Esempio n. 1
0
    def calcColor(self, light, objlist):
        dest, i_obj = self.checkInter(objlist)
        occluded = self.checkShadow(dest, light, objlist)

        light2dest = vector3.nrm_vec(vector3.sub_vec(dest, light.point))
        if i_obj.radius > 0.0 :
            obj_normal = vector3.nrm_vec(vector3.sub_vec(dest,i_obj.point))
        else :
            obj_normal = i_obj.normal
        shading = -vector3.dot_vec(light2dest, obj_normal)
        if shading < 0.2 : shading = 0.2

        d_color = i_obj.color
        d_red = d_color & 255
        d_grn = (d_color>>8) & 255
        d_blu = (d_color>>16) & 255
        d_red *= shading
        d_grn *= shading
        d_blu *= shading

        if occluded > 0 :
            penalty = 128
            if d_red >= penalty : d_red -= penalty
            else : d_red = 0
            if d_grn >= penalty : d_grn -= penalty
            else : d_grn = 0
            if d_blu >= penalty : d_blu -= penalty
            else : d_blu = 0
        d_red = int(d_red)
        d_grn = int(d_grn)
        d_blu = int(d_blu)
        return (int(d_red) + (int(d_grn)<<8) + (int(d_blu)<<16))
Esempio n. 2
0
 def intersection (self, obj):
     k = 0.0
     if obj.radius > 0.0: #sphere
         o2e = vector3.sub_vec(self.point, obj.point)
         half_b = vector3.dot_vec(o2e, self.direction)
         c = vector3.dot_vec(o2e,o2e) - obj.radius*obj.radius
         if half_b*half_b - c >= 0:
             k =  -half_b - sqrt(half_b*half_b - c)
         else :
             k = 1.0e8
     else : #face
         o2e = vector3.sub_vec(self.point, obj.point)
         b = vector3.dot_vec(self.direction,obj.normal)
         if abs(b) > 1.0e-3 :
             k = -(vector3.dot_vec(o2e,obj.normal)) / b
         else :
             k = 1.0e8
     if k<0 : k = 1.0e8
     return vector3.mul_vec(self.direction, k)
Esempio n. 3
0
 def reflect(self, face, normal):
     self.point = self.intersection(face)
     '''  calc direction '''
     tmp_vec = vector3.mul_vec(normal, 2*vector3.dot_vec(self.direction, normal))
     self.direction = vector3.sub_vec(self.direction, tmp_vec)