def setupLights(self): """Setup extrnal lights""" # ambient light alight = AmbientLight('alight') alight.setColor((0.2, 0.2, 0.2, 1)) alnp = self.render.attachNewNode(alight) self.render.setLight(alnp) # directional light dlight = DirectionalLight('dlight') dlight.setColor((0.8, 0.8, 0.5, 1)) lens = PerspectiveLens() lens.setNearFar(1, 5) dlight.setLens(lens) dlight.setShadowCaster(True, args.shadow_resolution, args.shadow_resolution) dlnp = self.render.attachNewNode(dlight) dlnp.setPos(2, -2, 3) dlnp.lookAt(0, 0, 0) self.render.setLight(dlnp) # spotlight slight = Spotlight('slight') slight.setColor((0.7, 0.7, 1.0, 1)) lens = PerspectiveLens() lens.setNearFar(1, 5) slight.setLens(lens) slight.setShadowCaster(True, args.shadow_resolution, args.shadow_resolution) slnp = self.render.attachNewNode(slight) slnp.setPos(1, 1, 2) slnp.lookAt(0, 0, 0) self.render.setLight(slnp)
def __setDirectionalLight(self, props): light = DirectionalLight(props['name']) light.setShadowCaster(props['castShadows'], 1024, 1024) lens = PerspectiveLens() light.setLens(lens) lens.setFov(1200 / props['pos'].z) return self.__createLight(light, props)
def _set_general_lights(self, train_np): """Set initial Sun lights. Args: train_np (panda3d.core.NodePath): Train node. Returns: panda3d.core.AmbientLight: Sun ambient light. panda3d.core.DirectionalLight: Sun directional light. panda3d.core.NodePath: NodePath of the Sun. """ amb_light = AmbientLight("sun_amb") amb_light.setColor(self._color["amb"]) render.setLight(render.attachNewNode(amb_light)) # noqa: F821 lens = PerspectiveLens() lens.setNearFar(1, 100) lens.setFov(20, 20) sun_light = Spotlight("sun_dir") sun_light.setColor(self._color["dir"]) sun_light.setShadowCaster(True, 8192, 8192, sort=-2000) sun_light.setLens(lens) sun_light.setExponent(0.5) sun_light.setCameraMask(0b0001) sun_np = train_np.attachNewNode(sun_light) render.setLight(sun_np) # noqa: F821 return amb_light, sun_light, sun_np
def test_perspectivelens_project(): lens = PerspectiveLens() lens.set_fov(90, 90) lens.set_near_far(0.5, 100) point = Point2() assert not lens.project((0, 0, 0), point) assert not lens.project((-1, 0.5, 0), point) assert lens.project((0, 0.5, 0), point) assert point.almost_equal((0, 0), 0.001) assert lens.project((0, 100, 0), point) assert point.almost_equal((0, 0), 0.001) assert lens.project((-0.5, 0.5, -0.5), point) assert point.almost_equal((-1, -1), 0.001) assert lens.project((-100, 100, -100), point) assert point.almost_equal((-1, -1), 0.001) assert lens.project((0.5, 0.5, 0), point) assert point.almost_equal((1, 0), 0.001) assert lens.project((100, 100, 0), point) assert point.almost_equal((1, 0), 0.001)
def initLights(self): torches = self.level.findAllMatches("**/TorchTop*") self.lights = [] for torch in torches: tLight = PointLight(torch.getName()) tLight.setColor((.4, .2, .0, 1)) tlnp = render.attachNewNode(tLight) tlnp.setPos(torch.getPos(render)) render.setLight(tlnp) self.lights.append(tlnp) windows = self.level.findAllMatches("**/Window*") plates = self.level.findAllMatches("**/Plate*") spikes = self.level.findAllMatches("**/Spikes*") for window in windows: wLight = Spotlight(window.getName()) lens = PerspectiveLens() wLight.setLens(lens) wLight.setColor((0.5, 0.4, 0.5, 1)) wlnp = render.attachNewNode(wLight) wlnp.setPos(window.getPos(render)) wlnp.lookAt((0, window.getY(), 0)) for plate in plates: plate.setLight(wlnp) self.lights.append(wlnp) ambientLight = AmbientLight("ambientLight") ambientLight.setColor((.1, .1, .025, 1)) render.setLight(render.attachNewNode(ambientLight))
def setupPerspectiveLens(self, near=0.1, far=100.0, fov=(90, 90)): self.lens = PerspectiveLens() self.lens.setNearFar(near, far) self.lens.setFov(fov[0], fov[1]) self.camera.setLens(self.lens) self.nearPlane = near self.farPlane = far
