314 lines
10 KiB
Python
314 lines
10 KiB
Python
# billboard_building_demo.py - Visual demo of Billboard and Mesh Instances
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# Demonstrates camera-facing sprites and static mesh placement
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import mcrfpy
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import sys
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import math
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# Create demo scene
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scene = mcrfpy.Scene("billboard_building_demo")
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# Dark background frame
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bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=mcrfpy.Color(15, 15, 25))
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scene.children.append(bg)
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# Title
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title = mcrfpy.Caption(text="Billboard & Building Demo - 3D Sprites and Static Meshes", pos=(20, 10))
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title.fill_color = mcrfpy.Color(255, 255, 255)
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scene.children.append(title)
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# Create the 3D viewport
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viewport = mcrfpy.Viewport3D(
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pos=(50, 60),
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size=(600, 450),
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render_resolution=(320, 240), # PS1 resolution
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fov=60.0,
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camera_pos=(16.0, 10.0, 20.0),
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camera_target=(8.0, 0.0, 8.0),
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bg_color=mcrfpy.Color(80, 120, 180) # Sky blue background
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)
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scene.children.append(viewport)
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# Set up the navigation grid
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GRID_SIZE = 16
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viewport.set_grid_size(GRID_SIZE, GRID_SIZE)
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# Generate terrain
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print("Generating terrain...")
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hm = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
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hm.mid_point_displacement(0.2, seed=456) # Gentle terrain
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hm.normalize(0.0, 0.5) # Keep it low for placing objects
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# Apply heightmap
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viewport.apply_heightmap(hm, 2.0)
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# Build terrain mesh
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vertex_count = viewport.build_terrain(
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layer_name="terrain",
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heightmap=hm,
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y_scale=2.0,
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cell_size=1.0
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)
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print(f"Terrain built with {vertex_count} vertices")
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# Create terrain colors (earthy tones)
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r_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
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g_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
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b_map = mcrfpy.HeightMap((GRID_SIZE, GRID_SIZE))
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for y in range(GRID_SIZE):
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for x in range(GRID_SIZE):
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h = hm[x, y]
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# Earth/grass colors
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r_map[x, y] = 0.25 + h * 0.2
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g_map[x, y] = 0.35 + h * 0.25
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b_map[x, y] = 0.15 + h * 0.1
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viewport.apply_terrain_colors("terrain", r_map, g_map, b_map)
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# =============================================================================
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# PART 1: Building Placement using Mesh Instances
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# =============================================================================
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print("Placing buildings...")
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# Add a layer for buildings
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viewport.add_layer("buildings", z_index=1)
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# Create a simple building model (cube-like structure)
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building_model = mcrfpy.Model3D()
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# Place several buildings at different locations with transforms
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building_positions = [
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((2, 0, 2), 0, 1.5), # Position, rotation, scale
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((12, 0, 2), 45, 1.2),
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((4, 0, 12), 90, 1.0),
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((10, 0, 10), 30, 1.8),
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]
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for pos, rotation, scale in building_positions:
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idx = viewport.add_mesh("buildings", building_model, pos=pos, rotation=rotation, scale=scale)
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print(f" Placed building {idx} at {pos}")
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# Mark the footprint as blocking
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gx, gz = int(pos[0]), int(pos[2])
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footprint_size = max(1, int(scale))
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viewport.place_blocking(grid_pos=(gx, gz), footprint=(footprint_size, footprint_size))
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print(f"Placed {len(building_positions)} buildings")
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# =============================================================================
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# PART 2: Billboard Sprites (camera-facing)
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# =============================================================================
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print("Creating billboards...")
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# Create billboards for "trees" - camera_y mode (stays upright)
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tree_positions = [
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(3, 0, 5), (5, 0, 3), (6, 0, 8), (9, 0, 5),
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(11, 0, 7), (7, 0, 11), (13, 0, 13), (1, 0, 9)
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]
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# Note: Without actual textures, billboards will render as simple quads
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# In a real game, you'd load a tree sprite texture
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for i, pos in enumerate(tree_positions):
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bb = mcrfpy.Billboard(
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pos=pos,
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scale=1.5,
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facing="camera_y", # Stays upright, only rotates on Y axis
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opacity=1.0
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)
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viewport.add_billboard(bb)
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print(f" Created {len(tree_positions)} tree billboards (camera_y facing)")
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# Create some particle-like billboards - full camera facing
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particle_positions = [
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(8, 3, 8), (8.5, 3.5, 8.2), (7.5, 3.2, 7.8), # Floating particles
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]
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for i, pos in enumerate(particle_positions):
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bb = mcrfpy.Billboard(
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pos=pos,
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scale=0.3,
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facing="camera", # Full rotation to face camera
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opacity=0.7
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)
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viewport.add_billboard(bb)
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print(f" Created {len(particle_positions)} particle billboards (camera facing)")
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# Create a fixed-orientation billboard (signpost)
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signpost = mcrfpy.Billboard(
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pos=(5, 1.5, 5),
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scale=1.0,
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facing="fixed", # Manual orientation
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)
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signpost.theta = math.pi / 4 # 45 degrees horizontal
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signpost.phi = 0.0 # No vertical tilt
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viewport.add_billboard(signpost)
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print(f" Created 1 signpost billboard (fixed facing)")
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print(f"Total billboards: {viewport.billboard_count()}")
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# =============================================================================
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# Info Panel
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# =============================================================================
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info_panel = mcrfpy.Frame(pos=(670, 60), size=(330, 450),
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fill_color=mcrfpy.Color(30, 30, 40),
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outline_color=mcrfpy.Color(80, 80, 100),
