Update DirectSelection to create new SelectionQueue and SelectionRay classes

More generalized to support new Selection(Object) types
This commit is contained in:
Mark Mine 2003-04-23 02:03:11 +00:00
parent 613dea6208
commit ba8d32a738
9 changed files with 183 additions and 217 deletions

View File

@ -25,14 +25,22 @@ ClientConfigs = {
'pos' : Vec3(0),
'hpr' : Vec3(0)}
],
'two-server' : [{'display name' : 'display0',
'two-server' : [{'display name' : 'master',
'display mode' : 'client',
'pos' : Vec3(0),
'hpr' : Vec3(30,0,0)},
{'display name' : 'display1',
{'display name' : 'la',
'pos' : Vec3(0),
'hpr' : Vec3(-30,0,0)}
],
'parallax-two-server' : [{'display name' : 'master',
'display mode' : 'client',
'pos' : Vec3(0),
'hpr' : Vec3(0)},
{'display name' : 'la',
'pos' : Vec3(0),
'hpr' : Vec3(0)}
],
'mono-modelcave-pipe0': [{'display name' : 'display0',
'display mode' : 'client',
'pos' : Vec3(0),

View File

@ -1,6 +1,7 @@
from PandaObject import *
from DirectUtil import *
from DirectGeometry import *
from DirectGlobals import *
import Task
CAM_MOVE_DURATION = 1.2
@ -96,16 +97,19 @@ class DirectCameraControl(PandaObject):
# current mouse position
# Allow intersection with unpickable objects
# And then spawn task to determine mouse mode
node, hitPt, hitPtDist = direct.iRay.pickGeom(
fIntersectUnpickable = 1,
fIgnoreCamera = 1 - base.getControl())
self.computeCOA(node, hitPt, hitPtDist)
# Don't intersect with hidden or backfacing objects
skipFlags = SKIP_HIDDEN | SKIP_BACKFACE
# Skip camera (and its children), unless control key is pressed
skipFlags |= SKIP_CAMERA * (1 - base.getControl())
nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
skipFlags = skipFlags)
self.computeCOA(nodePath, hitPt, hitPtDist)
# Record reference point
self.coaMarkerRef.iPosHprScale(direct.iRay.collisionRef)
self.coaMarkerRef.iPosHprScale(base.cam)
# Record entries
self.cqEntries = []
for i in range(direct.iRay.cq.getNumEntries()):
self.cqEntries.append(direct.iRay.cq.getEntry(i))
for i in range(direct.iRay.getNumEntries()):
self.cqEntries.append(direct.iRay.getEntry(i))
# Show the marker
self.coaMarker.show()
# Resize it
@ -292,13 +296,10 @@ class DirectCameraControl(PandaObject):
entry = self.cqEntries[0]
self.cqEntries = self.cqEntries[1:] + self.cqEntries[:1]
# Filter out object's under camera
node = entry.getIntoNode()
nodePath = render.findPathTo(node)
nodePath = entry.getIntoNodePath()
if direct.camera not in nodePath.getAncestry():
# Compute hit point
# KEH: use current display region ray
# hitPt = direct.iRay.parentToHitPt(entry)
hitPt = direct.drList.getCurrentDr().iRay.parentToHitPt(entry)
# Compute new hit point
hitPt = entry.getFromIntersectionPoint()
# Move coa marker to new point
self.updateCoa(hitPt, ref = self.coaMarkerRef)
else:
@ -306,7 +307,7 @@ class DirectCameraControl(PandaObject):
self.cqEntries = self.cqEntries[:-1]
self.pickNextCOA()
def computeCOA(self, node, hitPt, hitPtDist):
def computeCOA(self, nodePath, hitPt, hitPtDist):
coa = Point3(0)
dr = direct.drList.getCurrentDr()
if self.fLockCOA:
@ -315,7 +316,7 @@ class DirectCameraControl(PandaObject):
coa.assign(self.coaMarker.getPos(direct.camera))
# Reset hit point count
self.nullHitPointCount = 0
elif node:
elif nodePath:
# Got a hit point (hit point is in camera coordinates)
# Set center of action
coa.assign(hitPt)
@ -639,6 +640,9 @@ class DirectCameraControl(PandaObject):
# Ignore events
for event in self.actionEvents:
self.ignore(event[0])
# Kill tasks
self.removeManipulateCameraTask()
taskMgr.remove('stickToWidget')
base.enableMouse()
def removeManipulateCameraTask(self):

