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TigerShadow.py
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TigerShadow.py
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#!/usr/bin/python
from __future__ import absolute_import, division, print_function, unicode_literals
""" TigerTank demo but with cast shadows
"""
import math, random, time, traceback
import demo
import pi3d
LOGGER = pi3d.Log(__name__, 'INFO')
# Create a Tkinter window
winw, winh, bord = 1200, 800, 0 #64MB GPU memory setting
# winw,winh,bord = 1920,1200,0 #128MB GPU memory setting
DISPLAY = pi3d.Display.create(tk=True, window_title='Tiger Tank demo in Pi3D',
w=winw, h=winh - bord, far=3000.0,
background=(0.4, 0.8, 0.8, 1), frames_per_second=16)
#inputs = InputEvents()
#inputs.get_mouse_movement()
CAMERA = pi3d.Camera()
CAM2D = pi3d.Camera(is_3d=False)
mylight = pi3d.Light(lightpos=(1.0, -1.0, 1.0), lightcol =(0.8, 0.8, 0.8), lightamb=(0.10, 0.10, 0.12))
win = DISPLAY.tkwin
shader = pi3d.Shader('shadow_uv_bump')
flatsh = pi3d.Shader('uv_flat')
shade2d = pi3d.Shader('2d_flat')
#========================================
# create splash screen and draw it
splash = pi3d.ImageSprite("textures/tiger_splash.jpg", shade2d, w=10, h=10, z=0.2)
splash.draw()
DISPLAY.swap_buffers()
# create environment cube
ectex = pi3d.loadECfiles('textures/ecubes/Miramar', 'miramar_256',
suffix='png')
myecube = pi3d.EnvironmentCube(size=1800.0, maptype='FACES')
myecube.set_draw_details(flatsh, ectex)
# Create elevation map
mapwidth = 1800.0
mapdepth = 1800.0
mapheight = 120.0
mountimg1 = pi3d.Texture('textures/mountains3_512.jpg')
bumpimg = pi3d.Texture('textures/grasstile_n.jpg')
tigerbmp = pi3d.Texture('models/Tiger/tiger_bump.jpg')
topbmp = pi3d.Texture('models/Tiger/top_bump.jpg')
redb = pi3d.Texture('textures/red_ball.png', blend=True)
blub = pi3d.Texture('textures/blu_ball.png', blend=True)
mymap = pi3d.ElevationMap(mapfile='textures/mountainsHgt2.png',
width=mapwidth, depth=mapdepth,
height=mapheight, divx=64, divy=64)
mymap.set_draw_details(shader, [mountimg1, bumpimg], 128.0, 0.0)
FOG = (0.5, 0.5, 0.5, 0.8)
def set_fog(shape):
shape.set_fog(FOG, 1000.0)
#Load tank
tank_body = pi3d.Model(file_string='models/Tiger/body.obj')
tank_body.set_shader(shader)
tank_body.set_normal_shine(tigerbmp)
""" NB the shadow texture must be the third texture in Buffer.textures
but OffscreenTextures textures don't exists until after they have been
drawn to. This isn't a problem where the textures can be passed to the
draw() method as with the ElevationMap see line 260. However for Model
drawing the diffuse texture is loaded automatically so the botch is to
check if there are still only two texttures and add the shadow map as
the third one see line 170
"""
tank_gun = pi3d.Model(file_string='models/Tiger/gun.obj')
tank_gun.set_shader(shader)
tank_turret = pi3d.Model(file_string='models/Tiger/turret.obj')
tank_turret.set_shader(shader)
tank_turret.set_normal_shine(topbmp)
### because these children will inherit matrix operation applied to
# their parent they don't need to be scaled
tank_body.add_child(tank_turret)
tank_turret.add_child(tank_gun)
#Load church
x, z = 20, -320
y = mymap.calcHeight(x,z)
church = pi3d.Model(file_string='models/AllSaints/AllSaints.obj',
sx=0.1, sy=0.1, sz=0.1, x=x, y=y, z=z)
church.set_shader(shader)
#Load cottages
x, z = 250,-40
y = mymap.calcHeight(x,z)
