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scene.py
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252 lines (223 loc) · 15.5 KB
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from settings import *
import moderngl as mgl
from world import World
from world_objects.voxel_marker import VoxelMarker
from world_objects.water import Water
from world_objects.clouds import Clouds
from world_objects.state import State
from world_objects.line import Line
import time
class Scene:
def __init__(self, app):
self.app = app
self.world = World(self.app)
self.voxel_marker = VoxelMarker(self.world.voxel_handler)
self.water = Water(app)
self.clouds = Clouds(app)
self.states = dict()
# self.states[(480, 33, 480)] = State(app, glm.vec3(480.33, 33.33, 480.33))
# self.states[(480, 33, 480)].mode = 0
# self.states[(482, 37, 489)] = State(app, glm.vec3(482.33, 37.33, 489.33))
# self.states[(482, 37, 489)].mode = 0
# self.states[(481, 33, 480)] = State(app, glm.vec3(481.33, 33.33, 480.33))
# self.states[(481, 33, 480)].mode = 1
# self.states[(482, 33, 480)] = State(app, glm.vec3(482.33, 33.33, 480.33))
# self.states[(482, 33, 480)].mode = 2
# self.states[(483, 33, 480)] = State(app, glm.vec3(483.33, 33.33, 480.33))
# self.states[(483, 33, 480)].mode = 3
# self.states[(484, 33, 480)] = State(app, glm.vec3(484.33, 33.33, 480.33))
# self.states[(484, 33, 480)].mode = 0
# self.states[(485, 33, 480)] = State(app, glm.vec3(485.33, 33.33, 480.33))
# self.states[(485, 33, 480)].mode = 0
# self.states[(486, 33, 480)] = State(app, glm.vec3(486.33, 33.33, 480.33))
# self.states[(486, 33, 480)].mode = 0
# self.states[(487, 33, 480)] = State(app, glm.vec3(487.33, 33.33, 480.33))
# self.states[(487, 33, 480)].mode = 0
self.edges = dict()
# self.edges[(480, 33, 480)] = Line(app, (480.45, 33.45, 480.45), (482.45, 37.45, 489.45))
# self.edges[(480, 33, 480)].mode = 3
# self.edges[(481, 33, 480)] = Line(app, (480.45, 33.45, 480.45), (481.45, 33.45, 480.45))
# self.edges[(481, 33, 480)].mode = 3
self.grid = dict()
self.time = time.time()
self.render_mode = 0
self.render_mode_name = 'All Data'
self.read_only = False
self.toggle = False
self.world.voxel_handler.add_voxel(WORLD_W * CHUNK_SIZE / 2, 128, WORLD_D * CHUNK_SIZE / 2, 'diamond_ore')
self.view_box = []
self.goal_box = []
self.agent_pos = glm.vec3(0, 0, 0)
self.goal_pos = glm.vec3(0, 0, 0)
def update(self):
self.world.update()
self.voxel_marker.update()
self.clouds.update()
updated = False
current_state = None
if time.time() - self.time > 2 and not self.read_only:
try:
load_states = np.load('/home/berick/PycharmProjects/experiential-minecraft/examples/output/state_output.npy', allow_pickle=True).item()
load_edges = np.load('/home/berick/PycharmProjects/experiential-minecraft/examples/output/edge_output.npy', allow_pickle=True).item()
load_grid = np.load('/home/berick/PycharmProjects/experiential-minecraft/examples/output/grid_output.npy', allow_pickle=True).item()
self.time = time.time()
for load_key in load_states.keys():
try:
self.states[load_key].mode = load_states[load_key][3]
except KeyError:
self.states[load_key] = State(self.app, glm.vec3(load_states[load_key][0] + (WORLD_W * CHUNK_SIZE / 2) + .33, load_states[load_key][1] + .33 + 64, load_states[load_key][2] + (WORLD_D * CHUNK_SIZE / 2) + .33))
self.states[load_key].mode = load_states[load_key][3]
if load_states[load_key][3] == 1:
self.app.player.focus_pos = glm.vec3(load_states[load_key][0] + (WORLD_W * CHUNK_SIZE / 2) + .33, load_states[load_key][1] + .33 + 64, load_states[load_key][2] + (WORLD_D * CHUNK_SIZE / 2) + .33)
self.agent_pos = self.app.player.focus_pos
updated = True
for load_key in load_edges.keys():
try:
self.edges[load_key].mode = load_edges[load_key][6]
except KeyError:
self.edges[load_key] = Line(self.app, glm.vec3(load_edges[load_key][0] + (WORLD_W * CHUNK_SIZE / 2) + .45, load_edges[load_key][1] + .45 + 64, load_edges[load_key][2] + (WORLD_D * CHUNK_SIZE / 2) + .45), glm.vec3(load_edges[load_key][3] + (WORLD_W * CHUNK_SIZE / 2) + .45, load_edges[load_key][4] + .45 + 64, load_edges[load_key][5] + (WORLD_D * CHUNK_SIZE / 2) + .45))
self.edges[load_key].mode = load_edges[load_key][6]
if load_edges[load_key][7] == 1:
self.goal_pos = glm.vec3(load_edges[load_key][3] + (WORLD_W * CHUNK_SIZE / 2) + .33, load_edges[load_key][4] + .33 + 64, load_edges[load_key][5] + (WORLD_D * CHUNK_SIZE / 2) + .33)
updated = True
del_list = []
for check_key in self.edges.keys():
if check_key not in load_edges.keys():
del_list.append(check_key)
for item in del_list:
del self.edges[item]
for check_key in self.states.keys():
if check_key not in load_states.keys():
self.states[check_key].mode = 3
for load_key in load_grid.keys():
if load_key not in self.grid.keys():
self.grid[load_key] = load_grid[load_key]
self.world.voxel_handler.add_voxel(load_grid[load_key][0] + (WORLD_W * CHUNK_SIZE / 2), load_grid[load_key][1] + 64, load_grid[load_key][2] + (WORLD_D * CHUNK_SIZE / 2), load_grid[load_key][3])
updated = True
# Create view box
self.view_box = []
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33)))
self.view_box[0].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33)))
self.view_box[1].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66), glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66)))
self.view_box[2].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66)))
self.view_box[3].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66)))
self.view_box[4].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66)))
self.view_box[5].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] + 2 + .66)))
self.view_box[6].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] - 2 - .33, self.agent_pos[2] - 2 - .33)))
self.view_box[7].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66)))
self.view_box[8].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66)))
self.view_box[9].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] + 2 + .66)))
self.view_box[10].mode = 6
self.view_box.append(Line(self.app, glm.vec3(self.agent_pos[0] - 2 - .33, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33), glm.vec3(self.agent_pos[0] + 2 + .66, self.agent_pos[1] + 2 + .66, self.agent_pos[2] - 2 - .33)))
self.view_box[11].mode = 6
# Create Goal Box
self.goal_box = []
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33)))
self.goal_box[0].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33)))
self.goal_box[1].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66), glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66)))
self.goal_box[2].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66)))
self.goal_box[3].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66)))
self.goal_box[4].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66)))
self.goal_box[5].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] + 2 + .66)))
self.goal_box[6].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] - 2 - .33, self.goal_pos[2] - 2 - .33)))
self.goal_box[7].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66)))
self.goal_box[8].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66)))
self.goal_box[9].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] + 2 + .66)))
self.goal_box[10].mode = 4
self.goal_box.append(Line(self.app, glm.vec3(self.goal_pos[0] - 2 - .33, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33), glm.vec3(self.goal_pos[0] + 2 + .66, self.goal_pos[1] + 2 + .66, self.goal_pos[2] - 2 - .33)))
self.goal_box[11].mode = 4
except FileNotFoundError:
pass
except PermissionError:
pass
# if updated:
# for state in self.states.keys():
# if self.states[state] != current_state:
# self.states[state].mode = 3
def render(self):
# chunks rendering
self.world.render()
# rendering without cull face
self.app.ctx.disable(mgl.CULL_FACE)
if not self.app.player.xray_mode:
self.clouds.render()
self.water.render()
self.app.ctx.enable(mgl.CULL_FACE)
# voxel selection
self.voxel_marker.render()
# view box render
for item in self.view_box:
item.render()
for item in self.goal_box:
item.render()
# States / Edges render
for key in self.states.keys():
if self.app.player.show_all_states_mode:
self.states[key].render()
else:
if self.states[key].mode != 3:
self.states[key].render()
for key in self.edges.keys():
match self.render_mode:
case 0:
# 0 - All
self.edges[key].render()
case 1:
# 1 - Only Plan
match self.edges[key].mode:
case 1:
self.edges[key].render()
case 4:
self.edges[key].render()
case 5:
self.edges[key].render()
case 2:
# 2 - Plan + Perfect Match Edges
match self.edges[key].mode:
case 3:
self.edges[key].render()
case 1:
self.edges[key].render()
case 4:
self.edges[key].render()
case 5:
self.edges[key].render()
case 3:
# 3 - Plan + Imperfect Match Edges
match self.edges[key].mode:
case 0:
self.edges[key].render()
case 1:
self.edges[key].render()
case 4:
self.edges[key].render()
case 5:
self.edges[key].render()
case 4:
# 4 - Only Perfect Match Edges
if self.edges[key].mode == 3:
self.edges[key].render()
case 5:
# 5 - Only Imperfect Match Edges
if self.edges[key].mode == 0:
self.edges[key].render()