Ejemplo n.º 1
0
    def build(self):
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(90, 1, 1, 10000)

        # loader = OBJMTLLoader()
        # obj = loader.load(obj_file, mtl_file)

        loader = OBJLoader()
        obj = loader.load(obj_file)

        self.renderer.main_light.pos = 1, 20, 50
        self.renderer.main_light.intensity = 1000

        camera.pos = 0, 0, 50
        camera.look_at((0, 0, 0))

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.z = -0.
            obj.scale = 0.1, 0.1, 0.1

        self.renderer.render(scene, camera)
        self.orion = scene.children

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        # Clock.schedule_interval(self.print_color, 2)
        return root
Ejemplo n.º 2
0
class MainApp(App):

    def build(self):
        self.look_at = Vector3(0, 0, -1)
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        self.camera = PerspectiveCamera(75, 1, 1, 1000)
        self.camera.pos.z = 5
        loader = OBJMTLLoader()
        obj = loader.load(obj_file, mtl_file)
        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        scene.add(*obj.children)

        self.renderer.render(scene, self.camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root

    def _adjust_aspect(self, inst, val):
        rsize = self.renderer.size
        aspect = rsize[0] / float(rsize[1])
        self.renderer.camera.aspect = aspect

    def _keyboard_closed(self):
        self._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self._keyboard = None

    def _on_keyboard_down(self,  keyboard, keycode, text, modifiers):
        if  keycode[1] == 'w':
            self.camera.pos.z -= 0.2
        elif keycode[1] == 's':
            self.camera.pos.z += 0.2
        elif keycode[1] == 'a':
            self.camera.pos.y -= 0.2
        elif keycode[1] == 'd':
            self.camera.pos.y += 0.2

        elif keycode[1] == 'up':
            self.look_at.y += 0.2
        elif keycode[1] == 'down':
            self.look_at.y -= 0.2
        elif keycode[1] == 'right':
            self.look_at.x += 0.2
        elif keycode[1] == 'left':
            self.look_at.x -= 0.2

        self.camera.look_at(self.look_at)

    def _rotate_obj(self, dt):
        self.orion.rot.x += 2
        self.orion.rot.z += 2
Ejemplo n.º 3
0
class MainApp(App):

    def build(self):
        self.look_at = Vector3(0, 0, -1)
        root = FloatLayout()
        self.renderer = Renderer(shader_file="../textures/simple.glsl")
        scene = Scene()
        self.camera = PerspectiveCamera(75, 1, 1, 1000)
        self.camera.pos.z = 5
        loader = OBJMTLLoader()
        obj = loader.load("../textures/orion.obj", "../textures/orion.mtl")
        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        scene.add(*obj.children)

        self.renderer.render(scene, self.camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root

    def _adjust_aspect(self, inst, val):
        rsize = self.renderer.size
        aspect = rsize[0] / float(rsize[1])
        self.renderer.camera.aspect = aspect

    def _keyboard_closed(self):
        self._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self._keyboard = None

    def _on_keyboard_down(self,  keyboard, keycode, text, modifiers):
        if  keycode[1] == 'w':
            self.camera.pos.z -= 0.2
        elif keycode[1] == 's':
            self.camera.pos.z += 0.2
        elif keycode[1] == 'a':
            self.camera.pos.x -= 0.2
        elif keycode[1] == 'd':
            self.camera.pos.x += 0.2

        elif keycode[1] == 'up':
            self.look_at.y += 0.2
        elif keycode[1] == 'down':
            self.look_at.y -= 0.2
        elif keycode[1] == 'right':
            self.look_at.x += 0.2
        elif keycode[1] == 'left':
            self.look_at.x -= 0.2

        self.camera.look_at(self.look_at)

    def _rotate_obj(self, dt):
        self.orion.rot.x += 2
        self.orion.rot.z += 2
Ejemplo n.º 4
0
    def build(self):
        root = FloatLayout()
        self.renderer = Renderer(shader_file='examples/simple.glsl')
        scene = Scene()
        camera = PerspectiveCamera(30, 1, 1, 1000)
        # load obj file
        loader = OBJLoader()
        obj_path = os.path.join(os.path.dirname(__file__), "cube.obj")
        obj = loader.load(obj_path)
        cube = obj.children[0]
        #scene.add(*obj.children)
        #for obj in scene.children:

        scene.add(cube)
        cube.pos.z = -20
        cube.rot.y = -45
        cube.rot.x = 45
        cube.material.specular = .35, .35, .35

        # set colors to 3d objects
        scene.children[0].material.color = 0., .7, 0.  # green
        scene.children[0].material.diffuse = 0., .7, 0.  # green

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 5
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    def __init__(self, **kwargs):
        super(My3DScreen, self).__init__(**kwargs)

        self.look_at = Vector3(0, 0, -1)

        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        #root = FloatLayout()
        self.camera = PerspectiveCamera(75, 0.3, 1, 1000)
        self.radius = 10
        self.phi = 90
        self.theta = 0
        self._touches = []
        self.camera.pos.z = self.radius
        self.camera.look_at((0, 0, 0))
Ejemplo n.º 6
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    def _setup_object(self):

        self.clear_widgets()
        if is_ios():  # TODO enable this when iOS bug is resolved
            return

        shader_file = resource_find(
            os.path.join('resource', 'models', 'shaders.glsl'))
        obj_path = resource_find(self.model_path)

        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(15, 1, 1, 1000)
        loader = OBJLoader()
        obj = loader.load(obj_path)

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.x = self.position_x
            obj.pos.y = self.position_y
            obj.pos.z = self.position_z
            obj.rotation.x = self.rotation_x
            obj.rotation.y = self.rotation_y
            obj.rotation.z = self.rotation_z
            obj.material.specular = .85, .85, .85
            obj.material.color = 1.0, 1.0, 1.0
            obj.material.diffuse = 0.5, 0.5, 0.5
            obj.material.transparency = 1.0
            obj.material.intensity = 0.5
            self.imu_obj = obj
            # obj.material.shininess = 1.0

        self.renderer.render(scene, camera)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_once(lambda dt: self.add_widget(self.renderer))
Ejemplo n.º 7
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer()
        scene = Scene()
        camera = PerspectiveCamera(30, 1, 1, 1000)
        # load obj file
        loader = OBJLoader()
        obj_path = os.path.join(os.path.dirname(__file__),
                                "examples/testnurbs.obj")
        obj = loader.load(obj_path)

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.z = -20
            obj.material.specular = .35, .35, .35

        # set colors to 3d objects
        scene.children[0].material.color = 0., .7, 0.  # green
        scene.children[1].material.color = .7, 0., 0.  # red
        scene.children[2].material.color = 0., 0., .7  # blue
        scene.children[3].material.color = .7, .7, 0.  # yellow

        scene.children[0].material.diffuse = 0., .7, 0.  # green
        scene.children[1].material.diffuse = .7, 0., 0.  # red
        scene.children[2].material.diffuse = 0., 0., .7  # blue
        scene.children[3].material.diffuse = .7, .7, 0.  # yellow

