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)
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
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
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
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 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
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
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
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)
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
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
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))
def load_level(self, level): self.level = level self.inputVector = Vector3([0, 0, 0]) # (re)create renderer if self.renderer: self.remove_widget(self.renderer) self.renderer = Renderer(size_hint=(5, 5), shader_file="flat.glsl") self.add_widget(self.renderer, index=1) self.renderer.set_clear_color((0, 0, 0, 1)) # rgba # e.g. when added to parent self.renderer.bind(size=self._adjust_aspect) self.renderer.render(level.scene, level.camera) self.resizeRenderer()
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
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
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
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
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
def build(self): layout = FloatLayout() # create renderer self.renderer = Renderer() # create scene scene = Scene() # create default cube for scene for i in range(1, 6): for j in range(1, 6): cube_geo = BoxGeometry(*[1] * 3) cube_mat = Material(color=(randint(0, 10) * .1, randint(0, 10) * .1, randint(0, 10) * .1)) cube = Mesh(geometry=cube_geo, material=cube_mat) # default pos == (0, 0, 0) cube.pos.y = -0.5 cube.pos.z = -i cube.pos.x = j - 3 self.cubes.append(cube) scene.add(cube) # create camera for scene self.camera = PerspectiveCamera( fov=75, # distance from the screen aspect=0, # "screen" ratio near=1, # nearest rendered point far=20 # farthest rendered point ) # start rendering the scene and camera 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(self.renderer) #Clock.schedule_interval(self.move_cubes, 1/60) Window.bind(on_key_down=self.handle_keys) return layout
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
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 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
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
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
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
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
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")
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")
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