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:
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)
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;
#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))