View File

@ -24,3 +24,11 @@ DIRECT_NO_MOD = 0
DIRECT_SHIFT_MOD = 1
DIRECT_CONTROL_MOD = 2
DIRECT_ALT_MOD = 4
SKIP_NONE = 0
SKIP_HIDDEN = 1
SKIP_BACKFACE = 2
SKIP_CAMERA = 4
SKIP_UNPICKABLE = 8
SKIP_ALL = SKIP_HIDDEN | SKIP_BACKFACE | SKIP_CAMERA | SKIP_UNPICKABLE

View File

@ -40,14 +40,14 @@ class DirectManipulationControl(PandaObject):
# Start out in select mode
self.mode = 'select'
# Check for a widget hit point
node, hitPt, hitPtDist = direct.iRay.pickWidget()
nodePath, hitPt, hitPtDist = direct.iRay.pickWidget()
# Did we hit a widget?
if node:
if nodePath:
# Yes!
self.hitPt.assign(hitPt)
self.hitPtDist = hitPtDist
# Constraint determined by nodes name
self.constraint = node.getName()
self.constraint = nodePath.getName()
else:
# Nope, off the widget, no constraint
self.constraint = None
@ -86,18 +86,16 @@ class DirectManipulationControl(PandaObject):
# depending on flag.....
if self.mode == 'select':
# Check for object under mouse
if direct.fControl:
node, hitPt, hitPtDist = direct.iRay.pickGeom(
fIgnoreCamera = 0)
else:
node, hitPt, hitPtDist = direct.iRay.pickGeom(
fIgnoreCamera = 1)
if node:
# Don't intersect with hidden or backfacing objects
skipFlags = SKIP_HIDDEN | SKIP_BACKFACE
# Skip camera (and its children), unless control key is pressed
skipFlags |= SKIP_CAMERA * (1 - base.getControl())
nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
skipFlags = skipFlags)
if nodePath:
# Record hit point information
self.hitPt.assign(hitPt)
self.hitPtDist = hitPtDist
# Find the node path from the node found above
nodePath = render.findPathTo(node)
# Select it
direct.select(nodePath, direct.fShift)
else:
@ -153,6 +151,12 @@ class DirectManipulationControl(PandaObject):
# Ignore events
for event in self.actionEvents:
self.ignore(event[0])
self.removeManipulateObjectTask()
taskMgr.remove('manipulateObject')
taskMgr.remove('manip-move-wait')
taskMgr.remove('manip-watch-mouse')
taskMgr.remove('highlightWidgetTask')
taskMgr.remove('resizeObjectHandles')
def toggleObjectHandlesMode(self):
self.fSetCoa = 1 - self.fSetCoa
@ -480,10 +484,10 @@ class DirectManipulationControl(PandaObject):
def plantSelectedNodePath(self):
""" Move selected object to intersection point of cursor on scene """
# Check for intersection
node, hitPt, hitPtDist = direct.iRay.pickGeom(
fIntersectUnpickable = 1)
nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
skipFlags = SKIP_HIDDEN | SKIP_BACKFACE | SKIP_CAMERA)
# MRM: Need to handle moving COA
if (node != None) and (direct.selected.last != None):
if (nodePath != None) and (direct.selected.last != None):
# Record undo point
direct.pushUndo(direct.selected)
# Record wrt matrix
@ -503,9 +507,9 @@ class ObjectHandles(NodePath,PandaObject):
# Load up object handles model and assign it to self
self.assign(loader.loadModel('models/misc/objectHandles'))
self.node().setName('objectHandles')
self.setName('objectHandles')
self.scalingNode = self.getChild(0)
self.scalingNode.node().setName('ohScalingNode')
self.scalingNode.setName('ohScalingNode')
self.ohScalingFactor = 1.0
# To avoid recreating a vec every frame
self.hitPt = Vec3(0)
@ -847,7 +851,7 @@ class ObjectHandles(NodePath,PandaObject):
lines.moveTo(-500,0,0)
lines.drawTo(500,0,0)
lines.create()
lines.node().setName('x-guide')
lines.setName('x-guide')
# Y guide lines
lines = LineNodePath(self.guideLines)
@ -856,7 +860,7 @@ class ObjectHandles(NodePath,PandaObject):
lines.moveTo(0,-500,0)
lines.drawTo(0,500,0)
lines.create()
lines.node().setName('y-guide')
lines.setName('y-guide')
# Z guide lines
lines = LineNodePath(self.guideLines)
@ -865,7 +869,7 @@ class ObjectHandles(NodePath,PandaObject):
lines.moveTo(0,0,-500)
lines.drawTo(0,0,500)
lines.create()
lines.node().setName('z-guide')
lines.setName('z-guide')
def getAxisIntersectPt(self, axis):
# Calc the xfrom from camera to widget

