1193 lines
47 KiB
Python
1193 lines
47 KiB
Python
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import math
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import warnings
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from direct.actor.Actor import Actor
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warnings.filterwarnings("ignore", category=DeprecationWarning)
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from QMeta3D.Meta3DWorld import Meta3DWorld
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from panda3d.core import (CardMaker, Vec4, Vec3, AmbientLight, DirectionalLight,
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Point3, WindowProperties,Material,LColor)
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from direct.showbase.ShowBaseGlobal import globalClock
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from scene.scene_manager import SceneManager
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# 尝试导入插件管理器(如果存在)
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try:
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from plugins.plugin_manager import PluginManager
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PLUGIN_SUPPORT = True
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except ImportError:
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PLUGIN_SUPPORT = False
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print("⚠ 插件管理器未找到,插件功能将不可用")
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class CoreWorld(Meta3DWorld):
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"""核心世界功能类 - 负责基础的3D世界设置和核心功能"""
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def __init__(self):
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super().__init__()
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# 初始化基础属性
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self.qtWidget = None # Qt部件引用(用于获取准确的渲染区域尺寸)
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# 设置相机控制参数
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#self.cameraSpeed = 200.0 # 移动速度
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self.cameraSpeed=20.0
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#self.cameraRotateSpeed = 40.0 # 旋转速度
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self.cameraRotateSpeed = 10.0
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# 鼠标控制相关变量
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self.lastMouseX = 0
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self.lastMouseY = 0
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self.mouseRightPressed = False
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# 初始化插件管理器(如果支持)
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if PLUGIN_SUPPORT:
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self.plugin_manager = PluginManager(self)
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else:
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self.plugin_manager = None
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# 初始化世界
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self._setupResourcePaths()
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self._setupCamera()
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self._setupLighting()
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self._setupGround()
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self._loadFont()
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def _setupResourcePaths(self):
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"""设置Panda3D资源搜索路径,确保能正确找到Resources文件夹中的模型和贴图"""
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try:
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import os
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from panda3d.core import getModelPath, DSearchPath, Filename
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# 获取项目根目录
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project_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
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resources_dir = os.path.join(project_root, "Resources")
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# 确保Resources目录存在
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if not os.path.exists(resources_dir):
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os.makedirs(resources_dir, exist_ok=True)
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print(f"✓ 创建Resources目录: {resources_dir}")
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# 添加Resources目录到Panda3D模型搜索路径
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model_path = getModelPath()
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resources_filename = Filename.from_os_specific(resources_dir)
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# 检查路径是否已存在,避免重复添加
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if not model_path.findFile(resources_filename):
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model_path.appendDirectory(resources_filename)
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print(f"✓ 添加Resources到模型搜索路径: {resources_dir}")
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# 添加core目录到搜索路径
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core_dir = os.path.join(project_root, "core")
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core_filename = Filename.from_os_specific(core_dir)
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if not model_path.findFile(core_filename):
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model_path.appendDirectory(core_filename)
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print(f"✓ 添加core目录到模型搜索路径: {core_dir}")
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# 添加RenderPipeline目录到搜索路径
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rp_dir = os.path.join(project_root, "RenderPipelineFile")
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rp_filename = Filename.from_os_specific(rp_dir)
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if not model_path.findFile(rp_filename):
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model_path.appendDirectory(rp_filename)
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print(f"✓ 添加RenderPipeline目录到模型搜索路径: {rp_dir}")
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# 添加RenderPipeline data目录到搜索路径
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rp_data_dir = os.path.join(rp_dir, "data")
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rp_data_filename = Filename.from_os_specific(rp_data_dir)
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if not model_path.findFile(rp_data_filename):
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model_path.appendDirectory(rp_data_filename)
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print(f"✓ 添加RenderPipeline data目录到模型搜索路径: {rp_data_dir}")
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# 同时添加各个子目录到搜索路径
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subdirs = ['models', 'textures', 'animations', 'icons', 'materials']
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for subdir in subdirs:
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subdir_path = os.path.join(resources_dir, subdir)
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if os.path.exists(subdir_path):
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subdir_filename = Filename.from_os_specific(subdir_path)
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if not model_path.findFile(subdir_filename):
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model_path.appendDirectory(subdir_filename)
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print(f"✓ 添加子目录到搜索路径: {subdir}")
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else:
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# 创建不存在的子目录
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os.makedirs(subdir_path, exist_ok=True)
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subdir_filename = Filename.from_os_specific(subdir_path)
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model_path.appendDirectory(subdir_filename)
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print(f"✓ 创建并添加子目录: {subdir}")
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# 设置纹理搜索路径
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from panda3d.core import getTexturePath
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texture_path = getTexturePath()
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if not texture_path.findFile(resources_filename):
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texture_path.appendDirectory(resources_filename)
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for subdir in ['textures', 'materials', 'icons']:
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subdir_path = os.path.join(resources_dir, subdir)
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if os.path.exists(subdir_path):
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subdir_filename = Filename.from_os_specific(subdir_path)
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if not texture_path.findFile(subdir_filename):
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texture_path.appendDirectory(subdir_filename)
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print(f"✓ 资源路径设置完成")
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print(f" 项目根目录: {project_root}")
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print(f" Resources目录: {resources_dir}")
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except Exception as e:
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print(f"⚠️ 设置资源路径失败: {e}")
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def diagnose_fbx_loading(self, fbx_path):
