Beispiel #1
0
        camera.normalize()

        if not started:
            begin_render()
            started = True
    return inner

UI.label('Turn',(15,50+20*ntracer.dimension))
for i,dd in enumerate(itertools.combinations(list(range(ntracer.dimension)),2)):
    UI.slider(
        '{0} -> {1}'.format(*list(map(d_symbol,dd))),
        (15,70+20*(i+ntracer.dimension)),
        rotate(*dd))


camera = ntracer.Camera()
camera.translate(ntracer.Vector.axis(2,-5))
r = PygameRenderer()

def begin_render():
    scene.set_camera(camera)
    r.begin_render(next_img,scene)

begin_render()

while True:
    e = pygame.event.wait()    
    if e.type == pygame.MOUSEMOTION:
        UI.on_mousemove(e)
    elif e.type == pygame.MOUSEBUTTONDOWN:
        UI.on_mousedown(e)
Beispiel #2
0
    hull = p.hull()
    timing = timer() - timing
    print('done in {0} seconds'.format(timing))

    cam_distance = -math.sqrt(p.circumradius_square()) * args.cam_dist

    print('partitioning scene...')
    timing = timer()
    scene = nt.build_composite_scene(hull)
    timing = timer() - timing
    print('done in {0} seconds'.format(timing))
    
    del p
    del hull

camera = nt.Camera()
camera.translate(nt.Vector.axis(2,cam_distance) + jitter)
scene.set_camera(camera)
scene.set_fov(args.fov)


if args.output is not None:
    if args.type != 'png':
        render = BlockingRenderer()
        format = ImageFormat(
            args.screen[0],
            args.screen[1],
            [Channel(16,1,0,0),
             Channel(16,0,1,0),
             Channel(16,0,0,1)])