def load(self): if self.onScreenText: return fontPath = ConfigVariableString("on-screen-debug-font", "cmtt12").value fontScale = ConfigVariableDouble("on-screen-debug-font-scale", 0.05).value color = { "black": Vec4(0, 0, 0, 1), "white": Vec4(1, 1, 1, 1), } fgColor = color[ConfigVariableString("on-screen-debug-fg-color", "white").value] bgColor = color[ConfigVariableString("on-screen-debug-bg-color", "black").value] fgColor.setW( ConfigVariableDouble("on-screen-debug-fg-alpha", 0.85).value) bgColor.setW( ConfigVariableDouble("on-screen-debug-bg-alpha", 0.85).value) font = loader.loadFont(fontPath) if not font.isValid(): print "failed to load OnScreenDebug font", fontPath font = TextNode.getDefaultFont() self.onScreenText = OnscreenText.OnscreenText(pos=(-1.0, 0.9), fg=fgColor, bg=bgColor, scale=(fontScale, fontScale, 0.0), align=TextNode.ALeft, mayChange=1, font=font) # Make sure readout is never lit or drawn in wireframe DirectUtil.useDirectRenderStyle(self.onScreenText)
def load(self): if self.onScreenText: return fontPath = config.GetString("on-screen-debug-font", "cmtt12") fontScale = config.GetFloat("on-screen-debug-font-scale", 0.05) color = { "black": Vec4(0, 0, 0, 1), "white": Vec4(1, 1, 1, 1), } fgColor = color[config.GetString("on-screen-debug-fg-color", "white")] bgColor = color[config.GetString("on-screen-debug-bg-color", "black")] fgColor.setW(config.GetFloat("on-screen-debug-fg-alpha", 0.85)) bgColor.setW(config.GetFloat("on-screen-debug-bg-alpha", 0.85)) font = loader.loadFont(fontPath) if not font.isValid(): print "failed to load OnScreenDebug font", fontPath font = TextNode.getDefaultFont() self.onScreenText = OnscreenText.OnscreenText( pos = (-1.0, 0.9), fg=fgColor, bg=bgColor, scale = (fontScale, fontScale, 0.0), align = TextNode.ALeft, mayChange = 1, font = font) # Make sure readout is never lit or drawn in wireframe DirectUtil.useDirectRenderStyle(self.onScreenText)
def load(self): if self.onScreenText: return None fontPath = config.GetString('on-screen-debug-font', 'cmtt12') fontScale = config.GetFloat('on-screen-debug-font-scale', 0.050000000000000003) color = {'black': Vec4(0, 0, 0, 1), 'white': Vec4(1, 1, 1, 1)} fgColor = color[config.GetString('on-screen-debug-fg-color', 'white')] bgColor = color[config.GetString('on-screen-debug-bg-color', 'black')] fgColor.setW( config.GetFloat('on-screen-debug-fg-alpha', 0.84999999999999998)) bgColor.setW( config.GetFloat('on-screen-debug-bg-alpha', 0.84999999999999998)) font = loader.loadFont(fontPath) if not font.isValid(): print 'failed to load OnScreenDebug font', fontPath font = TextNode.getDefaultFont() self.onScreenText = OnscreenText.OnscreenText( pos=(-1.0, 0.90000000000000002), fg=fgColor, bg=bgColor, scale=(fontScale, fontScale, 0.0), align=TextNode.ALeft, mayChange=1, font=font) DirectUtil.useDirectRenderStyle(self.onScreenText)
def load(self): if self.onScreenText: return fontPath = config.GetString('on-screen-debug-font', 'cmtt12') fontScale = config.GetFloat('on-screen-debug-font-scale', 0.05) color = {'black': Vec4(0, 0, 0, 1), 'white': Vec4(1, 1, 1, 1)} fgColor = color[config.GetString('on-screen-debug-fg-color', 'white')] bgColor = color[config.GetString('on-screen-debug-bg-color', 'black')] fgColor.setW(config.GetFloat('on-screen-debug-fg-alpha', 0.85)) bgColor.setW(config.GetFloat('on-screen-debug-bg-alpha', 0.85)) font = loader.loadFont(fontPath) if not font.isValid(): print 'failed to load OnScreenDebug font', fontPath font = TextNode.getDefaultFont() self.onScreenText = OnscreenText.OnscreenText(pos=(-1.0, 0.9), fg=fgColor, bg=bgColor, scale=(fontScale, fontScale, 0.0), align=TextNode.ALeft, mayChange=1, font=font) DirectUtil.useDirectRenderStyle(self.onScreenText)
