| 1 | from xmlrpc.client import Boolean
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| 2 | from gui.visual.entity import Entity
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| 3 | import OpenGL.GL as gl
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| 4 | from pyopengltk import OpenGLFrame
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| 5 | from gui.visual.camera import Camera
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| 6 | from gui.visual.player import Player
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| 7 | from gui.visual.masterRenderer import MasterRenderer
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| 8 | from gui.visual.loader import Loader
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| 9 | from gui.visual.objLoader import OBJLoader
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| 10 | from gui.visual.player import Player
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| 11 | from gui.visual.mouse import Mouse
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| 12 | from gui.framsutils.creature import Creature
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| 13 | from typing import List, Callable
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| 14 | import threading
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| 15 | import time as timetime
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| 16 | from gui.utils import Swap
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| 17 | from typing import Dict
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| 18 | from gui.visual.modelData import ModelData
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| 19 |
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| 20 | class AppOgl(OpenGLFrame):
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| 21 | class GLContext(object):
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| 22 | pass
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| 23 |
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| 24 | def __init__(self, *args, **kw):
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| 25 | super().__init__(*args, **kw)
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| 26 | self.REFRESH_RATE = 0.1
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| 27 | self.player = Player(10, 10, 0, 0, 0, 0)
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| 28 | self.camera = Camera(self.player)
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| 29 | self.entities = []
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| 30 | self.frams_readCreatures: Callable[[None], List[Creature]] = None
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| 31 | self.frams_readCreatures_color: Boolean = False
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| 32 | self.onDraw: Callable[[], None] = lambda: None
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| 33 | self.commThread = threading.Thread(target=self.commThread, daemon=True)
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| 34 | self.commThreadLock = threading.Lock()
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| 35 | self.read_creature_semaphore = threading.Semaphore()
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| 36 | self.creatures: List[Creature] = []
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| 37 | self.swap_buffer = Swap(init=[])
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| 38 | self.swap_buffer.update([])
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| 39 | self.swap_buffer.update([])
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| 40 | self.commThread.start()
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| 41 |
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| 42 | #show tri-colored axis instead of balls
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| 43 | SHOW_AXIS = False
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| 44 |
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| 45 | NEURON_SCALE = 1.5
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| 46 | OBJ_PATH = "gui/res/obj/"
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| 47 | TEX_PATH = "gui/res/img/"
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| 48 |
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| 49 | NEURONS = ["|", "@", "G", "Gpart", "T", "S"]
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| 50 |
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| 51 | def neuronname_in_filename(self, neuronname):
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| 52 | if neuronname == "|":
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| 53 | return "bend"
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| 54 | elif neuronname == "@":
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| 55 | return "rot"
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| 56 | return neuronname
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| 57 |
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| 58 | def initgl(self):
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| 59 | gl.glClearColor(0, 0, 0.4, 0)
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| 60 |
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| 61 | self.loader = Loader()
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| 62 |
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| 63 | if self.SHOW_AXIS:
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| 64 | self.bodyPartModel = OBJLoader.loadOBJ(self.OBJ_PATH+"axis.obj", self.TEX_PATH+"axis.png", self.loader)
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| 65 | else:
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| 66 | self.bodyPartModel = OBJLoader.loadOBJ(self.OBJ_PATH+"part.obj", self.TEX_PATH+"green2.png", self.loader)
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| 67 | self.jointModel = OBJLoader.loadOBJ(self.OBJ_PATH+"stick5red3.obj", self.TEX_PATH+"green2.png", self.loader)
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| 68 | self.neurons: Dict[str, ModelData] = dict()
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| 69 | for n in self.NEURONS:
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| 70 | self.neurons[n] = OBJLoader.loadOBJ(self.OBJ_PATH+"neuro-"+self.neuronname_in_filename(n)+".obj", self.TEX_PATH+"amber.jpg", self.loader)
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| 71 |
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| 72 | self.renderer = MasterRenderer(self.loader)
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| 73 |
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| 74 | gl.glEnable(gl.GL_DEPTH_TEST)
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| 75 | gl.glClearDepth(1.0)
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| 76 | gl.glEnable(gl.GL_TEXTURE_2D)
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| 77 |
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| 78 | self.initalized = True
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| 79 | self._resize(self.width, self.height)
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| 80 |
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| 81 | def init_context(self):
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| 82 | self.context = self.GLContext()
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| 83 |
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| 84 | def redraw(self):
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| 85 | #call onDraw callback only for frams library
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| 86 | self.onDraw()
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| 87 | self.entities.clear()
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| 88 | self.creatures: List[Creature] = self.swap_buffer.get()
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| 89 | #for every creature, prepare entities for every parts, joints and neurons
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| 90 | for creature in self.creatures:
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| 91 | parts = creature.mechParts
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| 92 | joints = creature.joints
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| 93 | neurons = creature.neurons
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| 94 |
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| 95 | '''
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| 96 | TODO: solid shapes should be handled here
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| 97 | obj models should be loaded in initgl method and used depending on the shape type (probably need to add new lists to Creature class).
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| 98 | Position should already be loaded in the part object, as well as rotation matrix, you need to add scale in FramsSocket and FramsLib.
