Ejemplo n.º 1
0
    def __init__(self):
        self.testTexture = loader.loadTexture("maps/envir_reeds.png")
        self.accept("1", self.toggleTex)
        self.accept("2", self.toggleLightsSide)
        self.accept("3", self.toggleLightsUp)

        self.LightsOn = False
        self.LightsOn1 = False
        slight = Spotlight('slight')
        slight.setColor(Vec4(1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)
        self.slnp = render.attachNewNode(slight.upcastToLensNode())
        self.slnp1 = render.attachNewNode(slight.upcastToLensNode())
Ejemplo n.º 2
0
	def __init__(self):
		self.testTexture=loader.loadTexture("maps/envir_reeds.png")
		self.accept("1", self.toggleTex)
		self.accept("2", self.toggleLightsSide)
		self.accept("3", self.toggleLightsUp)
		
		self.LightsOn=False
		self.LightsOn1=False
		slight = Spotlight('slight')
		slight.setColor(Vec4(1, 1, 1, 1))
		lens = PerspectiveLens()
		slight.setLens(lens)
		self.slnp = render.attachNewNode(slight.upcastToLensNode())
		self.slnp1= render.attachNewNode(slight.upcastToLensNode())
Ejemplo n.º 3
0
  else:
    drawBody(nodePath,bodydata, pos, vecList, length.getX(),False)
    drawLeaf(nodePath,bodydata, pos,vecList)



alight = AmbientLight('alight')
alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
alnp = render.attachNewNode(alight)
render.setLight(alnp)

slight = Spotlight('slight')
slight.setColor(Vec4(1, 1, 1, 1))
lens = PerspectiveLens()
slight.setLens(lens)
slnp = render.attachNewNode(slight.upcastToLensNode())
render.setLight(slnp)

slnp.setPos(0, 0,40)

#rotating light to show that normals are calculated correctly
def updateLight(task):
  global slnp
  currPos=slnp.getPos()
  currPos.setX(100*math.cos(task.time)/2)
  currPos.setY(100*math.sin(task.time)/2)
  slnp.setPos(currPos)



  slnp.lookAt(render)