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 8
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer()
        scene = Scene()
        # load stl file
        mesh_a = mesh.Mesh.from_file('./meshes/base_link.STL')
        geo = STLGeometry(mesh_a)
        material = Material(color=(0., 0., 1.),
                            diffuse=(0., 0., 0.1),
                            specular=(.1, .1, .1))
        obj = Mesh(geo, material)

        # obj.position.z = 10
        self.my_obj = obj

        # load obj file
        # loader = OBJLoader()
        # obj = loader.load(obj_file)
        # self.monkey = obj.children[0]
        #
        scene.add(obj)
        camera = PerspectiveCamera(15, 1, 1, 1000)

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        Clock.schedule_interval(self._update_obj, 1. / 20)
        self.renderer.bind(size=self._adjust_aspect)
        return root
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        with self.canvas.before:
            # sfondo
            Color(0, 0, 0)
            self.background = Rectangle()
            # colore del modello
            Color(.9, .9, 1)

        # renderer
        self.renderer = Renderer(shader_file="glContext\\simple.glsl")

        # scene
        self.scene = Scene()

        # objects
        self.objects = Objects_list()
        self.object_father = self.objects.get()

        # adding objects to scene
        self.scene.add(self.object_father)

        # camera
        self.camera = PerspectiveCamera(
            fov=75,  # distance from the screen
            aspect=0,  # "screen" ratio
            near=1,  # nearest rendered point
            far=100  # farthest rendered point
        )

        # rendering
        self.renderer.render(self.scene, self.camera)
        self.renderer.bind(size=self._adjust_aspect)
        self.add_widget(self.renderer)
Ejemplo n.º 10
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    def build(self):
        layout = FloatLayout()

        # create renderer
        self.renderer = Renderer()

        # create scene
        scene = Scene()

        # create default cube for scene
        cube_geo = my.Msh('sphere.msh',name='zob')
        cube_mat = Material()
        self.cube = Mesh(geometry = cube_geo, material = cube_mat) # default pos == (0,0,0)
        self.cube.pos.z = 0

        # create camera for scene
        self.camera = PerspectiveCamera(
                fov = 75,    #distance from the screen
                aspect=0,    # "screen" ratio
                near=1,      # nearest rendered point
                far=100       # furthest rendered point
        )
        # start rendering the scene and camera
        scene.add(self.cube)
        self.renderer.render(scene,self.camera)

        # set renderer ratio if its size changes
        # e. g. when added to parent
        self.renderer.bind(size=self._adjust_aspect)

        layout.add_widget(self.renderer)
        Clock.schedule_interval(self.rotate_cube, .01)
        return layout
Ejemplo n.º 11
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    def build(self):
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(45, 1, 0.1, 2500)
        self.renderer.set_clear_color((.2, .2, .2, 1.))

        self.camera = camera
        self.renderer.main_light.intensity = 5000
        root = ObjectTrackball(camera, 10)

        geometry = PrismGeometry(radius=1, height=1, segments=64)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35),
                            shininess=200,
                            transparency=0.8)
        obj = Mesh(geometry, material)
        scene.add(obj)

        # create a grid on the xz plane
        geometry = GridGeometry(size=(30, 30), spacing=1)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35),
                            transparency=.1)
        lines = Lines(geometry, material)
        lines.rotation.x = 90
        scene.add(lines)

        self.renderer.render(scene, camera)
        self.renderer.main_light.intensity = 500

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 12
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    def build(self):
        root = FloatLayout()

        self.renderer = Renderer(shader_file=shader_file)
        self.renderer.set_clear_color((.16, .30, .44, 1.))

        scene = Scene()
        # geometry = CylinderGeometry(0.5, 2)
        geometry = SphereGeometry(1)
        # geometry = BoxGeometry(1, 1, 1)
        material = Material(color=(0.3, 0., 0.3),
                            diffuse=(0.3, 0.3, 0.3),
                            specular=(0., 0., 0.))

        loader = STLLoader()
        obj = loader.load(stl_file, material)
        self.item = obj

        scene.add(self.item)

        self.cube = Mesh(geometry, material)
        self.item.pos.z = -1.5
        #self.cube.pos.z=-5
        camera = PerspectiveCamera(75, 0.3, 0.5, 1000)
        #camera = OrthographicCamera()

        #scene.add(self.cube)
        self.renderer.render(scene, camera)

        root.add_widget(self.renderer)
        Clock.schedule_interval(self._rotate_cube, 1 / 20)
        self.renderer.bind(size=self._adjust_aspect)

        return root
Ejemplo n.º 13
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    def __init__(self, root, **kwargs):
        super().__init__(root)
        self.path = 'forge/embyr/'
        self.glSetup()
        self.camera = PerspectiveCamera(30, 1, 10, 1000)
        #self.transform = Transform()
        self.transform = Transform(pos=[8, 20, 8], lookvec=[40, 10, 40])

        pos = kwargs.pop('pos', None)
        size = kwargs.pop('size', None)
        #pos_hint = {'right':ww, 'bottom':hh}
        self.renderer = Renderer(shader_file=self.path + shaderf)
        #self.renderer.pos_hint = pos_hint

        self.scene = Scene()
        #self.renderer.size_hint = (0.5, 0.5)
        self.transform.size = (0, 0)
        self.transform.size_hint = (0, 0)

        self.renderer.render(self.scene, self.camera)
        self.renderer.bind(size=self._adjust_aspect)
        self.renderer.size_hint = size
        self.renderer.pos = pos

        #self.renderer.pos = (256, 256)

        self.root.add_widget(self.renderer)
        self.root.add_widget(self.transform)
Ejemplo n.º 14
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    def build(self):
        layout = FloatLayout()

        # Create renderer.
        self.renderer = Renderer()

        # Create scene.
        scene = Scene()

        # Create default cube for scene.
        cube_geo = BoxGeometry(1, 1, 1)
        cube_mat = Material()
        self.cube = Mesh(geometry=cube_geo, material=cube_mat)
        self.cube.pos.z = -5

        # Create camera for scene.
        self.camera = PerspectiveCamera(
            fov=75,  # distance from the screen
            aspect=0,  # "screen" ratio
            near=1,  #nearest rendered point
            far=10  # farthest rendered point
        )

