"""This module contains a high-level interface for loading models, textures,
sound, music, shaders and fonts from disk.
"""
__all__ = ['Loader']
from panda3d.core import *
from panda3d.core import Loader as PandaLoader
from direct.directnotify.DirectNotifyGlobal import *
from direct.showbase.DirectObject import DirectObject
import sys
# You can specify a phaseChecker callback to check
# a modelPath to see if it is being loaded in the correct
# phase
phaseChecker = None
[docs]class Loader(DirectObject):
"""
Load models, textures, sounds, and code.
"""
notify = directNotify.newCategory("Loader")
loaderIndex = 0
_loadedPythonFileTypes = False
class _Callback:
"""Returned by loadModel when used asynchronously. This class is
modelled after Future, and can be awaited."""
# This indicates that this class behaves like a Future.
_asyncio_future_blocking = False
class _ResultAwaiter(object):
"""Reinvents generators because of PEP 479, sigh. See #513."""
__slots__ = 'requestList', 'index'
def __init__(self, requestList):
self.requestList = requestList
self.index = 0
def __await__(self):
return self
def __anext__(self):
if self.index >= len(self.requestList):
raise StopAsyncIteration
return self
def __iter__(self):
return self
def __next__(self):
i = self.index
request = self.requestList[i]
if not request.done():
return request
self.index = i + 1
result = request.result()
if isinstance(result, PandaNode):
result = NodePath(result)
exc = StopIteration(result)
exc.value = result
raise exc
def __init__(self, loader, numObjects, gotList, callback, extraArgs):
self._loader = loader
self.objects = [None] * numObjects
self.gotList = gotList
self.callback = callback
self.extraArgs = extraArgs
self.requests = set()
self.requestList = []
def gotObject(self, index, object):
self.objects[index] = object
if not self.requests:
self._loader = None
if self.callback:
if self.gotList:
self.callback(self.objects, *self.extraArgs)
else:
self.callback(*(self.objects + self.extraArgs))
def cancel(self):
"Cancels the request. Callback won't be called."
if self._loader:
for request in self.requests:
self._loader.loader.remove(request)
del self._loader._requests[request]
self._loader = None
self.requests = None
self.requestList = None
def cancelled(self):
"Returns true if the request was cancelled."
return self.requestList is None
def done(self):
"Returns true if all the requests were finished or cancelled."
return not self.requests
def result(self):
"Returns the results, suspending the thread to wait if necessary."
for r in list(self.requests):
r.wait()
if self.gotList:
return self.objects
else:
return self.objects[0]
def exception(self):
assert self.done() and not self.cancelled()
return None
def __await__(self):
""" Returns a generator that raises StopIteration when the loading
is complete. This allows this class to be used with 'await'."""
if self.requests:
self._asyncio_future_blocking = True
if self.gotList:
return self._ResultAwaiter([self])
else:
return self._ResultAwaiter(self.requestList)
def __aiter__(self):
""" This allows using `async for` to iterate asynchronously over
the results of this class. It does guarantee to return the
results in order, though, even though they may not be loaded in
that order. """
requestList = self.requestList
assert requestList is not None, "Request was cancelled."
return self._ResultAwaiter(requestList)
# special methods
[docs] def __init__(self, base):
self.base = base
self.loader = PandaLoader.getGlobalPtr()
self._requests = {}
self.hook = "async_loader_%s" % (Loader.loaderIndex)
Loader.loaderIndex += 1
self.accept(self.hook, self.__gotAsyncObject)
self._loadPythonFileTypes()
[docs] def destroy(self):
self.ignore(self.hook)
self.loader.stopThreads()
del self.base
del self.loader
@classmethod
def _loadPythonFileTypes(cls):
if cls._loadedPythonFileTypes:
return
if not ConfigVariableBool('loader-support-entry-points', True):
return
if sys.version_info >= (3, 8):
from importlib.metadata import entry_points
eps = entry_points()
if sys.version_info < (3, 10):
loaders = eps.get('panda3d.loaders', ())
else:
loaders = eps.select(group='panda3d.loaders')
else:
import importlib
try:
pkg_resources = importlib.import_module('pkg_resources')
loaders = pkg_resources.iter_entry_points('panda3d.loaders')
except ImportError:
loaders = ()
if loaders:
registry = LoaderFileTypeRegistry.getGlobalPtr()
for entry_point in loaders:
registry.register_deferred_type(entry_point)
cls._loadedPythonFileTypes = True
# model loading funcs
[docs] def loadModel(self, modelPath, loaderOptions = None, noCache = None,
allowInstance = False, okMissing = None,
callback = None, extraArgs = [], priority = None,
blocking = None):
"""
Attempts to load a model or models from one or more relative
pathnames. If the input modelPath is a string (a single model
pathname), the return value will be a NodePath to the model
loaded if the load was successful, or None otherwise. If the
input modelPath is a list of pathnames, the return value will
be a list of `.NodePath` objects and/or Nones.
loaderOptions may optionally be passed in to control details
about the way the model is searched and loaded. See the
`.LoaderOptions` class for more.