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"""诊断FBX加载状态"""
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print("=== FBX加载诊断 ===")
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# 检查文件存在
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import os
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if not os.path.exists(fbx_path):
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print("❌ FBX文件不存在")
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return None
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try:
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# 尝试加载
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actor = Actor(fbx_path)
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# 检查动画
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anims = actor.getAnimNames()
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print(f"✓ 找到 {len(anims)} 个动画: {anims}")
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# 检查PartBundle
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bundles = actor.getPartBundles()
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print(f"✓ 找到 {len(bundles)} 个PartBundle")
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# 测试动画控制器
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if anims:
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control = actor.getAnimControl(anims[0])
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if control:
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print(f"✓ 动画控制器创建成功: {anims[0]}")
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return actor
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else:
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print(f"❌ 动画控制器创建失败: {anims[0]}")
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return actor
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except Exception as e:
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print(f"❌ FBX加载异常: {e}")
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return None
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def diagnose_actor_animation(self,model_path, anim_path, anim_name="walk"):
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print("=== 开始诊断 Actor 动画问题 ===")
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import os
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from direct.actor.Actor import Actor
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from panda3d.core import Loader
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from panda3d.core import Filename
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# 检查文件存在性
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print(f"1. 文件检查:")
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print(f" 模型文件存在: {os.path.exists(model_path)}")
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print(f" 动画文件存在: {os.path.exists(anim_path)}")
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if not os.path.exists(model_path):
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print("❌ 模型文件不存在,请检查路径")
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return None
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if not os.path.exists(anim_path):
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print("❌ 动画文件不存在,请检查路径")
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return None
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# 2. 检查模型结构
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print(f"2. 模型结构检查:")
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try:
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# 先用普通loader加载检查结构
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temp_model = self.loader.loadModel(model_path)
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if temp_model is None:
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print("❌ 无法加载模型文件")
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return None
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# 检查Character节点
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bundleNP = temp_model.find("**/+Character")
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if bundleNP.isEmpty():
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print("❌ 模型不包含Character节点 - 这是动画模型必需的")
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print(" 建议: 确保模型文件是正确的角色模型,包含骨骼结构")
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return None
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else:
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print("✓ 模型包含Character节点")
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temp_model.removeNode() # 清理临时模型
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except Exception as e:
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print(f"❌ 模型加载失败: {e}")
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return None
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# 3. 检查动画文件结构
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print(f"3. 动画文件检查:")
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try:
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temp_anim = self.loader.loadModel(anim_path)
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if temp_anim is None:
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print("❌ 无法加载动画文件")
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return None
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# 检查AnimBundleNode
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animBundleNP = temp_anim.find('**/+AnimBundleNode')
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if animBundleNP.isEmpty():
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print("❌ 动画文件不包含AnimBundleNode")
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print(" 建议: 确保动画文件是正确导出的动画数据")
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return None
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else:
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print("✓ 动画文件包含AnimBundleNode")
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temp_anim.removeNode() # 清理临时动画
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except Exception as e:
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print(f"❌ 动画文件加载失败: {e}")
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# 4. 尝试创建Actor
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print(f"4. Actor创建测试:")
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# 方法1: 构造函数方式
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try:
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print(" 尝试方法1: 构造函数加载")
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actor = Actor(model_path, {anim_name: anim_path})
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print(f" 动画列表: {actor.getAnimNames()}")
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# 强制同步绑定
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print(" 尝试强制绑定动画...")
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actor.bindAnim(anim_name, allowAsyncBind=False)
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control = actor.getAnimControl(anim_name)
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if control is not None:
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print("✓ 方法1成功 - 动画控制器创建成功")
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return actor
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else:
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print("❌ 方法1失败 - 动画控制器为None")
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except Exception as e:
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print(f"❌ 方法1异常: {e}")
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# 方法2: 分步加载
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try:
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print(" 尝试方法2: 分步加载")
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actor = Actor()
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actor.loadModel(model_path)
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actor.loadAnims({anim_name: anim_path})
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# 强制绑定
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actor.bindAnim(anim_name, allowAsyncBind=False)
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control = actor.getAnimControl(anim_name)
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if control is not None:
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print("✓ 方法2成功 - 动画控制器创建成功")
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return actor
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else:
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print("❌ 方法2失败 - 动画控制器为None")
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except Exception as e:
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print(f"❌ 方法2异常: {e}")
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# 5. 深度诊断
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print(f"5. 深度诊断:")
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try:
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actor = Actor()
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actor.loadModel(model_path)
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# 检查PartBundle
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bundles = actor.getPartBundles()
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print(f" PartBundle数量: {len(bundles)}")
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if len(bundles) == 0:
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print("❌ 没有找到PartBundle - 模型可能不是正确的角色模型")
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return None
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# 检查动画绑定过程
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print(" 尝试手动绑定动画...")
