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Panda3D
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Inherits direct::showbase::DirectObject::DirectObject.
Classes | |
| class | Callback |
Public Member Functions | |
| def | __init__ |
| def | cancelRequest |
| def | destroy |
| def | isRequestPending |
| def | load3DTexture |
| def | loadCubeMap |
| def | loadFont |
| def | loadModel |
| def | loadModelCopy |
| def | loadModelNode |
| def | loadModelOnce |
| def | loadMusic |
| def | loadSfx |
| def | loadSound |
| def | loadTexture |
| def | unloadModel |
| def | unloadSfx |
| def | unloadTexture |
Public Attributes | |
| base | |
| hook | |
| loader | |
Static Public Attributes | |
| int | loaderIndex = 0 |
| tuple | notify = directNotify.newCategory("Loader") |
Load models, textures, sounds, and code.
| def __init__ | ( | self, | |
| base | |||
| ) |
| def cancelRequest | ( | self, | |
| cb | |||
| ) |
Cancels an aysynchronous loading or flatten request issued earlier. The callback associated with the request will not be called after cancelRequest() has been performed.
| def destroy | ( | self | ) |
| def isRequestPending | ( | self, | |
| cb | |||
| ) |
Returns true if an asynchronous loading or flatten request issued earlier is still pending, or false if it has completed or been cancelled.
| def load3DTexture | ( | self, | |
| texturePattern, | |||
readMipmaps = False, |
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okMissing = False, |
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minfilter = None, |
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magfilter = None, |
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anisotropicDegree = None, |
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loaderOptions = None, |
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multiview = None, |
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numViews = 2 |
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| ) |
texturePattern is a string that contains a sequence of one or
more hash characters ('#'), which will be filled in with the
z-height number. Returns a 3-D Texture object, suitable for
rendering volumetric textures.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If readMipmaps is True, then the filename string must contain
two sequences of hash characters; the first group is filled in
with the z-height number, and the second group with the mipmap
index number.
If multiview is true, it indicates to load a multiview or
stereo texture. In this case, numViews should also be
specified (the default is 2), and the sequence of texture
images will be divided into numViews views. The total
z-height will be (numImages / numViews). For instance, if you
read 16 images with numViews = 2, then you have created a
stereo multiview image, with z = 8. In this example, images
numbered 0 - 7 will be part of the left eye view, and images
numbered 8 - 15 will be part of the right eye view.
| def loadCubeMap | ( | self, | |
| texturePattern, | |||
readMipmaps = False, |
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okMissing = False, |
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minfilter = None, |
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magfilter = None, |
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anisotropicDegree = None, |
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loaderOptions = None, |
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multiview = None |
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| ) |
texturePattern is a string that contains a sequence of one or
more hash characters ('#'), which will be filled in with the
face index number (0 through 6). Returns a six-face cube map
Texture object.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If readMipmaps is True, then the filename string must contain
two sequences of hash characters; the first group is filled in
with the face index number, and the second group with the
mipmap index number.
If multiview is true, it indicates to load a multiview or
stereo cube map. For a stereo cube map, 12 images will be
loaded--images numbered 0 - 5 will become the left eye view,
and images 6 - 11 will become the right eye view. In general,
the number of images found on disk must be a multiple of six,
and each six images will define a new view.
| def loadFont | ( | self, | |
| modelPath, | |||
spaceAdvance = None, |
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lineHeight = None, |
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pointSize = None, |
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pixelsPerUnit = None, |
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scaleFactor = None, |
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textureMargin = None, |
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polyMargin = None, |
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minFilter = None, |
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magFilter = None, |
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anisotropicDegree = None, |
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color = None, |
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outlineWidth = None, |
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outlineFeather = 0.1, |
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outlineColor = VBase4(0, 0, |
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renderMode = None, |
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okMissing = False |
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| ) |
modelPath is a string.
This loads a special model as a TextFont object, for rendering
text with a TextNode. A font file must be either a special
egg file (or bam file) generated with egg-mkfont, which is
considered a static font, or a standard font file (like a TTF
file) that is supported by FreeType, which is considered a
dynamic font.
okMissing should be True to indicate the method should return
None if the font file is not found. If it is False, the
method will raise an exception if the font file is not found
or cannot be loaded.
Most font-customization parameters accepted by this method
(except lineHeight and spaceAdvance) may only be specified for
dynamic font files like TTF files, not for static egg files.
lineHeight specifies the vertical distance between consecutive
lines, in Panda units. If unspecified, it is taken from the
font information. This parameter may be specified for static
as well as dynamic fonts.
spaceAdvance specifies the width of a space character (ascii
32), in Panda units. If unspecified, it is taken from the
font information. This may be specified for static as well as
dynamic fonts.
