def __init__(self): self.testTexture = loader.loadTexture("maps/envir_reeds.png") self.accept("1", self.toggleTex) self.accept("2", self.toggleLightsSide) self.accept("3", self.toggleLightsUp) self.LightsOn = False self.LightsOn1 = False slight = Spotlight('slight') slight.setColor(Vec4(1, 1, 1, 1)) lens = PerspectiveLens() slight.setLens(lens) self.slnp = render.attachNewNode(slight.upcastToLensNode()) self.slnp1 = render.attachNewNode(slight.upcastToLensNode())
def __init__(self): self.testTexture=loader.loadTexture("maps/envir_reeds.png") self.accept("1", self.toggleTex) self.accept("2", self.toggleLightsSide) self.accept("3", self.toggleLightsUp) self.LightsOn=False self.LightsOn1=False slight = Spotlight('slight') slight.setColor(Vec4(1, 1, 1, 1)) lens = PerspectiveLens() slight.setLens(lens) self.slnp = render.attachNewNode(slight.upcastToLensNode()) self.slnp1= render.attachNewNode(slight.upcastToLensNode())
#just make another branch connected to this one with a small variation in direction makeFractalTree(bodydata, nodePath,length,newPos, numIterations-1,numCopies,smallRandomAxis(vecList)) else: drawBody(nodePath,bodydata, pos, vecList, length.getX(),False) drawLeaf(nodePath,bodydata, pos,vecList) alight = AmbientLight('alight') alight.setColor(Vec4(0.5, 0.5, 0.5, 1)) alnp = render.attachNewNode(alight) render.setLight(alnp) slight = Spotlight('slight') slight.setColor(Vec4(1, 1, 1, 1)) lens = PerspectiveLens() slight.setLens(lens) slnp = render.attachNewNode(slight.upcastToLensNode()) render.setLight(slnp) slnp.setPos(0, 0,40) #rotating light to show that normals are calculated correctly def updateLight(task): global slnp currPos=slnp.getPos() currPos.setX(100*math.cos(task.time)/2) currPos.setY(100*math.sin(task.time)/2) slnp.setPos(currPos)