The default is to look in the `.ModelPool` (RAM) cache first,
and return a copy from that if the model can be found there.
If the bam cache is enabled (via the `model-cache-dir` config
variable), then that will be consulted next, and if both
caches fail, the file will be loaded from disk. If noCache is
True, then neither cache will be consulted or updated.
If allowInstance is True, a shared instance may be returned
from the `.ModelPool`. This is dangerous, since it is easy to
accidentally modify the shared instance, and invalidate future
load attempts of the same model. Normally, you should leave
allowInstance set to False, which will always return a unique
copy.
If okMissing is True, None is returned if the model is not
found or cannot be read, and no error message is printed.
Otherwise, an `IOError` is raised if the model is not found or
cannot be read (similar to attempting to open a nonexistent
file). (If modelPath is a list of filenames, then `IOError`
is raised if *any* of the models could not be loaded.)
If callback is not None, then the model load will be performed
asynchronously. In this case, loadModel() will initiate a
background load and return immediately. The return value will
be an object that can be used to check the status, cancel the
request, or use it in an `await` expression. Unless callback
is the special value True, when the requested model(s) have
finished loading, it will be invoked with the n
loaded models passed as its parameter list. It is possible
that the callback will be invoked immediately, even before
loadModel() returns. If you use callback, you may also
specify a priority, which specifies the relative importance
over this model over all of the other asynchronous load
requests (higher numbers are loaded first).
True asynchronous model loading requires Panda to have been
compiled with threading support enabled (you can test
`.Thread.isThreadingSupported()`). In the absence of threading
support, the asynchronous interface still exists and still
behaves exactly as described, except that loadModel() might
not return immediately.
"""
assert Loader.notify.debug("Loading model: %s" % (modelPath,))
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if okMissing is not None:
if okMissing:
loaderOptions.setFlags(loaderOptions.getFlags() & ~LoaderOptions.LFReportErrors)
else:
loaderOptions.setFlags(loaderOptions.getFlags() | LoaderOptions.LFReportErrors)
else:
okMissing = ((loaderOptions.getFlags() & LoaderOptions.LFReportErrors) == 0)
if noCache is not None:
if noCache:
loaderOptions.setFlags(loaderOptions.getFlags() | LoaderOptions.LFNoCache)
else:
loaderOptions.setFlags(loaderOptions.getFlags() & ~LoaderOptions.LFNoCache)
if allowInstance:
loaderOptions.setFlags(loaderOptions.getFlags() | LoaderOptions.LFAllowInstance)
if not isinstance(modelPath, (tuple, list, set)):
# We were given a single model pathname.
modelList = [modelPath]
if phaseChecker:
phaseChecker(modelPath, loaderOptions)
gotList = False
else:
# Assume we were given a list of model pathnames.
modelList = modelPath
gotList = True
if blocking is None:
blocking = callback is None
if blocking:
# We got no callback, so it's a synchronous load.
result = []
for modelPath in modelList:
node = self.loader.loadSync(Filename(modelPath), loaderOptions)
if node is not None:
nodePath = NodePath(node)
else:
nodePath = None
result.append(nodePath)
if not okMissing and None in result:
message = 'Could not load model file(s): %s' % (modelList,)
raise IOError(message)
if gotList:
return result
else:
return result[0]
else:
# We got a callback, so we want an asynchronous (threaded)
# load. We'll return immediately, but when all of the
# requested models have been loaded, we'll invoke the
# callback (passing it the models on the parameter list).
cb = Loader._Callback(self, len(modelList), gotList, callback, extraArgs)
i = 0
for modelPath in modelList:
request = self.loader.makeAsyncRequest(Filename(modelPath), loaderOptions)
if priority is not None:
request.setPriority(priority)
request.setDoneEvent(self.hook)
self.loader.loadAsync(request)
cb.requests.add(request)
cb.requestList.append(request)
self._requests[request] = (cb, i)
i += 1
return cb
[docs] def cancelRequest(self, cb):
"""Cancels an aysynchronous loading or flatten request issued
earlier. The callback associated with the request will not be
called after cancelRequest() has been performed.
