コード例 #1
0
ファイル: grid.py プロジェクト: sb-blueprint/kivy3
    def _build_grid(self):
        axes = 2
        v_idx = 0
        for axis in range(axes):
            # number of lines to draw
            num_lines = int(self.size[axis] / self.spacing) + 1

            for line_idx in range(num_lines):
                # work out starting and ending positions
                start_x = -(self.size[axis] / 2) + (line_idx * self.spacing)
                start_y = -(self.size[1 - axis] / 2)
                end_x = start_x
                end_y = start_y + self.size[1 - axis]

                if axis == 0:
                    v_front = Vector3(start_x, start_y, 0)
                    v_back = Vector3(end_x, end_y, 0)
                elif axis == 1:
                    v_front = Vector3(start_y, start_x, 0)
                    v_back = Vector3(end_y, end_x, 0)

                self.vertices.append(v_front)
                self.vertices.append(v_back)

                self.lines.append(Line2(a=v_idx, b=v_idx + 1))
                v_idx += 2
コード例 #2
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 def test_sub(self):
     v1 = Vector3(4, 5, 6)
     v2 = Vector3(1, 2, 3)
     v = v1 - v2
     self.assertEqual(v, [3, 3, 3])
     v1.sub(v2)
     self.assertEqual(v1, [3, 3, 3])
     self.assertEqual(v - 3, [0, 0, 0])
コード例 #3
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 def test_minmax(self):
     v = Vector3(6, 7, 4)
     v1 = Vector3(3, 5, 8)
     v.min(v1)
     self.assertEqual(v, [3, 5, 4])
     v2 = Vector3(1, 7, 6)
     v.max(v2)
     self.assertEqual(v, [3, 7, 6])
コード例 #4
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 def test_add(self):
     v1 = Vector3(1, 2, 3)
     v2 = Vector3(4, 5, 6)
     v = v1 + v2
     self.assertEqual(v, [5, 7, 9])
     v1.add(v2)
     self.assertEqual(v1, [5, 7, 9])
     self.assertEqual(v + 2, [7, 9, 11])
コード例 #5
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 def test_angle(self):
     v1 = Vector3(0, 0, 1)
     v2 = Vector3(0, 1, 0)
     angle = v1.angle(v2)
     self.assertEqual(math.degrees(angle), 90.0)
     v1 = Vector3(0, 0, 1)
     v2 = Vector3(0, 0, -1)
     angle = v1.angle(v2)
     self.assertEqual(math.degrees(angle), 180.0)
コード例 #6
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 def calculate_normal(self, face):
     """
     Calculate and return the normal to the plane on a given face.
     Normal points in direction according right-hand rule.
     :param face:
     :return:
     """
     vec_a = self.vertices[face.a]
     vec_b = self.vertices[face.b]
     vec_c = self.vertices[face.c]
     b_minus_a = Vector3.sub_vectors(vec_b, vec_a)
     c_minus_a = Vector3.sub_vectors(vec_c, vec_a)
     b_minus_a.cross(c_minus_a)
     normal = b_minus_a
     return normal
コード例 #7
0
ファイル: shapes.py プロジェクト: knoellle/lightrider
 def __init__(self, material, size=(1, 1, 1), **kw):
     super(Cube, self).__init__(**kw)
     self.material = material
     self.vertex_format = kw.pop("vertex_format", DEFAULT_VERTEX_FORMAT)
     self.mode = kw.pop("mode", "lines")
     self.size = Vector3(size)
     self.create_mesh()
コード例 #8
0
ファイル: prism.py プロジェクト: sb-blueprint/kivy3
    def _build_polygon(self, radius, z, segments=32, reverse_vertex_order=False):
        """
        Generate a polygon given number of segments and radius