The remaining parameters may only be specified for dynamic
fonts.
pixelsPerUnit controls the visual quality of the rendered text
characters. It specifies the number of texture pixels per
each Panda unit of character height. Increasing this number
increases the amount of detail that can be represented in the
characters, at the expense of texture memory.
scaleFactor also controls the visual quality of the rendered
text characters. It is the amount by which the characters are
rendered bigger out of Freetype, and then downscaled to fit
within the texture. Increasing this number may reduce some
artifacts of very small font characters, at a small cost of
processing time to generate the characters initially.
textureMargin specifies the number of pixels of the texture to
leave between adjacent characters. It may be a floating-point
number. This helps reduce bleed-through from nearby
characters within the texture space. Increasing this number
reduces artifacts at the edges of the character cells
(especially for very small text scales), at the expense of
texture memory.
polyMargin specifies the amount of additional buffer to create
in the polygon that represents each character, in Panda units.
It is similar to textureMargin, but it controls the polygon
buffer, not the texture buffer. Increasing this number
reduces artifacts from letters getting chopped off at the
edges (especially for very small text scales), with some
increasing risk of adjacent letters overlapping and obscuring
each other.
minFilter, magFilter, and anisotropicDegree specify the
texture filter modes that should be applied to the textures
that are created to hold the font characters.
If color is not None, it should be a VBase4 specifying the
foreground color of the font. Specifying this option breaks
TextNode.setColor(), so you almost never want to use this
option; the default (white) is the most appropriate for a
font, as it allows text to have any arbitrary color assigned
at generation time. However, if you want to use a colored
outline (below) with a different color for the interior, for
instance a yellow letter with a blue outline, then you need
this option, and then *all* text generated with this font will
have to be yellow and blue.
If outlineWidth is nonzero, an outline will be created at
runtime for the letters, and outlineWidth will be the desired
width of the outline, in points (most fonts are 10 points
high, so 0.5 is often a good choice). If you specify
outlineWidth, you can also specify outlineFeather (0.0 .. 1.0)
and outlineColor. You may need to increase pixelsPerUnit to
get the best results.
if renderMode is not None, it may be one of the following
symbols to specify a geometry-based font:
TextFont.RMTexture - this is the default. Font characters
are rendered into a texture and applied to a polygon.
This gives the best general-purpose results.
TextFont.RMWireframe - Font characters are rendered as a
sequence of one-pixel lines. Consider enabling line or
multisample antialiasing for best results.
TextFont.RMPolygon - Font characters are rendered as a
flat polygon. This works best for very large
characters, and generally requires polygon or
multisample antialiasing to be enabled for best results.
TextFont.RMExtruded - Font characters are rendered with a
3-D outline made of polygons, like a cookie cutter.
This is appropriate for a 3-D scene, but may be
completely invisible when assigned to a 2-D scene and
viewed normally from the front, since polygons are
infinitely thin.
TextFont.RMSolid - A combination of RMPolygon and
RMExtruded: a flat polygon in front with a solid
three-dimensional edge. This is best for letters that
will be tumbling in 3-D space.
If the texture mode is other than RMTexture, most of the above
parameters do not apply, though pixelsPerUnit still does apply
and roughly controls the tightness of the curve approximation
(and the number of vertices generated).
| def loadModel | ( | self, | |
| modelPath, | |||
loaderOptions = None, |
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noCache = None, |
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allowInstance = False, |
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okMissing = None, |
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callback = None, |
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extraArgs = [], |
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priority = None |
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| ) |
Attempts to load a model or models from one or more relative pathnames. If the input modelPath is a string (a single model pathname), the return value will be a NodePath to the model loaded if the load was successful, or None otherwise. If the input modelPath is a list of pathnames, the return value will be a list of NodePaths and/or Nones. loaderOptions may optionally be passed in to control details about the way the model is searched and loaded. See the LoaderOptions class for more. The default is to look in the ModelPool (RAM) cache first, and return a copy from that if the model can be found there. If the bam cache is enabled (via the model-cache-dir config variable), then that will be consulted next, and if both caches fail, the file will be loaded from disk. If noCache is True, then neither cache will be consulted or updated. If allowInstance is True, a shared instance may be returned from the ModelPool. This is dangerous, since it is easy to accidentally modify the shared instance, and invalidate future load attempts of the same model. Normally, you should leave allowInstance set to False, which will always return a unique copy. If okMissing is True, None is returned if the model is not found or cannot be read, and no error message is printed. Otherwise, an IOError is raised if the model is not found or cannot be read (similar to attempting to open a nonexistent file). (If modelPath is a list of filenames, then IOError is raised if *any* of the models could not be loaded.) If callback is not None, then the model load will be performed asynchronously. In this case, loadModel() will initiate a background load and return immediately. The return value will be an object that may later be passed to loader.cancelRequest() to cancel the asynchronous request. At some later point, when the requested model(s) have finished loading, the callback function will be invoked with the n loaded models passed as its parameter list. It is possible that the callback will be invoked immediately, even before loadModel() returns. If you use callback, you may also specify a priority, which specifies the relative importance over this model over all of the other asynchronous load requests (higher numbers are loaded first). True asynchronous model loading requires Panda to have been compiled with threading support enabled (you can test Thread.isThreadingSupported()). In the absence of threading support, the asynchronous interface still exists and still behaves exactly as described, except that loadModel() might not return immediately.
