Exemple #1
0
    def __init__(self, camera, light, name, x, y, z, rx, ry, rz, sx, sy, sz,
                 cx, cy, cz):
        """
    Arguments:
      *light*
        Light instance: if None then Light.instance() will be used.
      *name*
        Name string for identification.
      *x, y, z*
        Location of the origin of the shape, stored in a uniform array.
      *rx, ry, rz*
        Rotation of shape in degrees about each axis.
      *sx, sy, sz*
        Scale in each direction.
      *cx, cy, cz*
        Offset vertices from origin in each direction.
    """
        super(Shape, self).__init__()
        self.name = name
        light = light or Light.instance()
        # uniform variables all in one array (for Shape and one for Buffer)
        self.unif = (ctypes.c_float * 60)(
            x, y, z, rx, ry, rz, sx, sy, sz, cx, cy, cz, 0.5, 0.5, 0.5, 5000.0,
            0.8, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, light.lightpos[0],
            light.lightpos[1], light.lightpos[2], light.lightcol[0],
            light.lightcol[1], light.lightcol[2], light.lightamb[0],
            light.lightamb[1], light.lightamb[2])
        """ pass to shader array of vec3 uniform variables:

    ===== ========================================== ==== ==
    vec3  description                                python
    ----- ------------------------------------------ -------
    index                                            from to
    ===== ========================================== ==== ==
       0  location                                     0   2
       1  rotation                                     3   5
       2  scale                                        6   8
       3  offset                                       9  11
       4  fog shade                                   12  14
       5  fog distance, fog alpha, shape alpha        15  17
       6  camera position                             18  20
       7  unused: custom data space                   21  23
       8  light0 position, direction vector           24  26
       9  light0 strength per shade                   27  29
      10  light0 ambient values                       30  32
      11  light1 position, direction vector           33  35
      12  light1 strength per shade                   36  38
      13  light1 ambient values                       39  41
      14  defocus dist, amount (only 2 used)          42  43
      15  defocus frame width, height (only 2 used)   45  46
      16  custom data space                           48  50
      17  custom data space                           51  53
      18  custom data space                           54  56
      19  custom data space                           57  59
    ===== ========================================== ==== ==
    """
        self.shader = None
        self.textures = []

        self.buf = []
        """self.buf contains a buffer for each part of this shape that needs
    rendering with a different Shader/Texture. self.draw() relies on objects
    inheriting from this filling buf with at least one element.
    """

        self.children = []
        self._camera = camera

        self.__init_matrices()
Exemple #2
0
  def __init__(self, camera, light, name, x, y, z,
               rx, ry, rz, sx, sy, sz, cx, cy, cz):
    """
    Arguments:
      *light*
        Light instance: if None then Light.instance() will be used.
      *name*
        Name string for identification.
      *x, y, z*
        Location of the origin of the shape, stored in a uniform array.
      *rx, ry, rz*
        Rotation of shape in degrees about each axis.
      *sx, sy, sz*
        Scale in each direction.
      *cx, cy, cz*
        Offset vertices from origin in each direction.
    """
    super(Shape, self).__init__()
    self.name = name
    light = light or Light.instance()
    # uniform variables all in one array (for Shape and one for Buffer)
    self.unif = (ctypes.c_float * 60)(
      x, y, z, rx, ry, rz,
      sx, sy, sz, cx, cy, cz,
      0.5, 0.5, 0.5, 5000.0, 0.8, 1.0,
      0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
      light.lightpos[0], light.lightpos[1], light.lightpos[2],
      light.lightcol[0], light.lightcol[1], light.lightcol[2],
      light.lightamb[0], light.lightamb[1], light.lightamb[2])
    """ pass to shader array of vec3 uniform variables:

    ===== ========================================== ==== ==
    vec3  description                                python
    ----- ------------------------------------------ -------
    index                                            from to
    ===== ========================================== ==== ==
       0  location                                     0   2
       1  rotation                                     3   5
       2  scale                                        6   8
       3  offset                                       9  11
       4  fog shade                                   12  14
       5  fog distance, fog alpha, shape alpha        15  17
       6  camera position                             18  20
       7  unused: custom data space                   21  23
       8  light0 position, direction vector           24  26
       9  light0 strength per shade                   27  29
      10  light0 ambient values                       30  32
      11  light1 position, direction vector           33  35
      12  light1 strength per shade                   36  38
      13  light1 ambient values                       39  41
      14  defocus dist, amount (only 2 used)          42  43
      15  defocus frame width, height (only 2 used)   45  46
      16  custom data space                           48  50
      17  custom data space                           51  53
      18  custom data space                           54  56
      19  custom data space                           57  59
    ===== ========================================== ==== ==