        :param radius:
        :param z:
        :param segments:
        :param reverse_vertex_order:
        :return:
        """
        vertex_start_index = len(self.vertices)

        for i in range(segments):
            angle = (math.pi / 2) + (i  / segments) * 2 * math.pi

            x = radius * math.cos(angle)
            y = radius * math.sin(angle)

            vertex = Vector3(x, y, z)
            self.vertices.append(vertex)

            if i >= 2:
                if reverse_vertex_order:
                    face = Face3(vertex_start_index + i,
                                 vertex_start_index + i-1,
                                 vertex_start_index)
                else:
                    face = Face3(vertex_start_index,
                                 vertex_start_index + i - 1,
                                 vertex_start_index + i)

                normal = self.calculate_normal(face)
                face.vertex_normals = [normal, normal, normal]
                self.faces.append(face)
コード例 #9
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    def build_vertices_flat(self, radius, sectors, stacks):
        sector_step = 2 * math.pi / sectors
        stack_step = math.pi / stacks

        # compute all vertices first, each vertex contains (x, y, z) except normal
        for i in range(stacks):
            stack_angle = (math.pi / 2) - (i * stack_step
                                           )  # range: pi/2 -> -pi/2
            xy = radius * math.cos(stack_angle)  # r * cos(u)
            z = radius * math.sin(stack_angle)  # r * sin(u)

            # add (sectors + 1) vertices per stack
            for j in range(sectors):
                sector_angle = j * sector_step  # from 0 to 2pi

                vec = Vector3(
                    xy * math.cos(sector_angle),  # x = r * cos(u) * cos(v)
                    xy * math.sin(sector_angle),  # y = r * cos(u) * sin(v)
                    z)  # z = r * sin(u)
                self.vertices.append(vec)

        index = 0
        for i in range(stacks):
            vi_1 = i * (sectors + 1)
            vi_2 = (i + 1) * (sectors + 1)
コード例 #10
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    def _build_mesh(self, stl_mesh):

        for i in range(stl_mesh.attr.size):
            for j in range(3):
                v = Vector3(stl_mesh.vectors[i][j][0],
                            stl_mesh.vectors[i][j][1],
                            stl_mesh.vectors[i][j][2])
                self.vertices.append(v)

            f_index = i * 3
            face3 = Face3(f_index, f_index + 1, f_index + 2)
            face3.normal = Vector3(stl_mesh.normals[i][0],
                                   stl_mesh.normals[i][1],
                                   stl_mesh.normals[i][2])
            face3.vertex_normals = [face3.normal, face3.normal, face3.normal]
            self.faces.append(face3)
コード例 #11
0
ファイル: mesh.py プロジェクト: knoellle/lightrider
 def create_mesh(self):
     """ Create real mesh object from the geometry and material """
     vertices = []
     indices = []
     idx = 0
     for face in self.geometry.faces:
         for i, k in enumerate(['a', 'b', 'c']):
             v_idx = getattr(face, k)
             vertex = self.geometry.vertices[v_idx]
             vertices.extend(vertex)
             try:
                 normal = face.vertex_normals[i]
             except IndexError:
                 normal = Vector3([0, 0, 0])
             vertices.extend(normal)
             try:
                 tex_coords = self.geometry.face_vertex_uvs[0][idx]
                 vertices.extend(tex_coords)
             except IndexError:
                 vertices.extend([0, 0])
             indices.append(idx)
             idx += 1
     kw = {
         "vertices": vertices,
         "indices": indices,
         "fmt": self.vertex_format,
         "mode": self.mode
     }
     if self.material.map:
         kw["texture"] = self.material.map
     self._mesh = KivyMesh(**kw)
コード例 #12
0
ファイル: mesh.py プロジェクト: sulik011/pong
 def create_mesh(self):
     """ Create real mesh object from the geometry and material """
     vertices = []
     indices = []
     idx = 0
     for face in self.geometry.faces:
         for i, k in enumerate(['a', 'b', 'c']):
             v_idx = getattr(face, k)
             vertex = self.geometry.vertices[v_idx]
             vertices.extend(vertex)
             try:
                 normal = face.vertex_normals[i]
             except IndexError:
                 normal = Vector3([0, 0, 0])
             vertices.extend(normal)
             try:
                 tex_coords = self.geometry.face_vertex_uvs[0][idx]
                 vertices.extend(tex_coords)
             except IndexError:
                 vertices.extend([0, 0])
             indices.append(idx)
             idx += 1
     if idx >= 65535 - 1:
         msg = 'Mesh must not contain more than 65535 indices, {} given'
         raise ValueError(msg.format(idx + 1))
     kw = dict(
         vertices=vertices,
         indices=indices,
         fmt=self.vertex_format,
         mode=self.mesh_mode
     )
     if self.material.map:
         kw['texture'] = self.material.map
     self._mesh = KivyMesh(**kw)
コード例 #13
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    def build_sphere(self, radius, sectors, stacks):

        for i in range(stacks):
            stack_angle = math.pi * ((1 / 2) - (i / stacks))
            xy = radius * math.cos(stack_angle)
            z = radius * math.sin(stack_angle)