        # Start rendering the scene and camera.
        scene.add(self.cube)
        self.renderer.render(scene, self.camera)

        # Set renderer ratio if its size changes.
        # e.g. when added to parent
        self.renderer.bind(size=self._adjust_aspect)

        layout.add_widget(self.renderer)
        Clock.schedule_interval(self.rotate_cube, 0.01)
        return layout
Ejemplo n.º 15
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    def build(self):
        root = BaseBox()

        self.renderer = Renderer(shader_file=shader_file)
        self.renderer.set_clear_color((.2, .2, .2, 1.))
        self.scene = Scene()

        self.manipulator = self.construct_manipulator()

        camera = PerspectiveCamera(75, 0.01, 0.01, 1500)
        trackball = ObjectTrackball(camera, 2)

        self.scene.add(self.manipulator)
        self.renderer.render(self.scene, camera)

        self.renderer.main_light.intensity = 3000

        trackball.add_widget(self.renderer)
        root.add_widget(trackball)

        self.renderer.bind(size=self._adjust_aspect)

        root.joints = self.joints
        root.renderer = self.renderer
        return root
Ejemplo n.º 16
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	def build(self):
		box= BoxLayout(orientation='vertical')
		layout = GridLayout(cols=5)
		layout.add_widget(Button(text='rotx',on_press=self.stop_rotx))
		layout.add_widget(Button(text='roty',on_press=self.stop_roty))
		layout.add_widget(Button(text='up',on_press=self.up))
		layout.add_widget(Button(text='down',on_press=self.dn))
		layout.add_widget(Button(text='xpos',on_press=self.xp))
		layout.add_widget(Button(text='xneg',on_press=self.xm))
		layout.add_widget(PongGame(text='keyboard'))
		box.add_widget(layout)
		root = FloatLayout()
		box.add_widget(root)
		self.renderer = Renderer(shader_file="simple.glsl")
		print "self.renderr"
		dir(self.renderer)
		
		# hintergrund 
		self.renderer. set_clear_color((0.9,1,1, 1));
		
		scene = Scene()
		camera = PerspectiveCamera(45, 1, 1, 1000)
		camera.position=(0,0,90)
		self.camera=camera
		#loader = OBJMTLLoader()
		#obj = loader.load("my_colors.obj", "my_colors.mtl")

		loader = OBJLoader()
		#obj = loader.load("my_colors.obj")
		#obj = loader.load("Cube.obj")
		#obj = loader.load("Fusion003.obj")
		obj = loader.load(file)

		scene.add(*obj.children)
		self.scene=scene
		for obj in scene.children:
			obj.pos.z = -6.

		self.renderer.render(scene, camera)
		self.orion = scene.children[0]

		root.add_widget(self.renderer)
		self.renderer.bind(size=self._adjust_aspect)
		Clock.schedule_interval(self._rotate_obj, 1 / 20)
		return box
Ejemplo n.º 17
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    def __init__(self, game):
        self.name = ""
        self.game = game
        self.colliders = []
        self.entities = []
        self.time = 0

        # create camera for scene
        self.camera = PerspectiveCamera(
            fov=80,  # distance from the screen
            aspect=0,  # "screen" ratio
            near=.1,  # nearest rendered point
            far=1000  # farthest rendered point
        )
        self.camera.pos.y = 3

        self.scene = Scene()
        self.player = Player()
        self.entities.append(self.player)
        self.scene.add(self.player)
Ejemplo n.º 18
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    def build(self):
        self.look_at = Vector3(0, 0, -1)
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        self.camera = PerspectiveCamera(75, 1, 1, 1000)
        self.camera.pos.z = 5
        loader = OBJMTLLoader()
        obj = loader.load(obj_file, mtl_file)
        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        scene.add(*obj.children)

        self.renderer.render(scene, self.camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root
Ejemplo n.º 19
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    def build(self):
        self.renderer = Renderer()
        scene = Scene()
        camera = PerspectiveCamera(15, 1, 1, 1000)
        loader = OBJLoader()
        obj = loader.load(obj_file)
        self.obj3d = obj
        self.camera = camera
        root = ObjectTrackball(camera, 1500)

        scene.add(obj)

        self.renderer.render(scene, camera)

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 20
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        # load obj file
        loader = OBJLoader()
        obj = loader.load(obj_file)
        self.monkey = obj.children[0]

        scene.add(*obj.children)
        camera = PerspectiveCamera(15, 1, 1, 1000)

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        Clock.schedule_interval(self._update_obj, 1. / 20)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 21
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(15, 1, 1, 1000)
        # load obj file
        loader = OBJLoader()
        obj = loader.load(obj_path)

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.z = -20

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 22
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer()
        scene = Scene()
        camera = PerspectiveCamera(15, 1, 1, 1000)
        # load obj file
        loader = OBJMTLLoader()
        obj_path = os.path.join(os.path.dirname(__file__), "./testnurbs.obj")
        obj = loader.load(obj_path, "./testnurbs.mtl")

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.z = -20

        self.renderer.render(scene, camera)
        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 23
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    def build(self):
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(15, 1, 1, 1000)
        loader = OBJMTLLoader()
        obj = loader.load(obj_file, mtl_file)

        scene.add(*obj.children)
        for obj in scene.children:
            obj.pos.z = -20.

        self.renderer.render(scene, camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root
Ejemplo n.º 24
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    def build(self):
        camera = PerspectiveCamera(30, 1, 1, 1000)
        self.renderer = Renderer()
        self.scene = Scene()
        root = FloatLayout()

        obj = self.loader.load('tex/nn.obj', 'tex/nn.mtl')
        self.scene.add(obj)
        obj.pos.y = 1
        self.makeMap()

        self.renderer.render(self.scene, camera)
        self.renderer.camera.look_at(0, 0, 0)
        root.add_widget(self.renderer)
        root.add_widget(self.pan)
        root.add_widget(self.rotate)
        root.add_widget(self.zoom)
        self.renderer.bind(size=self._adjust_aspect)
        self.loop(self.update)
        return root
Ejemplo n.º 25
0
    def build(self):
        self.look_at = Vector3(0, 0, -1)
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        self.camera = PerspectiveCamera(75, 1, 1, 1000)
        self.camera.pos.z = 5
        loader = OBJMTLLoader()
        obj = loader.load(obj_file, mtl_file)
        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        scene.add(*obj.children)

        self.renderer.render(scene, self.camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root
Ejemplo n.º 26
0
    def build(self):
        root = FloatLayout()

        self.renderer = Renderer()
        self.renderer.set_clear_color((.2, .2, .2, 1.))
        scene = Scene()
        geometry = BoxGeometry(1, 1, 1)
        material = Material(color=(0., 1., 0.),
                            diffuse=(0., 1., 0.),
                            specular=(.35, .35, .35))
        self.cube = Mesh(geometry, material)
        self.cube.pos.z = -3
        camera = PerspectiveCamera(75, 0.3, 1, 1000)

        scene.add(self.cube)
        self.renderer.render(scene, camera)

        root.add_widget(self.renderer)
        Clock.schedule_interval(self._rotate_cube, 1 / 20)
        self.renderer.bind(size=self._adjust_aspect)

        return root
Ejemplo n.º 27
0
    def build(self):
        self.renderer = Renderer()
        scene = Scene()
        camera = PerspectiveCamera(45, 1, 0.1, 2500)
        self.renderer.set_clear_color((.2, .2, .2, 1.))

        self.camera = camera
        root = ObjectTrackball(camera, 10)

        # add a cube to the environment as an example
        # NOTE: the grid will be rendered without transparency if it
        # is added before the box.
        # This may be because the shader is not called until a 'triangles' mesh is
        # rendered? Hence the Fragment Shader has not yet been called?
        geometry = BoxGeometry(1, 1, 1)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35))
        obj = Mesh(geometry, material)
        scene.add(obj)

        # create a grid on the xz plane
        geometry = GridGeometry(size=(30, 30), spacing=1)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35),
                            transparency=.1)
        lines = Lines(geometry, material)
        lines.rotation.x = 90
        scene.add(lines)

        self.renderer.render(scene, camera)
        self.renderer.main_light.intensity = 500