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actor.loadAnims({anim_name: anim_path})
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# 获取详细的绑定信息
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actor_info = actor.getActorInfo()
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print(f" Actor信息: {actor_info}")
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return None
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except Exception as e:
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print(f"❌ 深度诊断异常: {e}")
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return None
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print("❌ 所有方法都失败了")
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return None
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def _setYCModel(self):
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model = self.loader.loadModel("/home/tiger/文档/Tzjyc_GLTF/tzjyc.gltf")
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model.reparentTo(self.render)
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model.setScale(0.25)
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model.setPos(-8, 42, 0)
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model.setHpr(0, 90, 0)
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def _setupCamera(self):
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"""设置相机位置和朝向"""
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self.cam.setPos(0, -50, 20)
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self.cam.lookAt(0, 0, 0)
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self.camLens.setFov(80)
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self.cam.setTag("is_scene_element", "1")
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self.cam.setTag("tree_item_type", "CAMERA_NODE")
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print("✓ 相机设置完成")
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def _setupLighting(self):
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"""设置基础光照系统"""
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# 环境光
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alight = AmbientLight('alight')
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alight.setColor((0.2, 0.2, 0.2, 1))
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alnp = self.render.attachNewNode(alight)
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self.render.setLight(alnp)
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# 定向光(模拟太阳光)
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dlight = DirectionalLight('dlight')
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dlight.setColor((0.8, 0.8, 0.8, 1))
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dlnp = self.render.attachNewNode(dlight)
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dlnp.setHpr(45, -45, 0) # 设置光照方向
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self.render.setLight(dlnp)
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# 保存光源引用
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self.ambient_light = alnp
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self.directional_light = dlnp
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print("✓ 光照系统设置完成")
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def _setupGround(self):
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"""创建地板"""
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cm = CardMaker('ground')
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cm.setFrame(-50, 50, -50, 50)
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# 创建地板节点
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self.ground = self.render.attachNewNode(cm.generate())
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self.ground.setP(-90)
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self.ground.setZ(-1.0)
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self.ground.setColor(0.8, 0.8, 0.8, 1)
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self.ground.setTag("is_scene_element", "1")
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self.ground.setTag("tree_item_type", "SCENE_NODE")
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# 创建支持贴图的材质
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mat = Material()
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mat.setName("GroundMaterial")
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color = LColor(1, 1, 1, 0.8)
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mat.set_base_color(color)
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mat.set_roughness(1) # 设置合适的初始粗糙度
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mat.set_metallic(0.5) # 设置较低的初始金属性
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self.ground.set_material(mat)
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# #创建第二个相同的地面,位置稍有偏移
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# self.ground2 = self.render.attachNewNode(cm.generate())
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# self.ground2.setH(-90)
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# self.ground2.setZ(-1.0)
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# self.ground2.setX(50) # 在X轴方向偏移
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# self.ground2.setZ(49) # 在X轴方向偏移
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# self.ground2.setColor(0.8, 0.8, 0.8, 1)
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# self.ground2.set_material(mat)
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# self.ground2.setTag("is_scene_element", "1")
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# self.ground2.setTag("tree_item_type", "SCENE_NODE")
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#
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# # 创建第三个相同的地面,位置在另一个方向
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# self.ground3 = self.render.attachNewNode(cm.generate())
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# self.ground3.setH(90)
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# self.ground3.setZ(-1.0)
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# self.ground3.setX(-50) # 在X轴负方向偏移
|
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# self.ground3.setZ(49) # 在X轴负方向偏移
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# self.ground3.setColor(0.8, 0.8, 0.8, 1)
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# self.ground3.set_material(mat)
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# self.ground3.setTag("is_scene_element", "1")
|
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# self.ground3.setTag("tree_item_type", "SCENE_NODE")
|
