Source code for pyunity.core

"""
Core classes for the PyUnity library.

This module has some key classes used throughout PyUnity, and
have to be in the same file due to references both ways. Usually
when you create a scene, you should never create Components
directly, instead add them with AddComponent.

Example
-------
To create a GameObject with 2 children, one of which has its own child,
and all have MeshRenderers:

    >>> from pyunity import * # Import
    Loaded config
    Trying GLFW as a window provider
    GLFW doesn't work, trying Pygame
    Trying Pygame as a window provider
    Using window provider Pygame
    Loaded PyUnity version 0.6.0
    >>> mat = Material(Color(255, 0, 0)) # Create a default material
    >>> root = GameObject("Root") # Create a root GameObjects
    >>> child1 = GameObject("Child1", root) # Create a child
    >>> child1.transform.localPosition = Vector3(-2, 0, 0) # Move the child
    >>> renderer = child1.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.cube(2) # Add a mesh
    >>> child2 = GameObject("Child2", root) # Create another child
    >>> renderer = child2.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.quad(1) # Add a mesh
    >>> grandchild = GameObject("Grandchild", child2) # Add a grandchild
    >>> grandchild.transform.localPosition = Vector3(0, 5, 0) # Move the grandchild
    >>> renderer = grandchild.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.cube(3) # Add a mesh
    >>> root.transform.List() # List all GameObjects
    /Root
    /Root/Child1
    /Root/Child2
    /Root/Child2/Grandchild
    >>> child1.components # List child1's components
    [<Transform position=Vector3(-2, 0, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child1">, <pyunity.core.MeshRenderer object at 0x0A929460>]
    >>> child2.transform.children # List child2's children
    [<Transform position=Vector3(0, 5, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child2/Grandchild">]

"""

__all__ = ["Component", "GameObject", "Light", "Color",
           "Material", "MeshRenderer", "Tag", "Transform"]

import os
import glm
from .vector3 import Vector3
from .quaternion import Quaternion
from .errors import *
from . import Logger
if os.environ["PYUNITY_INTERACTIVE"] == "1":
    from OpenGL import GL as gl


