def _h3dSetupScene(self):
        h3dres = self._h3dres

        self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        h3d.setNodeTransform(self._env, 0, -20, 0, 0, 0, 0, 20, 20, 20)

        self._knight = h3d.addNodes(h3d.RootNode, h3dres.knight)
        h3d.setNodeTransform(self._knight, 0, 0, 0, 0, 180, 0, 0.1, 0.1, 0.1)
        h3d.setupModelAnimStage(self._knight, 0, h3dres.knightAnim1, 0, '', False)
        h3d.setupModelAnimStage(self._knight, 1, h3dres.knightAnim2, 0, '', False)

        # Attach particle system to hand joint
        h3d.findNodes(self._knight, 'Bip01_R_Hand', h3d.NodeTypes.Joint)
        hand = h3d.getNodeFindResult(0)
        self._particleSystem = h3d.addNodes(hand, h3dres.particleSys)
        h3d.setNodeTransform(self._particleSystem, 0, 40, 0, 90, 0, 0, 1, 1, 1)

        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', 0, 'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 0, 15, 10, -60, 0, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 30)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 1)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.01)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 1.0)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.8)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.7)

        # Customize post processing effects
        mat = h3d.findResource(h3d.ResTypes.Material, 'pipelines/postHDR.material.xml')
        # hdrParams: exposure, brightpass threshold, brightpass offset (see shader for description)
        h3d.setMaterialUniform(mat, 'hdrExposure', 2.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightThres', 0.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightOffset', 0.08, 0.0, 0.0, 0.0)
Exemple #2
0
    def setup_scene(self) :
        h3dres = self._h3dres

        # Add environment
        self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.23, 0.23, 0.23)
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, h3dres.skyBox)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 100, 50, 100)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat, 'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 50, 40, -50, -60, 130, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 250)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 3)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.9)
        # Create volume data
        self._vol = h3d.addNodes(h3d.RootNode, h3dres.volBox)
        h3d.setNodeTransform(self._vol, 0, 3, 0, 0, 0, 0, 3, 3, 3)

        # Add a camera
        self.add_camera("MainCamera", h3dres.deferredPipe)
        h3d.setNodeTransform(self.camera, 9, 6.0, -14, -15, 145, 0, 1, 1, 1)
Exemple #3
0
    def setup_scene(self):
        h3dres = self._h3dres

        # Add environment
        self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.23, 0.23, 0.23)
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, h3dres.skyBox)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 100, 50, 100)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat,
                                       'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 50, 40, -50, -60, 130, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 250)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 3)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.9)
        # Init character positions
        self._crowdSim.init()
        self.add_camera("MainCamera", h3dres.deferredPipe)
        h3d.setNodeTransform(self.camera, 15, 3.3, -16, 0, 130, 0, 1, 1, 1)
Exemple #4
0
    def setup_scene(self):
        h3dres = self._h3dres

        # Add environment
        #self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        #h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.08, 0.08, 0.08)
        # Add skybox
        self.change_skybox(h3dres.skyBox)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat,
                                       'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 15, 10, -5, -40, 120, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 100)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, self.light_fov)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 1)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.95)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.95)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.85)
        if self.create_cmap:
            # Light camera
            self._light_camera = h3d.addCameraNode(self._light, "light_camera",
                                                   h3dres.deferredPipe2)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.OutTexResI,
                              h3dres.cmap)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportXI, 0)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportXI, 0)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportWidthI,
                              self.cmap_size)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportHeightI,
                              self.cmap_size)
            h3d.resizePipelineBuffers(h3dres.deferredPipe2, self.cmap_size,
                                      self.cmap_size)
            h3d.setupCameraView(self._light_camera, self.light_fov, 1.0, 0.1,
                                1000.0)
            # Update ligth shader uniforms
            self.update_cmap_res()

        # Create volume data
        self._vol = h3d.addNodes(h3d.RootNode, h3dres.volBox)
        self._sphdata = h3d.getNodeParamI(self._vol,
                                          20000)  # for VolumeResI = 20000

        self._room = h3d.addNodes(h3d.RootNode, h3dres.roomBox)
        h3d.setNodeTransform(self._room, 0, -0.01, 0, 0, 0, 0, 20, 20, 20)

        self._plane = h3d.addNodes(h3d.RootNode, h3dres.plane)
        h3d.setNodeTransform(self._plane, 0, 0, 0, 0, 0, 0, 0.2, 0.2, 0.2)