This is now deprecated: call cb.cancel() instead. """
cb.cancel()
[docs] def isRequestPending(self, cb):
""" Returns true if an asynchronous loading or flatten request
issued earlier is still pending, or false if it has completed or
been cancelled.
This is now deprecated: call cb.done() instead. """
return bool(cb.requests)
[docs] def loadModelOnce(self, modelPath):
"""
modelPath is a string.
Attempt to load a model from modelPool, if not present
then attempt to load it from disk. Return a nodepath to
the model if successful or None otherwise
"""
Loader.notify.info("loader.loadModelOnce() is deprecated; use loader.loadModel() instead.")
return self.loadModel(modelPath, noCache = False)
[docs] def loadModelCopy(self, modelPath, loaderOptions = None):
"""loadModelCopy(self, string)
NOTE: This method is deprecated and should not be used.
Attempt to load a model from modelPool, if not present
then attempt to load it from disk. Return a nodepath to
a copy of the model if successful or None otherwise
"""
Loader.notify.info("loader.loadModelCopy() is deprecated; use loader.loadModel() instead.")
return self.loadModel(modelPath, loaderOptions = loaderOptions, noCache = False)
[docs] def loadModelNode(self, modelPath):
"""
modelPath is a string.
This is like loadModelOnce in that it loads a model from the
modelPool, but it does not then instance it to hidden and it
returns a Node instead of a NodePath. This is particularly
useful for special models like fonts that you don't care about
where they're parented to, and you don't want a NodePath
anyway--it prevents accumulation of instances of the font
model under hidden.
However, if you're loading a font, see loadFont(), below.
"""
Loader.notify.info("loader.loadModelNode() is deprecated; use loader.loadModel() instead.")
model = self.loadModel(modelPath, noCache = False)
if model is not None:
model = model.node()
return model
[docs] def unloadModel(self, model):
"""
model is the return value of loadModel(). For backward
compatibility, it may also be the filename that was passed to
loadModel(), though this requires a disk search.
"""
if isinstance(model, NodePath):
# Maybe we were given a NodePath
modelNode = model.node()
elif isinstance(model, ModelNode):
# Maybe we were given a node
modelNode = model
elif isinstance(model, (str, Filename)):
# If we were given a filename, we have to ask the loader
# to resolve it for us.
options = LoaderOptions(LoaderOptions.LFSearch | LoaderOptions.LFNoDiskCache | LoaderOptions.LFCacheOnly)
modelNode = self.loader.loadSync(Filename(model), options)
if modelNode is None:
# Model not found.
assert Loader.notify.debug("Unloading model not loaded: %s" % (model))
return
assert Loader.notify.debug("%s resolves to %s" % (model, modelNode.getFullpath()))
else:
raise TypeError('Invalid parameter to unloadModel: %s' % (model))
assert Loader.notify.debug("Unloading model: %s" % (modelNode.getFullpath()))
ModelPool.releaseModel(modelNode)
[docs] def saveModel(self, modelPath, node, loaderOptions = None,
callback = None, extraArgs = [], priority = None,
blocking = None):
""" Saves the model (a `NodePath` or `PandaNode`) to the indicated
filename path. Returns true on success, false on failure. If
a callback is used, the model is saved asynchronously, and the
true/false status is passed to the callback function. """
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if not isinstance(modelPath, (tuple, list, set)):
# We were given a single model pathname.
modelList = [modelPath]
nodeList = [node]
if phaseChecker:
phaseChecker(modelPath, loaderOptions)
gotList = False
else:
# Assume we were given a list of model pathnames.
modelList = modelPath
nodeList = node
gotList = True
assert(len(modelList) == len(nodeList))
# Make sure we have PandaNodes, not NodePaths.
for i in range(len(nodeList)):
if isinstance(nodeList[i], NodePath):
nodeList[i] = nodeList[i].node()
# From here on, we deal with a list of (filename, node) pairs.
modelList = list(zip(modelList, nodeList))
if blocking is None:
blocking = callback is None
if blocking:
# We got no callback, so it's a synchronous save.
result = []
for modelPath, node in modelList:
thisResult = self.loader.saveSync(Filename(modelPath), loaderOptions, node)
result.append(thisResult)
if gotList:
return result
else:
return result[0]
else:
# We got a callback, so we want an asynchronous (threaded)
# save. We'll return immediately, but when all of the
# requested models have been saved, we'll invoke the
# callback (passing it the models on the parameter list).
cb = Loader._Callback(self, len(modelList), gotList, callback, extraArgs)
i = 0
for modelPath, node in modelList:
request = self.loader.makeAsyncSaveRequest(Filename(modelPath), loaderOptions, node)
if priority is not None:
request.setPriority(priority)
request.setDoneEvent(self.hook)
self.loader.saveAsync(request)
cb.requests.add(request)
cb.requestList.append(request)
self._requests[request] = (cb, i)
i += 1
return cb
# font loading funcs
[docs] def loadFont(self, modelPath,
spaceAdvance = None, lineHeight = None,
pointSize = None,
pixelsPerUnit = None, scaleFactor = None,
textureMargin = None, polyMargin = None,
minFilter = None, magFilter = None,
anisotropicDegree = None,
color = None,
outlineWidth = None,
outlineFeather = 0.1,
outlineColor = VBase4(0, 0, 0, 1),
renderMode = None,
okMissing = False):
"""
modelPath is a string.
This loads a special model as a `TextFont` object, for rendering
text with a `TextNode`. A font file must be either a special
egg file (or bam file) generated with egg-mkfont, which is
considered a static font, or a standard font file (like a TTF
file) that is supported by FreeType, which is considered a
dynamic font.
okMissing should be True to indicate the method should return
None if the font file is not found. If it is False, the
method will raise an exception if the font file is not found
or cannot be loaded.
Most font-customization parameters accepted by this method
(except lineHeight and spaceAdvance) may only be specified for
dynamic font files like TTF files, not for static egg files.
lineHeight specifies the vertical distance between consecutive
lines, in Panda units. If unspecified, it is taken from the
font information. This parameter may be specified for static
as well as dynamic fonts.
spaceAdvance specifies the width of a space character (ascii
32), in Panda units. If unspecified, it is taken from the
font information. This may be specified for static as well as
dynamic fonts.
The remaining parameters may only be specified for dynamic
fonts.
pixelsPerUnit controls the visual quality of the rendered text
characters. It specifies the number of texture pixels per
each Panda unit of character height. Increasing this number
increases the amount of detail that can be represented in the
characters, at the expense of texture memory.
scaleFactor also controls the visual quality of the rendered
text characters. It is the amount by which the characters are
rendered bigger out of Freetype, and then downscaled to fit
within the texture. Increasing this number may reduce some
artifacts of very small font characters, at a small cost of
processing time to generate the characters initially.
textureMargin specifies the number of pixels of the texture to
leave between adjacent characters. It may be a floating-point
number. This helps reduce bleed-through from nearby
characters within the texture space. Increasing this number
reduces artifacts at the edges of the character cells
(especially for very small text scales), at the expense of
texture memory.
polyMargin specifies the amount of additional buffer to create
in the polygon that represents each character, in Panda units.
It is similar to textureMargin, but it controls the polygon
buffer, not the texture buffer. Increasing this number
reduces artifacts from letters getting chopped off at the
edges (especially for very small text scales), with some
increasing risk of adjacent letters overlapping and obscuring
each other.
minFilter, magFilter, and anisotropicDegree specify the
texture filter modes that should be applied to the textures
that are created to hold the font characters.
If color is not None, it should be a VBase4 specifying the
foreground color of the font. Specifying this option breaks
`TextNode.setColor()`, so you almost never want to use this
option; the default (white) is the most appropriate for a
font, as it allows text to have any arbitrary color assigned
at generation time. However, if you want to use a colored
outline (below) with a different color for the interior, for
instance a yellow letter with a blue outline, then you need
this option, and then *all* text generated with this font will
have to be yellow and blue.
If outlineWidth is nonzero, an outline will be created at
runtime for the letters, and outlineWidth will be the desired
width of the outline, in points (most fonts are 10 points
high, so 0.5 is often a good choice). If you specify
outlineWidth, you can also specify outlineFeather (0.0 .. 1.0)
and outlineColor. You may need to increase pixelsPerUnit to
get the best results.
if renderMode is not None, it may be one of the following
symbols to specify a geometry-based font:
TextFont.RMTexture - this is the default. Font characters
are rendered into a texture and applied to a polygon.
This gives the best general-purpose results.
