A Python package to help bootstrap and manage Panda3D applications
Project description
Panda3D Manager
pman is a Python package to help bootstrap and manage Panda3D applications.
Features
- Project quick-start
- Automatic asset conversion
- Automatically adds export directory to the model path
- Convenient CLI for running and testing applications
Installation
Use pip to install the panda3d-pman
package:
pip install panda3d-pman
Usage
Quick start a project with pman create
.
If you already have a directory for your project:
cd my_awesome_project
pman create .
pman
can also create the directory for you:
pman create my_awesome_project
In addition to the create
command, pman
has the following commands:
- update - re-run project creation logic on the project directory
- help - display usage information
- build - convert all files in the assets directory and place them in the export directory
- run - run the application by calling
python
with the main file - test - run tests (shortcut for
python setup.py test
) - dist - create distributable forms of Panda3D applications (requires Panda3D 1.10+)
- clean - remove built files
Configuration
Primary configuration for pman
is located in a .pman
file located at the project root.
This configuration uses TOML for markup.
The .pman
configuration file is project-wide and should be checked in under version control.
Another, per-user configuration file also exists at the project root as .pman.user
.
This configuration file stores user settings and should not be checked into version control.
Settings in .pman.user
take precedence over settings in .pman
. Settings defined in neither .pman
nor .pman.user
will use default values as defined below.
General Options
Section name: general
option | default | description |
---|---|---|
name | "Game" |
The project name. For now this is only used for naming the built application in the default setup.py . |
renderer | "none" |
A hook to control rendering options. This is useful to share rendering logic (e.g., shaders) between an editor and an application. |
Build Options
Section name: build
option | default | description |
---|---|---|
asset_dir | "assets/" |
The directory to look for assets to convert. |
export_dir | ".built_assets/" |
The directory to store built assets. |
ignore_patterns | [] |
A case-insensitive list of patterns. Files matching any of these patterns will not be ignored during the build step. Pattern matching is done using the fnmatch module |
converters | ["native2bam"] |
A list of hooks to perform conversions. Any files not associated with a converter will simply be copied (assuming they do not match an item in ignore_patterns ). |
Run Options
Section name: run
option | default | description |
---|---|---|
main_file | "main.py" |
The entry-point to the application. |
extra_args | "" |
A string of extra arugments that are append to the invocation of main_file . |
auto_build | true |
If true , automatically run builds as part of running the application (via pman.shim.init ). This is disabled in deployed applications. |
Hooks
To extend functionallity, pman has supports for "hooks." There are currently hooks available for conversion (converters) and controlling rendering (renderers). These hooks are specified in config via Setuptools entry points. Hooks that ship with pman and their configuration options are discribed below.
Converters
native2bam
Entry point: native2bam
Support file formats: egg
, egg.pz
, obj
(and mtl
), fbx
, dae
, ply
Loads the file into Panda and saves the result out to BAM. This relies on Panda's builtin file loading capabilities.
Options
None
blend2bam
Entry point: blend2bam
Supported file formats: blend
Converts Blender files to BAM files via blend2bam.
Options
Section name: blend2bam
option | default | description |
---|---|---|
material_mode | "legacy" |
Specify whether to use the default Panda materials ("legacy") or Panda's new PBR material attributes ("pbr"). This is only used by the "gltf" pipeline; the "egg" always uses "legacy". |
physics_engine | "builtin" |
The physics engine that collision solids should be built for. To export for Panda's builtin collision system, use "builtin." For Bullet, use "bullet." This is only used by the "gltf" pipeline; the "egg" pipeline always uses "builtin." |
pipeline | "gltf" |
The backend that blend2bam uses to convert blend files. Go here for more information. |
License
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