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        return root
Ejemplo n.º 28
0
    def build(self):
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        camera = PerspectiveCamera(45, 1, 0.1, 2500)
        self.renderer.set_clear_color(clear_color)

        self.camera = camera

        root = ObjectTrackball(camera, 10, self.renderer)

        id_color = (0, 0, 0x7F)
        geometry = BoxGeometry(1, 1, 1)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35),
                            id_color=id_color,
                            shininess=1.)
        obj = Mesh(geometry, material)
        scene.add(obj)
        root.object_list.append({'id': id_color, 'obj': obj})

        id_color = (0, 0x7F, 0)
        geometry = BoxGeometry(1, 1, 1)
        material = Material(color=(0., 0., 1.),
                            diffuse=(0., 0., 1.),
                            specular=(.35, .35, .35),
                            id_color=id_color,
                            shininess=1.)
        obj = Mesh(geometry, material)
        obj.position.x = 2
        scene.add(obj)
        root.object_list.append({'id': id_color, 'obj': obj})

        # create a grid on the xz plane
        geometry = GridGeometry(size=(30, 30), spacing=1)
        material = Material(color=(1., 1., 1.),
                            diffuse=(1., 1., 1.),
                            specular=(.35, .35, .35),
                            transparency=.5)
        lines = Lines(geometry, material)
        lines.rotation.x = 90
        scene.add(lines)

        geometry = Geometry()
        geometry.vertices = [[0.0, 0.0, 0.0], [3.0, 0.0, 0.0]]
        geometry.lines = [Line2(a=0, b=1)]
        material = Material(color=(1., 0., 0.),
                            diffuse=(1., 0., 0.),
                            specular=(.35, .35, .35))
        lines = Lines(geometry, material)
        lines.position.y = -0.01
        scene.add(lines)

        geometry = Geometry()
        geometry.vertices = [[0.0, 0.0, 0.0], [0.0, 3.0, 0.0]]
        geometry.lines = [Line2(a=0, b=1)]
        material = Material(color=(0., 1., 0.),
                            diffuse=(0., 1., 0.),
                            specular=(1., 1.0, 1.0))
        lines = Lines(geometry, material)
        scene.add(lines)

        geometry = Geometry()
        geometry.vertices = [[0.0, 0.0, 0.0], [0.0, 0.0, 3.0]]
        geometry.lines = [Line2(a=0, b=1)]
        material = Material(color=(0., 0., 1.),
                            diffuse=(0., 0., 1.),
                            specular=(.35, .35, .35))
        lines = Lines(geometry, material)
        lines.position.y = -0.01
        scene.add(lines)

        self.renderer.render(scene, camera)
        self.renderer.main_light.intensity = 1000
        self.renderer.main_light.pos = (10, 10, -10)

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)

        return root
Ejemplo n.º 29
0
    def build(self):
        layout = GridLayout(cols=3)

        # create renderer
        self.renderer = Renderer(size_hint=(5, 5))
        self.renderer.set_clear_color(
            (0.1, 0.1, 0.1, 1)
        )  # rgba

        # create scene
        scene = Scene()
        self.cubes = []

        # create cubes for scene
        #
        # default pure green cube
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            color=(0, 0.5, 0)  # base color
        )
        self.cubes.append(Mesh(
            geometry=cube_geo,
            material=cube_mat
        ))  # default pos == (0, 0, 0)
        self.cubes[0].pos.z = -5
        self.cubes[0].pos.x = 1
        self.cubes[0].pos.y = 0.8
        self.cubes[0].rotation.x = 45

        # black cube, red shadow, half-transparent
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=0.5,
            color=(0, 0, 0),  # base color
            diffuse=(10, 0, 0),  # color of "shadows"
            specular=(0, 0, 0)  # mirror-like reflections
        )
        self.cubes.append(Mesh(
            geometry=cube_geo,
            material=cube_mat
        ))  # default pos == (0, 0, 0)
        self.cubes[1].pos.z = -5
        self.cubes[1].pos.x = -1
        self.cubes[1].pos.y = 0.8
        self.cubes[1].rotation.y = 45

        # default pure green cube with red reflections
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=1,
            color=(0, 0.5, 0),  # base color
            diffuse=(0, 0, 0),  # color of "shadows"
            specular=(10, 0, 0)  # mirror-like reflections
        )
        self.cubes.append(Mesh(
            geometry=cube_geo,
            material=cube_mat
        ))  # default pos == (0, 0, 0)
        self.cubes[2].pos.z = -5
        self.cubes[2].pos.x = 1
        self.cubes[2].pos.y = -0.8
        self.cubes[2].rotation.z = 45

        # black cube with red reflections
        # and half-transparent
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=0.5,
            color=(0, 0, 0),  # base color
            specular=(10, 0, 0)  # mirror-like reflections
        )
        self.cubes.append(Mesh(
            geometry=cube_geo,
            material=cube_mat
        ))  # default pos == (0, 0, 0)
        self.cubes[3].pos.z = -5
        self.cubes[3].pos.x = -1
        self.cubes[3].pos.y = -0.8
        self.cubes[3].rotation.x = 45

        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=0.5,
            color=(0, 0, 0),  # base color
            specular=(10, 0, 0)
        )
        self.main_cube = Mesh(
            geometry=cube_geo,
            material=cube_mat
        )  # default pos == (0, 0, 0)
        self.main_cube.rotation.x = 45
        self.main_cube.rotation.y = 45
        self.main_cube.pos.z = -5
        scene.add(self.main_cube)

        plane_geo = BoxGeometry(5, 5, .1)
        plane_mat = Material(
            color=(1, 1, 1)  # base color
        )
        plane = Mesh(
            geometry=plane_geo,
            material=plane_mat
        )
        plane.pos.z = -10
        scene.add(plane)

        # create camera for scene
        self.camera = PerspectiveCamera(
            fov=75,    # distance from the screen
            aspect=0,  # "screen" ratio
            near=.1,    # nearest rendered point
            far=1000     # farthest rendered point
        )

        # start rendering the scene and camera
        for cube in self.cubes:
            scene.add(cube)
        self.renderer.render(scene, self.camera)

        # set renderer ratio is its size changes
        # e.g. when added to parent
        self.renderer.bind(size=self._adjust_aspect)

        layout.add_widget(Factory.CamRot())
        layout.add_widget(Widget())
        layout.add_widget(Factory.CamStrafe())
        layout.add_widget(Widget())

        layout.add_widget(self.renderer)

        layout.add_widget(Label(text='+\n\nY\n\n-'))
        layout.add_widget(Factory.CamNav())
        layout.add_widget(Label(text='-      X      +'))
        layout.add_widget(Factory.ObjNav())

        Clock.schedule_interval(self.rotate_cube, .01)
        Clock.schedule_interval(self.scale_cube, 1)

        # keyboard listener
        Listener()
        return layout
Ejemplo n.º 30
0
    def build(self):
        layout = GridLayout(cols=3)

