Exemple #1
0
        objReader.getMeshNames(meshNames)
        for i in range(len(meshNames)):

            vertices = Vec3Array()
            normals = Vec3Array()
            uvs = Vec2Array()
            materialName = None
            materialName = objReader.getMeshData(meshNames[i], vertices, normals, uvs)

            if len(vertices) != 0:
                meshHandles[meshNames[i]] = constructMesh(meshNames[i], vertices, normals, uvs, materialName, bmh)

        lightManager = LightManager()

        sun = DirectionalLightSource( "Sun", 
                                      vecmath.translation(Vec3(0.0, 7.5, -20.0)) * vecmath.directionalLightOrientation(vecmath.normalize(Vec3(-1.0, -1.0, -0.25))), 
            ColorRGB(0.6, 0.6, 0.5))
        sun.setCastShadows(True);
        sun.setShadowSamples(32);
        sun.setShadowAngle(0.025);
        lightManager.addLight(sun);     

        sky = SkyLightSource( "Sky", vecmath.translation(Vec3(0.0, 5.0, -00.0)), ColorRGB(0.25, 0.3, 0.4))
        lightManager.addLight(sky)

        sceneUpVector = ILB_UP_POS_Y
        sceneScale = 1.0
        perspCamera = Camera("Camera", vecmath.translation(Vec3(-5.0, 5.0, -10.0)) * vecmath.cameraOrientation(vecmath.normalize(Vec3(0.25, -0.25, -1.0)), Vec3(0.0, 1.0, 0.0)), math.pi/2.0, 1.0)

        targetManager = TargetManager()
        objTrans = vecmath.scaleTranslation(Vec3(1.0, 1.0, 1.0), Vec3(0.0, 0.0, 0.0))
Exemple #2
0
        apiCall( ILBSetCastShadows(light, True) )
        apiCall( ILBSetShadowSamples(light, 32) )
        apiCall( ILBSetShadowAngle(light, 0.1) )

        skylight = createNewLightHandle()
        primitives.apiCall( ILBCreateSkyLight( scene, 'SkyLight', vecmath.identity(), ColorRGB(0.21, 0.21, 0.3), skylight) )

        # set up camera
        camPos = Vec3(10.0, 20.0, 10.0)
        lookAt = Vec3(0.0, -3.0, 0.0)
        camera = createNewCameraHandle()
        primitives.apiCall( ILBCreatePerspectiveCamera(scene, 
                                                       'Camera',
                                                       vecmath.setCameraMatrix(camPos,  
                                                                       vecmath.normalize(lookAt - camPos),
                                                                       Vec3(0.0,  0.0, -1.0)),
                                                       camera) )

        apiCall( ILBSetFov(camera, M_PI/4.0, 1.0) )


        # Create a textured diffuse material for sphere 0
        sm0 = createNewMaterialHandle()
        tex = textures.createXorTexture( bmh, "Tex1", ColorRGB(0.6, 0.6, 0.3) ) 
        apiCall( ILBCreateMaterial(scene, "Textured", sm0) )

        apiCall( ILBSetMaterialTexture(sm0, ILB_CC_DIFFUSE, tex) )
        apiCall( ILBSetMaterialOverrides(sphereInstances[0], sm0, 1) )