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#
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# self.ground4 = self.render.attachNewNode(cm.generate())
|
||
# # self.ground3.setR(90)
|
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# self.ground4.setZ(-1.0)
|
||
# self.ground4.setY(50) # 在X轴负方向偏移
|
||
# self.ground4.setZ(49) # 在X轴负方向偏移
|
||
# self.ground4.setColor(0.8, 0.8, 0.8, 1)
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# self.ground4.set_material(mat)
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||
# self.ground4.setTag("is_scene_element", "1")
|
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# self.ground4.setTag("tree_item_type", "SCENE_NODE")
|
||
#
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# self.ground5 = self.render.attachNewNode(cm.generate())
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# self.ground5.setP(180)
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# self.ground5.setZ(-1)
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# self.ground5.setY(-50) # 在X轴负方向偏移
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# self.ground5.setZ(49) # 在X轴负方向偏移
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# self.ground5.setColor(0.8, 0.8, 0.8, 1)
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# self.ground5.set_material(mat)
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||
# self.ground5.setTag("is_scene_element", "1")
|
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# self.ground5.setTag("tree_item_type", "SCENE_NODE")
|
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#
|
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# self.ground6 = self.render.attachNewNode(cm.generate())
|
||
# self.ground6.setP(90)
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||
# self.ground6.setZ(-1)
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||
# self.ground6.setZ(99) # 在X轴负方向偏移
|
||
# self.ground6.setColor(0.8, 0.8, 0.8, 1)
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# self.ground6.set_material(mat)
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# self.ground6.setTag("is_scene_element", "1")
|
||
# self.ground6.setTag("tree_item_type", "SCENE_NODE")
|
||
|
||
# 应用默认PBR效果,确保支持贴图
|
||
try:
|
||
if hasattr(self, 'render_pipeline') and self.render_pipeline:
|
||
self.render_pipeline.set_effect(
|
||
self.ground,
|
||
"effects/default.yaml",
|
||
{
|
||
"normal_mapping": True,
|
||
"render_gbuffer": True,
|
||
"alpha_testing": False,
|
||
"parallax_mapping": False,
|
||
"render_shadow": True,
|
||
"render_envmap": True
|
||
},
|
||
50
|
||
)
|
||
# # 为其他两个地面也应用相同的效果
|
||
# self.render_pipeline.set_effect(
|
||
# self.ground2,
|
||
# "effects/default.yaml",
|
||
# {
|
||
# "normal_mapping": True,
|
||
# "render_gbuffer": True,
|
||
# "alpha_testing": False,
|
||
# "parallax_mapping": False,
|
||
# "render_shadow": True,
|
||
# "render_envmap": True
|
||
# },
|
||
# 50
|
||
# )
|
||
# self.render_pipeline.set_effect(
|
||
# self.ground3,
|
||
# "effects/default.yaml",
|
||
# {
|
||
# "normal_mapping": True,
|
||
# "render_gbuffer": True,
|
||
# "alpha_testing": False,
|
||
# "parallax_mapping": False,
|
||
# "render_shadow": True,
|
||
# "render_envmap": True
|
||
# },
|
||
# 50
|
||
# )
|
||
# self.render_pipeline.set_effect(
|
||
# self.ground4,
|
||
# "effects/default.yaml",
|
||
# {
|
||
# "normal_mapping": True,
|
||
# "render_gbuffer": True,
|
||
# "alpha_testing": False,
|
||
# "parallax_mapping": False,
|
||
# "render_shadow": True,
|
||
# "render_envmap": True
|
||
# },
|
||
# 50
|
||
# )
|
||
# self.render_pipeline.set_effect(
|
||
# self.ground5,
|
||
# "effects/default.yaml",
|
||
# {
|
||
# "normal_mapping": True,
|
||
# "render_gbuffer": True,
|
||
# "alpha_testing": False,
|
||
# "parallax_mapping": False,
|
||
# "render_shadow": True,
|
||
# "render_envmap": True
|
||
# },
|
||
# 50
|
||
# )
|
||
# self.render_pipeline.set_effect(
|
||
# self.ground6,
|
||
# "effects/default.yaml",
|
||
# {
|
||
# "normal_mapping": True,
|
||
# "render_gbuffer": True,
|
||
# "alpha_testing": False,
|
||
# "parallax_mapping": False,
|
||
# "render_shadow": True,
|
||
# "render_envmap": True
|
||
# },
|
||
# 50
|
||
# )
|
||
# print("✓ 地板PBR效果已应用")
|
||
else:
|
||
print("⚠️ RenderPipeline未初始化,地板将使用基础渲染")
|
||
except Exception as e:
|
||
print(f"⚠️ 地板PBR效果应用失败: {e}")
|
||
|
||
print("✓ 地板创建完成(支持材质贴图)")
|
||
|
||
|
||
|
||
# def _loadFont(self):
|
||
# """加载中文字体"""
|
||
# try:
|
||
# self.chinese_font = self.loader.loadFont('/usr/share/fonts/truetype/wqy/wqy-microhei.ttc')
|
||
# if not self.chinese_font:
|
||
# print("警告: 无法加载中文字体,将使用默认字体")
|
||
# else:
|
||
# print("✓ 中文字体加载成功")
|
||
# except:
|
||
# print("警告: 无法加载中文字体,将使用默认字体")
|
||
# self.chinese_font = None
|
||
|
||
def _loadFont(self):
|
||
"""加载中文字体 - 跨平台,Panda3D 友好路径"""
|
||
try:
|
||
import os
|
||
import platform
|
||
from pathlib import Path
|
||
from panda3d.core import Filename
|
||
|
||
self.chinese_font = None # 初始化
|
||
|
||
# --- 平台与项目根 ---
|
||
system = platform.system().lower()
|
||
project_root = Path(__file__).resolve().parent.parent # 上两级
|
||
|
||
# --- 候选字体路径(按平台) ---
|
||
if system == "windows":
|
||
win_dir = os.environ.get("WINDIR") or r"C:\Windows"
|
||
win_fonts_dir = Path(win_dir) / "Fonts"
|
||
font_candidates = [
|
||
project_root / "RenderPipelineFile" / "data" / "font" / "msyh.ttc",
|
||
win_fonts_dir / "msyh.ttc",
|
||
win_fonts_dir / "msyh.ttf",
|
||
win_fonts_dir / "simhei.ttf",
|
||
win_fonts_dir / "simsun.ttc",
|
||
]
|
||
elif system == "darwin": # macOS
|
||
font_candidates = [
|
||
Path("/System/Library/Fonts/PingFang.ttc"),
|
||
Path("/System/Library/Fonts/STHeiti.ttc"),
|
||
Path("/Library/Fonts/Songti.ttc"),
|
||
]
|
||
else: # Linux / 其他
|
||
font_candidates = [
|
||
Path("/usr/share/fonts/truetype/wqy/wqy-microhei.ttc"),
|
||
Path("/usr/share/fonts/truetype/wqy/wqy-zenhei.ttc"),
|
||
Path("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf"),
|
||
]
|
||
|
||
# --- 逐个尝试加载 ---
|
||
for os_path in font_candidates:
|
||
os_path_str = str(os_path)
|
||
if not os.path.exists(os_path_str):
|
||
# 文件确实不存在就跳过
|
||
continue
|
||
|
||
# 1) 先把 OS 路径转换成 Panda 内部路径(/d/... 或 /usr/...)
|
||
panda_fn = Filename.fromOsSpecific(os_path_str)
|
||
panda_fn.makeTrueCase() # Windows 上修正大小写(更稳)
|
||
panda_internal = panda_fn.getFullpath() # 取“内部样式”的字符串
|
||
|
||
# 2) 打印便于对照 Panda 的日志
|
||
try:
|
||
print(f"[FontLoader] 尝试加载: {panda_internal}")
|
||
except Exception:
|
||
pass
|
||
|
||
try:
|
||
# 3) 传“字符串”给 loader.loadFont(关键修复点)
|
||
font = self.loader.loadFont(panda_internal)
|
||
if font:
|
||
self.chinese_font = font
|
||
print("✓ 中文字体加载成功:", os_path_str)
|
||
break
|
||
else:
|
||
print("[FontLoader] 返回空字体对象,继续尝试下一个候选...")