        # create renderer
        self.renderer = Renderer(size_hint=(5, 5))
        self.renderer.set_clear_color((0.1, 0.1, 0.1, 1))  # rgba

        # create scene
        scene = Scene()
        self.cubes = []

        # create cubes for scene
        #
        # default pure green cube
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(color=(0, 0.5, 0)  # base color
                            )
        self.cubes.append(Mesh(geometry=cube_geo,
                               material=cube_mat))  # default pos == (0, 0, 0)
        self.cubes[0].pos.z = -5
        self.cubes[0].pos.x = 1
        self.cubes[0].pos.y = 0.8
        self.cubes[0].rotation.x = 45

        # black cube, red shadow, half-transparent
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=0.5,
            color=(0, 0, 0),  # base color
            diffuse=(10, 0, 0),  # color of "shadows"
            specular=(0, 0, 0)  # mirror-like reflections
        )
        self.cubes.append(Mesh(geometry=cube_geo,
                               material=cube_mat))  # default pos == (0, 0, 0)
        self.cubes[1].pos.z = -5
        self.cubes[1].pos.x = -1
        self.cubes[1].pos.y = 0.8
        self.cubes[1].rotation.y = 45

        # default pure green cube with red reflections
        cube_geo = BoxGeometry(.3, .3, .3)
        cube_mat = Material(
            transparency=1,
            color=(0, 0.5, 0),  # base color
            diffuse=(0, 0, 0),  # color of "shadows"
            specular=(10, 0, 0)  # mirror-like reflections
        )
        self.cubes.append(Mesh(geometry=cube_geo,
                               material=cube_mat))  # default pos == (0, 0, 0)
        self.cubes[2].pos.z = -5
        self.cubes[2].pos.x = 1
        self.cubes[2].pos.y = -0.8
        self.cubes[2].rotation.z = 45

        # something.obj from Blender
        loader = OBJLoader()
        self.cubes.extend(
            loader.load(join(FOLDER, 'models', 'something.obj')).children)
        self.cubes[3].pos.z = -5
        self.cubes[3].pos.x = -1
        self.cubes[3].pos.y = -0.8
        self.cubes[3].rotation.x = 45
        self.cubes[3].material.color = (0.1, 0.4, 0.1)
        self.cubes[3].material.texture_ratio = 0.0

        # cube object from Blender
        loader = OBJLoader()
        self.main_cube = loader.load(join(FOLDER, 'models', 'cube.obj'))
        self.main_cube.rotation.x = 45
        self.main_cube.rotation.y = 45
        self.main_cube.pos.z = -5
        self.main_cube.scale = (0.5, 0.5, 0.5)
        scene.add(self.main_cube)

        planes = [((0, 0, -10), (0, 0, 0)), ((-10, 0, 0), (0, -90, 0)),
                  ((10, 0, 0), (0, 90, 0)),
                  ((0, 0, 10), (0, 180, 0))]  # position and rotation changes
        for plane in planes:
            geo = BoxGeometry(5, 5, .1)
            mat = Material(color=(1, 1, 1))
            mesh = Mesh(geometry=geo, material=mat)
            mesh.pos.x += plane[0][0]
            mesh.pos.y += plane[0][1]
            mesh.pos.z += plane[0][2]
            mesh.rot.x += plane[1][0]
            mesh.rot.y += plane[1][1]
            mesh.rot.z += plane[1][2]
            scene.add(mesh)

        # create camera for scene
        self.camera = PerspectiveCamera(
            fov=75,  # distance from the screen
            aspect=0,  # "screen" ratio
            near=.1,  # nearest rendered point
            far=1000  # farthest rendered point
        )

        # start rendering the scene and camera
        for cube in self.cubes:
            scene.add(cube)
        self.renderer.render(scene, self.camera)

        # set renderer ratio is its size changes
        # e.g. when added to parent
        self.renderer.bind(size=self._adjust_aspect)

        layout.add_widget(Factory.CamRot())
        layout.add_widget(Factory.LightPanel())
        layout.add_widget(Factory.CamStrafe())
        layout.add_widget(Widget())

        layout.add_widget(self.renderer)

        layout.add_widget(Label(text='+\n\nY\n\n-'))
        layout.add_widget(Factory.CamNav())
        layout.add_widget(Label(text='-      X      +'))
        layout.add_widget(Factory.ObjNav())

        Clock.schedule_interval(self.rotate_cube, .01)
        Clock.schedule_interval(self.scale_cube, 1)

        # keyboard listener
        Listener()
        return layout
Ejemplo n.º 31
0
    def build(self):
        self.theflag = 0
        self.theflag0 = 0
        self.distan = 1000  # дистанция до начальной точки (0,0,-50) что бы ничего не было за экраном (надо будет выстваить на изменение)
        bl = BoxLayout(orientation='vertical',
                       size_hint=(.15, 1),
                       spacing=10,
                       padding=10)  # левая панель
        al = AnchorLayout(anchor_x='left',
                          anchor_y='center')  # основная система интерфейса
        layout = GridLayout(cols=2, spacing=3,
                            size_hint=(1, 1))  #сетка для кнопок поворота

        matrix = np.load('matrix0.npy', allow_pickle=True)
        counter = int(int(matrix.size) / 2)
        x = np.zeros(counter)
        y = np.zeros(counter)
        z = np.zeros(counter)
        soe = np.zeros((counter, counter))

        for i in range(2):
            if (i == 0):
                for j in range(counter):
                    for k in range(3):
                        a = matrix[i, j]
                        if (k == 0):
                            x[j] = a[k] * 10
                        elif (k == 1):
                            y[j] = a[k] * 10
                        else:
                            z[j] = a[k] * 10
            else:
                for j in range(counter):
                    a = matrix[i, j]
                    for k in range(counter):
                        soe[j][k] = a[k]
        print(x, y, z)
        print(soe)
        # кнопка загрузки координат
        loader = Button(text='Load', on_press=self.load)
        bl.add_widget(loader)

        #starter = Button(text='Построить', on_press = self.letstart)
        #bl.add_widget(starter)

        bl.add_widget(Widget())
        # create renderer
        self.renderer = Renderer()