    Shape holds matrices that are updated each time it is moved or rotated
    this saves time recalculating them each frame as the Shape is drawn
    """
    self.tr1 = array([[1.0, 0.0, 0.0, 0.0],
                      [0.0, 1.0, 0.0, 0.0],
                      [0.0, 0.0, 1.0, 0.0],
                      [self.unif[0] - self.unif[9], self.unif[1] - self.unif[10], self.unif[2] - self.unif[11], 1.0]])
    """translate to position - offset"""
    s, c = sin(radians(self.unif[3])), cos(radians(self.unif[3]))
    self.rox = array([[1.0, 0.0, 0.0, 0.0],
                      [0.0, c, s, 0.0],
                      [0.0, -s, c, 0.0],
                      [0.0, 0.0, 0.0, 1.0]])
    """rotate about x axis"""
    s, c = sin(radians(self.unif[4])), cos(radians(self.unif[4]))
    self.roy = array([[c, 0.0, -s, 0.0],
                      [0.0, 1.0, 0.0, 0.0],
                      [s, 0.0, c, 0.0],
                      [0.0, 0.0, 0.0, 1.0]])
    """rotate about y axis"""
    s, c = sin(radians(self.unif[5])), cos(radians(self.unif[5]))
    self.roz = array([[c, s, 0.0, 0.0],
                      [-s, c, 0.0, 0.0],
                      [0.0, 0.0, 1.0, 0.0],
                      [0.0, 0.0, 0.0, 1.0]])
    """rotate about z axis"""
    self.scl = array([[self.unif[6], 0.0, 0.0, 0.0],
                      [0.0, self.unif[7], 0.0, 0.0],
                      [0.0, 0.0, self.unif[8], 0.0],
                      [0.0, 0.0, 0.0, 1.0]])
    """scale"""
    self.tr2 = array([[1.0, 0.0, 0.0, 0.0],
                      [0.0, 1.0, 0.0, 0.0],
                      [0.0, 0.0, 1.0, 0.0],
                      [self.unif[9], self.unif[10], self.unif[11], 1.0]])
    """translate to offset"""
    self.MFlg = True
    self.M = (ctypes.c_float * 32)(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

    self._camera = camera
    self.shader = None
    self.textures = []

    self.buf = []
    """self.buf contains a buffer for each part of this shape that needs
Exemple #3
0
  def __init__(self, camera, light, name, x, y, z,
               rx, ry, rz, sx, sy, sz, cx, cy, cz):
    """
    Arguments:
      *light*
        Light instance: if None then Light.instance() will be used.
      *name*
        Name string for identification.
      *x, y, z*
        Location of the origin of the shape, stored in a uniform array.
      *rx, ry, rz*
        Rotation of shape in degrees about each axis.
      *sx, sy, sz*
        Scale in each direction.
      *cx, cy, cz*
        Offset vertices from origin in each direction.
    """
    super(Shape, self).__init__()
    self.name = name
    light = light or Light.instance()
    # uniform variables all in one array (for Shape and one for Buffer)
    self.unif = (ctypes.c_float * 60)(
      x, y, z, rx, ry, rz,
      sx, sy, sz, cx, cy, cz,
      0.5, 0.5, 0.5, 5000.0, 0.8, 1.0,
      0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
      light.lightpos[0], light.lightpos[1], light.lightpos[2],
      light.lightcol[0], light.lightcol[1], light.lightcol[2],
      light.lightamb[0], light.lightamb[1], light.lightamb[2])
    """ pass to shader array of vec3 uniform variables:

    ===== ========================================== ==== ==
    vec3  description                                python
    ----- ------------------------------------------ -------
    index                                            from to
    ===== ========================================== ==== ==
       0  location                                     0   2
       1  rotation                                     3   5
       2  scale                                        6   8
       3  offset                                       9  11
       4  fog shade                                   12  14
       5  fog distance, fog alpha, shape alpha        15  17
       6  camera position                             18  20
       7  unused: custom data space                   21  23
       8  light0 position, direction vector           24  26
       9  light0 strength per shade                   27  29
      10  light0 ambient values                       30  32
      11  light1 position, direction vector           33  35
      12  light1 strength per shade                   36  38
      13  light1 ambient values                       39  41
      14  defocus dist, amount (only 2 used)          42  43
      15  defocus frame width, height (only 2 used)   45  46
      16  custom data space                           48  50
      17  custom data space                           51  53
      18  custom data space                           54  56
      19  custom data space                           57  59
    ===== ========================================== ==== ==
    """
    self.shader = None
    self.textures = []