[docs]class Tag: """ Class to group GameObjects together without referencing the tags. Parameters ---------- tagNumOrName : str or int Name or index of the tag Raises ------ ValueError If there is no tag name IndexError If there is no tag at the provided index TypeError If the argument is not a str or int Attributes ---------- tagName : str Tag name tag : int Tag index of the list of tags """ tags = ["Default"] """List of current tags"""
[docs] @classmethod def AddTag(cls, name): """ Add a new tag to the tag list. Parameters ---------- name : str Name of the tag Returns ------- int The tag index """ cls.tags.append(name) return len(cls.tags) - 1
def __init__(self, tagNumOrName): if type(tagNumOrName) is str: self.tagName = tagNumOrName self.tag = Tag.tags.index(tagNumOrName) elif type(tagNumOrName) is int: self.tag = tagNumOrName self.tagName = Tag.tags[tagNumOrName] else: raise TypeError( "Argument 1: expected str or int, got " + type(tagNumOrName).__name__)
[docs]class GameObject: """ Class to create a GameObject, which is an object with components. Parameters ---------- name : str, optional Name of GameObject parent : GameObject or None Parent of GameObject Attributes ---------- name : str Name of the GameObject components : list List of components tag : Tag Tag that the GameObject has (defaults to tag 0 or Default) transform : Transform Transform that belongs to the GameObject """ def __init__(self, name="GameObject", parent=None): self.name = name self.components = [] self.AddComponent(Transform) if parent: self.transform.ReparentTo(parent.transform) self.tag = Tag(0)
[docs] def AddComponent(self, componentClass): """ Adds a component to the GameObject. If it is a transform, set GameObject's transform to it. Parameters ---------- componentClass : Component Component to add. Must inherit from ``Component`` """ if not issubclass(componentClass, Component): raise ComponentException( "Cannot add " + repr(componentClass.__name__) + " to the GameObject; it is not a component" ) if not ( issubclass(componentClass, SingleComponent) and any(isinstance(component, componentClass) for component in self.components)): component = componentClass() self.components.append(component) if componentClass is Transform: self.transform = component component.gameObject = self component.transform = self.transform return component else: raise ComponentException( "Cannot add " + repr(componentClass.__name__) + " to the GameObject; it already has one" )
[docs] def GetComponent(self, componentClass): """ Gets a component from the GameObject. Will return first match. For all matches, do a manual loop. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` """ for component in self.components: if isinstance(component, componentClass): return component return None
def __repr__(self): return "<GameObject name=" + repr(self.name) + " components=" + \ str(list(map(lambda x: type(x).__name__, self.components))) + ">" __str__ = __repr__
[docs]class Component: """ Base class for built-in components. Attributes ---------- gameObject : GameObject GameObject that the component belongs to. transform : Transform Transform that the component belongs to. """ def __init__(self): self.gameObject = None self.transform = None self.enabled = True
[docs] def GetComponent(self, component): """ Calls `GetComponent` on the component's GameObject. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` """ return self.gameObject.GetComponent(component)
[docs] def AddComponent(self, component): """ Calls `AddComponent` on the component's GameObject. Parameters ---------- component : Component Component to add. Must inherit from ``Component`` """ return self.gameObject.AddComponent(component)
[docs]class SingleComponent(Component): """ Represents a component that can be added only once. """ pass
[docs]class Transform(SingleComponent): """ Class to hold data about a GameObject's transformation. Attributes ---------- gameObject : GameObject GameObject that the component belongs to. localPosition : Vector3 Position of the Transform in local space. localRotation : Quaternion Rotation of the Transform in local space. localScale : Vector3 Scale of the Transform in local space. parent : Transform or None Parent of the Transform. The hierarchical tree is actually formed by the Transform, not the GameObject. children : list List of children """ def __init__(self): super(Transform, self).__init__() self.localPosition = Vector3.zero() self.localRotation = Quaternion.identity() self.localScale = Vector3.one() self.parent = None self.children = [] @property def position(self): """Position of the Transform in world space.""" if self.parent is None: return self.localPosition else: return self.parent.position + self.localRotation.RotateVector(self.localPosition) @position.setter def position(self, value): if not isinstance(value, Vector3): raise PyUnityException( "Cannot set position to object of type \"" + type(value).