        # create scene
        scene = Scene()

        #lines
        k0 = 0
        k1 = 0
        lines_list = []
        for i in soe:
            for j in i:
                if (j == 1):
                    line0_geo = BoxGeometry(
                        1,
                        int(((y[k0] - y[k1])**2 + (x[k0] - x[k1])**2 +
                             (z[k0] - z[k1])**2)**0.5), 1)
                    #print(int(((abs(x[k0]-x[k1]) + abs(y[k0]-y[k1])+ abs(z[k0]-z[k1]))**0.5)),'length')
                    #print(int(abs(y[k0]-y[k1]) + abs(x[k0]-x[k1])+ abs(z[k0]-z[k1])))
                    line0_mat = Material()
                    self.line0 = Mesh(
                        geometry=line0_geo,
                        material=line0_mat)  # default pos == (0, 0, 0)
                    self.line0.pos.x = int((x[k0] + x[k1]) / 2)
                    self.line0.pos.y = int((y[k0] + y[k1]) / 2)
                    self.line0.pos.z = int((z[k0] + z[k1]) / 2) - self.distan
                    if y[k0] - y[k1] == 0 and x[k0] - x[
                            k1] == 0 and z[k0] - z[k1] != 0:
                        self.line0.rotation.x = 90
                    elif y[k0] - y[k1] == 0 and x[k0] - x[k1] != 0 and z[
                            k0] - z[k1] == 0:
                        self.line0.rotation.z = 90
                    elif y[k0] - y[k1] != 0 and x[k0] - x[k1] == 0 and z[
                            k0] - z[k1] == 0:
                        ###
                        fff = 0
                    elif y[k0] - y[k1] != 0 and x[k0] - x[k1] != 0 and z[
                            k0] - z[k1] == 0:
                        self.line0.rotation.z = math.atan(
                            (x[k0] - x[k1]) / (y[k0] - y[k1])) / math.pi * 180
                    elif y[k0] - y[k1] != 0 and x[k0] - x[
                            k1] == 0 and z[k0] - z[k1] != 0:
                        #self.line0.rotation.x = math.atan((z[k0]-z[k1])/(y[k0]-y[k1]))/math.pi*180
                        self.line0.rotation.x = math.acos(
                            abs(y[k0] - y[k1]) /
                            ((x[k0] - x[k1])**2 + (y[k0] - y[k1])**2 +
                             (z[k0] - z[k1])**2)**0.5) / math.pi * 180
                        #print()
                    elif y[k0] - y[k1] == 0 and x[k0] - x[k1] != 0 and z[
                            k0] - z[k1] != 0:
                        self.line0.rotation.z = math.atan(
                            (x[k0] - x[k1]) /
                            (z[k0] - z[k1])) / math.pi * 180 * -1
                        self.line0.rotation.x = 90

                    ###
                    elif y[k0] - y[k1] != 0 and x[k0] - x[k1] != 0 and z[
                            k0] - z[k1] != 0:
                        if ((x[k0] < x[k1] and y[k0] < y[k1])
                                or (x[k0] > x[k1] and y[k0] > y[k1])):
                            #self.line0.rotation.z = math.atan((abs(z[k0]-z[k1]))/1.5/(abs(y[k0]-y[k1])))/math.pi*180
                            self.line0.rotation.z = math.acos(
                                abs(y[k0] - y[k1]) /
                                ((x[k0] - x[k1])**2 + (y[k0] - y[k1])**2 +
                                 (0)**2)**0.5) / math.pi * 180 * -1
                            #проблема
                        else:
                            self.line0.rotation.z = math.acos(
                                abs(y[k0] - y[k1]) /
                                ((x[k0] - x[k1])**2 + (y[k0] - y[k1])**2 +
                                 (0)**2)**0.5) / math.pi * 180
                        #self.line0.rotation.x = math.atan((1.25*abs(x[k0]-x[k1]))/(abs(y[k0]-y[k1])))/math.pi*180*-1
                        if ((z[k0] < z[k1] and y[k0] < y[k1])
                                or (z[k0] > z[k1] and y[k0] > y[k1])):
                            self.line0.rotation.x = math.acos(
                                abs(y[k0] - y[k1]) /
                                ((0)**2 + (y[k0] - y[k1])**2 +
                                 (z[k0] - z[k1])**2)**0.5) / math.pi * 180
                            #проблема
                        else:
                            self.line0.rotation.x = math.acos(
                                abs(y[k0] - y[k1]) /
                                ((0)**2 + (y[k0] - y[k1])**2 +
                                 (z[k0] - z[k1])**2)**0.5) / math.pi * 180 * -1

                        #self.line0.rotation.x = math.acos(abs(y[k0]-y[k1])/((0)**2+(y[k0]-y[k1])**2+(z[k0]-z[k1])**2)**0.5)/math.pi*180*-1#there
                        print(self.line0.rotation.z)
                        print(self.line0.rotation.x)
                    lines_list.append(self.line0)
                k1 += 1
            k0 += 1
            k1 = 0
        line0_geo = BoxGeometry(1, y[1] - y[0], 1)
        line0_mat = Material()
        self.line0 = Mesh(geometry=line0_geo,
                          material=line0_mat)  # default pos == (0, 0, 0)
        self.line0.pos.z = int(z[0]) - self.distan

        #self.line3.rotation.x = 90

        #points
        point_list = []
        sumx = 0
        sumy = 0
        sumz = 0
        sumcount = 0
        loader = OBJLoader()

        for i in range(counter):
            point_geom = SphereGeometry(1.1)
            point_mat = Material()
            self.point0 = Mesh(geometry=point_geom, material=point_mat)
            self.point0.pos.x = int(x[i])
            self.point0.pos.y = int(y[i])
            self.point0.pos.z = int(z[i]) - self.distan
            self.point0.scale = (1, 1, 1)
            point_list.append(self.point0)
            sumx += self.point0.pos.x
            sumy += self.point0.pos.y
            sumz += self.point0.pos.z
            sumcount += 1
            #scene.add(self.point0)

        point_geom = SphereGeometry()
        point_mat = Material()
        self.point1 = Mesh(geometry=point_geom, material=point_mat)
        self.point1.pos.x = sumx / sumcount
        self.point1.pos.y = sumy / sumcount
        self.point1.pos.z = sumz / sumcount
        self.point1.scale = (1, 1, 1)
        #scene.add(self.point1)
        self.camera = PerspectiveCamera(
            fov=100,  # размер окна т.е. чем больше фов тем больше масштаб
            aspect=0,  # "screen" ratio
            near=1,  # рендер от
            far=10000  # дистанция рендера
        )

        k0 = 0
        self.ll = []
        for i in soe:
            for j in i:
                if (j == 1):
                    self.ll.append(lines_list[k0])
                    scene.add(lines_list[k0])
                    k0 += 1

        for i in range(counter):
            scene.add(point_list[i])
            pass

        self.pp = point_list
        self.renderer.render(scene, self.camera)
        self.renderer.bind(size=self._adjust_aspect)
        al.add_widget(self.renderer)
        bl.add_widget(Factory.Fov())
        bl.add_widget(Factory.CamNav())
        al.add_widget(bl)
        return al
Ejemplo n.º 32
0
class BaseLayout(FloatLayout, BetterLogger):
    last_touch_pos: tuple[int, int] = [0, 0]
    renderer: Renderer = Renderer(shader_file=os.path.join(AppInfo.resources_dir, "shader.glsl"))
    scene: Scene = Scene()
    camera: PerspectiveCamera = PerspectiveCamera(
        fov=75,  # distance from the screen
        aspect=0,  # "screen" ratio
        near=1,  # nearest rendered point
        far=150  # farthest rendered point
    )
    buildings: list[BuildingBase] = ListProperty()

    def _adjust_aspect(self, *_args):
        # noinspection SpellCheckingInspection
        rsize = self.renderer.size
        aspect = rsize[0] / float(rsize[1])
        self.renderer.camera.aspect = aspect


    def redraw_hit_boxes(self):
        self.canvas.after.clear()
        with self.canvas.after:
            building: BuildingBase
            for building in self.buildings:
                proj_tl_br = building.get_projected_tl_br()
                t = proj_tl_br[0][1]
                b = proj_tl_br[1][1]
                l = proj_tl_br[0][0]
                r = proj_tl_br[1][0]
                Color(0, 0, 1)
                Line(points=[l, t, r, t, r, b, l, b], close=True, width=3)

                proj_tl_tr_bl_br = building.get_projected_tl_tr_bl_br()
                tl_x, tl_y = proj_tl_tr_bl_br[0]
                tr_x, tr_y = proj_tl_tr_bl_br[1]
                bl_x, bl_y = proj_tl_tr_bl_br[2]
                br_x, br_y = proj_tl_tr_bl_br[3]

