Example #1
0
 def set_view_up_direction(self, viewer_up):
     if abs(viewer_up.y) < 0.999:
         cp = cross_product(viewer_up, Vector3(0, 0, 0))
         cp = normalized(cp)
         self.geo_to_viewer_transform = create_rotation(math.acos(viewer_up.y), cp)
     else:
         self.geo_to_viewer_transform = create_identity()
         
     self.must_update_transformed_orientation = True
Example #2
0
class RenderState(object):
    '''
    Contains all the state necessary for the SkyRenderer
    to render properly.
    '''
    camera_pos = GeocentricCoordinates(0, 0, 0)
    look_dir = GeocentricCoordinates(1, 0, 0)
    up_dir = GeocentricCoordinates(0, 1, 0)
    radius_of_view = 45.0  # in degrees
    up_angle = 0.0
    cos_up_angle = 1.0
    sin_up_angle = 0.0
    screen_width = 480  # originally 100
    screen_height = 800  # originally 100
    transform_to_device = create_identity()
    transform_to_screen = create_identity()
    night_vision_mode = False
    active_sky_region_set = None

    def set_camera_pos(self, pos):
        self.camera_pos = pos.copy()

    def set_look_dir(self, new_dir):
        self.look_dir = new_dir.copy()

    def set_up_dir(self, new_dir):
        self.up_dir = new_dir.copy()

    def set_up_angle(self, angle):
        self.up_angle = angle
        self.cos_up_angle = math.cos(angle)
        self.sin_up_angle = math.sin(angle)

    def set_screen_size(self, width, height):
        self.screen_width = width
        self.screen_height = height

    def set_tranformation_matrices(self, to_device, to_screen):
        self.transform_to_device = to_device
        self.transform_to_screen = to_screen

    def __init__(self):
        '''
Example #3
0
 def __init__(self, layer_id, new_texture_manager):
     '''
     Constructor
     '''
     RendererObjectManager.__init__(self, layer_id, new_texture_manager)
     self.width = 2
     self.height = 2
     self.geo_to_viewer_transform = create_identity()
     self.look_dir = Vector3(0, 0, 0)
     self.up_dir = Vector3(0, 1, 0)
     self.transformed_look_dir = Vector3(0, 0, 0)
     self.transformed_up_dir = Vector3(0, 1, 0)
     
     #search_helper = SearchHelper()
     self.dark_quad = None
     #self.search_arrow = SearchArrow()
     #crosshair = CrosshairOverlay()