コード例 #1
0
def paintArrow(img: ti.template(),
               orig,
               dir,
               color=1,
               width=3,
               max_size=12,
               min_scale=0.4):
    res = ts.vec(*img.shape)
    I = orig * res
    D = dir * res
    J = I + D
    DL = ts.length(D)
    S = min(max_size, DL * min_scale)
    DS = D / (DL + 1e-4) * S
    SW = S + width
    D1 = ti.Matrix.rotation2d(+math.pi * 3 / 4) @ DS
    D2 = ti.Matrix.rotation2d(-math.pi * 3 / 4) @ DS
    bmin, bmax = ti.floor(max(0,
                              min(I, J) - SW)), ti.ceil(
                                  min(res - 1,
                                      max(I, J) + SW))
    for P in ti.grouped(ti.ndrange((bmin.x, bmax.x), (bmin.y, bmax.y))):
        c0 = ts.smoothstep(abs(sdLine(I, J, P)), width, width / 2)
        c1 = ts.smoothstep(abs(sdLine(J, J + D1, P)), width, width / 2)
        c2 = ts.smoothstep(abs(sdLine(J, J + D2, P)), width, width / 2)
        ti.atomic_max(img[P], max(c0, c1, c2) * color)
コード例 #2
0
def render_line(model, camera, face, w0=0, w1=1):
    posa, posb = face.pos   # Position
    texa, texb = face.tex   # TexCoord
    nrma, nrmb = face.nrm   # Normal

    clra = [posa, texa, nrma]
    clrb = [posb, texb, nrmb]

    A = camera.uncook(posa)
    B = camera.uncook(posb)

    M = int(ti.floor(min(A, B) - 1))
    N = int(ti.ceil(max(A, B) + 1))
    M = ts.clamp(M, 0, ti.Vector(camera.fb.res))
    N = ts.clamp(N, 0, ti.Vector(camera.fb.res))

    B_A = (B - A).normalized()

    for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))):
        udf = abs((X - A).cross(B_A))
        if udf >= w1:
            continue

        strength = ts.smoothstep(udf, w1, w0)
        color = ts.vec3(strength)
        camera.img[X] += color
コード例 #3
0
def ballBoundReflect(pos, vel, center, radius):
    ret = vel
    above = tl.distance(pos, center) - radius
    if above <= 0:
        normal = tl.normalize(pos - center)
        NoV = tl.dot(vel, normal) - 6 * tl.smoothstep(above, 0, -0.1)
        if NoV < 0:
            ret -= NoV * normal
    return ret
コード例 #4
0
ファイル: tr_object.py プロジェクト: zhaoyueyi/TaichiRenderer
 def render(self, renderer):
     width = 1
     A = self.begin
     B = self.end
     A, B = min(A, B), max(A, B)
     mold = tg.normalize(B - A)
     for X in ti.grouped(
             ti.ndrange((A.x - width, B.x + width),
                        (A.y - width, B.y + width))):
         udf = abs(tg.cross(X - A, mold))
         renderer.image[int(X)] = tg.vec3(tg.smoothstep(udf, width, 0))
コード例 #5
0
def ballBoundReflect(pos, vel, center, radius, anti_fall=0, anti_depth=0.1):
    ret = vel
    above = tl.distance(pos, center) - radius
    if above <= 0:
        normal = tl.normalize(pos - center)
        NoV = tl.dot(vel, normal)
        if ti.static(anti_fall):
            NoV -= anti_fall * tl.smoothstep(above, 0, -anti_depth)
        if NoV < 0:
            ret -= NoV * normal
    return ret
コード例 #6
0
 def do_render(self, scene):
     W = 1
     A = scene.uncook_coor(scene.camera.untrans_pos(self.a))
     B = scene.uncook_coor(scene.camera.untrans_pos(self.b))
     M, N = int(ti.floor(min(A, B) - W)), int(ti.ceil(max(A, B) + W))
     for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))):
         P = B - A
         udf = (ts.cross(X, P) + ts.cross(B, A))**2 / P.norm_sqr()
         XoP = ts.dot(X, P)
         AoB = ts.dot(A, B)
         if XoP > B.norm_sqr() - AoB:
             udf = (B - X).norm_sqr()
         elif XoP < AoB - A.norm_sqr():
             udf = (A - X).norm_sqr()
         if udf < 0:
             scene.img[X] = ts.vec3(1.0)
         elif udf < W**2:
             t = ts.smoothstep(udf, 0, W**2)
             ti.atomic_min(scene.img[X], ts.vec3(t))
コード例 #7
0
    def do_render(self, scene):
        a = scene.camera.untrans_pos(self.a)
        b = scene.camera.untrans_pos(self.b)
        c = scene.camera.untrans_pos(self.c)
        A = scene.uncook_coor(a)
        B = scene.uncook_coor(b)
        C = scene.uncook_coor(c)
        B_A = B - A
        C_B = C - B
        A_C = A - C
        ilB_A = 1 / ts.length(B_A)
        ilC_B = 1 / ts.length(C_B)
        ilA_C = 1 / ts.length(A_C)
        B_A *= ilB_A
        C_B *= ilC_B
        A_C *= ilA_C
        BxA = ts.cross(B, A) * ilB_A
        CxB = ts.cross(C, B) * ilC_B
        AxC = ts.cross(A, C) * ilA_C
        normal = ts.normalize(ts.cross(a - c, a - b))
        light_dir = scene.camera.untrans_dir(scene.light_dir[None])
        pos = (a + b + c) * (1 / 3)
        dir = ts.vec3(0.0)
        color = scene.opt.render_func(pos, normal, dir, light_dir)
        color = scene.opt.pre_process(color)

        W = 0.4
        M, N = int(ti.floor(min(A, B, C) - W)), int(ti.ceil(max(A, B, C) + W))
        for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))):
            AB = ts.cross(X, B_A) + BxA
            BC = ts.cross(X, C_B) + CxB
            CA = ts.cross(X, A_C) + AxC
            udf = max(AB, BC, CA)
            if udf < 0:
                scene.img[X] = color
            elif udf < W:
                t = ts.smoothstep(udf, W, 0)
                ti.atomic_max(scene.img[X], t * color)
コード例 #8
0
ファイル: mkimages.py プロジェクト: taichi-dev/taichi_glsl
def imageGrid(p, n=20, tol=0.2):
    return ts.smoothstep(abs(ts.fract(p * n) - 0.5).min(), 0.0, tol)