                Color(0, 1, 0)
                Line(points=[tl_x, tl_y, tr_x, tr_y, br_x, br_y, bl_x, bl_y], close=True, width=3)

                Color(1, 0, 1)
                Rectangle(pos=building.get_projected_origin(), size=[10, 10])
            Color(1, 1, 1)

    def __init__(self, **kwargs):
        BetterLogger.__init__(self)
        FloatLayout.__init__(self, **kwargs)

        self.create_renderer()
        if userSettings.get("debug", "building_hit_boxes"):
            self.bind(buildings=lambda _instance, _value: self.redraw_hit_boxes())
            GlobalEvents.bind(building_moved=lambda _instance, _x, _y: self.redraw_hit_boxes(),
                              building_rotated=lambda _instance, _rotation: self.redraw_hit_boxes())

        self.log_info("Created renderer, starting to create building objects")

        for building_id in gameData.get("placed_buildings"):
            building_info = gameData.get("placed_buildings", building_id)
            building_class = str_to_building[building_info.pop("type")]
            building = building_class(**building_info)
            building.id = building_id

            self.log_debug("Created building object for building", building_id, "with info", building_info)
            self.add_building(building)

        self.log_info("Created objects -", self.buildings)

    """def on_kv_post(self, base_widget):
        self.scatter_widget.bind(scale=self.on_scatter_transform_with_touch, pos=self.on_scatter_transform_with_touch,
                                 rotation=self.on_scatter_transform_with_touch)

    def on_scatter_transform_with_touch(self, instance: BetterScatter, value: MouseMotionEvent):
        print(self.scatter_widget.bbox)
        try:
            print("hi", self.camera._look_at)
            self.camera.look_at([self.scatter_widget.x * -1, self.scatter_widget.y * -1, -100])
        except KeyError:
            print("POO")"""

    def add_building(self, building: BuildingBase):
        building.set_renderer_and_scene(self.renderer, self.scene)
        building.parent = self
        self.buildings.append(building)

    def get_next_building_id(self):
        ids = [building.id for building in self.buildings]

        for i in range(len(self.buildings)+5):
            if i not in ids:
                return i

        self.log_critical("Cant find valid id")

    def add_building_with_id(self, building_type: str):
        """
        Puts building in any position, this is here because of move from inventory to placed buildings
        """

        pos = random.randint(-10, 10), random.randint(-10, 10)
        building_class = str_to_building[building_type]
        building = building_class(type=building_type, x=pos[0], y=pos[1])
        building.id = self.get_next_building_id()
        self.add_building(building)

        self.log_debug("Created building object for building", building_type, "at pos", pos)


    def create_renderer(self):
        self.renderer.render(self.scene, self.camera)
        self.renderer.bind(size=self._adjust_aspect)
        self.add_widget(self.renderer)

    def create_cube(self):
        cube_geo = BoxGeometry(1, 1, 1)
        #  BoxGeometry(random.randint(5, 15)/10, random.randint(5, 15)/10, random.randint(5, 15)/10)
        cube_mat = Material(
            color=(random.randint(0, 100) / 100, random.randint(0, 100) / 100, random.randint(0, 100) / 100))
        cube = Mesh(
            geometry=cube_geo,
            material=cube_mat
        )
        cube.pos.z = -5
        cube.rotation.x = random.randint(0, 360)
        self.scene.add(cube)
        Clock.schedule_interval(lambda *args: self.rotate_cube(cube), .01)
        # noinspection PyProtectedMember
        self.renderer._instructions.add(cube.as_instructions())


    def on_touch_up_from_scatter(self, tx: int, ty: int):
        """
        Ran by the scatter when user is not dragging
        """

        # noinspection PyTypeChecker
        to_select: BuildingBase = None

        point = Point(tx, ty)

        building: BuildingBase
        for building in self.buildings:
            # I want my long time and effort to be remembered, this to so long, AND THE ANSWER WAS SO SIMPLE OMG
            """bPos = building._obj.pos[0], building._obj.pos[1],  building._obj.pos[2]
            bPos2 = building._obj.pos[0] + self.renderer.width, building._obj.pos[1] + self.renderer.height, 
                    building._obj.pos[2]
            cPos = self.camera.pos"""

            """bVPos = Vector3(bPos)
            bVPos2 = Vector3(bPos2)
            x, y, z = bVPos + Vector3(0, 0, 100)
            x2, y2, z2 = bVPos2 + Vector3(0, 0, 100)
            print(x, y, z, x2, y2, z2)"""

            """pitch = atan((bPos[0] - cPos.x) / (bPos[1] - cPos.y))
            yaw = atan((bPos[2] - cPos.z) / (bPos[1] - cPos.y))

            x = width() / 2 + (pitch * (width() / self.camera.fov))
            y = height() / 2 + (yaw * (height() / self.camera.fov))


            pitch2 = atan((bPos2[0] - cPos.x) / (bPos2[1] - cPos.y))
            yaw2 = atan((bPos2[2] - cPos.z) / (bPos2[1] - cPos.y))

            x2 = width() / 2 + (pitch2 * (width() / self.camera.fov))
            y2 = height() / 2 + (yaw2 * (height() / self.camera.fov))

            print(touch.x, touch.y)
            print(bPos, bPos2, cPos)
            print(x, y, x2, y2)
            print(self.camera.rotation)"""

            """print(building)
            print(building._obj.pos, building._obj.scale)
            print(building._obj._instructions, building._obj._instructions.children)
            print()
            print()
            print(building._obj._translate.matrix)
            print()
            print()
            print(building._obj._scale.matrix)
            print()
            print()
            print(building._obj._rotors["x"].matrix)
            print()
            print(building._obj._rotors["y"].matrix)
            print()
            print(building._obj._rotors["z"].matrix)"""
            """print(building._obj.pos, (building._obj.pos[0] - (width() / 2), building._obj.pos[1] - (height() / 2)), 
               building._obj.scale.xyz)
            print(touch.pos)
            print(touch.pos[0] - (width() / 2), touch.pos[1] - (height() / 2))
            print(self.renderer.size)
            print(self.scatter_widget.scale)
            print(Vector3.get_XY_from_camera(building._obj.pos, self.camera))
            print()
            print()
            print()
            print()
            print(Matrix())
            print(Matrix().project(building._obj.pos[0], building._obj.pos[1], building._obj.pos[2], Matrix(), Matrix(), 
                  self.camera.pos.x, self.camera.pos.y, width(), height()))"""


            polygon = Polygon(building.get_projected_tl_tr_br_bl())
            if polygon.contains(point):
                to_select = building
                break

        if to_select is None:
            self.log_deep_debug("User touched but no building was clicked")
            get_screen("BaseBuildScreen").ids["building_buttons_handler"].clear_buttons()


        else:
            buildings = self.buildings.copy()
            buildings.remove(to_select)


            for building in buildings:
                building.selected = False

            to_select.selected = True
            self.log_debug("Building", to_select,
                           "was clicked on, setting building to selected")
Ejemplo n.º 33
0
class My3DScreen(Screen):
    layout = ObjectProperty()

    def _adjust_aspect(self, *args):
        rsize = self.renderer.size
        aspect = rsize[0] / float(rsize[1])
        self.renderer.camera.aspect = aspect

    def __init__(self, **kwargs):
        super(My3DScreen, self).__init__(**kwargs)

        self.look_at = Vector3(0, 0, -1)

