コード例 #1
0
def _lookat(pos=vec3(0), target=vec3(0), up=vec3(0, 0, 1), roll=0.0):
    try:
        M = mat4().lookAt(pos, target, up)
    except:
        M = mat4(1)

    return M.getMat3() * mat3().rotation(radians(roll), vec3(0, 0, 1))
コード例 #2
0
ファイル: lookat.py プロジェクト: npinto/cgkit
def _lookat(pos=vec3(0), target=vec3(0), up=vec3(0,0,1), roll=0.0):
    try:
        M = mat4().lookAt(pos, target, up)
    except:
        M = mat4(1)

    return M.getMat3()*mat3().rotation(radians(roll), vec3(0,0,1))
コード例 #3
0
ファイル: material3ds.py プロジェクト: behnam/cgkit
    def __init__(self,
                 name="Material3DS",
                 ambient = (0,0,0,0),
                 diffuse = (1.0, 1.0, 1.0, 1.0),
                 specular = (1.0, 1.0, 1.0, 1.0),
                 shininess = 1,
                 shin_strength = 0,
                 use_blur = 0,
                 transparency = 0.0,
                 falloff = 0,
                 additive = 0,
                 use_falloff = 0,
                 self_illum = False,
                 self_ilpct = 0.0,
                 shading = 0,
                 soften = 0,
                 face_map = 0,
                 two_sided = 0,
                 map_decal = 0,
                 use_wire = 0,
                 use_wire_abs = 0,
                 wire_size = 0,
                 density = 1.0,
                 texture1_map = None,
                 texture1_mask = None,
                 texture2_map = None,
                 texture2_mask = None,
                 opacity_map = None,
                 opacity_mask = None,
                 bump_map = None,
                 bump_mask = None,
                 specular_map = None,
                 specular_mask = None,
                 shininess_map = None,
                 shininess_mask = None,
                 self_illum_map = None,
                 self_illum_mask = None,
                 reflection_map = None,
                 reflection_mask = None,

                 bump_size = 1.0   # Extra parameter to control the bump map
                 ):

        Material.__init__(self, name=name, density=density)

        self.ambient = ambient
        self.diffuse = diffuse
        self.specular = specular
        self.shininess = shininess
        self.shin_strength = shin_strength
        self.transparency = transparency
        self.self_illum = self_illum
        self.self_ilpct = self_ilpct
        self.texture1_map = texture1_map
        self.texture1_mask = texture1_mask
        self.texture2_map = texture2_map
        self.texture2_mask = texture2_mask
        self.opacity_map = opacity_map
        self.opacity_mask = opacity_mask
        self.bump_map = bump_map
        self.bump_mask = bump_mask
        self.specular_map = specular_map
        self.specular_mask = specular_mask
        self.shininess_map = shininess_map
        self.shininess_mask = shininess_mask
        self.self_illum_map = self_illum_map
        self.self_illum_mask = self_illum_mask
        self.reflection_map = reflection_map
        self.reflection_mask = reflection_mask
        self.bump_size = bump_size

        if texture1_map==None:
            self._gltexture = None
            glambient = ambient
            gldiffuse = diffuse
        else:
            map = texture1_map
            T = mat4(1,0,0,-map.offset[0]-0.5, 0,-1,0,0.5-map.offset[1], 0,0,1,0, 0,0,0,1)
            a = sl.radians(map.rotation)
            ca = math.cos(a)
            sa = math.sin(a)
            R = mat4(ca,-sa,0,0, sa,ca,0,0, 0,0,1,0, 0,0,0,1)
            S = mat4(map.scale[0],0,0,0.5, 0,map.scale[1],0,0.5, 0,0,1,0, 0,0,0,1)
            self._gltexture = GLTexture(imagename = map.name,
                                        mode = GL_MODULATE,
#                                        transform = mat4().scaling(vec3(1,-1,1))
                                        transform = S*R*T
                                        )
            glambient = map.percent*vec4(1,1,1,1) + (1-map.percent)*vec4(ambient)
            gldiffuse = map.percent*vec4(1,1,1,1) + (1-map.percent)*vec4(diffuse)