| def loadModelCopy | ( | self, | |
| modelPath, | |||
loaderOptions = None |
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| ) |
loadModelCopy(self, string) NOTE: This method is deprecated and should not be used. Attempt to load a model from modelPool, if not present then attempt to load it from disk. Return a nodepath to a copy of the model if successful or None otherwise
| def loadModelNode | ( | self, | |
| modelPath | |||
| ) |
modelPath is a string. This is like loadModelOnce in that it loads a model from the modelPool, but it does not then instance it to hidden and it returns a Node instead of a NodePath. This is particularly useful for special models like fonts that you don't care about where they're parented to, and you don't want a NodePath anyway--it prevents accumulation of instances of the font model under hidden. However, if you're loading a font, see loadFont(), below.
| def loadModelOnce | ( | self, | |
| modelPath | |||
| ) |
modelPath is a string. Attempt to load a model from modelPool, if not present then attempt to load it from disk. Return a nodepath to the model if successful or None otherwise
| def loadMusic | ( | self, | |
| args, | |||
| kw | |||
| ) |
Loads one or more sound files, specifically designated as a "music" file (that is, uses the musicManager to load the sound). There is no distinction between sound effect files and music files other than the particular AudioManager used to load the sound file, but this distinction allows the sound effects and/or the music files to be adjusted as a group, independently of the other group.
| def loadSfx | ( | self, | |
| args, | |||
| kw | |||
| ) |
Loads one or more sound files, specifically designated as a "sound effect" file (that is, uses the sfxManager to load the sound). There is no distinction between sound effect files and music files other than the particular AudioManager used to load the sound file, but this distinction allows the sound effects and/or the music files to be adjusted as a group, independently of the other group.
| def loadSound | ( | self, | |
| manager, | |||
| soundPath, | |||
positional = False, |
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callback = None, |
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extraArgs = [] |
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| ) |
Loads one or more sound files, specifying the particular AudioManager that should be used to load them. The soundPath may be either a single filename, or a list of filenames. If a callback is specified, the loading happens in the background, just as in loadModel(); otherwise, the loading happens before loadSound() returns.
| def loadTexture | ( | self, | |
| texturePath, | |||
alphaPath = None, |
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readMipmaps = False, |
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okMissing = False, |
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minfilter = None, |
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magfilter = None, |
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anisotropicDegree = None, |
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loaderOptions = None, |
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multiview = None |
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| ) |
texturePath is a string.
Attempt to load a texture from the given file path using
TexturePool class.
okMissing should be True to indicate the method should return
None if the texture file is not found. If it is False, the
method will raise an exception if the texture file is not
found or cannot be loaded.
If alphaPath is not None, it is the name of a grayscale image
that is applied as the texture's alpha channel.
If readMipmaps is True, then the filename string must contain
a sequence of hash characters ('#') that are filled in with
the mipmap index number, and n images will be loaded
individually which define the n mipmap levels of the texture.
The base level is mipmap level 0, and this defines the size of
the texture and the number of expected mipmap images.
If minfilter or magfilter is not None, they should be a symbol
like Texture.FTLinear or Texture.FTNearest. (minfilter may be
further one of the Mipmap filter type symbols.) These specify
the filter mode that will automatically be applied to the
texture when it is loaded. Note that this setting may
override the texture's existing settings, even if it has
already been loaded. See egg-texture-cards for a more robust
way to apply per-texture filter types and settings.
If anisotropicDegree is not None, it specifies the anisotropic degree
to apply to the texture when it is loaded. Like minfilter and
magfilter, egg-texture-cards may be a more robust way to apply
this setting.
If multiview is true, it indicates to load a multiview or
stereo texture. In this case, the filename should contain a
hash character ('#') that will be replaced with '0' for the
left image and '1' for the right image. Larger numbers are
also allowed if you need more than two views.
| def unloadModel | ( | self, | |
| model | |||
| ) |
model is the return value of loadModel(). For backward compatibility, it may also be the filename that was passed to loadModel(), though this requires a disk search.
| def unloadSfx | ( | self, | |
| sfx | |||
| ) |
| def unloadTexture | ( | self, | |
| texture | |||
| ) |
Removes the previously-loaded texture from the cache, so that when the last reference to it is gone, it will be released. This also means that the next time the same texture is loaded, it will be re-read from disk (and duplicated in texture memory if there are still outstanding references to it). The texture parameter may be the return value of any previous call to loadTexture(), load3DTexture(), or loadCubeMap().
int loaderIndex = 0 [static] |
tuple notify = directNotify.newCategory("Loader") [static] |
1.7.3