TextFont.RMWireframe - Font characters are rendered as a
sequence of one-pixel lines. Consider enabling line or
multisample antialiasing for best results.
TextFont.RMPolygon - Font characters are rendered as a
flat polygon. This works best for very large
characters, and generally requires polygon or
multisample antialiasing to be enabled for best results.
TextFont.RMExtruded - Font characters are rendered with a
3-D outline made of polygons, like a cookie cutter.
This is appropriate for a 3-D scene, but may be
completely invisible when assigned to a 2-D scene and
viewed normally from the front, since polygons are
infinitely thin.
TextFont.RMSolid - A combination of RMPolygon and
RMExtruded: a flat polygon in front with a solid
three-dimensional edge. This is best for letters that
will be tumbling in 3-D space.
If the texture mode is other than RMTexture, most of the above
parameters do not apply, though pixelsPerUnit still does apply
and roughly controls the tightness of the curve approximation
(and the number of vertices generated).
"""
assert Loader.notify.debug("Loading font: %s" % (modelPath))
if phaseChecker:
loaderOptions = LoaderOptions()
if(okMissing):
loaderOptions.setFlags(loaderOptions.getFlags() & ~LoaderOptions.LFReportErrors)
phaseChecker(modelPath, loaderOptions)
font = FontPool.loadFont(modelPath)
if font is None:
if not okMissing:
message = 'Could not load font file: %s' % (modelPath)
raise IOError(message)
# If we couldn't load the model, at least return an
# empty font.
font = StaticTextFont(PandaNode("empty"))
# The following properties may only be set for dynamic fonts.
if hasattr(font, "setPointSize"):
if pointSize is not None:
font.setPointSize(pointSize)
if pixelsPerUnit is not None:
font.setPixelsPerUnit(pixelsPerUnit)
if scaleFactor is not None:
font.setScaleFactor(scaleFactor)
if textureMargin is not None:
font.setTextureMargin(textureMargin)
if polyMargin is not None:
font.setPolyMargin(polyMargin)
if minFilter is not None:
font.setMinfilter(minFilter)
if magFilter is not None:
font.setMagfilter(magFilter)
if anisotropicDegree is not None:
font.setAnisotropicDegree(anisotropicDegree)
if color:
font.setFg(color)
# This means we want the background to match the
# foreground color, but transparent.
font.setBg(VBase4(color[0], color[1], color[2], 0.0))
if outlineWidth:
font.setOutline(outlineColor, outlineWidth, outlineFeather)
# This means we want the background to match the
# outline color, but transparent.
font.setBg(VBase4(outlineColor[0], outlineColor[1], outlineColor[2], 0.0))
if renderMode:
font.setRenderMode(renderMode)
if lineHeight is not None:
# If the line height is specified, it overrides whatever
# the font itself thinks the line height should be. This
# and spaceAdvance should be set last, since some of the
# other parameters can cause these to be reset to their
# default.
font.setLineHeight(lineHeight)
if spaceAdvance is not None:
font.setSpaceAdvance(spaceAdvance)
return font
# texture loading funcs
[docs] def loadTexture(self, texturePath, alphaPath = None,
readMipmaps = False, okMissing = False,
minfilter = None, magfilter = None,
anisotropicDegree = None, loaderOptions = None,
multiview = None):
"""
texturePath is a string.
Attempt to load a texture from the given file path using
`TexturePool` class. Returns a `Texture` object, or raises
`IOError` if the file could not be loaded.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If alphaPath is not None, it is the name of a grayscale image
that is applied as the texture's alpha channel.
If readMipmaps is True, then the filename string must contain
a sequence of hash characters ('#') that are filled in with
the mipmap index number, and n images will be loaded
individually which define the n mipmap levels of the texture.
The base level is mipmap level 0, and this defines the size of
the texture and the number of expected mipmap images.
If minfilter or magfilter is not None, they should be a symbol
like `SamplerState.FTLinear` or `SamplerState.FTNearest`.
(minfilter may be further one of the Mipmap filter type symbols.)
These specify the filter mode that will automatically be applied
to the texture when it is loaded. Note that this setting may
override the texture's existing settings, even if it has
already been loaded. See `egg-texture-cards` for a more robust
way to apply per-texture filter types and settings.
If anisotropicDegree is not None, it specifies the anisotropic degree
to apply to the texture when it is loaded. Like minfilter and
magfilter, `egg-texture-cards` may be a more robust way to apply
this setting.