            # add(sectorCount + 1) vertices per stack
            # the first and last vertices have same position and normal, but different tex coords
            for j in range(sectors):
                sector_angle = j * 2 * math.pi / sectors

                # vertex position x y z
                x = xy * math.cos(sector_angle)
                y = xy * math.sin(sector_angle)
                vec = Vector3(x, y, z)
                self.vertices.append(vec)

                # normals
                # length_inv = 1 / radius
                # nx = x * length_inv
                # ny = y * length_inv
                # nz = z * length_inv
                # normal = Vector3(nx, ny, nz)
                # self.normals.append(normal)

                # tex coords (s, t) range between [0, 1]
                # TODO: https://www.songho.ca/opengl/gl_sphere.html

        for i in range(stacks):
            k_1 = i * (sectors)  # beginning of current stack
            k_2 = k_1 + sectors  # beginning of next stack

            for j in range(sectors):
                # faces
                #
                # if i = 0:
                #     face = Face3(0, k_2)
                #
                if i != 0:
                    face = Face3(k_1, k_2, k_1 + 1)
                    # normal = self.calculate_normal(face)
                    # face.vertex_normals = [normal, normal, normal]
                    self.faces.append(face)

                if i != (stacks - 1):
                    face = Face3(k_1 + 1, k_2, k_2 + 1)
                    # normal = self.calculate_normal(face)
                    # face.vertex_normals = [normal, normal, normal]
                    self.faces.append(face)

                k_1 += 1
                k_2 += 1

        for face in self.faces:
            if face.a > len(self.vertices) \
                    or face.b > len(self.vertices) \
                    or face.c > len(self.vertices):
                print(face)
コード例 #14
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 def test_create(self):
     v = Vector3(1, 2, 3)
     self.assertEquals(v[0], 1)
     self.assertEquals(v[1], 2)
     self.assertEquals(v[2], 3)
     v = Vector3([4, 5, 6])
     self.assertEquals(v[0], 4)
     self.assertEquals(v[1], 5)
     self.assertEquals(v[2], 6)
     try:
         Vector3(1, 2, 3, 4)
         assert False, "This shold not reached"
     except:
         pass
     try:
         Vector3([3, 4, 2, 1])
         assert False, "This shold not reached"
     except:
         pass
コード例 #15
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 def create_mesh(self):
     """ Create real mesh object from the geometry and material """
     vertices = [Vector3([0, 0, 0])]
     indices = [0]
     a = math.radians(360 / self.num_points)
     for i in range(self.num_points):
         vertices.append(
             Vector3([
                 math.cos(a * i) * self.radius, 0,
                 math.sin(a * i) * self.radius
             ]))
         indices.append(len(indices))
     kw = {
         "vertices": vertices,
         "indices": indices,
         "fmt": self.vertex_format,
         "mode": "triangle_fan"
     }
     # if self.material.map:
     #     kw["texture"] = self.material.map
     self._mesh = KivyMesh(**kw)
コード例 #16
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 def _build_msh(self):
     for v in self.msh_vertices:
         v0 = Vector3(v[0] * 0.4, v[1] * 0.4, v[2] * 0.4)
         self.vertices.append((v0[0], v0[1], v0[2]))
     print len(self.vertices)
     n_idx = 0
     for f in self.msh_faces:
         face3 = Face3(*f)
         normal = self.msh_normals[n_idx]
         #face3.vertex_normals = [normal, normal, normal]
         face3.normal = normal
         n_idx += 1
         self.faces.append(face3)
コード例 #17
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    def _build_tri(self):

        for v in self._tri_vertices:
            v = Vector3(0.5 * v[0] * self.w, 0.5 * v[1] * self.h,
                        0.5 * v[2] * self.d)
            self.vertices.append(v)

