from panda3d.core import *
from panda3d.direct import *
from direct.fsm.FSM import FSM
from direct.interval.IntervalGlobal import *
from direct.distributed.DistributedObject import DistributedObject
[docs]class Fixture(NodePath, FSM):
[docs] def __init__(self, id, parent, pos, hpr, fov):
NodePath.__init__(self, 'cam-%s' % id)
FSM.__init__(self, '%s-fsm' % self.getName())
self.id = id
self.lens = PerspectiveLens()
self.lens.setFov(base.camLens.getFov())
model = loader.loadModel('models/misc/camera', okMissing = True)
model.reparentTo(self)
self.reparentTo(parent)
self.setPos(pos)
self.setHpr(hpr)
self.setFov(fov)
self.setLightOff(100)
self.hide()
self.scaleIval = None
self.recordingInProgress = False
self.dirty = False
def __str__(self):
return 'Fixture(%d, \'%s\', %s, %s, %s)' % (self.id, self.state, self.getPos(), self.getHpr(), self.getFov())
[docs] def pack(self):
return 'Camera(%s, %s, %s)' % (self.getPos(), self.getHpr(), self.getFov())
[docs] def setId(self, id):
self.id = id
[docs] def setFov(self, fov):
"""
fov should be a VBase2. Use VBase2(0) to indicate default.
"""
if fov != VBase2(0):
self.lens.setFov(fov)
self.setupFrustum()
[docs] def adjustFov(self, x, y):
fov = self.lens.getFov()
self.lens.setFov(fov[0]+x, fov[1]+y)
self.dirty = True
[docs] def getFov(self):
return self.lens.getFov()
[docs] def setupFrustum(self):
oldFrustum = self.find('frustum')
if oldFrustum:
oldFrustum.detachNode()
self.attachNewNode(GeomNode('frustum')).node().addGeom(self.lens.makeGeometry())
[docs] def setRecordingInProgress(self, inProgress):
self.recordingInProgress = inProgress
if self.recordingInProgress and \
base.config.GetInt('camera-id', -1) >= 0:
self.hide()
else:
self.show()
[docs] def show(self):
if base.config.GetBool('aware-of-cameras',0) and \
not self.recordingInProgress:
NodePath.show(self)
[docs] def getScaleIval(self):
if not self.scaleIval:
self.scaleIval = Sequence(LerpScaleInterval(self.getChild(0), 0.25, 2, startScale = 1, blendType = 'easeInOut'),
LerpScaleInterval(self.getChild(0), 0.25, 1, startScale = 2, blendType = 'easeInOut'))
return self.scaleIval
[docs] def setState(self, state):
self.request(state)
[docs] def defaultFilter(self, request, args):
if request == self.getCurrentOrNextState():
return None
return FSM.defaultFilter(self, request, args)
[docs] def exitOff(self):
self.accept('recordingInProgress', self.setRecordingInProgress)
[docs] def enterOff(self):
self.ignore('recordingInProgress')
if self.scaleIval:
self.scaleIval.finish()
self.scaleIval = None
self.hide()
[docs] def enterStandby(self):
self.show()
if self.id == base.config.GetInt('camera-id', -1):
self.setColorScale(3,0,0,1)
self.getScaleIval().loop()
else:
self.setColorScale(3,3,0,1)
self.getScaleIval().finish()
[docs] def enterBlinking(self):
self.show()
self.setColorScale(0,3,0,1)
self.getScaleIval().loop()
[docs] def exitBlinking(self):
if self.scaleIval:
self.scaleIval.finish()
[docs] def enterRecording(self):
if base.config.GetInt('camera-id', -1) == self.id:
self.demand('Using')
else:
self.show()
self.setColorScale(3,0,0,1)
self.getScaleIval().loop()
[docs] def exitRecording(self):
if self.scaleIval:
self.scaleIval.finish()
[docs] def enterUsing(self, args = []):
localAvatar.b_setGameState('Camera')
camera.setPosHpr(0,0,0,0,0,0)
camera.reparentTo(self)
self.hide()
base.cam.node().setLens(self.lens)
if args and args[0]:
self.accept('arrow_left', self.adjustFov, [-0.5,0])
self.accept('arrow_left-repeat', self.adjustFov, [-2,0])
self.accept('arrow_right', self.adjustFov, [0.5,0])
self.accept('arrow_right-repeat', self.adjustFov, [2,0])
self.accept('arrow_down', self.adjustFov, [0,-0.5])
self.accept('arrow_down-repeat', self.adjustFov, [0,-2])
self.accept('arrow_up', self.adjustFov, [0,0.5])
self.accept('arrow_up-repeat', self.adjustFov, [0,2])