View File

@ -378,33 +378,45 @@ class DirectBoundingBox:
)
class SelectionRay:
class SelectionQueue(CollisionHandlerQueue):
def __init__(self, parent):
# Initialize the superclass
CollisionHandlerQueue.__init__(self)
# Current entry in collision queue
self.index = -1
# Create a collision node path attached to the given parent
self.rayCollisionNodePath = parent.attachNewNode( CollisionNode("ray") )
self.collisionNodePath = parent.attachNewNode( CollisionNode("ray") )
# Don't pay the penalty of drawing this collision ray
self.rayCollisionNodePath.hide()
self.rayCollisionNode = self.rayCollisionNodePath.node()
self.collisionNodePath.hide()
self.collisionNode = self.collisionNodePath.node()
# Intersect with geometry to begin with
self.collideWithGeom()
# Create a collision ray
self.ray = CollisionRay()
# Add the ray to the collision Node
self.rayCollisionNode.addSolid( self.ray )
# Create a queue to hold the collision results
self.cq = CollisionHandlerQueue()
# Number of entries in CollisionHandlerQueue
self.numEntries = 0
# Current entry in collision queue
self.cqIndex = 0
# And a traverser to do the actual collision tests
self.ct = CollisionTraverser()
# Let the traverser know about the queue and the collision node
self.ct.addCollider(self.rayCollisionNode, self.cq )
# Reference node path (for picking next)
self.collisionRef = direct.group.attachNewNode('collisionRef')
# Let the traverser know about the collision node and the queue
self.ct.addCollider(self.collisionNode, self)
# List of objects that can't be selected
self.unpickable = UNPICKABLE
# Derived class must add Collider to complete initialization
def addCollider(self, collider):
# Inherited class must call this function to specify collider object
# Record collision object
self.collider = collider
# Add the collider to the collision Node
self.collisionNode.addSolid( self.collider )
def collideWithGeom(self):
self.collisionNode.setIntoCollideMask(BitMask32().allOff())
self.collisionNode.setFromCollideMask(BitMask32().allOff())
self.collisionNode.setCollideGeom(1)
def collideWithWidget(self):
self.collisionNode.setIntoCollideMask(BitMask32().allOff())
mask = BitMask32()
mask.setWord(0x80000000)
self.collisionNode.setFromCollideMask(mask)
self.collisionNode.setCollideGeom(0)
def addUnpickable(self, item):
if item not in self.unpickable:
@ -414,168 +426,96 @@ class SelectionRay:
if item in self.unpickable:
self.unpickable.remove(item)
def pickGeom(self, targetNodePath = render, fIntersectUnpickable = 0,
fIgnoreCamera = 0):
self.collideWithGeom()
self.pick(targetNodePath,
direct.dr.mouseX,
direct.dr.mouseY)
# Init self.cqIndex
self.cqIndex = -1
# Pick out the closest object that isn't a widget
for i in range(0,self.numEntries):
entry = self.cq.getEntry(i)
node = entry.getIntoNode()
nodePath = targetNodePath.findPathTo(node)
# Don't pick hidden nodes
if nodePath.isHidden():
pass
if fIgnoreCamera and (direct.camera in nodePath.getAncestry()):
# This avoids things parented to a camera. Good idea?
pass
# Can pick unpickable, use the first visible node
elif fIntersectUnpickable:
self.cqIndex = i
break
# Is it a named node?, If so, see if it has a name
elif issubclass(node.__class__, PandaNode):
name = node.getName()
if name in self.unpickable:
pass
else:
self.cqIndex = i
break
# Not hidden and not one of the widgets, use it
else:
self.cqIndex = i
break
# Did we hit an object?
if(self.cqIndex >= 0):
# Yes!
# Find hit point in parent's space
entry = self.cq.getEntry(self.cqIndex)
hitPt = self.parentToHitPt(entry)
hitPtDist = Vec3(hitPt - ZERO_POINT).length()
return (node, hitPt, hitPtDist)
def getCurrentEntry(self):
if self.index < 0:
return None
else:
return (None, ZERO_POINT, 0)
return self.getEntry(self.index)
def isEntryBackfacing(self, entry):
# If dot product of collision point surface normal and
# ray from camera to collision point is positive, we are
# looking at the backface of the polygon
v = Vec3(entry.getFromIntersectionPoint())
v.normalize()
return v.dot(entry.getFromSurfaceNormal()) >= 0
def pickWidget(self, targetNodePath = render):
self.collideWithWidget()
self.pick(targetNodePath,
direct.dr.mouseX,
direct.dr.mouseY)
# Did we hit a widget?
if self.numEntries:
# Yes!
# Entry 0 is the closest hit point if multiple hits
minPt = 0
# Find hit point in parent's space
entry = self.cq.getEntry(minPt)
hitPt = self.parentToHitPt(entry)
hitPtDist = Vec3(hitPt).length()
# Get the associated collision queue object
entry = self.cq.getEntry(minPt)
# Extract the node
node = entry.getIntoNode()
# Return info
return (node, hitPt, hitPtDist)
else:
return (None, ZERO_POINT, 0)
def pick(self, targetNodePath, mouseX, mouseY):
class NewSelectionRay(SelectionQueue):
def __init__(self,parent):
# Initialize the superclass
SelectionQueue.__init__(self, parent)