        n_idx = 0
        for f in self._tri_faces:
            face3 = Face3(*f)
            normal = self._tri_normals[n_idx / 2]
            face3.vertex_normals = [normal, normal, normal]
            n_idx += 1
            self.faces.append(face3)
コード例 #18
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    def _build_box(self):

        for v in self._cube_vertices:
            v = Vector3(0.5 * v[0] * self.w, 0.5 * v[1] * self.h,
                        0.5 * v[2] * self.d)
            self.vertices.append(v)

        n_idx = 0
        for f in self._cube_faces:
            face3 = Face3(*f)
            normal = self._cube_normals[floor(n_idx / 2)]
            face3.vertex_normals = [normal, normal, normal]
            n_idx += 1
            self.faces.append(face3)
コード例 #19
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    def test_attributes(self):
        v = Vector3(0, 0, 0)
        v.x = 4
        self.assertEqual(v[0], v.x)
        self.assertEqual(v[0], 4)

        v.z = 6
        self.assertEqual(v[2], v.z)
        self.assertEqual(v[2], 6)

        try:
            t = v.v
            assert False, "executing of this string is error"
        except AttributeError:
            pass
コード例 #20
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    def __init__(self, **kwargs):
        super(My3DScreen, self).__init__(**kwargs)

        self.look_at = Vector3(0, 0, -1)

        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        #root = FloatLayout()
        self.camera = PerspectiveCamera(75, 0.3, 1, 1000)
        self.radius = 10
        self.phi = 90
        self.theta = 0
        self._touches = []
        self.camera.pos.z = self.radius
        self.camera.look_at((0, 0, 0))
コード例 #21
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ファイル: shapes.py プロジェクト: knoellle/lightrider
    def create_mesh(self):
        """ Create real mesh object from the geometry and material """
        vertices = []
        indices = [0, 1, 2, 3]

        # define basis vectors
        if self.orientation == "x":
            bx = Vector3([0, 0, -1])
            by = Vector3([0, -1, 0])
            normal = Vector3([-1, 0, 0])
        elif self.orientation == "y":
            bx = Vector3([-1, 0, 0])
            by = Vector3([0, 0, -1])
            normal = Vector3([0, 1, 0])
        else:
            bx = Vector3([-1, 0, 0])
            by = Vector3([0, -1, 0])
            normal = Vector3([0, 0, 1])

        bx = bx * 0.5 * self.width
        by = by * 0.5 * self.height

        vertices.extend(list(bx * -1 + by * -1) + list(normal) + [0, 0])
        vertices.extend(list(bx * 1 + by * -1) + list(normal) + [1, 0])
        vertices.extend(list(bx * 1 + by * 1) + list(normal) + [1, 1])
        vertices.extend(list(bx * -1 + by * 1) + list(normal) + [0, 1])

        kw = {
            "vertices": vertices,
            "indices": indices,
            "fmt": self.vertex_format,
            "mode": self.mode
        }
        if self.material.map:
            kw["texture"] = self.material.map
        self._mesh = KivyMesh(**kw)
コード例 #22
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    def build(self):
        self.look_at = Vector3(0, 0, -1)
        root = FloatLayout()
        self.renderer = Renderer(shader_file=shader_file)
        scene = Scene()
        self.camera = PerspectiveCamera(75, 1, 1, 1000)
        self.camera.pos.z = 5
        loader = OBJMTLLoader()
        obj = loader.load(obj_file, mtl_file)
        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

        scene.add(*obj.children)

        self.renderer.render(scene, self.camera)
        self.orion = scene.children[0]

        root.add_widget(self.renderer)
        self.renderer.bind(size=self._adjust_aspect)
        Clock.schedule_interval(self._rotate_obj, 1 / 20)
        return root
コード例 #23
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 def test_divide(self):
     v1 = Vector3(6, 4, 8)
     v2 = Vector3(2, 2, 2)
     self.assertEqual(v1 / v2, [3., 2., 4.])
     v1.divide(v2)
     self.assertEqual(v1, [3., 2., 4.])
コード例 #24
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    def test_distance(self):
        v1 = Vector3(2, 1, 6)
        v2 = Vector3(2, 5, 6)

