Source code for direct.showbase.MirrorDemo

"""This file demonstrates one way to create a mirror effect in Panda.
Call :func:`setupMirror()` to create a mirror in the world that reflects
everything in front of it.

The approach taken here is to create an offscreen buffer with its own
camera that renders its view into a texture, which is then applied to
the mirror geometry.  The mirror's camera is repositioned each frame
with a task to keep it always on the opposite side of the mirror from
the main camera.

This demonstrates the basic interface for offscreen
render-to-a-texture in Panda.  Similar approaches can be used for
related effects, such as a remote spy camera presenting its view onto
a closed-circuit television screen.

In this example the mirror itself is always perfectly flat--it's just
a single polygon, after all--but small distortions of the mirror
surface are possible, like a funhouse mirror.  However, the reflection
itself is always basically planar; for more accurate convex
reflections, you will need to use a sphere map or a cube map."""

__all__ = ['setupMirror', 'showFrustum']

from panda3d.core import *
from direct.task import Task

[docs]def setupMirror(name, width, height, rootCamera = None, bufferSize = 256, clearColor = None): # The return value is a NodePath that contains a rectangle that # reflects render. You can reparent, reposition, and rotate it # anywhere you like. if rootCamera is None: rootCamera = root = render.attachNewNode(name) # Create a polygon to be the visible representation of the mirror. cm = CardMaker('mirror') cm.setFrame(width / 2.0, -width / 2.0, -height / 2.0, height / 2.0) cm.setHasUvs(1) card = root.attachNewNode(cm.generate()) # Create a PlaneNode to represent the mirror's position, for # computing where the mirror's camera belongs each frame. plane = Plane(Vec3(0, 1, 0), Point3(0, 0, 0)) planeNode = PlaneNode('mirrorPlane') planeNode.setPlane(plane) planeNP = root.attachNewNode(planeNode) # Now create an offscreen buffer for rendering the mirror's point # of view. The parameters here control the resolution of the # texture. buffer =, bufferSize, bufferSize) if clearColor is None: buffer.setClearColor( #buffer.setClearColor(VBase4(0, 0, 1, 1)) else: buffer.setClearColor(clearColor) # Set up a display region on this buffer, and create a camera. dr = buffer.makeDisplayRegion() camera = Camera('mirrorCamera') lens = PerspectiveLens() lens.setFilmSize(width, height) camera.setLens(lens) cameraNP = planeNP.attachNewNode(camera) dr.setCamera(cameraNP) # Since the reflection matrix will reverse the vertex-winding # order of all the polygons in the world, we have to tell the # camera to reverse the direction of its face culling. We also # tell it not to draw (that is, to clip) anything behind the # mirror plane. dummy = NodePath('dummy') dummy.setAttrib(CullFaceAttrib.makeReverse()) dummy.setClipPlane(planeNP) camera.setInitialState(dummy.getState()) # Create a visible representation of the camera so we can see it. #cameraVis = loader.loadModel('camera.egg') #if not cameraVis.isEmpty(): # cameraVis.reparentTo(cameraNP) # Spawn a task to keep that camera on the opposite side of the # mirror. def moveCamera(task, cameraNP = cameraNP, plane = plane, planeNP = planeNP, card = card, lens = lens, width = width, height = height, rootCamera = rootCamera): # Set the camera to the mirror-image position of the main camera. cameraNP.setMat(rootCamera.getMat(planeNP) * plane.getReflectionMat()) # Set the cameras roll to the roll of the mirror. Otherwise # mirrored objects will be moved unexpectedly cameraNP.setR(planeNP.getR()-180) # And reset the frustum to exactly frame the mirror's corners. # This is a minor detail, but it helps to provide a realistic # reflection and keep the subject centered. ul = cameraNP.getRelativePoint(card, Point3(-width / 2.0, 0, height / 2.0)) ur = cameraNP.getRelativePoint(card, Point3(width / 2.0, 0, height / 2.0)) ll = cameraNP.getRelativePoint(card, Point3(-width / 2.0, 0, -height / 2.0)) lr = cameraNP.getRelativePoint(card, Point3(width / 2.0, 0, -height / 2.0)) # get the distance from the mirrors camera to the mirror plane camvec = planeNP.getPos() - cameraNP.getPos() camdist = camvec.length() # set the discance on the mirrors corners so it will keep correct # sizes of the mirrored objects ul.setY(camdist) ur.setY(camdist) ll.setY(camdist) lr.setY(camdist) lens.setFrustumFromCorners(ul, ur, ll, lr, Lens.FCCameraPlane | Lens.FCOffAxis | Lens.FCAspectRatio) return Task.cont # Add it with a fairly high priority to make it happen late in the # frame, after the avatar controls (or whatever) have been applied # but before we render. taskMgr.add(moveCamera, name, priority = 40) # Now apply the output of this camera as a texture on the mirror's # visible representation. card.setTexture(buffer.getTexture()) return root
[docs]def showFrustum(np): # Utility function to reveal the frustum for a particular camera. cameraNP = np.find('**/+Camera') camera = cameraNP.node() lens = camera.getLens() geomNode = GeomNode('frustum') geomNode.addGeom(lens.makeGeometry()) cameraNP.attachNewNode(geomNode)
if __name__ == "__main__": from direct.showbase.ShowBase import ShowBase base = ShowBase() panda = loader.loadModel("panda") panda.setH(180) panda.setPos(0, 10, -2.5) panda.setScale(0.5) panda.reparentTo(render) myMirror = setupMirror("mirror", 10, 10, bufferSize=1024, clearColor=(0, 0, 1, 1)) myMirror.setPos(0, 15, 2.5) myMirror.setH(180) # Uncomment this to show the frustum of the camera in the mirror #showFrustum(render)