|
||
except TypeError as te:
|
||
# 某些旧版绑定只接受 str,不接受 Filename;此处已传 str,若仍报错再兜底一次
|
||
try:
|
||
font = self.loader.loadFont(str(panda_fn)) # 退一步:str(Filename)
|
||
if font:
|
||
self.chinese_font = font
|
||
print("✓ 中文字体加载成功(备用API):", os_path_str)
|
||
break
|
||
else:
|
||
print("[FontLoader] 备用API仍返回空字体对象,继续…")
|
||
except Exception as te2:
|
||
print(f"[FontLoader] 加载失败(TypeError),继续下一个: {os_path},原因: {te2}")
|
||
except Exception as e:
|
||
print(f"[FontLoader] 加载失败,继续下一个: {os_path},原因: {e}")
|
||
|
||
# --- 兜底 ---
|
||
if not self.chinese_font:
|
||
print("警告: 无法加载中文字体,将使用默认字体(可能导致中文显示不全)")
|
||
self.chinese_font = None
|
||
|
||
except Exception as e:
|
||
print(f"警告: 加载中文字体时发生错误: {e}")
|
||
self.chinese_font = None
|
||
|
||
def setQtWidget(self, widget):
|
||
"""设置Qt部件引用"""
|
||
self.qtWidget = widget
|
||
print(f"✓ 设置Qt部件引用: {widget}")
|
||
|
||
def getWindowSize(self):
|
||
"""获取准确的窗口尺寸"""
|
||
if self.qtWidget:
|
||
# 优先使用Qt部件的实际尺寸
|
||
width, height = self.qtWidget.getActualSize()
|
||
if width > 0 and height > 0:
|
||
return width, height
|
||
|
||
# 备用方案:使用Panda3D窗口尺寸
|
||
if hasattr(self, 'win') and self.win:
|
||
width = self.win.getXSize()
|
||
height = self.win.getYSize()
|
||
# print(f"从Panda3D窗口获取尺寸!!!!!!!!!!!!!!!!!!!!!: {width} x {height}")
|
||
return width, height
|
||
|
||
# 最后的默认值
|
||
print("使用默认窗口尺寸: 800 x 600")
|
||
return 800, 600
|
||
|
||
# ==================== 相机控制功能 ====================
|
||
|
||
def wheelForward(self, data=None):
|
||
"""处理滚轮向前滚动(前进)"""
|
||
# 获取相机的前向向量
|
||
forward = self.cam.getMat().getRow3(1)
|
||
# 计算移动距离
|
||
distance = self.cameraSpeed * globalClock.getDt()
|
||
# 更新相机位置
|
||
currentPos = self.cam.getPos()
|
||
newPos = currentPos + forward * distance
|
||
self.cam.setPos(newPos)
|
||
|
||
def wheelBackward(self, data=None):
|
||
"""处理滚轮向后滚动(后退)"""
|
||
# 获取相机的前向向量
|
||
forward = self.cam.getMat().getRow3(1)
|
||
# 计算移动距离
|
||
distance = self.cameraSpeed * globalClock.getDt()
|
||
# 更新相机位置
|
||
currentPos = self.cam.getPos()
|
||
newPos = currentPos - forward * distance
|
||
self.cam.setPos(newPos)
|
||
|
||
def moveCamera(self, x, y, z):
|
||
"""移动相机位置(垂直移动)"""
|
||
# 获取相机的上向量
|
||
upVector = self.cam.getMat().getRow3(2)
|
||
# 计算移动距离
|
||
distance = self.cameraSpeed * globalClock.getDt()
|
||
# 更新相机位置
|
||
currentPos = self.cam.getPos()
|
||
newPos = currentPos + upVector * z * distance
|
||
self.cam.setPos(newPos)
|
||
|
||
# ==================== 鼠标事件处理 ====================
|
||
|
||
def mousePressEventRight(self, evt):
|
||
"""处理鼠标右键按下事件"""
|
||
#print("右键按下")
|
||
self.mouseRightPressed = True
|
||
self.lastMouseX = evt['x']
|
||
self.lastMouseY = evt['y']
|
||
#
|
||
# # 通过 Qt 窗口隐藏光标并捕获鼠标
|
||
# try:
|
||
# if hasattr(self, 'qtWidget') and self.qtWidget:
|
||
# from PyQt5.QtCore import Qt
|
||
# self.qtWidget.setCursor(Qt.BlankCursor)
|
||
# # 捕获鼠标,使其无法离开窗口
|
||
# self.qtWidget.grabMouse()
|
||
# except Exception as e:
|
||
# print(f"通过 Qt 隐藏光标时出错: {e}")
|
||
|
||
def mouseReleaseEventRight(self, evt):
|
||
"""处理鼠标右键释放事件"""
|
||
#print("右键释放")
|
||
self.mouseRightPressed = False
|
||
|
||
# # 恢复 Qt 窗口光标并释放鼠标捕获
|
||
# try:
|
||
# if hasattr(self, 'qtWidget') and self.qtWidget:
|
||
# from PyQt5.QtCore import Qt
|
||
# self.qtWidget.unsetCursor() # 恢复默认光标
|
||
# # 释放鼠标捕获
|
||
# self.qtWidget.releaseMouse()
|
||
# except Exception as e:
|
||
# print(f"恢复 Qt 光标时出错: {e}")
|
||
|
||
def mouseMoveEvent(self, evt):
|
||
"""处理鼠标移动事件 - 只处理相机旋转"""
|
||
if not evt:
|
||
return
|
||
|
||
if self.mouseRightPressed:
|
||
# 计算鼠标移动距离
|
||
dx = evt.get('x', 0) - self.lastMouseX
|
||
dy = evt.get('y', 0) - self.lastMouseY
|
||
|
||
# 计算旋转角度
|
||
rotateSpeed = self.cameraRotateSpeed * globalClock.getDt()
|
||
|
||
# 更新相机朝向
|
||
currentH = self.cam.getH()
|
||
currentP = self.cam.getP()
|
||
|
||
# 限制俯仰角度在-90到90度之间
|
||
newP = max(-90, min(90, currentP - dy * rotateSpeed))
|
||
|
||
self.cam.setH(currentH - dx * rotateSpeed)
|
||
self.cam.setP(newP)
|
||
|
||
# 更新鼠标位置
|
||
self.lastMouseX = evt.get('x', 0)
|
||
self.lastMouseY = evt.get('y', 0)
|
||
|
||
# ==================== 其他基础功能 ====================
|
||
|
||
def getChineseFont(self):
|
||
"""获取中文字体"""
|
||
return self.chinese_font
|
||
|
||
def getGroundNode(self):
|
||
"""获取地板节点"""
|
||
return self.ground
|
||
|
||
def getAmbientLight(self):
|
||
"""获取环境光"""
|
||
return self.ambient_light
|
||
|
||
def getDirectionalLight(self):
|
||
"""获取定向光"""
|
||
return self.directional_light
|
||
|
||
def start_day_night_cycle(self, duration_seconds=10.0):
|
||
"""让天空盒在 duration_seconds 秒内从 0:00 过渡到 24:00"""
|
||