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outline=2.0)
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scene.children.append(info_panel)
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# Panel title
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panel_title = mcrfpy.Caption(text="Billboard & Mesh Demo", pos=(690, 70))
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panel_title.fill_color = mcrfpy.Color(200, 200, 255)
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scene.children.append(panel_title)
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# Billboard info
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bb_info = [
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("", ""),
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("Billboard Modes:", ""),
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(" camera", "Full rotation to face camera"),
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(" camera_y", "Y-axis only (stays upright)"),
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(" fixed", "Manual theta/phi angles"),
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("", ""),
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(f"Trees:", f"{len(tree_positions)} (camera_y)"),
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(f"Particles:", f"{len(particle_positions)} (camera)"),
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(f"Signpost:", "1 (fixed)"),
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("", ""),
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("Mesh Instances:", ""),
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(f" Buildings:", f"{len(building_positions)}"),
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]
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y_offset = 100
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for label, value in bb_info:
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if label or value:
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text = f"{label} {value}" if value else label
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cap = mcrfpy.Caption(text=text, pos=(690, y_offset))
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cap.fill_color = mcrfpy.Color(150, 150, 170)
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scene.children.append(cap)
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y_offset += 22
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# Dynamic camera info
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camera_label = mcrfpy.Caption(text="Camera: Following...", pos=(690, y_offset + 20))
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camera_label.fill_color = mcrfpy.Color(180, 180, 200)
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scene.children.append(camera_label)
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# Instructions at bottom
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instructions = mcrfpy.Caption(
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text="[Space] Toggle orbit | [1-3] Change billboard mode | [C] Clear buildings | [ESC] Quit",
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pos=(20, 530)
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)
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instructions.fill_color = mcrfpy.Color(150, 150, 150)
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scene.children.append(instructions)
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# Status line
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status = mcrfpy.Caption(text="Status: Billboard & Building demo loaded", pos=(20, 555))
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status.fill_color = mcrfpy.Color(100, 200, 100)
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scene.children.append(status)
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# Animation state
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animation_time = [0.0]
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camera_orbit = [True]
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# Update function
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def update(timer, runtime):
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animation_time[0] += runtime / 1000.0
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# Camera orbit
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if camera_orbit[0]:
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angle = animation_time[0] * 0.3
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radius = 18.0
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center_x = 8.0
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center_z = 8.0
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height = 10.0 + math.sin(animation_time[0] * 0.2) * 2.0
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x = center_x + math.cos(angle) * radius
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z = center_z + math.sin(angle) * radius
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viewport.camera_pos = (x, height, z)
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viewport.camera_target = (center_x, 1.0, center_z)
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camera_label.text = f"Camera: Orbit ({x:.1f}, {height:.1f}, {z:.1f})"
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# Animate particle billboards (bobbing up and down)
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bb_count = viewport.billboard_count()
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if bb_count > len(tree_positions):
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particle_start = len(tree_positions)
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for i in range(particle_start, particle_start + len(particle_positions)):
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if i < bb_count:
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bb = viewport.get_billboard(i)
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pos = bb.pos
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new_y = 3.0 + math.sin(animation_time[0] * 2.0 + i * 0.5) * 0.5
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bb.pos = (pos[0], new_y, pos[2])
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# Key handler
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def on_key(key, state):
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if state != mcrfpy.InputState.PRESSED:
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return
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if key == mcrfpy.Key.SPACE:
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camera_orbit[0] = not camera_orbit[0]
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status.text = f"Camera orbit: {'ON' if camera_orbit[0] else 'OFF'}"
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elif key == mcrfpy.Key.NUM_1:
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# Change all tree billboards to "camera" mode
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for i in range(len(tree_positions)):
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viewport.get_billboard(i).facing = "camera"
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status.text = "Trees now use 'camera' facing (full rotation)"
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elif key == mcrfpy.Key.NUM_2:
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# Change all tree billboards to "camera_y" mode
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for i in range(len(tree_positions)):
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viewport.get_billboard(i).facing = "camera_y"
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status.text = "Trees now use 'camera_y' facing (upright)"
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elif key == mcrfpy.Key.NUM_3:
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# Change all tree billboards to "fixed" mode
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for i in range(len(tree_positions)):
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bb = viewport.get_billboard(i)
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bb.facing = "fixed"
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bb.theta = i * 0.5 # Different angles
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status.text = "Trees now use 'fixed' facing (manual angles)"
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elif key == mcrfpy.Key.C:
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viewport.clear_meshes("buildings")
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status.text = "Cleared all buildings from layer"
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elif key == mcrfpy.Key.O:
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# Adjust tree opacity
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for i in range(len(tree_positions)):
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bb = viewport.get_billboard(i)
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bb.opacity = 0.5 if bb.opacity > 0.7 else 1.0
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status.text = f"Tree opacity toggled"
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elif key == mcrfpy.Key.V:
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# Toggle tree visibility
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for i in range(len(tree_positions)):
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bb = viewport.get_billboard(i)
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bb.visible = not bb.visible
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status.text = f"Tree visibility toggled"
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elif key == mcrfpy.Key.ESCAPE:
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mcrfpy.exit()
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# Set up scene
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scene.on_key = on_key
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# Create timer for updates
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timer = mcrfpy.Timer("billboard_update", update, 16) # ~60fps
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# Activate scene
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mcrfpy.current_scene = scene
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print()
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print("Billboard & Building Demo loaded!")
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print()
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print("Controls:")
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print(" [Space] Toggle camera orbit")
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print(" [1] Trees -> 'camera' facing")
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print(" [2] Trees -> 'camera_y' facing (default)")
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print(" [3] Trees -> 'fixed' facing")
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print(" [O] Toggle tree opacity")
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print(" [V] Toggle tree visibility")
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print(" [C] Clear buildings")
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print(" [ESC] Quit")
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