Example #1
0
    def __init__(self):

        self._position = Vector4f(0.0, 0.0, 0.0, 0.0)
        self._direction = Vector3f(0.0, 0.0, 0.0)
        self._ambient = ColorRGB(1.0, 1.0, 1.0)
        self._diffuse = ColorRGB(1.0, 1.0, 1.0)
        self._specular = ColorRGB(1.0, 1.0, 1.0)
        self._attn = Vector3f(1.0, 0.0, 0.0)
Example #2
0
    def move_target(self, direction):
        """ Move the camera's target position.

        Parameters
        ----------
        direction :obj:`int` from :class:`DIRECTION`
            Combination of directions the user wants the target to move.
        """
        
        d = self._speed * get_dt()

        if direction & DIRECTION.FORWARD:
            self._target += Vector3f(d*sin(self._yaw), 0 ,d*cos(self._yaw))
        if direction & DIRECTION.BACKWARD:
            self._target -= [d*sin(self._yaw), 0, d*cos(self._yaw)]        
        if direction & DIRECTION.LEFT:
            self._target -= d*self._right
        if direction & DIRECTION.RIGHT:
            self._target += d*self._right
        if direction & DIRECTION.UP:
            self._target += [0, d, 0]
        if direction & DIRECTION.DOWN:
            self._target -= [0, d, 0]
            
        self._dirty = True
Example #3
0
    def generate(self, xoffset, zoffset, xsize, zsize, xscale, zscale):

        size = xsize * zsize
        elevs = _zeros(xsize * zsize)
        positions = empty(size * 6, dtype=Vector3f)
        normals = _zeros(size * 6, dtype=Vector3f._UNIT)
        colors = empty(size, dtype=Vector3f)

        index = 0
        for iz in xrange(zsize):
            for ix in xrange(xsize):

                # Determine the positions of the quad
                p1 = Vector3f(xoffset + ix, 0, zoffset + iz)
                p2 = Vector3f(xoffset + ix, 0, zoffset + iz + 1)
                p3 = Vector3f(xoffset + ix + 1, 0, zoffset + iz + 1)
                p4 = Vector3f(xoffset + ix + 1, 0, zoffset + iz)

                positions[index:index + 6] = [p1, p2, p4, p4, p2, p3]
Example #4
0
    def get_next_vector3f(self):
        """ Retrieve the next three values and place them into a Vector3f. """

        try:
            x = self.get_next_float()
            y = self.get_next_float()
            z = self.get_next_float()
        except Exception as e:
            print e
            return None

        if x is None or y is None or z is None: return None

        return Vector3f(x, y, z)
Example #5
0
 def __init__(self, world):
     
     self.world = world
     self._position = Vector3f(5, 2, 5)
     self._target = Vector3f(0, 0, 0)
     self._matrix = None
     
     # View direction coordinates
     self._front = Vector3f(0, 0, 0) # Camera Z-Axis
     self._right = Vector3f(0, 0, 0) # Camera X-Axis
     self._up = Vector3f(0, 1, 0)    # Local vertical
     
     # Third person camera parameters
     self._range = 10.0
     self._zoom = 1.0
     self._elevation = 10.0 * D2R
     self._yaw = PI#PI_2
     self._speed = 5
     self._rotspeed = 2
     self._speed_zoom = 2
     
     self._dirty = True
     self.update()
Example #6
0
    def generate(self, xoffset, zoffset, xsize, zsize, xscale, zscale):

        size = xsize * zsize
        elevs = self.__generate_elevations(xoffset, zoffset, xsize, zsize,
                                           xscale, zscale)
        positions = empty(size * 6, dtype=Vector3f)
        normals = empty(size * 6, dtype=Vector3f)
        colors = empty(size * 6, dtype=Vector3f)

        index = 0
        for iz in xrange(zsize):
            for ix in xrange(xsize):

                # Determine the positions of the quad
                p1 = Vector3f(xoffset + ix, elevs[iz << 5 | ix], zoffset + iz)
                p2 = Vector3f(xoffset + ix, elevs[(iz + 1) << 5 | ix],
                              zoffset + iz + 1)
                p3 = Vector3f(xoffset + ix + 1,
                              elevs[(iz + 1) << 5 | (ix + 1)],
                              zoffset + iz + 1)
                p4 = Vector3f(xoffset + ix + 1, elevs[iz << 5 | (ix + 1)],
                              zoffset + iz)

                # Calculate the normals of the triangles
                n1 = calc_surface_normal(p1, p2, p4)
                n2 = calc_surface_normal(p4, p2, p3)