If multiview is true, it indicates to load a multiview or
stereo texture. In this case, the filename should contain a
hash character ('#') that will be replaced with '0' for the
left image and '1' for the right image. Larger numbers are
also allowed if you need more than two views.
"""
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if multiview is not None:
flags = loaderOptions.getTextureFlags()
if multiview:
flags |= LoaderOptions.TFMultiview
else:
flags &= ~LoaderOptions.TFMultiview
loaderOptions.setTextureFlags(flags)
if alphaPath is None:
assert Loader.notify.debug("Loading texture: %s" % (texturePath))
texture = TexturePool.loadTexture(texturePath, 0, readMipmaps, loaderOptions)
else:
assert Loader.notify.debug("Loading texture: %s %s" % (texturePath, alphaPath))
texture = TexturePool.loadTexture(texturePath, alphaPath, 0, 0, readMipmaps, loaderOptions)
if not texture and not okMissing:
message = 'Could not load texture: %s' % (texturePath)
raise IOError(message)
if minfilter is not None:
texture.setMinfilter(minfilter)
if magfilter is not None:
texture.setMagfilter(magfilter)
if anisotropicDegree is not None:
texture.setAnisotropicDegree(anisotropicDegree)
return texture
[docs] def load3DTexture(self, texturePattern, readMipmaps = False, okMissing = False,
minfilter = None, magfilter = None, anisotropicDegree = None,
loaderOptions = None, multiview = None, numViews = 2):
"""
texturePattern is a string that contains a sequence of one or
more hash characters ('#'), which will be filled in with the
z-height number. Returns a 3-D `Texture` object, suitable for
rendering volumetric textures.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If readMipmaps is True, then the filename string must contain
two sequences of hash characters; the first group is filled in
with the z-height number, and the second group with the mipmap
index number.
If multiview is true, it indicates to load a multiview or
stereo texture. In this case, numViews should also be
specified (the default is 2), and the sequence of texture
images will be divided into numViews views. The total
z-height will be (numImages / numViews). For instance, if you
read 16 images with numViews = 2, then you have created a
stereo multiview image, with z = 8. In this example, images
numbered 0 - 7 will be part of the left eye view, and images
numbered 8 - 15 will be part of the right eye view.
"""
assert Loader.notify.debug("Loading 3-D texture: %s" % (texturePattern))
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if multiview is not None:
flags = loaderOptions.getTextureFlags()
if multiview:
flags |= LoaderOptions.TFMultiview
else:
flags &= ~LoaderOptions.TFMultiview
loaderOptions.setTextureFlags(flags)
loaderOptions.setTextureNumViews(numViews)
texture = TexturePool.load3dTexture(texturePattern, readMipmaps, loaderOptions)
if not texture and not okMissing:
message = 'Could not load 3-D texture: %s' % (texturePattern)
raise IOError(message)
if minfilter is not None:
texture.setMinfilter(minfilter)
if magfilter is not None:
texture.setMagfilter(magfilter)
if anisotropicDegree is not None:
texture.setAnisotropicDegree(anisotropicDegree)
return texture
[docs] def load2DTextureArray(self, texturePattern, readMipmaps = False, okMissing = False,
minfilter = None, magfilter = None, anisotropicDegree = None,
loaderOptions = None, multiview = None, numViews = 2):
"""
texturePattern is a string that contains a sequence of one or
more hash characters ('#'), which will be filled in with the
z-height number. Returns a 2-D `Texture` array object, suitable
for rendering array of textures.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If readMipmaps is True, then the filename string must contain
two sequences of hash characters; the first group is filled in
with the z-height number, and the second group with the mipmap
index number.
If multiview is true, it indicates to load a multiview or
stereo texture. In this case, numViews should also be
specified (the default is 2), and the sequence of texture
images will be divided into numViews views. The total
z-height will be (numImages / numViews). For instance, if you
read 16 images with numViews = 2, then you have created a
stereo multiview image, with z = 8. In this example, images
numbered 0 - 7 will be part of the left eye view, and images
numbered 8 - 15 will be part of the right eye view.