        # Add a camera
        self.add_camera("MainCamera", h3dres.deferredPipe)
        h3d.setNodeTransform(self.camera, -2.0, 1.2, -6.5, -13, -170, 0, 1, 1,
                             1)
        #h3d.setNodeTransform(self.camera, -0.8, 1.06, -1.08, -41, -154, -6.4, 1, 1, 1)
        #h3d.setNodeTransform(self.camera, -0.32, 0.23, -0.54, -19, -174, -0.01, 1, 1, 1)
        self.__mode = 0
Exemple #5
0
    def setup_scene(self) :
        h3dres = self._h3dres

        # Add environment
        #self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        #h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.08, 0.08, 0.08)
        # Add skybox
        self.change_skybox(h3dres.skyBox)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat, 'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 15, 10, -5, -40, 120, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 100)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, self.light_fov)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 1)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.95)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.95)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.85)
        if self.create_cmap :
            # Light camera
            self._light_camera = h3d.addCameraNode(self._light, "light_camera", h3dres.deferredPipe2)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.OutTexResI, h3dres.cmap)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportXI, 0)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportXI, 0)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportWidthI, self.cmap_size)
            h3d.setNodeParamI(self._light_camera, h3d.Camera.ViewportHeightI, self.cmap_size)
            h3d.resizePipelineBuffers(h3dres.deferredPipe2, self.cmap_size, self.cmap_size )
            h3d.setupCameraView(self._light_camera, self.light_fov, 1.0, 0.1, 1000.0)
            # Update ligth shader uniforms
            self.update_cmap_res()

        # Create volume data
        self._vol = h3d.addNodes(h3d.RootNode, h3dres.volBox)
        self._sphdata = h3d.getNodeParamI(self._vol, 20000) # for VolumeResI = 20000

        self._room = h3d.addNodes(h3d.RootNode, h3dres.roomBox)
        h3d.setNodeTransform(self._room, 0, -0.01, 0, 0, 0, 0, 20, 20, 20)

        self._plane = h3d.addNodes(h3d.RootNode, h3dres.plane)
        h3d.setNodeTransform(self._plane, 0, 0, 0, 0, 0, 0, 0.2, 0.2, 0.2)

        # Add a camera
        self.add_camera("MainCamera", h3dres.deferredPipe)
        h3d.setNodeTransform(self.camera, -2.0, 1.2, -6.5, -13, -170, 0, 1, 1, 1)
        #h3d.setNodeTransform(self.camera, -0.8, 1.06, -1.08, -41, -154, -6.4, 1, 1, 1)
        #h3d.setNodeTransform(self.camera, -0.32, 0.23, -0.54, -19, -174, -0.01, 1, 1, 1)
        self.__mode = 0
Exemple #6
0
 def setup_scene(self) :
     h3dres = self._h3dres
     # Add terrain
     self.terrain = h3d.addNodes(h3d.RootNode, h3dres.terrain)
     # Set sun direction for ambient pass
     h3d.setMaterialUniform(h3dres.matRes, "sunDir", 1, -1, 0, 0 );
     self.add_camera("MainCamera", h3dres.forwardPipe)
     h3d.setNodeTransform(self.camera, 512.0, 120.0, 512.0, 0, 2250.0, 0, 1, 1, 1)
Exemple #7
0
 def set_particlesys(self, psys):
     # Attach particle system to hand joint
     h3d.findNodes(self._knight, 'Bip01_R_Hand', h3d.NodeTypes.Joint)
     hand = h3d.getNodeFindResult(0)
     if self._particleSystem is not None:
         h3d.removeNode(self._particleSystem)
     self._particleSystem = h3d.addNodes(hand, psys)
     h3d.setNodeTransform(self._particleSystem, 0, 40, 0, 90, 0, 0, 1, 1, 1)
 def __init__(self, parent, a):
     # Add character to scene and apply animation
     self.node = h3d.addNodes(h3d.RootNode, parent.character)
     h3d.setupModelAnimStage(self.node, 0, parent.characterWalk, 0, "", False)
     # print "create 1"
     # Characters start in a circle formation
     self.px = sin(a * 6.28) * 10.0
     self.pz = cos(a * 6.28) * 10.0
     self.chooseDestination()
     h3d.setNodeTransform(self.node, self.px, 0.02, self.pz, 0, 0, 0, 1, 1, 1)
Exemple #9
0
 def __init__(self, parent, a):
     # Add character to scene and apply animation
     self.node = h3d.addNodes(h3d.RootNode, parent.character)
     h3d.setupModelAnimStage(self.node, 0, parent.characterWalk, 0, "",
                             False)
     # print "create 1"
     # Characters start in a circle formation
     self.px = sin(a * 6.28) * 10.0
     self.pz = cos(a * 6.28) * 10.0
     self.chooseDestination()
     h3d.setNodeTransform(self.node, self.px, 0.02, self.pz, 0, 0, 0, 1, 1,
                          1)
Exemple #10
0
    def setup_scene(self) :
        h3dres = self._h3dres