self._cycle_start_time = self.taskMgr.globalClock.get_real_time()
|
||
self._cycle_duration = duration_seconds
|
||
self.taskMgr.add(self._day_night_cycle_task, "day_night_cycle_task")
|
||
|
||
def _day_night_cycle_task(self, task):
|
||
elapsed = self.taskMgr.globalClock.get_real_time() - self._cycle_start_time
|
||
t = (elapsed % self._cycle_duration) / self._cycle_duration # 始终在 0~1 循环
|
||
self.render_pipeline.daytime_mgr.time = 24.0 * t
|
||
return task.cont
|
||
|
||
|
||
def set_daytime(self, time_str):
|
||
"""设置时间"""
|
||
try:
|
||
if hasattr(self, 'render_pipeline') and self.render_pipeline:
|
||
self.render_pipeline.daytime_mgr.time = time_str
|
||
print(f"当前时间设置为: {time_str}")
|
||
else:
|
||
print(f"⚠️ RenderPipeline 不可用,无法设置时间: {time_str}")
|
||
except Exception as e:
|
||
print(f"设置时间失败: {e}")
|
||
|
||
def get_render_pipeline(self):
|
||
"""获取 RenderPipeline 实例"""
|
||
return getattr(self, 'render_pipeline', None)
|
||
|
||
def _setupSkybox(self):
|
||
# 加载天空盒模型
|
||
self.skybox = self.loader.loadModel("data/builtin_models/skybox/skybox.bam")
|
||
self.skybox.reparentTo(self.camera) # 绑定到相机
|
||
self.skybox.setScale(500)
|
||
self.skybox.setBin('background', 0)
|
||
self.skybox.setDepthWrite(False)
|
||
self.skybox.setLightOff()
|
||
self.skybox.setCompass() # 始终朝向固定
|
||
|
||
print("✓ 静态天空盒加载完成")
|
||
|
||
def createDirectionalLight(self):
|
||
from RenderPipelineFile.rpcore import light_manager
|
||
from panda3d.core import DirectionalLight, Vec3
|
||
dlight = DirectionalLight("1")
|
||
|
||
dlight_np = self.render.attachNewNode(dlight)
|
||
#light_manager.add_light(dlight)
|
||
|
||
dlight_np.setHpr(45,-45,0)
|
||
|
||
self.render.setLight(dlight_np)
|
||
|
||
dlight.setColor((1,1,1,1))
|
||
dlight.setShadowCaster(True,2048,2048)
|
||
|
||
print("平行光创建完成")
|
||
|
||
# dlight.direction = Vec3(0, 0, -1) # 光照方向
|
||
# dlight.fov = self.lamp_fov # 光源角度(类似手电筒)
|
||
# dlight.set_color_from_temperature(1 * 1000.0) # 色温(K)
|
||
# dlight.energy = self.half_energy # 光照强度
|
||
# dlight.radius = self.lamp_radius # 影响范围
|
||
# dlight.casts_shadows = True # 是否投射阴影
|
||
# dlight.shadow_map_resolution = 256 # 阴影分辨率
|
||
# dlight.setPos(0,0,10)
|
||
|
||
def check_material_editor_connection(self):
|
||
"""检查材质编辑器连接状态"""
|
||
try:
|
||
# 确保 RenderPipeline 已完全初始化
|
||
if not hasattr(self, 'render_pipeline') or not self.render_pipeline:
|
||
print("RenderPipeline 未初始化")
|
||
return False
|
||
|
||
# 检查网络监听器是否存在
|
||
if not hasattr(self.render_pipeline, '_listener'):
|
||
print("NetworkCommunication 监听器未初始化")
|
||
return False
|
||
|
||
from RenderPipelineFile.rpcore.util.network_communication import NetworkCommunication
|
||
import tempfile
|
||
import os
|
||
import time
|
||
|
||
# 使用唯一的测试文件名
|
||
import uuid
|
||
test_filename = f"test_materials_{uuid.uuid4().hex[:8]}.data"
|
||
temp_path = os.path.join(tempfile.gettempdir(), test_filename)
|
||
|
||
print(f"测试材质编辑器连接,文件路径: {temp_path}")
|
||
|
||
# 确保测试文件不存在
|
||
if os.path.exists(temp_path):
|
||
os.remove(temp_path)
|
||
|
||
# 发送导出命令
|
||
NetworkCommunication.send_async(
|
||
NetworkCommunication.MATERIAL_PORT,
|
||
f"dump_materials {temp_path}"
|
||
)
|
||
|
||
# 大幅增加等待时间,因为网络命令处理可能有延迟
|
||
for i in range(60): # 等待最多30秒
|
||
time.sleep(0.5)
|
||
if os.path.exists(temp_path):
|
||
# 等待文件写入完成
|
||
time.sleep(1.0)
|
||
try:
|
||
with open(temp_path, 'r') as f:
|
||
content = f.read().strip()
|
||
print(f"材质编辑器连接测试成功,文件内容: {len(content)} 字符")
|
||
os.remove(temp_path)
|
||
return True
|
||
except:
|
||
print("文件读取失败,继续等待...")
|
||
continue
|
||
|
||
if i % 20 == 0 and i > 0: # 每10秒打印一次状态
|
||
print(f"等待材质文件创建... ({i // 2}s)")
|
||
|
||
print("材质编辑器连接测试超时")
|
||
return False
|
||
|
||
except Exception as e:
|
||
print(f"材质编辑器连接测试出错: {e}")
|
||
return False
|
||
|
||
|
||
def create_material_editor_widget(self):
|
||
"""创建材质编辑器组件"""
|
||
try:
|
||
# 确保 RenderPipeline 已完全初始化
|
||
if not hasattr(self, 'render_pipeline') or not self.render_pipeline:
|
||
print("RenderPipeline 未初始化")
|
||
return None
|
||
|
||
# 检查网络连接
|
||
if not self.check_material_editor_connection():
|
||
print("无法连接到材质编辑器网络服务")
|
||
return None
|
||
|
||
# 创建材质编辑器组件
|
||
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel
|
||
|
||
material_widget = QWidget()
|
||
layout = QVBoxLayout()
|
||
|
||
# 添加基本的材质编辑控件
|
||
layout.addWidget(QLabel("材质编辑器"))
|
||
# 这里可以添加更多的材质编辑控件
|
||
|
||
material_widget.setLayout(layout)
|
||
return material_widget
|
||
|
||
except Exception as e:
|
||
print(f"创建材质编辑器失败: {e}")
|
||
return None
|
||
|
||
def _delayed_material_test(self, task):
|
||
"""延迟执行的材质编辑器连接测试"""
|
||
print("开始延迟材质编辑器连接测试...")