"""
assert Loader.notify.debug("Loading 2-D texture array: %s" % (texturePattern))
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if multiview is not None:
flags = loaderOptions.getTextureFlags()
if multiview:
flags |= LoaderOptions.TFMultiview
else:
flags &= ~LoaderOptions.TFMultiview
loaderOptions.setTextureFlags(flags)
loaderOptions.setTextureNumViews(numViews)
texture = TexturePool.load2dTextureArray(texturePattern, readMipmaps, loaderOptions)
if not texture and not okMissing:
message = 'Could not load 2-D texture array: %s' % (texturePattern)
raise IOError(message)
if minfilter is not None:
texture.setMinfilter(minfilter)
if magfilter is not None:
texture.setMagfilter(magfilter)
if anisotropicDegree is not None:
texture.setAnisotropicDegree(anisotropicDegree)
return texture
[docs] def loadCubeMap(self, texturePattern, readMipmaps = False, okMissing = False,
minfilter = None, magfilter = None, anisotropicDegree = None,
loaderOptions = None, multiview = None):
"""
texturePattern is a string that contains a sequence of one or
more hash characters ('#'), which will be filled in with the
face index number (0 through 6). Returns a six-face cube map
`Texture` object.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If readMipmaps is True, then the filename string must contain
two sequences of hash characters; the first group is filled in
with the face index number, and the second group with the
mipmap index number.
If multiview is true, it indicates to load a multiview or
stereo cube map. For a stereo cube map, 12 images will be
loaded--images numbered 0 - 5 will become the left eye view,
and images 6 - 11 will become the right eye view. In general,
the number of images found on disk must be a multiple of six,
and each six images will define a new view.
"""
assert Loader.notify.debug("Loading cube map: %s" % (texturePattern))
if loaderOptions is None:
loaderOptions = LoaderOptions()
else:
loaderOptions = LoaderOptions(loaderOptions)
if multiview is not None:
flags = loaderOptions.getTextureFlags()
if multiview:
flags |= LoaderOptions.TFMultiview
else:
flags &= ~LoaderOptions.TFMultiview
loaderOptions.setTextureFlags(flags)
texture = TexturePool.loadCubeMap(texturePattern, readMipmaps, loaderOptions)
if not texture and not okMissing:
message = 'Could not load cube map: %s' % (texturePattern)
raise IOError(message)
if minfilter is not None:
texture.setMinfilter(minfilter)
if magfilter is not None:
texture.setMagfilter(magfilter)
if anisotropicDegree is not None:
texture.setAnisotropicDegree(anisotropicDegree)
return texture
[docs] def unloadTexture(self, texture):
"""
Removes the previously-loaded texture from the cache, so
that when the last reference to it is gone, it will be
released. This also means that the next time the same texture
is loaded, it will be re-read from disk (and duplicated in
texture memory if there are still outstanding references to
it).
The texture parameter may be the return value of any previous
call to loadTexture(), load3DTexture(), or loadCubeMap().
"""
assert Loader.notify.debug("Unloading texture: %s" % (texture))
TexturePool.releaseTexture(texture)
# sound loading funcs
[docs] def loadSfx(self, *args, **kw):
"""Loads one or more sound files, specifically designated as a
"sound effect" file (that is, uses the sfxManager to load the
sound). There is no distinction between sound effect files
and music files other than the particular `AudioManager` used
to load the sound file, but this distinction allows the sound
effects and/or the music files to be adjusted as a group,
independently of the other group."""
# showbase-created sfxManager should always be at front of list
if(self.base.sfxManagerList):
return self.loadSound(self.base.sfxManagerList[0], *args, **kw)
return None
[docs] def loadMusic(self, *args, **kw):
"""Loads one or more sound files, specifically designated as a
"music" file (that is, uses the musicManager to load the
sound). There is no distinction between sound effect files
and music files other than the particular `AudioManager` used
to load the sound file, but this distinction allows the sound
effects and/or the music files to be adjusted as a group,
independently of the other group."""
if(self.base.musicManager):
return self.loadSound(self.base.musicManager, *args, **kw)
else:
return None
[docs] def loadSound(self, manager, soundPath, positional = False,
callback = None, extraArgs = []):
"""Loads one or more sound files, specifying the particular
AudioManager that should be used to load them. The soundPath
may be either a single filename, or a list of filenames. If a
callback is specified, the loading happens in the background,
just as in loadModel(); otherwise, the loading happens before
loadSound() returns."""