# Could be toggled on/off on a fixture by fixture basis
# if added to the dc definition of the Fixture struct and
# saved out to the Camera file.
lodNodes = render.findAllMatches('**/+LODNode')
for lodNode in lodNodes:
lodNode.node().forceSwitch(lodNode.node().getHighestSwitch())
[docs] def exitUsing(self):
self.ignore('arrow_left')
self.ignore('arrow_left-repeat')
self.ignore('arrow_right')
self.ignore('arrow_right-repeat')
self.ignore('arrow_down')
self.ignore('arrow_down-repeat')
self.ignore('arrow_up')
self.ignore('arrow_up-repeat')
base.cam.node().setLens(base.camLens)
localAvatar.b_setGameState('LandRoam')
self.show()
if self.dirty:
messenger.send('refresh-fixture', [self.id, self.pack()])
self.dirty = False
[docs]class DistributedCamera(DistributedObject):
[docs] def __init__(self, cr):
DistributedObject.__init__(self, cr)
self.parent = None
self.fixtures = {}
self.cameraId = base.config.GetInt('camera-id',0)
def __getitem__(self, index):
return self.fixtures.get(index)
def __str__(self):
out = ''
for fixture in self.fixtures.values():
out = '%s\n%s' % (out, fixture)
return out[1:]
[docs] def pack(self):
out = ''
for fixture in self.fixtures.values():
out = '%s\n%s' % (out, fixture.pack())
return out[1:]
[docs] def disable(self):
self.ignore('escape')
self.parent = None
for fixture in self.fixtures.values():
fixture.cleanup()
fixture.detachNode()
self.fixtures = {}
DistributedObject.disable(self)
[docs] def getOV(self):
return self.cr.doId2ownerView.get(self.getDoId())
[docs] def setCamParent(self, doId):
if doId != self.parent:
if not doId:
self.parent = render
else:
self.parent = self.cr.getDo(doId)
for fix in self.fixtures.values():
fix.reparentTo(self.parent)
[docs] def getCamParent(self):
return self.parent
[docs] def setFixtures(self, fixtures):
for x in range(len(fixtures), len(self.fixtures)):
fixture = self.fixtures.pop(x)
fixture.cleanup()
fixture.detachNode()
recordingInProgress = False
for x,fixture in enumerate(fixtures):
pos = Point3(*(fixture[:3]))
hpr = Point3(*(fixture[3:6]))
fov = VBase2(*(fixture[6:8]))
state = fixture[8]
if x not in self.fixtures:
self.fixtures[x] = Fixture(x, self.parent, Point3(0), hpr = Point3(0), fov = VBase2(0))
fix = self.fixtures.get(x)
fix.setId(x)
fix.setPosHpr(pos,hpr)
fix.setState(state)
fix.setFov(fov)
recordingInProgress |= state == 'Recording'
messenger.send('recordingInProgress', [recordingInProgress])
[docs] def testFixture(self, index):
fixture = self.fixtures.get(index)
if fixture:
fixture.request('Using', [True])
self.accept('escape', self.stopTesting, [index])
[docs] def stopTesting(self, index):
fixture = self.fixtures.get(index)
if fixture:
self.ignore('escape')
fixture.request('Standby')
localAvatar.b_setGameState('LandRoam')