def get_material_pass(index=0, shader_mat=False, num_stages=1):
    matpass = MaterialPass(vertex_material_ids=[],
                           shader_ids=[],
                           dcg=[],
                           dig=[],
                           scg=[],
                           shader_material_ids=[],
                           tx_stages=[],
                           tx_coords=[])

    if shader_mat:
        matpass.shader_material_ids = [index]
        matpass.tx_coords = get_uvs()
    else:
        matpass.shader_ids = [index]
        matpass.vertex_material_ids = [index]
        for i in range(num_stages):
            matpass.tx_stages.append(get_texture_stage(index=index + i))

    for _ in range(8):
        matpass.dcg.append(get_rgba())
        matpass.dig.append(get_rgba())
        matpass.scg.append(get_rgba())

    return matpass
def get_material_pass_minimal():
    return MaterialPass(vertex_material_ids=[0],
                        shader_ids=[0],
                        dcg=[get_rgba()],
                        dig=[get_rgba()],
                        scg=[get_rgba()],
                        shader_material_ids=[0],
                        tx_stages=[get_texture_stage()],
                        tx_coords=[get_vec()])
def get_vertex_material_info(attributes=0):
    return VertexMaterialInfo(
        attributes=attributes,
        ambient=get_rgba(a=0),  # alpha is only padding in this and below
        diffuse=get_rgba(a=0),
        specular=get_rgba(a=0),
        emissive=get_rgba(a=0),
        shininess=0.5,
        opacity=0.32,
        translucency=0.12)
Beispiel #4
0
def get_collision_box(name='containerName.BOUNDINGBOX', xml=False):
    box = CollisionBox(
        version=get_version(),
        box_type=0,
        collision_types=0,
        name_=name,
        color=None,
        center=get_vec(1.0, 2.0, 3.0),
        extend=get_vec(4.0, 5.0, 6.0))

    if not xml:
        box.color = get_rgba()
    return box