, top_l, bottom_r, y):
         self._world = world
         self._plane_node = plane_node
-        self._set(top_l, bottom_r, y)
+        self._set((-1, 1), y)
 
     def update(self, items):
-        p_from, p_to = Point3(), Point3()    # in camera coordinates
-        base.camLens.extrude((-1, 1), p_from, p_to)
-        p_from = render.get_relative_point(base.cam, p_from)  # global coords
-        p_to = render.get_relative_point(base.cam, p_to)  # global coords
+        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()
-        top_l = pos[0] - .8, pos[2] + .8
-        bottom_r = pos[0], pos[2]
-        y = 1
+        y = 0
+        corner = -20, 20
         for item in items:
             if not item._instantiated:
                 bounds = item._np.get_tight_bounds()
-                if bounds[1][0] > bottom_r[0]:
-                    bottom_r = bounds[1][0], bottom_r[1]
-                if bounds[0][2] < bottom_r[1]:
-                    bottom_r = bottom_r[0], bounds[0][2]
                 if bounds[1][1] > y:
                     y = bounds[1][1]
-                bottom_r = bottom_r[0] + .3, bottom_r[1] - .3
-        self._set(top_l, bottom_r, y)
+                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)
+        def __update(dscale):
+            scale = self._np.get_scale()
+            self._np.set_scale(scale + dscale)
+            bounds = self._np.get_tight_bounds()
+            corner3d = bounds[1][0], bounds[1][1], bounds[0][2]
+            return P3dGfxMgr.screen_coord(corner3d)
+        while corner2d[0] < corner[0] + .01:
+            corner2d = __update((.01, 0, 0))
+        while corner2d[1] > corner[1] - .01:
+            corner2d = __update((0, 0, .01))
 
-    def _set(self, top_l, bottom_r, y):
+    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(bottom_r[0], y, bottom_r[1])
-        vertex.add_data3(bottom_r[0], y, top_l[1])
-        vertex.add_data3(top_l[0], y, top_l[1])
-        vertex.add_data3(top_l[0], y, bottom_r[1])
+        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)
@@ -53,6 +64,7 @@ class SidePanel:
         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 150
             uniform mat4 p3d_ModelViewProjectionMatrix;
@@ -63,7 +75,7 @@ class SidePanel:
             #version 150
             out vec4 p3d_FragColor;
             void main() {
-                p3d_FragColor = vec4(.04, .04, .04, .06); }'''
+                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))