if not isinstance(soundPath, (tuple, list, set)):
# We were given a single sound pathname or a MovieAudio instance.
soundList = [soundPath]
gotList = False
else:
# Assume we were given a list of sound pathnames.
soundList = soundPath
gotList = True
if callback is None:
# We got no callback, so it's a synchronous load.
result = []
for soundPath in soundList:
# should return a valid sound obj even if musicMgr is invalid
sound = manager.getSound(soundPath, positional)
result.append(sound)
if gotList:
return result
else:
return result[0]
else:
# We got a callback, so we want an asynchronous (threaded)
# load. We'll return immediately, but when all of the
# requested sounds have been loaded, we'll invoke the
# callback (passing it the sounds on the parameter list).
cb = Loader._Callback(self, len(soundList), gotList, callback, extraArgs)
for i, soundPath in enumerate(soundList):
request = AudioLoadRequest(manager, soundPath, positional)
request.setDoneEvent(self.hook)
self.loader.loadAsync(request)
cb.requests.add(request)
cb.requestList.append(request)
self._requests[request] = (cb, i)
return cb
[docs] def unloadSfx(self, sfx):
if (sfx):
if(self.base.sfxManagerList):
self.base.sfxManagerList[0].uncacheSound (sfx.getName())
## def makeNodeNamesUnique(self, nodePath, nodeCount):
## if nodeCount == 0:
## Loader.modelCount += 1
## nodePath.setName(nodePath.getName() +
## ('_%d_%d' % (Loader.modelCount, nodeCount)))
## for i in range(nodePath.getNumChildren()):
## nodeCount += 1
## self.makeNodeNamesUnique(nodePath.getChild(i), nodeCount)
[docs] def loadShader(self, shaderPath, okMissing = False):
shader = ShaderPool.loadShader (shaderPath)
if not shader and not okMissing:
message = 'Could not load shader file: %s' % (shaderPath)
raise IOError(message)
return shader
[docs] def unloadShader(self, shaderPath):
if shaderPath is not None:
ShaderPool.releaseShader(shaderPath)
[docs] def asyncFlattenStrong(self, model, inPlace = True,
callback = None, extraArgs = []):
""" Performs a model.flattenStrong() operation in a sub-thread
(if threading is compiled into Panda). The model may be a
single `.NodePath`, or it may be a list of NodePaths.
Each model is duplicated and flattened in the sub-thread.
If inPlace is True, then when the flatten operation completes,
the newly flattened copies are automatically dropped into the
scene graph, in place the original models.
If a callback is specified, then it is called after the
operation is finished, receiving the flattened model (or a
list of flattened models)."""
if isinstance(model, NodePath):
# We were given a single model.
modelList = [model]
gotList = False
else:
# Assume we were given a list of models.
modelList = model
gotList = True
if inPlace:
extraArgs = [gotList, callback, modelList, extraArgs]
callback = self.__asyncFlattenDone
gotList = True
cb = Loader._Callback(self, len(modelList), gotList, callback, extraArgs)
i = 0
for model in modelList:
request = ModelFlattenRequest(model.node())
request.setDoneEvent(self.hook)
self.loader.loadAsync(request)
cb.requests.add(request)
cb.requestList.append(request)
self._requests[request] = (cb, i)
i += 1
return cb
def __asyncFlattenDone(self, models,
gotList, callback, origModelList, extraArgs):
""" The asynchronous flatten operation has completed; quietly
drop in the new models. """
self.notify.debug("asyncFlattenDone: %s" % (models,))
assert(len(models) == len(origModelList))
for i in range(len(models)):
origModelList[i].getChildren().detach()
orig = origModelList[i].node()
flat = models[i].node()
orig.copyAllProperties(flat)
flat.replaceNode(orig)
if callback:
if gotList:
callback(origModelList, *extraArgs)
else:
callback(*(origModelList + extraArgs))
def __gotAsyncObject(self, request):
"""A model or sound file or some such thing has just been
loaded asynchronously by the sub-thread. Add it to the list
of loaded objects, and call the appropriate callback when it's
time."""
if request not in self._requests:
return
cb, i = self._requests[request]
if cb.cancelled() or request.cancelled():
# Shouldn't be here.
del self._requests[request]
return
cb.requests.discard(request)
if not cb.requests:
del self._requests[request]
result = request.result()
if isinstance(result, PandaNode):
result = NodePath(result)
cb.gotObject(i, result)
load_model = loadModel
unload_model = unloadModel
save_model = saveModel
load_font = loadFont
load_texture = loadTexture
load_3d_texture = load3DTexture
load_cube_map = loadCubeMap
unload_texture = unloadTexture
load_sfx = loadSfx
load_music = loadMusic
load_sound = loadSound
unload_sfx = unloadSfx
load_shader = loadShader
unload_shader = unloadShader
async_flatten_strong = asyncFlattenStrong