cottages = pi3d.Model(file_string='models/Cottages/cottages_low.obj',
sx=0.1, sy=0.1, sz=0.1, x=x, y=y, z=z, ry=-5)
cottages.set_shader(shader)
#cross-hairs in gun sight
targtex = pi3d.Texture("textures/target.png", blend=True)
target = pi3d.ImageSprite(targtex, shade2d, w=10, h=10, z=0.4)
target.set_2d_size(targtex.ix, targtex.iy, (DISPLAY.width - targtex.ix)/2,
(DISPLAY.height - targtex.iy)/2)
#telescopic gun sight
sniptex = pi3d.Texture("textures/snipermode.png", blend=True)
sniper = pi3d.ImageSprite(sniptex, shade2d, w=10, h=10, z=0.3)
scx = DISPLAY.width/sniptex.ix
scy = DISPLAY.height/sniptex.iy
if scy > scx:
scx = scy # enlarge to fill screen but use same scale for both directions
scw, sch = sniptex.ix * scx, sniptex.iy * scx
sniper.set_2d_size(scw, sch, (DISPLAY.width - scw)/2,(DISPLAY.height - sch)/2)
#corner map and dots
HW, HH = (DISPLAY.width - 200.0) / 2, (DISPLAY.height - 200.0) / 2
smmap = pi3d.ImageSprite(mountimg1, flatsh, w=200, h=200,
x=HW, y=HH, z=0.2, camera=CAM2D)
dot1 = pi3d.ImageSprite(redb, flatsh, w=10, h=10, z=0.1, camera=CAM2D)
dot2 = pi3d.ImageSprite(blub, flatsh, w=10, h=10, z=0.05, camera=CAM2D)
#player tank vars
tankrot = 180.0
turret = 0.0
tankroll = 0.0 #side-to-side roll of tank on ground
tankpitch = 0.0 #too and fro pitch of tank on ground
enemyroll = 0.0
enemypitch = 0.0
#key presses
mymouse = pi3d.Mouse(restrict = False)
mymouse.start()
omx, omy = mymouse.position()
#position vars
mouserot = 0.0
tilt = 0.0
avhgt = 6.0
xm, oxm = 5.0, -1.0
zm, ozm = -185.0, -1.0
ym = mymap.calcHeight(xm, zm) + avhgt
#ShadowCaster
myshadows = pi3d.ShadowCaster([xm, ym, zm], mylight, scale=5.0)
#enemy tank vars
etx = 20
etz = -100
etr = 70.0
ltm = 0.0 #last pitch roll check
smode = False #sniper mode
def drawTiger(x, y, z, rot, roll, pitch, turret, gunangle, shadows=None):
tank_body.position(x, y, z)
tank_body.rotateToX(pitch)
tank_body.rotateToY(rot)
tank_body.rotateToZ(roll)
tank_turret.rotateToY(turret - rot)
tank_gun.rotateToZ(gunangle)
if shadows == None:
if len(tank_body.buf[0].textures) == 2: # i.e. first time drawn add shadow texture
tank_body.buf[0].textures.append(myshadows)
tank_turret.buf[0].textures.append(myshadows)
tank_body.draw(light_camera=myshadows.LIGHT_CAM)
else:
shadows.cast_shadow(tank_body)
# Update display before we begin (user might have moved window)
win.update()
DISPLAY.resize(win.winx, win.winy, win.width, win.height - bord)
is_running = True
try:
while DISPLAY.loop_running():
mx, my = mymouse.position()
mouserot -= (mx-omx)*0.2
tilt += (my-omy)*0.2
omx=mx
omy=my
CAMERA.reset()
smmap.draw()
dot1.position(HW + 200.0 * xm/mapwidth, HH + 200.0 * zm / mapdepth, 0.1)
dot2.position(HW + 200.0 * etx/mapwidth, HH + 200.0 * etz / mapdepth, 0.05)
dot1.draw()
dot2.draw()
sf = 60 - 55.0 / abs(tilt) if tilt < -1 else 5.0
xoff = sf * math.sin(math.radians(mouserot))
yoff = abs(1.25 * sf * math.sin(math.radians(tilt))) + 3.0
zoff = -sf * math.cos(math.radians(mouserot))
if tilt > -5 and smode == False: # zoom in
CAMERA.reset(lens=(1, 3000, 12.5, DISPLAY.width / DISPLAY.height))
smode = True
elif tilt <= -5 and smode == True: # zoom out
CAMERA.reset(lens=(1, 3000, 45, DISPLAY.width / DISPLAY.height))
smode = False
#adjust CAMERA position in and out so we can see our tank
CAMERA.rotate(tilt, mouserot, 0)
CAMERA.position((xm + xoff, ym + yoff + 5, zm + zoff))
oxm, ozm = xm, zm