    self.buf = []
    """self.buf contains a buffer for each part of this shape that needs
    rendering with a different Shader/Texture. self.draw() relies on objects
    inheriting from this filling buf with at least one element.
    """
    
    self.children = []
    self._camera = camera
    
    self.__init_matrices()
Exemple #4
0
    def __init__(self, camera, light, name, x, y, z, rx, ry, rz, sx, sy, sz,
                 cx, cy, cz):
        """
    Arguments:
      *light*
        Light instance: if None then Light.instance() will be used.
      *name*
        Name string for identification.
      *x, y, z*
        Location of the origin of the shape, stored in a uniform array.
      *rx, ry, rz*
        Rotation of shape in degrees about each axis.
      *sx, sy, sz*
        Scale in each direction.
      *cx, cy, cz*
        Offset vertices from origin in each direction.
    """
        super(Shape, self).__init__()
        self.name = name
        light = light or Light.instance()
        # uniform variables all in one array (for Shape and one for Buffer)
        self.unif = (ctypes.c_float * 60)(
            x, y, z, rx, ry, rz, sx, sy, sz, cx, cy, cz, 0.5, 0.5, 0.5, 5000.0,
            0.8, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, light.lightpos[0],
            light.lightpos[1], light.lightpos[2], light.lightcol[0],
            light.lightcol[1], light.lightcol[2], light.lightamb[0],
            light.lightamb[1], light.lightamb[2])
        """ pass to shader array of vec3 uniform variables:

    ===== ========================================== ==== ==
    vec3  description                                python
    ----- ------------------------------------------ -------
    index                                            from to
    ===== ========================================== ==== ==
       0  location                                     0   2
       1  rotation                                     3   5
       2  scale                                        6   8
       3  offset                                       9  11
       4  fog shade                                   12  14
       5  fog distance, fog alpha, shape alpha        15  17
       6  camera position                             18  20
       7  unused: custom data space                   21  23
       8  light0 position, direction vector           24  26
       9  light0 strength per shade                   27  29
      10  light0 ambient values                       30  32
      11  light1 position, direction vector           33  35
      12  light1 strength per shade                   36  38
      13  light1 ambient values                       39  41
      14  defocus dist, amount (only 2 used)          42  43
      15  defocus frame width, height (only 2 used)   45  46
      16  custom data space                           48  50
      17  custom data space                           51  53
      18  custom data space                           54  56
      19  custom data space                           57  59
    ===== ========================================== ==== ==

    Shape holds matrices that are updated each time it is moved or rotated
    this saves time recalculating them each frame as the Shape is drawn
    """
        self.tr1 = array([[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0],
                          [0.0, 0.0, 1.0, 0.0],
                          [
                              self.unif[0] - self.unif[9],
                              self.unif[1] - self.unif[10],
                              self.unif[2] - self.unif[11], 1.0
                          ]])
        """translate to position - offset"""
        s, c = sin(radians(self.unif[3])), cos(radians(self.unif[3]))
        self.rox = array([[1.0, 0.0, 0.0, 0.0], [0.0, c, s, 0.0],
                          [0.0, -s, c, 0.0], [0.0, 0.0, 0.0, 1.0]])
        """rotate about x axis"""
        s, c = sin(radians(self.unif[4])), cos(radians(self.unif[4]))
        self.roy = array([[c, 0.0, -s, 0.0], [0.0, 1.0, 0.0, 0.0],
                          [s, 0.0, c, 0.0], [0.0, 0.0, 0.0, 1.0]])
        """rotate about y axis"""
        s, c = sin(radians(self.unif[5])), cos(radians(self.unif[5]))
        self.roz = array([[c, s, 0.0, 0.0], [-s, c, 0.0, 0.0],
                          [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]])
        """rotate about z axis"""
        self.scl = array([[self.unif[6], 0.0, 0.0, 0.0],
                          [0.0, self.unif[7], 0.0, 0.0],
                          [0.0, 0.0, self.unif[8], 0.0], [0.0, 0.0, 0.0, 1.0]])
        """scale"""
        self.tr2 = array([[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0],
                          [0.0, 0.0, 1.0, 0.0],
                          [self.unif[9], self.unif[10], self.unif[11], 1.0]])
        """translate to offset"""
        self.MFlg = True
        self.M = (ctypes.c_float * 32)(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                                       0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                                       0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
                                       0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

        self._camera = camera
        self.shader = None
        self.textures = []

        self.buf = []
        """self.buf contains a buffer for each part of this shape that needs