        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, h3dres.skyBox)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 500, 500, 500)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat, 'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 0, 20, 50, -30, 0, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 200)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 3)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.7)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.75)
        # Add domino scene
        self._domino = h3d.addNodes(h3d.RootNode, h3dres.dominoRes )
        # Add particle effects
        h3d.findNodes(self._domino, 'sphere', h3d.NodeTypes.Mesh)
        sphere = h3d.getNodeFindResult(0)
        self._particleSystem = h3d.addNodes(sphere, h3dres.particleSys)
        # Set particle parameter
        count = h3d.findNodes(self._particleSystem, '', h3d.NodeTypes.Emitter)
        for i in range(count):
            node = h3d.getNodeFindResult(i)
            h3d.setNodeParamF(node, h3d.Emitter.ForceF3, 1, 1.5)
            h3d.setNodeParamF(node, h3d.Emitter.EmissionRateF, 0, 200)
            h3d.setNodeParamF(node, h3d.Emitter.SpreadAngleF, 0, 45)

        # Customize post processing effects
        mat = h3d.findResource(h3d.ResTypes.Material, 'pipelines/postHDR.material.xml')
        # hdrParams: exposure, brightpass threshold, brightpass offset (see shader for description)
        h3d.setMaterialUniform(mat, 'hdrExposure', 2.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightThres', 0.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightOffset', 0.08, 0.0, 0.0, 0.0)

        self.add_camera("MainCamera", h3dres.hdrPipe)
        h3d.setNodeTransform(self.camera, -14.0, 40.0, 24.0, -50.0, -20, 1.3, 1, 1, 1)
Exemple #11
0
    def setup_scene(self):
        h3dres = self._h3dres

        self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        #h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.23, 0.23, 0.23)
        h3d.setNodeTransform(self._env, 0, -20, 0, 0, 0, 0, 20, 20, 20)
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, h3dres.skyBox)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 90, 0, 0, 50, 50, 50)

        self._knight = h3d.addNodes(h3d.RootNode, h3dres.knight)
        h3d.setNodeTransform(self._knight, 0, 0, 0, 0, 180, 0, 0.1, 0.1, 0.1)
        h3d.setupModelAnimStage(self._knight, 0, h3dres.knightAnim1, 0, '',
                                False)
        h3d.setupModelAnimStage(self._knight, 1, h3dres.knightAnim2, 0, '',
                                False)

        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat,
                                       'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 0, 15, 10, -60, 0, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 30)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 1)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.01)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 1.0)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.8)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.7)

        # Customize post processing effects
        mat = h3d.findResource(h3d.ResTypes.Material,
                               'pipelines/postHDR.material.xml')
        # hdrParams: exposure, brightpass threshold, brightpass offset (see shader for description)
        h3d.setMaterialUniform(mat, 'hdrExposure', 2.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightThres', 0.5, 0.0, 0.0, 0.0)
        h3d.setMaterialUniform(mat, 'hdrBrightOffset', 0.08, 0.0, 0.0, 0.0)

        # Attach particle system to hand joint
        self.set_particlesys(h3dres.particleSys2)
        self.add_camera("MainCamera", self.__rmode_dict[3][1])
        h3d.setNodeTransform(self.camera, -25, 14, 9, -30, -60, 5, 1, 1, 1)
Exemple #12
0
    def update_solids(self, curr_state):

        for solid_id, params in self.__solids.items():

            solid_state = curr_state.get(solid_id, [])
            nodes = params['nodes']
            scale = params['scale']
            bscale = params['bscale']
            CoM = params['com']

            # translate to CoM
            tmat1 = np.mat(np.eye(4))
            tmat1[0, 3], tmat1[1, 3], tmat1[2, 3] = -CoM
            # scale mat
            smat = np.mat(np.eye(4))
            smat[0, 0], smat[1, 1], smat[2, 2] = scale

            if len(nodes) > len(solid_state):
                # remove extra solids
                for _ in range(len(nodes) - len(solid_state)):
                    # print "remove node"
                    h3d.removeNode(nodes.pop())
            elif len(nodes) < len(solid_state):
                # add nodes
                for _ in range(len(solid_state) - len(nodes)):
                    # print "add node"
                    node = h3d.addNodes(h3d.RootNode, params['scnres'])
                    if not node:
                        print "failed to add solid node"
                        return
                    h3d.setNodeTransform(node, 0, 0, 0, 0, 0, 0, scale[0],
                                         scale[1], scale[2])
                    nodes.append(node)

            for i in range(len(solid_state)):
                node = nodes[i]
                cm, rot = solid_state[i]