myshadows.start_cast([xm, ym, zm])
#shadows player tank with smoothing on pitch and roll to lessen jerkiness
drawTiger(xm, ym, zm, tankrot, tankroll, tankpitch, 180 - turret,
(tilt*-2.0 if tilt > 0.0 else 0.0), shadows=myshadows)
#shadows enemy tank
difx = etx - xm # distance from self
difz = etz - zm
difd = (difx**2 + difz**2)**0.5
detx = 1.0 * difz / difd - 0.005 * (difd - etr) * difx / difd
detz = -1.0 * difx / difd - 0.005 * (difd - etr) * difz / difd
etx += detx # gradually turns to circle player tank
etz += detz
#ety = mymap.calcHeight(etx, etz) + avhgt # see below
etr += 0.5
pitch, roll = mymap.pitch_roll(etx, etz)
ety = mymap.ht_y + avhgt # calcHeight is now called as part of pitch_roll
enemypitch = enemypitch * 0.9 + pitch * 0.1
enemyroll = enemyroll * 0.9 + roll * 0.1
drawTiger(etx, ety, etz, math.degrees(math.atan2(detx, detz)), enemyroll, enemypitch,
math.degrees(math.atan2(-detz, detx)), 0, shadows=myshadows)
myshadows.cast_shadow(church)
myshadows.cast_shadow(cottages)
myshadows.cast_shadow(mymap)
myshadows.end_cast()
#Tanks and buildings for real
drawTiger(xm, ym, zm, tankrot, tankroll, tankpitch, 180 - turret,
(tilt*-2.0 if tilt > 0.0 else 0.0))
drawTiger(etx, ety, etz, math.degrees(math.atan2(-detx, -detz)), roll, pitch, math.degrees(math.atan2(-detz, detx)), 0)
church.draw()
cottages.draw()
#mymap.draw() # Draw the landscape
mymap.draw(shader, [mountimg1, bumpimg, myshadows], 128.0, 0.0, light_camera=myshadows.LIGHT_CAM)
myecube.position(xm, ym, zm)
myecube.draw() #Draw environment cube
if smode:
""" because some of the overlays have blend=True they must be done AFTER
other objects have been rendered.
"""
target.draw()
sniper.draw()
# turns player tankt turret towards center of screen which will have a crosshairs
if turret + 2.0 < mouserot:
turret += 2.0
if turret - 2.0 > mouserot:
turret -= 2.0
try:
win.update()
except Exception as e:
LOGGER.info("bye,bye2 %s", e)
myshadows.delete_buffers()
DISPLAY.destroy()
try:
win.destroy()
except:
pass
mymouse.stop()
exit()
if win.ev == "resized":
LOGGER.info("resized")
DISPLAY.resize(win.winx, win.winy, win.width, win.height-bord)
CAMERA.reset((DISPLAY.near, DISPLAY.far, DISPLAY.fov,
DISPLAY.width / float(DISPLAY.height)))
win.resized = False
if win.ev == "key":
mv = False
if win.key == "w":
xm -= math.sin(math.radians(tankrot)) * 2
zm -= math.cos(math.radians(tankrot)) * 2
mv = True
elif win.key == "s":
xm += math.sin(math.radians(tankrot)) * 2
zm += math.cos(math.radians(tankrot)) * 2
mv = True
if win.key == "a":
tankrot -= 2
if win.key == "d":
tankrot += 2
if win.key == "p":
pi3d.screenshot("TigerTank.jpg")
if win.key == "Escape":
try:
LOGGER.info("bye,bye1")
myshadows.delete_buffers()
DISPLAY.destroy()
try:
win.destroy()
except:
pass
mymouse.stop()
exit()
except:
pass
if mv: # moved so recalc pitch_roll
pitch, roll = mymap.pitch_roll(xm, zm)
tankpitch = tankpitch * 0.9 + pitch * 0.1
tankroll = tankroll * 0.9 + roll * 0.1
ym = mymap.ht_y + avhgt # calcHeight done by pitch_roll
if win.ev=="drag" or win.ev=="click" or win.ev=="wheel":
xm -= math.sin(math.radians(tankrot)) * 2
zm -= math.cos(math.radians(tankrot)) * 2
ym = (mymap.calcHeight(xm, zm) + avhgt)
else:
win.ev="" #clear the event so it doesn't repeat
except Exception as e:
LOGGER.info("bye,bye3 %s", e)
myshadows.delete_buffers()
DISPLAY.destroy()
try:
win.destroy()
except:
pass
mymouse.stop()
exit()