|
||
success = self.check_material_editor_connection()
|
||
if success:
|
||
print("✓ 材质编辑器连接正常")
|
||
else:
|
||
print("✗ 材质编辑器连接失败")
|
||
return task.done
|
||
|
||
def launch_day_time_editor(self):
|
||
|
||
# 检查是否已经启动
|
||
if hasattr(self, '_day_time_editor_process') and self._day_time_editor_process:
|
||
if self._day_time_editor_process.poll() is None: # 进程仍在运行
|
||
print("Day Time Editor 已经在运行")
|
||
return True
|
||
import subprocess
|
||
import os
|
||
import sys
|
||
|
||
try:
|
||
if not hasattr(self.world,'render_pipeline') or not self.world.render_pipeline:
|
||
print("错误:renderpipeline未初始化")
|
||
return False
|
||
|
||
base_path = self.world.render_pipeline.mount_mgr.base_path
|
||
editor_path = os.path.join(base_path,"toolkit/day_time_editor/main.py")
|
||
|
||
if not os.path.exists(editor_path):
|
||
print("错误文件不存在")
|
||
return False
|
||
|
||
self._day_time_editor_process = subprocess.Popen([sys.executable, editor_path])
|
||
print("Day Time Editor 已启动")
|
||
return True
|
||
except Exception as e:
|
||
print(f"启动 time editor失败")
|
||
|
||
def setup_material_editor_network(self):
|
||
"""设置材质编辑器网络通信"""
|
||
from RenderPipelineFile.rpcore.util.network_communication import NetworkCommunication
|
||
|
||
def handle_material_requests(message):
|
||
"""处理材质编辑器的网络请求"""
|
||
try:
|
||
print(f"收到材质编辑器请求: {message}")
|
||
parts = message.strip().split()
|
||
if not parts:
|
||
return
|
||
|
||
command = parts[0]
|
||
|
||
if command == "dump_materials":
|
||
# 处理导出材质列表请求
|
||
path = parts[1] if len(parts) > 1 else ""
|
||
if path:
|
||
self.export_materials_to_file(path)
|
||
elif command.startswith("update_material"):
|
||
# 处理更新材质请求
|
||
data = message[len("update_material "):].strip()
|
||
self.update_material_from_editor(data.split())
|
||
|
||
except Exception as e:
|
||
print(f"处理材质编辑器请求失败: {e}")
|
||
|
||
# 注册网络消息处理器
|
||
try:
|
||
NetworkCommunication.listen_threaded(
|
||
NetworkCommunication.MATERIAL_PORT,
|
||
handle_material_requests
|
||
)
|
||
print("✓ 材质编辑器网络通信已设置")
|
||
except Exception as e:
|
||
print(f"设置材质编辑器网络通信失败: {e}")
|
||
|
||
def export_materials_to_file(self, path):
|
||
"""导出材质列表到文件"""
|
||
try:
|
||
print(f"导出材质列表到: {path}")
|
||
materials = []
|
||
|
||
# 收集所有材质
|
||
def collect_materials(node):
|
||
if node.hasMaterial():
|
||
material = node.getMaterial()
|
||
if material:
|
||
materials.append(material)
|
||
|
||
for child in node.getChildren():
|
||
collect_materials(child)
|
||
|
||
collect_materials(self.render)
|
||
|
||
# 写入文件
|
||
with open(path, "w") as f:
|
||
for i, material in enumerate(materials):
|
||
name = f"{i}-{material.getName() or 'unnamed'}"
|
||
|
||
# 获取材质属性,使用默认值如果不存在
|
||
base_color = material.getBaseColor() if hasattr(material, 'getBaseColor') else Vec4(0.6, 0.6, 0.6, 1.0)
|
||
roughness = material.getRoughness() if hasattr(material, 'getRoughness') else 0.5
|
||
metallic = material.getMetallic() if hasattr(material, 'getMetallic') else 0.0
|
||
|
||
# 写入材质数据
|
||
f.write(("{} " * 11).format(
|
||
name,
|
||
base_color.x,
|
||
base_color.y,
|
||
base_color.z,
|
||
roughness,
|
||
0.5, # refractive_index
|
||
metallic,
|
||
0, # shading_model
|
||
1.0, # normal_strength
|
||
0.0, # param1
|
||
0.0 # param2
|
||
) + "\n")
|
||
|
||
print(f"✓ 成功导出 {len(materials)} 个材质到 {path}")
|
||
|
||
except Exception as e:
|
||
print(f"导出材质列表失败: {e}")
|
||
|
||
def update_material_from_editor(self, data):
|
||
"""从编辑器更新材质"""
|
||
try:
|
||
if len(data) < 11:
|
||
print(f"材质数据不完整: {data}")
|
||
return
|
||
|
||
name_parts = data[0].split("-")
|
||
if len(name_parts) < 2:
|
||
print(f"材质名称格式错误: {data[0]}")
|
||
return
|
||
|
||
index = int(name_parts[0])
|
||
name = "-".join(name_parts[1:])
|
||
|
||
# 收集所有材质
|
||
materials = []
|
||
def collect_materials(node):
|
||
if node.hasMaterial():
|
||
material = node.getMaterial()
|
||
if material:
|
||
materials.append(material)
|
||
|
||
for child in node.getChildren():
|
||
collect_materials(child)
|
||
|
||
collect_materials(self.render)
|
||
|
||
# 查找匹配的材质
|
||