def generate(self): self.level = 12 self.maxHealth = 200 self.health = 200 Suit.generate(self, FactorySneakGuardSuit.SUIT, FactorySneakGuardSuit.VARIANT, hideFirst=False) self.setName(self.suitPlan.getName(), None) self.cleanupPropeller() base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName) self.setPythonTag('guard', self) self.eyeLight = Spotlight('eyes') self.eyeLens = PerspectiveLens() self.eyeLens.setMinFov(90.0 / (4. / 3.)) self.eyeLight.setLens(self.eyeLens) self.eyeNode = self.headModel.attachNewNode(self.eyeLight) self.eyeNode.setZ(-5) self.eyeNode.setY(-4.5) self.trav = CollisionTraverser(self.uniqueName('eyeTrav')) ray = CollisionRay(0, 0, 0, 0, 1, 0) rayNode = CollisionNode('ToonFPS.rayNode') rayNode.addSolid(ray) rayNode.setFromCollideMask(CGG.GuardBitmask | CIGlobals.WallBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) self.rayNP = base.camera.attachNewNode(rayNode) self.rayNP.setZ(3) self.queue = CollisionHandlerQueue() self.trav.addCollider(self.rayNP, self.queue) self.trav.addCollider(self.gameWorld.mg.avatarBody, self.queue) self.request('Guard')
def generate(self): data = CIGlobals.SuitBodyData[self.SUIT] type = data[0] team = data[1] self.team = team self.level = 12 self.suit = type Suit.generate(self, SuitBank.MrHollywood, 0, hideFirst=False) self.suit = type base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName) self.setPythonTag('guard', self) self.eyeLight = Spotlight('eyes') self.eyeLens = PerspectiveLens() self.eyeLens.setMinFov(90.0 / (4.0 / 3.0)) self.eyeLight.setLens(self.eyeLens) self.eyeNode = self.headModel.attachNewNode(self.eyeLight) self.eyeNode.setZ(-5) self.eyeNode.setY(-4.5) self.trav = CollisionTraverser(self.uniqueName('eyeTrav')) ray = CollisionRay(0, 0, 0, 0, 1, 0) rayNode = CollisionNode('ToonFPS.rayNode') rayNode.addSolid(ray) rayNode.setFromCollideMask(CGG.GuardBitmask | CIGlobals.WallBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) self.rayNP = base.camera.attachNewNode(rayNode) self.rayNP.setZ(3) self.queue = CollisionHandlerQueue() self.trav.addCollider(self.rayNP, self.queue) self.trav.addCollider(self.gameWorld.mg.avatarBody, self.queue) self.request('Guard')
def __init__(self, manager, xml): self.light = PSpotLight('slight') lens = PerspectiveLens() self.light.setLens(lens) self.lightNode = render.attachNewNode(self.light) self.reload(manager, xml)
def set_lens(self, lens_type="OrthographicLens"): """ Permite cambiar la lente de la camara :param lens_type: El tipo de lente a utilizar: OrthographicLens/PerspectiveLens :return: None """ self.lens_type = lens_type width = self.panda3d.win.getXSize() height = self.panda3d.win.getYSize() if lens_type is "OrthographicLens": lens = OrthographicLens() lens.setFilmSize(width, height ) if lens_type is "PerspectiveLens": lens = PerspectiveLens() lens.setFilmSize(width , height ) else: # Default value lens = OrthographicLens() lens.setFilmSize(width / 100, height / 100) print("new lens {}: {} {}".format(lens_type, width / 100, height / 100)) print(lens) self.panda3d.cam.node().setLens(lens) shader_control = self.panda3d.shader_control if shader_control is not None: shader_control.update_camera_lens(lens)
def launch_panda_window(panda_widget, size): """ Configure and create Panda window Connect to the gtk widget resize event Load a panda """ props = WindowProperties().getDefault() props.setOrigin(0, 0) props.setSize(*size) props.setParentWindow(panda_widget.window.xid) base.openDefaultWindow(props=props) # == panda_widget.connect("size_allocate", resize_panda_window) # == panda = loader.loadModel("panda") panda.reparentTo(render) panda.setPos(0, 40, -5) pl = render.attachNewNode(PointLight("redPointLight")) pl.node().setColor(Vec4(.9, .8, .8, 1)) render.setLight(pl) pl.node().setAttenuation(Vec3(0, 0, 0.05)) slight = Spotlight('slight') slight.setColor(VBase4(1, 1, 1, 1)) lens = PerspectiveLens() slight.setLens(lens) slnp = render.attachNewNode(slight) slnp.setPos(2, 20, 0) mid = PandaNode('mid') panda.attachNewNode(mid) # slnp.lookAt(mid) render.setLight(slnp)