        self.assertEqual(v1.distance(v2), 4)
コード例 #25
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ファイル: face3.py プロジェクト: sulik011/pong
 def __init__(self, a, b, c, normal=None):
     self.a = a
     self.b = b
     self.c = c
     self.normal = normal or Vector3(0, 0, 0)  # face normal
     self.vertex_normals = []  # vertices normals
コード例 #26
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 def test_multiply(self):
     v1 = Vector3(5, 6, 7)
     v2 = Vector3(2, 2, 2)
     self.assertEqual(v1 * v2, [10., 12., 14.])
     v1.multiply(v2)
     self.assertEqual(v1, [10., 12., 14.])
コード例 #27
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    def test_length(self):
        v = Vector3(3, 12, 4)
        v = Vector3(12, 4, 3)

        self.assertEqual(v.length(), 13)
        self.assertEqual(v.length_sq(), 13 * 13)
コード例 #28
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 def test_negate(self):
     v = Vector3(2, 2, 2)
     v.negate()
     self.assertEqual(v, [-2, -2, -2])
コード例 #29
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 def test_clamp(self):
     v1 = Vector3(1, 2, 3)
     v2 = Vector3(3, 4, 6)
     v = Vector3(0, 5, 4)
     v.clamp(v1, v2)
     self.assertEqual(v, [1, 4, 4])
コード例 #30
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    def make_3d(self, clock=None):

        #self.root = FloatLayout()
        self.renderer = Renderer()
        self.renderer.set_clear_color((.2, .2, .2, 1.))

        self.scene = Scene()

        #geometry = BoxGeometry(0.5, 0.5, 0.5)
        geometry = SphereGeometry(0.1)
        material = Material(color=(0., 0., 1.),
                            diffuse=(1., 1., 0.),
                            specular=(.35, .35, .35))
        """
        a = 5
        liste = []
        i = 0
        for z in range(-5, -35, -1):
            for x in range(-5, 5):
                liste.append(Mesh(geometry, material))
                liste[-1].pos.x = x
                liste[-1].pos.y = -i
                liste[-1].pos.z = z
                print(x, -i, z)
                self.scene.add(liste[-1])
            i+=1
        """
        #!erster test für errecnete Daten
        liste = []
        for z in range(0, int(Global.config["maxy"])):
            #for z in range(0, 10):
            #i = 0
            test = calculationClass.find_mistakes_along_x_axis(z)
            #print(test)
            for x, y, rad in calculationClass.find_mistakes_along_x_axis(z):
                #for x, y in [[1, 2], [2, 0], [2.314, 5], [3, 0], [3.123, 4]]:
                #for x, y in [[1, 2], [2, 0], [3, 0]]:
                #for x in [8.06158101842821, 4.06158101842821, 0.09813725490196079]:
                #for x in test[:][0]:
                #for line in test[:10]:
                #x = line[0]
                x = float(x)
                y = float(y)
                #x = 8.06158101842821
                #new_list.append([x, y, z, rad])
                rad = 1
                #y = 0
                z += 5
                liste.append(Mesh(geometry, material))
                #liste[-1].pos.x = x - 8
                liste[-1].pos.x = -z
                liste[-1].pos.y = y
                liste[-1].pos.z = x
                #print(x, y, z)
                self.scene.add(liste[-1])
                #i += 1

        self.renderer.render(self.scene, self.camera)

        self.renderer.bind(size=self._adjust_aspect)

        self.layout.add_widget(self.renderer)

        print(liste[0])
        print(liste[0].pos)
        #self.look_at = liste[0].pos

        #self.look_at.x = liste[0][0]
        #self.look_at.y = liste[0][1]
        #self.look_at.z = liste[0][2]
        #self.camera.look_at(self.look_at)
        #test = (liste[0][0], liste[0][1], liste[0][2])
        #a = tuple(liste[0].pos)
        #print(a)
        #self.camera.look_at(a)
        #self.look_at.x = liste[0].pos.x
        #self.look_at.y = liste[0].pos.y
        #self.look_at.z = liste[0].pos.z
        self.look_at = Vector3(0, 0, -1)

        #self.camera.look_at(self.look_at)

        #self.add_widget(self.root)
        print("here")