if index < len(materials):
|
||
material = materials[index]
|
||
|
||
# 更新材质属性
|
||
material.setBaseColor(Vec4(float(data[1]), float(data[2]), float(data[3]), 1.0))
|
||
material.setRoughness(float(data[4]))
|
||
material.setMetallic(float(data[6]))
|
||
|
||
print(f"✓ 更新材质 {name}: 颜色=({data[1]}, {data[2]}, {data[3]}), 粗糙度={data[4]}, 金属度={data[6]}")
|
||
else:
|
||
print(f"未找到索引为 {index} 的材质")
|
||
|
||
except Exception as e:
|
||
print(f"更新材质失败: {e}")
|
||
|
||
def launch_material_editor(self):
|
||
"""启动材质编辑器"""
|
||
import subprocess
|
||
import os
|
||
import sys
|
||
|
||
try:
|
||
if not self.render_pipeline:
|
||
print("错误:renderpipeline未初始化")
|
||
return False
|
||
|
||
base_path = self.render_pipeline.mount_mgr.base_path
|
||
editor_path = os.path.join(base_path,"toolkit/material_editor/main.py")
|
||
|
||
if not os.path.exists(editor_path):
|
||
print("错误文件不存在")
|
||
return False
|
||
|
||
self._material_editor_process = subprocess.Popen([sys.executable, editor_path])
|
||
print("Material Editor 已启动")
|
||
return True
|
||
except Exception as e:
|
||
print(f"启动 Material editor失败")
|
||
|
||
def create_sample_materials(self):
|
||
"""创建一些示例材质供编辑器使用"""
|
||
from panda3d.core import Material, Vec4, CardMaker
|
||
|
||
# 创建几个测试几何体,每个都有不同的材质
|
||
sample_materials = [
|
||
{"name": "MetalMaterial", "color": Vec4(0.7, 0.7, 0.8, 1.0), "metallic": True, "roughness": 0.2},
|
||
{"name": "PlasticMaterial", "color": Vec4(0.8, 0.2, 0.2, 1.0), "metallic": False, "roughness": 0.8},
|
||
{"name": "GlassMaterial", "color": Vec4(0.9, 0.9, 1.0, 0.3), "metallic": False, "roughness": 0.1},
|
||
{"name": "WoodMaterial", "color": Vec4(0.6, 0.4, 0.2, 1.0), "metallic": False, "roughness": 0.7},
|
||
{"name": "TestPlaneMaterial", "color": Vec4(0.8, 0.8, 0.8, 1.0), "metallic": False, "roughness": 1.0}
|
||
]
|
||
|
||
for i, mat_data in enumerate(sample_materials):
|
||
# 创建几何体
|
||
if mat_data["name"] == "TestPlaneMaterial":
|
||
# 创建一个大的测试平面,类似Blender中的平面
|
||
cm = CardMaker('test_plane')
|
||
cm.setFrame(-5, 5, -5, 5) # 更大的平面
|
||
geom_node = self.render.attachNewNode(cm.generate())
|
||
geom_node.setPos(0, 15, 0) # 放在前面显眼位置
|
||
geom_node.setP(-90) # 水平放置
|
||
print("✓ 创建大型测试平面,适合测试粗糙度贴图")
|
||
else:
|
||
cm = CardMaker(f'sample_geom_{i}')
|
||
cm.setFrame(-1, 1, -1, 1)
|
||
geom_node = self.render.attachNewNode(cm.generate())
|
||
geom_node.setPos(i * 3 - 6, 10, 1)
|
||
geom_node.setP(-90) # 水平放置
|
||
|
||
# 创建材质并确保名称正确设置
|
||
material = Material()
|
||
material.setName(mat_data["name"]) # 明确设置材质名称
|
||
material.setBaseColor(mat_data["color"])
|
||
material.setRoughness(mat_data["roughness"])
|
||
material.setMetallic(1.0 if mat_data["metallic"] else 0.0)
|
||
|
||
# 应用材质
|
||
geom_node.setMaterial(material)
|
||
|
||
print(f"✓ 创建示例材质: {mat_data['name']}")
|
||
|
||
# 延迟一下确保材质完全创建
|
||
import time
|
||
time.sleep(0.1)
|
||
|
||
def load_test_models_with_materials(self):
|
||
"""加载一些测试模型以提供更多材质供编辑"""
|
||
try:
|
||
# 你可以在这里加载你的模型文件
|
||
# test_model = self.loader.loadModel("models/your_model.gltf")
|
||
# if test_model:
|
||
# test_model.reparentTo(self.render)
|
||
# test_model.setPos(5, 0, 0)
|
||
# test_model.setScale(1.0)
|
||
# print(f"✓ 测试模型已加载")
|
||
|
||
# 创建示例材质
|
||
self.create_sample_materials()
|
||
|
||
except Exception as e:
|
||
print(f"加载测试模型失败: {e}")
|
||
# 创建示例材质作为备选
|
||
self.create_sample_materials()
|
||
|
||
def launch_plugin_configurator(self):
|
||
"""启动材质编辑器"""
|
||
import subprocess
|
||
import os
|
||
import sys
|
||
|
||
try:
|
||
if not self.render_pipeline:
|
||
print("错误:renderpipeline未初始化")
|
||
return False
|
||
|
||
base_path = self.render_pipeline.mount_mgr.base_path
|
||
editor_path = os.path.join(base_path, "toolkit/plugin_configurator/main.py")
|
||
|
||
if not os.path.exists(editor_path):
|
||
print("错误文件不存在")
|
||
return False
|
||
|
||
self._material_editor_process = subprocess.Popen([sys.executable, editor_path])
|
||
print("plugin_configurator 已启动")
|
||
return True
|
||
except Exception as e:
|
||
print(f"启动plugin_configurator失败")
|
||
|