def __init__(self, light, parent, type, lightcolor=VBase4(0.3,0.3,0.3,1), specularColor = VBase4(1), position = Point3(0,0,0), orientation = Vec3(1,0,0), constant = 1.0, linear = 0.0, quadratic = 0.0, exponent = 0.0, tag="", lence = None): ################################################################# # __init__(self, light, parent, type, # lightcolor=VBase4(0.3,0.3,0.3,1), # specularColor = VBase4(1), # position = Point3(0,0,0), # orientation = Vec3(1,0,0), # constant = 1.0, # linear = 0.0, # quadratic = 0.0, # exponent = 0.0, # tag="", # lence = None): # This constructor will create a light node inside it and upcast # this light node to itself as a nodePath. # Also, it will load a model as a reference to itself on the secene so that # user can easily recognize where is the light and can easily manipulate # by mouse picking and widget control. ################################################################# # Initialize the super class NodePath.__init__(self) # Initialize and save values self.light = light self.type = type self.lightcolor=lightcolor self.specularColor = specularColor self.position = position self.orientation = orientation self.constant = constant self.linear = linear self.quadratic = quadratic self.exponent = exponent self.lence = lence self.active = True # Attach node to self self.LightNode=parent.attachNewNode(light) self.LightNode.setTag("Metadata",tag) if(self.type=='spot'): self.LightNode.setHpr(self.orientation) self.LightNode.setPos(self.position) else: self.LightNode.setHpr(self.orientation) self.LightNode.setPos(self.position) self.assign(self.LightNode) if(self.type=='spot'): self.helpModel = loader.loadModel( "models/misc/Spotlight" ) elif(self.type=='point'): self.helpModel = loader.loadModel( "models/misc/Pointlight" ) elif(self.type=='directional'): self.helpModel = loader.loadModel( "models/misc/Dirlight" ) else: self.helpModel = loader.loadModel( "models/misc/sphere" ) self.helpModel.setColor(self.lightcolor) self.helpModel.reparentTo(self) DirectUtil.useDirectRenderStyle(self.helpModel) if not ((self.type == 'directional')or(self.type == 'point')or(self.type == 'spot')): self.helpModel.hide()
def __init__(self, light, parent, type, lightcolor=VBase4(0.3, 0.3, 0.3, 1), specularColor=VBase4(1), position=Point3(0, 0, 0), orientation=Vec3(1, 0, 0), constant=1.0, linear=0.0, quadratic=0.0, exponent=0.0, tag="", lence=None): ################################################################# # __init__(self, light, parent, type, # lightcolor=VBase4(0.3,0.3,0.3,1), # specularColor = VBase4(1), # position = Point3(0,0,0), # orientation = Vec3(1,0,0), # constant = 1.0, # linear = 0.0, # quadratic = 0.0, # exponent = 0.0, # tag="", # lence = None): # This constructor will create a light node inside it and upcast # this light node to itself as a nodePath. # Also, it will load a model as a reference to itself on the secene so that # user can easily recognize where is the light and can easily manipulate # by mouse picking and widget control. ################################################################# # Initialize the super class NodePath.__init__(self) # Initialize and save values self.light = light self.type = type self.lightcolor = lightcolor self.specularColor = specularColor self.position = position self.orientation = orientation self.constant = constant self.linear = linear self.quadratic = quadratic self.exponent = exponent self.lence = lence self.active = True # Attach node to self self.LightNode = parent.attachNewNode(light) self.LightNode.setTag("Metadata", tag) if (self.type == 'spot'): self.LightNode.setHpr(self.orientation) self.LightNode.setPos(self.position) else: self.LightNode.setHpr(self.orientation) self.LightNode.setPos(self.position) self.assign(self.LightNode) if (self.type == 'spot'): self.helpModel = loader.loadModel("models/misc/Spotlight") elif (self.type == 'point'): self.helpModel = loader.loadModel("models/misc/Pointlight") elif (self.type == 'directional'): self.helpModel = loader.loadModel("models/misc/Dirlight") else: self.helpModel = loader.loadModel("models/misc/sphere") self.helpModel.setColor(self.lightcolor) self.helpModel.reparentTo(self) DirectUtil.useDirectRenderStyle(self.helpModel) if not ((self.type == 'directional') or (self.type == 'point') or (self.type == 'spot')): self.helpModel.hide()