def setup_scene(self): """Creates the scene to be rendered. Creates our camera, scene graph, """ # don't call 'SimpleApplication's setup_scene CoreApplication.setup_scene(self) # setup our GL state # enable z buffer glEnable(GL_DEPTH_TEST) # enable back face culling glEnable(GL_CULL_FACE) glCullFace(GL_BACK) # load our texture # use the PIL decoder as the pyglet one is broken # and loads most images as greyscale path = os.path.join(os.path.dirname(__file__), '../../data/md2/sydney.bmp') image = Image.open(path) self.texture = Texture2D(GL_TEXTURE_2D) self.texture.bind() self.texture.set_min_mag_filter(min=GL_LINEAR, mag=GL_LINEAR) # load the image from PIL # MD2 textures are inverted pygly.pil_texture.set_pil_image(self.texture, image, flip=False) self.texture.unbind() # create a grid of cubes self.grid_root = SceneNode('grid_root') self.scene_node.add_child(self.grid_root) # store a list of renderables path = os.path.join(os.path.dirname(__file__), '../../data/md2/sydney.md2') self.mesh_node = RenderCallbackNode('mesh', None, self.render_node) # rotate the mesh to face the camera self.mesh_node.transform.object.rotate_y(math.pi) self.mesh_node.mesh = MD2_Mesh(path) self.mesh_node.mesh.load() # attach to our scene graph self.grid_root.add_child(self.mesh_node) # scale the node #self.mesh_node.transform.scale = 0.2 # store current animation self.animation_number = 0 self.set_animation(self.animation_number)
def setup_scene(self): # create an fps display self.fps_display = pyglet.clock.ClockDisplay() # create a list of renderables self.renderables = [] # create a scene self.scene_node = SceneNode('root') self.grid_node = SceneNode('grid') self.scene_node.add_child(self.grid_node) self.grid_render_node = RenderCallbackNode('mesh', grid.initialise_grid, grid.render_grid) self.grid_node.add_child(self.grid_render_node) # add to our list of renderables self.renderables.append(self.grid_render_node) # move the grid backward so we can see it # and move it down so we start above it self.grid_node.transform.inertial.translate([0.0, 0.0, -80.0]) # create a camera and a view matrix self.view_matrix = ProjectionViewMatrix(self.viewport.aspect_ratio, fov=45.0, near_clip=1.0, far_clip=200.0) # create a camera self.camera = CameraNode('camera', self.view_matrix) self.scene_node.add_child(self.camera) # move the camera up so it starts above the grid self.camera.transform.inertial.translate([0.0, 20.0, 0.0]) # assign a camera controller # we'll use the 6 degrees of freedom # camera for this one self.camera_controller = SixDOF_Controller(self.camera.transform)
def setup_scene(self): """Creates the scene to be rendered. Creates our camera, scene graph, """ # don't call 'SimpleApplication's setup_scene CoreApplication.setup_scene(self) # setup our GL state # enable z buffer glEnable(GL_DEPTH_TEST) # enable back face culling glEnable(GL_CULL_FACE) glCullFace(GL_BACK) # create a grid of cubes self.grid_root = SceneNode('grid_root') self.scene_node.add_child(self.grid_root) # store a list of renderables path = os.path.join(os.path.dirname(__file__), '../data/obj/capsule.obj') self.mesh_node = RenderCallbackNode('mesh', None, self.render_node) # rotate the mesh to face the camera self.mesh_node.transform.object.rotate_y(math.pi) self.mesh_node.mesh = OBJ_Mesh(path) self.mesh_node.mesh.load() # attach to our scene graph self.grid_root.add_child(self.mesh_node) # scale the node self.mesh_node.transform.scale = 1.0 # create a list of groups to render # by default, render all groups # this may be in-efficient if data is contained in # multiple groups self.groups = self.mesh_node.mesh.data.meshes.keys()
def setup_scene(self): # create an fps display self.fps_display = pyglet.clock.ClockDisplay() # store a list of our renderables self.renderables = [] # create a scene self.scene_node = SceneNode('root') self.mesh_node = SceneNode('obj') self.scene_node.add_child(self.mesh_node) # create a mesh object and render node self.mesh = OBJ_Mesh('examples/data/obj/cessna.obj') self.mesh_render_node = RenderCallbackNode('mesh', self.initialise_mesh, self.render_mesh) self.mesh_node.add_child(self.mesh_render_node) # add to our list of renderables self.renderables.append(self.mesh_render_node) # create a camera and a view matrix self.view_matrix = ProjectionViewMatrix(self.viewport.aspect_ratio, fov=45.0, near_clip=1.0, far_clip=200.0) # create a camera self.camera = CameraNode('camera', self.view_matrix) self.scene_node.add_child(self.camera) # move the camera so we can see the model self.camera.transform.object.translate([0.0, 20.0, 30.0]) # rotate the camera so it is pointing down self.camera.transform.object.rotate_x(-math.pi / 4.0)