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| 99 | You can add scale in each axis in the Entity constructor or as independent properties of the Entity class.
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| 100 | scaleX, scaleY, scaleZ have higher priority than scale only if all three (x, y, z) are set.
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| 101 | '''
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| 102 | for i, part in enumerate(parts):
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| 103 | rotMatrix = creature.partRotationMatrix(i)
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| 104 | partEntity = Entity(part[0], part[1], part[2], self.bodyPartModel, scale=0.7, rotMatrix=rotMatrix)
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| 105 | if i < len(creature.colorsPart):
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| 106 | partEntity.color = creature.colorsPart[i]
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| 107 | self.entities.append(partEntity)
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| 108 |
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| 109 | for i in range(len(joints)):
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| 110 | translation = creature.jointTranslation(i)
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| 111 | rotMatrix = creature.jointRotation(i)
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| 112 | jointEntity = Entity(translation[0], translation[1], translation[2], self.jointModel, rotMatrix=rotMatrix)
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| 113 | jointEntity.scaleX = creature.jointLength(i)
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| 114 | jointEntity.scaleY = 1
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| 115 | jointEntity.scaleZ = 1
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| 116 | if i < len(creature.colorsJoint):
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| 117 | partEntity.color = creature.colorsJoint[i]
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| 118 | self.entities.append(jointEntity)
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| 119 |
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| 120 | for i, neuron in enumerate(neurons):
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| 121 | if creature.styleNeuron[i] in self.neurons:
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| 122 | style = creature.styleNeuron[i]
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| 123 | if neuron[0] >= 0:
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| 124 | translation = creature.partTranslation(neuron[0])
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| 125 | rotMatrix = creature.partRotationMatrix(neuron[0])
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| 126 | rotMatrix = rotMatrix * creature.neuronRelativeOrient[i]
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| 127 | neuronEntity = Entity(translation[0], translation[1], translation[2], self.neurons[style], scale=self.NEURON_SCALE, rotMatrix=rotMatrix)
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| 128 | else:
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| 129 | translation = creature.jointTranslation(neuron[1])
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| 130 | if style == 'G':
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| 131 | rotMatrix = creature.jointRotation(neuron[1])
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| 132 | else:
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| 133 | rotMatrix = creature.partRotationMatrix(joints[neuron[1]][0])
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| 134 | rotMatrix = rotMatrix * creature.neuronRelativeOrient[i]
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| 135 | neuronEntity = Entity(translation[0], translation[1], translation[2], self.neurons[style], scale=self.NEURON_SCALE, rotMatrix=rotMatrix)
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| 136 | self.entities.append(neuronEntity)
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| 137 |
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| 138 | self.camera.move()
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| 139 | self.renderer._isTexturesOn = not self.frams_readCreatures_color
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| 140 | self.renderer.renderScene(self.player, self.entities, self.camera)
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| 141 |
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| 142 | #reload all creatures from frams with self.REFRESH_RATE interval
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| 143 | def commThread(self):
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| 144 | while True:
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| 145 | if self.frams_readCreatures:
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| 146 | with self.read_creature_semaphore:
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| 147 | c = self.frams_readCreatures(self.frams_readCreatures_color)
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| 148 | self.swap_buffer.update(c)
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| 149 | timetime.sleep(self.REFRESH_RATE)
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| 150 |
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| 151 | def onResize(self, event):
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| 152 | width, height = event.width, event.height
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| 153 | self._resize(width, height)
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| 154 |
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| 155 | def _resize(self, width, height):
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| 156 | self.width = width
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| 157 | self.height = height
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| 158 | try:
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| 159 | self.initalized
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| 160 | gl.glViewport(0, 0, width, height)
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| 161 | self.renderer.resize(width, height)
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| 162 | except AttributeError:
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| 163 | pass
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| 164 |
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| 165 | def onMouseMotion(self, event):
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| 166 | Mouse.setXY(event.x, event.y)
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| 167 |
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| 168 | def onScroll(self, event):
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| 169 | if event.delta > 0:
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| 170 | Mouse.incrementDWheel(1)
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| 171 | else:
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| 172 | Mouse.incrementDWheel(-1)
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| 173 |
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| 174 | def onMouseClick(self, event):
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| 175 | if event.num == 1:
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| 176 | Mouse.setButton(Mouse.MOUSE_LEFT)
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| 177 | elif event.num == 3:
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| 178 | Mouse.setButton(Mouse.MOUSE_RIGHT)
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| 179 |
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| 180 | def onMouseRelease(self, event):
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| 181 | Mouse.setButton(Mouse.MOUSE_NONE)
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| 182 |
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| 183 | def onMouseEnter(self, event):
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| 184 | Mouse.setXY(event.x, event.y)
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| 185 |
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| 186 | def reloadWorld(self, worldType: int, simType: int, worldSize: float, worldMap: str, worldBoundaries: int, worldWaterLevel: float) -> None:
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| 187 | self.renderer.reloadWorld(self.loader, worldType, simType, worldSize, worldMap, worldBoundaries, worldWaterLevel)
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| 188 | self.camera.setPosition(worldSize / 2.0, worldSize / 2.0)
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| 189 | self.camera.setZoomScale(worldSize / 20)
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| 190 | self.camera.setZoom(worldSize) |
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