self.addCollider(CollisionRay())
def pick(self, targetNodePath):
# Determine ray direction based upon the mouse coordinates
# Note! This has to be a cam object (of type LensNode)
self.ray.setFromLens( base.camNode, mouseX, mouseY )
if direct:
mx = direct.dr.mouseX
my = direct.dr.mouseY
else:
mx = base.mouseWatcherNode.getMouseX()
my = base.mouseWatcherNode.getMouseY()
self.collider.setFromLens( base.camNode, mx, my )
self.ct.traverse( targetNodePath )
self.numEntries = self.cq.getNumEntries()
self.cq.sortEntries()
# Record cam's current position (used for cycling through
# other hit points)
self.collisionRef.iPosHprScale(base.cam)
return self.numEntries
self.sortEntries()
def getHitPt(self, entry):
if self.cqIndex >= 0:
self.cqIndex = (self.cqIndex + 1) % self.numEntries
entry = self.cq.getEntry(self.cqIndex)
node = entry.getIntoNode()
# Find hit point in parent's space
hitPt = self.parentToHitPt(entry)
hitPtDist = Vec3(hitPt - ZERO_POINT).length()
return (node, hitPt, hitPtDist)
else:
return (None, ZERO_POINT, 0)
def pickGeom3D(self, targetNodePath = render, origin = Point3(0),
dir = Vec3(0,0,-1), fIntersectUnpickable = 0):
def pickGeom(self, targetNodePath = render, skipFlags = SKIP_ALL ):
self.collideWithGeom()
numEntries = self.pick3D(targetNodePath, origin, dir)
# Init self.cqIndex
self.cqIndex = -1
# Pick out the closest object that isn't a widget
for i in range(0,numEntries):
entry = self.cq.getEntry(i)
node = entry.getIntoNode()
nodePath = targetNodePath.findPathTo(node)
# Don't pick hidden nodes
if nodePath.isHidden():
pass
# Can pick unpickable, use the first visible node
if fIntersectUnpickable:
self.cqIndex = i
break
# Is it a named node?, If so, see if it has a name
elif issubclass(node.__class__, PandaNode):
name = node.getName()
if name in self.unpickable:
pass
else:
self.cqIndex = i
break
# Not hidden and not one of the widgets, use it
else:
self.cqIndex = i
break
# Did we hit an object?
if(self.cqIndex >= 0):
# Yes!
# Find hit point in parent's space
entry = self.cq.getEntry(self.cqIndex)
hitPt = self.parentToHitPt(entry)
hitPtDist = Vec3(hitPt - ZERO_POINT).length()
return (node, hitPt, hitPtDist)
else:
return (None, ZERO_POINT, 0)
self.pick(targetNodePath)
# Determine collision entry
return self.findCollisionEntry(skipFlags)
def pickWidget(self, targetNodePath = render, skipFlags = SKIP_NONE ):
self.collideWithWidget()
self.pick(targetNodePath)
# Determine collision entry
return self.findCollisionEntry(skipFlags)
def pick3D(self, targetNodePath, origin, dir):
# Determine ray direction based upon the mouse coordinates
# Note! This has to be a cam object (of type ProjectionNode)
self.ray.setOrigin( origin )
self.ray.setDirection( dir )
self.collider.setOrigin( origin )
self.collider.setDirection( dir )
self.ct.traverse( targetNodePath )
self.numEntries = self.cq.getNumEntries()
self.cq.sortEntries()
return self.numEntries
self.sortEntries()
def collideWithGeom(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
self.rayCollisionNode.setFromCollideMask(BitMask32().allOff())
self.rayCollisionNode.setCollideGeom(1)
def pickGeom3D(self, targetNodePath = render,
origin = Point3(0), dir = Vec3(0,0,-1),
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
self.collideWithGeom()
self.pick3D(targetNodePath, origin, dir)
# Determine collision entry
return self.findCollisionEntry(skipFlags)
def collideWithWidget(self):
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
mask = BitMask32()
mask.setWord(0x80000000)
self.rayCollisionNode.setFromCollideMask(mask)
self.rayCollisionNode.setCollideGeom(0)
def objectToHitPt(self, index):
return self.cq.getEntry(index).getIntoIntersectionPoint()
def parentToHitPt(self, entry):
# Get hit point
hitPt = entry.getIntoIntersectionPoint()
# Convert point from object local space to parent's space
return entry.getInvWrtSpace().xformPoint(hitPt)
def findCollisionEntry(self, skipFlags = SKIP_NONE ):
# Init self.index
self.index = -1
# Pick out the closest object that isn't a widget
for i in range(0,self.getNumEntries()):
entry = self.getEntry(i)
nodePath = entry.getIntoNodePath()
if (skipFlags & SKIP_HIDDEN) and nodePath.isHidden():
# Skip if hidden node
pass
elif (skipFlags & SKIP_BACKFACE) and self.isEntryBackfacing(entry):
# Skip, if backfacing poly
pass
elif ((skipFlags & SKIP_CAMERA) and
(camera in nodePath.getAncestry())):
# Skip if parented to a camera.
pass
# Can pick unpickable, use the first visible node
elif ((skipFlags & SKIP_UNPICKABLE) and
(nodePath.getName() in self.unpickable)):
# Skip if in unpickable list
pass
else:
self.index = i
break
# Did we hit an object?
if(self.index >= 0):
# Yes! Find hit point in parent's space
hitPt = entry.getFromIntersectionPoint()
hitPtDist = Vec3(hitPt).length()
return (nodePath, hitPt, hitPtDist)
else:
return (None, ZERO_POINT, 0)