__name__) if self.parent is None: self.localPosition = value else: self.localRotation.conjugate.RotateVector( value - self.parent.position) @property def rotation(self): """Rotation of the Transform in world space.""" if self.parent is None: return self.localRotation else: return self.localRotation * self.parent.rotation @rotation.setter def rotation(self, value): if not isinstance(value, Quaternion): raise PyUnityException( "Cannot set rotation to object of type \"" + type(value).__name__) self.localRotation = value if self.parent is None else value * \ self.parent.rotation.conjugate @property def localEulerAngles(self): """ Rotation of the Transform in local space. It is measured in degrees around x, y, and z. """ return self.localRotation.eulerAngles @localEulerAngles.setter def localEulerAngles(self, value): self.localRotation.eulerAngles = value @property def eulerAngles(self): """ Rotation of the Transform in world space. It is measured in degrees around x, y, and z. """ return self.rotation.eulerAngles @eulerAngles.setter def eulerAngles(self, value): self.rotation.eulerAngles = value @property def scale(self): """Scale of the Transform in world space.""" if self.parent is None: return self.localScale else: return self.parent.scale * self.localScale @scale.setter def scale(self, value): if not isinstance(value, Vector3): raise PyUnityException( "Cannot set scale to object of type \"" + type(value).__name__) if self.parent is None or not bool(self.parent.scale): self.localScale = value else: value / self.parent.scale
[docs] def ReparentTo(self, parent): """ Reparent a Transform. Parameters ---------- parent : Transform The parent to reparent to. """ if self.parent: self.parent.children.remove(self) if parent: parent.children.append(self) self.parent = parent
[docs] def List(self): """ Prints the Transform's full path from the root, then lists the children in alphabetical order. This results in a nice list of all GameObjects. """ Logger.Log(self.FullPath()) for child in sorted(self.children, key=lambda x: x.gameObject.name): child.List()
[docs] def FullPath(self): """ Gets the full path of the Transform. Returns ------- str The full path of the Transform. """ path = "/" + self.gameObject.name parent = self.parent while parent is not None: path = "/" + parent.gameObject.name + path parent = parent.parent return path
def LookAtTransform(self, transform): v0 = Vector3(0, 0, 1) v1 = transform.position - self.position xyz = v0.cross(v1) w = glm.sqrt(v0.get_length_sqrd() * v1.get_length_sqrd()) + v0.dot(v1) self.rotation = Quaternion(w, *xyz).normalized() def LookAtGameObject(self, gameObject): v0 = Vector3(0, 0, 1) v1 = gameObject.transform.position - self.position xyz = v0.cross(v1) w = glm.sqrt(v0.get_length_sqrd() * v1.get_length_sqrd()) + v0.dot(v1) self.rotation = Quaternion(w, *xyz).normalized() def LookAtVector(self, vec): v0 = Vector3(0, 0, 1) v1 = vec - self.position xyz = v0.cross(v1) w = glm.sqrt(v0.get_length_sqrd() * v1.get_length_sqrd()) + v0.dot(v1) self.rotation = Quaternion(w, *xyz).normalized() def __repr__(self): """ Returns a string interpretation of the Transform. Returns ------- str A string interpretation of the Transform. For example, the Main Camera would have a string interpretation of <Transform position=<Vector3 x=0 y=0 z=0> rotation=<Vector3 x=0 y=0 z=0> scale=<Vector3 x=1 y=1 z=1> path="/Main Camera"> """ return "<Transform position=" + str(self.position) + " rotation=" + str(self.rotation) + \ " scale=" + str(self.scale) + " path=\"" + self.FullPath() + "\">" __str__ = __repr__
[docs]class Light(SingleComponent): """ Component to hold data about the light in a scene. """ def __init__(self): super(Light, self).__init__() self.intensity = 100 self.type = 1
[docs]class MeshRenderer(SingleComponent): """ Component to render a mesh at the position of a transform. Attributes ---------- mesh : Mesh Mesh that the MeshRenderer will render. mat : Material Material to use for the mesh """ def __init__(self): super(MeshRenderer, self).__init__() self.mesh = None self.mat = None
[docs] def Render(self): """Render the mesh that the MeshRenderer has.""" if self.mesh is None: return gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.mesh.vbo) gl.glBindVertexArray(self.mesh.vao) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.mesh.ibo) gl.glBindVertexArray(self.mesh.vao) gl.glDrawElements(gl.GL_TRIANGLES, len( self.mesh.triangles) * 3, gl.GL_UNSIGNED_BYTE, None)
# gl.glBegin(gl.GL_TRIANGLES) # gl.glColor3f( # self.mat.color[0] / 255, self.mat.color[1] / 255, self.mat.color[2] / 255) # for triangle, normal in zip(self.mesh.triangles, self.mesh.normals): # gl.glNormal3f(*normal) # for vertex in triangle: # gl.glVertex3f(*self.mesh.verts[vertex]) # gl.glEnd()
[docs]class Material: """ Class to hold data on a material. Attributes ---------- color : list or tuple A list or tuple of 4 floats that make up a RGBA color. """ def __init__(self, color, texture=None): self.color = color self.texture = texture
class Color: def __init__(self, r, g, b): self.r = r self.g = g self.b = b def __truediv__(self, other): return self.r / other, self.g / other, self.b / other