        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        #root = FloatLayout()
        self.camera = PerspectiveCamera(75, 0.3, 1, 1000)
        self.radius = 10
        self.phi = 90
        self.theta = 0
        self._touches = []
        self.camera.pos.z = self.radius
        self.camera.look_at((0, 0, 0))
        #root = self.layout

    def make_3d(self, clock=None):

        #self.root = FloatLayout()
        self.renderer = Renderer()
        self.renderer.set_clear_color((.2, .2, .2, 1.))

        self.scene = Scene()

        #geometry = BoxGeometry(0.5, 0.5, 0.5)
        geometry = SphereGeometry(0.1)
        material = Material(color=(0., 0., 1.),
                            diffuse=(1., 1., 0.),
                            specular=(.35, .35, .35))
        """
        a = 5
        liste = []
        i = 0
        for z in range(-5, -35, -1):
            for x in range(-5, 5):
                liste.append(Mesh(geometry, material))
                liste[-1].pos.x = x
                liste[-1].pos.y = -i
                liste[-1].pos.z = z
                print(x, -i, z)
                self.scene.add(liste[-1])
            i+=1
        """
        #!erster test für errecnete Daten
        liste = []
        for z in range(0, int(Global.config["maxy"])):
            #for z in range(0, 10):
            #i = 0
            test = calculationClass.find_mistakes_along_x_axis(z)
            #print(test)
            for x, y, rad in calculationClass.find_mistakes_along_x_axis(z):
                #for x, y in [[1, 2], [2, 0], [2.314, 5], [3, 0], [3.123, 4]]:
                #for x, y in [[1, 2], [2, 0], [3, 0]]:
                #for x in [8.06158101842821, 4.06158101842821, 0.09813725490196079]:
                #for x in test[:][0]:
                #for line in test[:10]:
                #x = line[0]
                x = float(x)
                y = float(y)
                #x = 8.06158101842821
                #new_list.append([x, y, z, rad])
                rad = 1
                #y = 0
                z += 5
                liste.append(Mesh(geometry, material))
                #liste[-1].pos.x = x - 8
                liste[-1].pos.x = -z
                liste[-1].pos.y = y
                liste[-1].pos.z = x
                #print(x, y, z)
                self.scene.add(liste[-1])
                #i += 1

        self.renderer.render(self.scene, self.camera)

        self.renderer.bind(size=self._adjust_aspect)

        self.layout.add_widget(self.renderer)

        print(liste[0])
        print(liste[0].pos)
        #self.look_at = liste[0].pos

        #self.look_at.x = liste[0][0]
        #self.look_at.y = liste[0][1]
        #self.look_at.z = liste[0][2]
        #self.camera.look_at(self.look_at)
        #test = (liste[0][0], liste[0][1], liste[0][2])
        #a = tuple(liste[0].pos)
        #print(a)
        #self.camera.look_at(a)
        #self.look_at.x = liste[0].pos.x
        #self.look_at.y = liste[0].pos.y
        #self.look_at.z = liste[0].pos.z
        self.look_at = Vector3(0, 0, -1)

        #self.camera.look_at(self.look_at)

        #self.add_widget(self.root)
        print("here")

    def _keyboard_closed(self):
        self._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self._keyboard = None

    def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
        if keycode[1] == 'w':
            self.camera.pos.y += 0.2
            #self.look_at.y += 0.2
        elif keycode[1] == 's':
            self.camera.pos.y -= 0.2
            #self.look_at.y -= 0.2
        elif keycode[1] == 'a':
            self.camera.pos.x -= 0.2
            #self.look_at.x -= 0.2
        elif keycode[1] == 'd':
            self.camera.pos.x += 0.2
            #self.look_at.x += 0.2
        elif keycode[1] == '-':
            self.camera.pos.z += 0.2
            #self.look_at.z += 0.2
        elif keycode[1] == '+':
            self.camera.pos.z -= 0.2
            #self.look_at.z -= 0.2

        elif keycode[1] == 'up':
            self.look_at.y += 0.2
        elif keycode[1] == 'down':
            self.look_at.y -= 0.2
        elif keycode[1] == 'right':
            self.look_at.x += 0.2
        elif keycode[1] == 'left':
            self.look_at.x -= 0.2

        elif keycode[1] == "q":
            self.camera.rotation.y += 1

        self.camera.look_at(self.look_at)

    def define_rotate_angle(self, touch):
        theta_angle = (touch.dx / self.width) * -360
        phi_angle = -1 * (touch.dy / self.height) * 360
        return phi_angle, theta_angle

    def on_touch_down(self, touch):
        if touch.is_mouse_scrolling:
            if touch.button == 'scrolldown':
                #self.look_at -= 0.2
                self.camera.pos -= 0.2
            elif touch.button == 'scrollup':
                #self.look_at += 0.2
                self.camera.pos += 0.2

        touch.grab(self)
        self._touches.append(touch)

        self.camera.look_at(self.look_at)

    def on_touch_up(self, touch):
        touch.ungrab(self)
        self._touches.remove(touch)

    def on_touch_move(self, touch):
        if touch in self._touches and touch.grab_current == self:
            if len(self._touches) == 1:
                self.do_rotate(touch)
            elif len(self._touches) == 2:
                pass

    def do_rotate(self, touch):
        d_phi, d_theta = self.define_rotate_angle(touch)
        self.phi += d_phi
        self.theta += d_theta

        _phi = math.radians(self.phi)
        _theta = math.radians(self.theta)
        z = self.radius * math.cos(_theta) * math.sin(_phi)
        x = self.radius * math.sin(_theta) * math.sin(_phi)
        y = self.radius * math.cos(_phi)
        self.camera.pos = x, y, z
        self.camera.look_at((0, 0, 0))

    def on_enter(self, *args):
        super(My3DScreen, self).on_enter(*args)
        #self.remove_widget(self.renderer)
        #mat = Material()
        #box = BoxGeometry(0.5, 0.5, 0.5)
        #cube = Mesh(box, mat)
        #cube.pos.z = -4
        #self.scene.add(cube)
        Clock.schedule_once(self.make_3d)