View File

@ -216,6 +216,10 @@ class DirectSession(PandaObject):
self.disableKeyEvents()
self.disableMouseEvents()
self.disableActionEvents()
# Kill tasks
taskMgr.remove('flashNodePath')
taskMgr.remove('hideDirectMessage')
taskMgr.remove('hideDirectMessageLater')
# Set flag
self.fEnabled = 0
@ -558,6 +562,9 @@ class DirectSession(PandaObject):
def flashDone(self,state):
# Return node Path to original state
if state.nodePath.isEmpty():
# Node path doesn't exist anymore, bail
return
if state.doneColor:
state.nodePath.setColor(state.doneColor)
else:
@ -777,7 +784,7 @@ class DisplayRegionContext(PandaObject):
DisplayRegionContext.regionCount += 1
self.camLens.setChangeEvent(changeEvent)
self.accept(changeEvent, self.camUpdate)
self.iRay = SelectionRay(self.cam)
self.iRay = NewSelectionRay(self.cam)
self.nearVec = Vec3(0)
self.mouseX = 0.0
self.mouseY = 0.0

View File

@ -388,7 +388,7 @@ class TaskManager:
# Alert the world, a new task is born!
index = len(self.doLaterList)
messenger.send('TaskManager-spawnDoLater',
sentArgs = [task, task.name, index])
sentArgs = [task, task.name, task.id])
return task
def doLater(self, delayTime, task, taskName):

View File

@ -1675,8 +1675,8 @@ class MopathRecorder(AppShell, PandaObject):
def followTerrain(self, height = 1.0):
self.iRay.rayCollisionNodePath.reparentTo(self.nodePath)
node, hitPt, hitPtDist = self.iRay.pickGeom3D()
if node:
nodePath, hitPt, hitPtDist = self.iRay.pickGeom3D()
if nodePath:
self.nodePath.setZ(self.nodePath, height - hitPtDist)
self.iRay.rayCollisionNodePath.reparentTo(self.recorderNodePath)

View File

@ -58,12 +58,7 @@ class NotifyPanel:
# Severity frame
Label(severityFrame, text = 'Severity:',
font=('MSSansSerif', 10, 'bold'),
<<<<<<< NotifyPanel.py
justify = 'right', anchor = 'w').pack(fill = X, padx = 5)
=======
justify = RIGHT, anchor = W).pack(
fill = X, padx = 5)
>>>>>>> 1.2
justify = RIGHT, anchor = W).pack(fill = X, padx = 5)
self.severity = IntVar()
self.severity.set(0)
self.fatalSeverity = Radiobutton(severityFrame, text = 'Fatal',