        self._glmaterial = GLMaterial(ambient = glambient,
                                      diffuse = gldiffuse,
                                      specular = shin_strength*specular,
                                      shininess = 25*shininess,
                                      texture = self._gltexture
                                      )
コード例 #4
0
ファイル: material3ds.py プロジェクト: Princu/Imagica
    def __init__(
            self,
            name="Material3DS",
            ambient=(0, 0, 0, 0),
            diffuse=(1.0, 1.0, 1.0, 1.0),
            specular=(1.0, 1.0, 1.0, 1.0),
            shininess=1,
            shin_strength=0,
            use_blur=0,
            transparency=0.0,
            falloff=0,
            additive=0,
            use_falloff=0,
            self_illum=False,
            self_ilpct=0.0,
            shading=0,
            soften=0,
            face_map=0,
            two_sided=0,
            map_decal=0,
            use_wire=0,
            use_wire_abs=0,
            wire_size=0,
            density=1.0,
            texture1_map=None,
            texture1_mask=None,
            texture2_map=None,
            texture2_mask=None,
            opacity_map=None,
            opacity_mask=None,
            bump_map=None,
            bump_mask=None,
            specular_map=None,
            specular_mask=None,
            shininess_map=None,
            shininess_mask=None,
            self_illum_map=None,
            self_illum_mask=None,
            reflection_map=None,
            reflection_mask=None,
            bump_size=1.0  # Extra parameter to control the bump map
    ):

        Material.__init__(self, name=name, density=density)

        self.ambient = ambient
        self.diffuse = diffuse
        self.specular = specular
        self.shininess = shininess
        self.shin_strength = shin_strength
        self.transparency = transparency
        self.self_illum = self_illum
        self.self_ilpct = self_ilpct
        self.texture1_map = texture1_map
        self.texture1_mask = texture1_mask
        self.texture2_map = texture2_map
        self.texture2_mask = texture2_mask
        self.opacity_map = opacity_map
        self.opacity_mask = opacity_mask
        self.bump_map = bump_map
        self.bump_mask = bump_mask
        self.specular_map = specular_map
        self.specular_mask = specular_mask
        self.shininess_map = shininess_map
        self.shininess_mask = shininess_mask
        self.self_illum_map = self_illum_map
        self.self_illum_mask = self_illum_mask
        self.reflection_map = reflection_map
        self.reflection_mask = reflection_mask
        self.bump_size = bump_size

        if texture1_map == None:
            self._gltexture = None
            glambient = ambient
            gldiffuse = diffuse
        else:
            map = texture1_map
            T = mat4(1, 0, 0, -map.offset[0] - 0.5, 0, -1, 0,
                     0.5 - map.offset[1], 0, 0, 1, 0, 0, 0, 0, 1)
            a = sl.radians(map.rotation)
            ca = math.cos(a)
            sa = math.sin(a)
            R = mat4(ca, -sa, 0, 0, sa, ca, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
            S = mat4(map.scale[0], 0, 0, 0.5, 0, map.scale[1], 0, 0.5, 0, 0, 1,
                     0, 0, 0, 0, 1)
            self._gltexture = GLTexture(
                imagename=map.name,
                mode=GL_MODULATE,
                #                                        transform = mat4().scaling(vec3(1,-1,1))
                transform=S * R * T)
            glambient = map.percent * vec4(
                1, 1, 1, 1) + (1 - map.percent) * vec4(ambient)
            gldiffuse = map.percent * vec4(
                1, 1, 1, 1) + (1 - map.percent) * vec4(diffuse)

        self._glmaterial = GLMaterial(ambient=glambient,
                                      diffuse=gldiffuse,
                                      specular=shin_strength * specular,
                                      shininess=25 * shininess,
                                      texture=self._gltexture)