                # rotation matrix
                rmat = np.mat(np.zeros((4, 4)))
                rmat[3, 3] = 1.0
                rmat[0:3, 0:3] = np.mat(rot).T + rmat[0:3, 0:3]
                # print rmat

                # translate to pos
                pos = cm * bscale
                tmat2 = np.mat(np.eye(4))
                tmat2[0, 3], tmat2[1, 3], tmat2[2, 3] = pos

                transform = (tmat2 * smat * rmat * tmat1)
                h3d.setNodeTransMat(node, transform)
Exemple #13
0
    def setup_scene(self) :
        h3dres = self._h3dres

        # Add environment
        self._env = h3d.addNodes(h3d.RootNode, h3dres.env)
        h3d.setNodeTransform(self._env, 0, 0, 0, 0, 0, 0, 0.23, 0.23, 0.23)
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, h3dres.skyBox)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 100, 50, 100)
        # Add light source
        self._light = h3d.addLightNode(h3d.RootNode, 'Light1', h3dres.lightMat, 'LIGHTING', 'SHADOWMAP')
        h3d.setNodeTransform(self._light, 50, 40, -50, -60, 130, 0, 1, 1, 1)
        h3d.setNodeParamF(self._light, h3d.Light.RadiusF, 0, 250)
        h3d.setNodeParamF(self._light, h3d.Light.FovF, 0, 90)
        h3d.setNodeParamI(self._light, h3d.Light.ShadowMapCountI, 3)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowSplitLambdaF, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ShadowMapBiasF, 0, 0.001)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 0, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 1, 0.9)
        h3d.setNodeParamF(self._light, h3d.Light.ColorF3, 2, 0.9)
        # Init character positions
        self._crowdSim.init()
        self.add_camera("MainCamera", h3dres.deferredPipe)
        h3d.setNodeTransform(self.camera, 15, 3.3, -16, 0, 130, 0, 1, 1, 1)
Exemple #14
0
    def change_skybox(self, skyres):
        if self._sky != 0:
            # remove the old sky box
            h3d.removeNode(self._sky)

        h3dres = self._h3dres
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, skyres)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 20, 20, 20)
        # Set ligth envmap
        mesh = h3d.getNodeChild(self._sky, 0)
        res = h3d.getNodeParamI(mesh, h3d.Mesh.MatResI)
        idx = self.get_smapler_by_name(res, "albedoMap")
        if idx != -1 :
            evn_map = h3d.getResParamI(res, h3d.MatRes.SamplerElem, idx, h3d.MatRes.SampTexResI)
            idx = self.get_smapler_by_name(h3dres.lightMat, "envMap")
            if idx != -1:
                h3d.setResParamI(h3dres.lightMat, h3d.MatRes.SamplerElem, idx, h3d.MatRes.SampTexResI, evn_map)
Exemple #15
0
    def change_skybox(self, skyres):
        if self._sky != 0:
            # remove the old sky box
            h3d.removeNode(self._sky)

        h3dres = self._h3dres
        # Add skybox
        self._sky = h3d.addNodes(h3d.RootNode, skyres)
        h3d.setNodeTransform(self._sky, 0, 0, 0, 0, 0, 0, 20, 20, 20)
        # Set ligth envmap
        mesh = h3d.getNodeChild(self._sky, 0)
        res = h3d.getNodeParamI(mesh, h3d.Mesh.MatResI)
        idx = self.get_smapler_by_name(res, "albedoMap")
        if idx != -1:
            evn_map = h3d.getResParamI(res, h3d.MatRes.SamplerElem, idx,
                                       h3d.MatRes.SampTexResI)
            idx = self.get_smapler_by_name(h3dres.lightMat, "envMap")
            if idx != -1:
                h3d.setResParamI(h3dres.lightMat, h3d.MatRes.SamplerElem, idx,
                                 h3d.MatRes.SampTexResI, evn_map)
 def _h3dSetupScene(self):
     h3dres = self._h3dres
     # Add terrain
     self.terrain = h3d.addNodes(h3d.RootNode, h3dres.terrain)
     # Set sun direction for ambient pass
     h3d.setMaterialUniform(h3dres.matRes, "sunDir", 1, -1, 0, 0 );