def setup_scene( self ): """Creates the scene to be rendered. Creates our camera, scene graph, """ # don't call 'SimpleApplication's setup_scene CoreApplication.setup_scene( self ) # setup our GL state # enable z buffer glEnable( GL_DEPTH_TEST ) # enable back face culling #glEnable( GL_CULL_FACE ) glDisable( GL_CULL_FACE ) #glCullFace( GL_BACK ) # create a grid of cubes self.grid_root = SceneNode( 'grid_root' ) self.scene_node.add_child( self.grid_root ) self.mesh_node = RenderCallbackNode( 'mesh', None, self.render_node ) # rotate the mesh to face the camera self.mesh_node.transform.object.rotate_x( -math.pi * 0.5 ) # store a list of renderables mesh_path = os.path.join( os.path.dirname( __file__ ), '../data/md5/boblampclean.md5mesh' #'../data/md5/md5/cyberdemon/cyberdemon.md5mesh' ) anim_path = os.path.join( os.path.dirname( __file__ ), '../data/md5/boblampclean.md5anim' #'../data/md5/md5/cyberdemon/idle.md5anim' ) # load our md5 data self.md5mesh = MD5_Mesh() self.md5mesh.load( mesh_path ) self.md5anim = MD5_Anim() self.md5anim.load( anim_path ) # load the gl mesh self.mesh_node.mesh = Mesh( self.md5mesh ) # load our bindpose self.mesh_node.baseframe = BaseFrameSkeleton( self.md5mesh ) # load some test skeletons self.mesh_node.anim = Animation( self.md5anim ) # set to base frame self.mesh_node.mesh.set_skeleton( self.mesh_node.baseframe ) # load a skeleton renderer self.mesh_node.skeleton = SkeletonRenderer() #self.mesh_node.skeleton.set_skeleton( self.mesh_node.baseframe ) self.mesh_node.skeleton.set_skeleton( self.mesh_node.anim.skeleton( 0 ) ) # create a list of frames self.frames = [ skeleton for skeleton in self.mesh_node.anim ] #self.frames = [] self.frames.append( self.mesh_node.baseframe ) self.frame = 0 self.time_accumulator = 0.0 self.time_per_frame = 1.0 / self.mesh_node.anim.frame_rate # attach to our scene graph self.grid_root.add_child( self.mesh_node ) # scale the node self.mesh_node.transform.scale = 0.5
def setup_scene(self): """Creates the scene to be rendered. Creates our camera, scene graph, """ # don't call 'SimpleApplication's setup_scene CoreApplication.setup_scene(self) # setup our GL state # enable z buffer glEnable(GL_DEPTH_TEST) # enable back face culling glEnable(GL_CULL_FACE) glCullFace(GL_BACK) # load our texture # use the PIL decoder as the pyglet one is broken # and loads most images as greyscale path = os.path.join(os.path.dirname(__file__), '../../data/md2/sydney.bmp') image = Image.open(path) self.texture = Texture2D(GL_TEXTURE_2D) self.texture.bind() self.texture.set_min_mag_filter(min=GL_LINEAR, mag=GL_LINEAR) # load the image from PIL # MD2 textures are inverted pygly.pil_texture.set_pil_image(self.texture, image, flip=False) self.texture.unbind() # create a grid of cubes self.grid_root = SceneNode('grid_root') self.scene_node.add_child(self.grid_root) # create a number of cubes # the grid will extend from -5 to +5 x, z = numpy.mgrid[-5:5:11j, -5:5:11j] x = x.flatten() z = z.flatten() positions = numpy.vstack((x, numpy.zeros(x.shape), z)) positions = positions.T # set the distance between the models positions *= 4.5 # store a list of renderables self.renderables = [] path = os.path.join(os.path.dirname(__file__), '../../data/md2/sydney.md2') for position in positions: node = RenderCallbackNode('node-%s' % position, None, self.render_node) node.mesh = MD2_Mesh(path) node.mesh.load() # attach to our scene graph self.grid_root.add_child(node) self.renderables.append(node) # move and scale the node node.transform.inertial.translation = position node.transform.scale = 0.2 # create a range of animation times # 0.0 <= x < num_frames self.frames = numpy.linspace(0.0, float( self.renderables[0].mesh.num_frames), len(positions), endpoint=False) # create an array that will store our frame rates self.frame_rate = numpy.zeros(len(self.renderables), dtype=numpy.float) self.animation = ''