                # Calculate the colors
                c1 = (1 - p1.y / elevs.max()) * Vector3f(0.0, 1.0, 0.0)
                c2 = (1 - p2.y / elevs.max()) * Vector3f(0.0, 1.0, 0.0)
                c3 = (1 - p3.y / elevs.max()) * Vector3f(0.0, 1.0, 0.0)
                c4 = (1 - p4.y / elevs.max()) * Vector3f(0.0, 1.0, 0.0)

                positions[index:index + 6] = [p1, p2, p4, p4, p2, p3]
                normals[index:index + 6] = [n1, n1, n1, n2, n2, n2]
                colors[index:index + 6] = [c1, c2, c4, c4, c2, c3]

                index += 6

        return MeshBundle(("TERRAIN", MeshData(positions, colors, normals)))
Example #7
0
    def load_mesh_from_obj(self, filename, flip_uv=True, keep_subs=False):
        """ Load the mesh data contained in the input Wavefront file.

        Paramters
        ---------
        filename : :obj:`str`
            Path and name of the wavefront file.
        flip_uv : :obj:`bool`, default `True`
            Flag to flip the uv.y coordinates.
        keep_subs : :obj:`bool`, default `True`
            Flag to keep each subsection as seperate meshes.
            
        Returns
        -------
        :class:`MeshBundle`
        """

        pos = []
        apos = []
        uvs = []
        auvs = []
        norm = []
        anorm = []
        subs = []
        faces = []
        meshes = MeshBundle()

        with open(filename, "rb") as stream:
            for line in stream:

                tokens = line.strip().split(" ")

                if len(tokens) == 0: continue  # empty line
                if len(tokens[0]) == 0: continue  # blank line

                first = tokens[0].lower()

                if first[0] == "#": continue  # Comment line

                if first[0] == "v":  # Vertex Data
                    if len(first) == 1:  # position
                        pos.append(Vector3f(tokens[1], tokens[2], tokens[3]))
                    elif first[1] == "n":  # normal
                        norm.append(Vector3f(tokens[1], tokens[2], tokens[3]))
                    elif first[1] == "t":  # texture coordinates
                        if flip_uv:
                            uvs.append(
                                Vector2f(float(tokens[1]),
                                         1 - float(tokens[2])))
                        else:
                            uvs.append(Vector2f(tokens[1], tokens[2]))

                elif first == "f":  # Face index data
                    face = []
                    for token in tokens[1:]:
                        indexes = token.split("/")
                        v = []
                        v.append(int(indexes[0]))
                        # Some obj files don't have textures assigned to them
                        if len(indexes[1]) > 0: v.append(int(indexes[1]))
                        v.append(int(indexes[2]))
                        face.append(v)
                    if len(face) == 4:  # Convert the quad to two tris
                        i1, i2, i3, i4 = face
                        faces.append([i1, i2, i4])
                        faces.append([i4, i2, i3])
                    else:
                        faces.append(face)

                elif first == "o" or first == "g":  # Section marks
                    if len(subs) > 0:
                        subs[-1][2] = len(faces)
                    subs.append([tokens[1], len(faces), -1])

                else:
                    continue

            if len(subs) > 0:
                subs[-1][2] = len(faces)
            else:
                subs.append([None, 0, len(faces)])

            for sub_name, start, stop in subs:
                if len(faces[start][0]) > 2:
                    for face in faces[start:stop]:
                        for pi, ui, ni in face:
                            apos.append(pos[pi - 1])
                            auvs.append(uvs[ui - 1])
                            anorm.append(norm[ni - 1])
                else:
                    for face in faces[start:stop]:
                        for pi, ni in face:
                            apos.append(pos[pi - 1])
                            anorm.append(norm[ni - 1])
                if keep_subs:
                    if sub_name in meshes:
                        print "WARNING: SubMesh <{:s}> already exist in the meshes."
                    meshes[sub_name] = MeshData(apos, auvs, anorm)
                    apos = []
                    auvs = []
                    anorm = []

        if not keep_subs: meshes["MASTER"] = MeshData(apos, auvs, anorm)

        return meshes
Example #8
0
    test2 = ColorRGBA(0.2, 48, .01, 1.3)
    test2.r = 0x3F
    print test2

    mat_test = Material("test")
    mat_test.set_ka(4)
    print mat_test.ka
    mat_test.set_ka(test)
    print mat_test.ka

    loader = MaterialLoader()
    loader.from_mtl_file("../res/Birch1.mtl")
    for m in loader.materials:
        print m.get_name()
        print "ka", m.ka
        print "kd", m.kd

    test_light = Light()
    test_light.position.x = 4
    print test_light.position
    new_position = Vector3f(1, 2, 3)
    test_light.set_position(new_position)
    print test_light.position

    print test_light.to_array
    test_light.set_direction(new_position)
    print test_light.direction
    test_light.coeffecient *= 4
    print test_light.attn
    Light()