def setupLights(self): panda = self.app.panda panda.setBackgroundColor(.9, .9, .9, 1) panda.render.clearLight() keylight = Spotlight('keylight') keylight.setLens(PerspectiveLens()) np = self._insertLight( keylight, colour=(1, 1, 1, 1), pos=(0, -5, 2), ) np.lookAt((0, 0, 0.9)) # Turn off shadows until we have fix for # https://bugs.launchpad.net/panda3d/+bug/1212752 # keylight.setShadowCaster(True, 512, 512) sunlight = PointLight('sunlight') self._insertLight( sunlight, colour=(1, 1, 1, 1), pos=(1, -2, 20), ) self._insertLight( AmbientLight('ambientLight'), colour=(.25, .25, .25, 1), )
def addLight(self, id, parent, attenuation, position, color, specular, stroboscopic, spot, lookat): if spot: slight = Spotlight(id) slight.setColor(VBase4(1, 1, 1, 1)) lens = PerspectiveLens() slight.setLens(lens) light = render.attachNewNode(slight) light.setPos(LVector3(position[0], position[1], position[2])) if lookat == None: light.lookAt(parent) else: light.lookAt(render.find("**/" + lookat)) else: light = parent.attachNewNode(PointLight(id)) light.node().setAttenuation(attenuation) light.setPos(LVector3(position[0], position[1], position[2])) light.node().setColor(color) light.node().setSpecularColor(specular) render.setLight(light) self.light_elements[id] = light if stroboscopic: self.stroboscopic_lights.append(id) if id: self.nodes_by_id[id] = light return light
def debugCamera(): global PERSPECTIVE PERSPECTIVE = True sandbox.base.enableMouse() lens = PerspectiveLens() sandbox.base.cam.node().setLens(lens) sandbox.base.cam.setPos(0, 0, 0)
def set_up(self): self.display_region = base.camNode.get_display_region(0) win = self.display_region.get_window() self.perspective_lens = PerspectiveLens() self.perspective_lens = base.camLens # use panda3d's default for automatic aspect ratio on window resize self.lens = self.perspective_lens self.perspective_lens.set_aspect_ratio(window.aspect_ratio) self.perspective_lens_node = LensNode('perspective_lens_node', self.perspective_lens) self.lens_node = self.perspective_lens_node self.orthographic_lens = OrthographicLens() self.orthographic_lens.set_film_size(self.fov * window.aspect_ratio, self.fov) self.orthographic_lens_node = LensNode('orthographic_lens_node', self.orthographic_lens) application.base.cam.node().set_lens(self.lens) self.orthographic = False self.fov = 40 # horizontal fov # self.fov = 22.5 self.clip_plane_near = 0.1 self.clip_plane_far = 10000 self.ui_display_region = win.make_display_region() self.ui_display_region.set_sort(20) self.ui_camera = NodePath(PandaCamera('ui_camera')) self.ui_lens = OrthographicLens() # moved set_film_size() to window module for correct aspect ratio after setting window size self.ui_lens.set_near_far(-1000, 1000) self.ui_camera.node().set_lens(self.ui_lens) self._ui_lens_node = LensNode('_ui_lens_node', self.ui_lens) self.ui_render = NodePath('ui_render') self.ui_render.set_depth_test(0) self.ui_render.set_depth_write(0) self.ui_camera.reparent_to(self.ui_render) self.ui_display_region.set_camera(self.ui_camera) scene.ui_camera = self.ui_camera self.ui = Entity(eternal=True, name='ui', parent=self.ui_camera, scale=(self.ui_size * .5, self.ui_size * .5)) self.overlay = Entity(parent=self.ui, model='quad', scale=99, color=color.clear, eternal=True, z=-99) # these get created when setting a shader self.filter_manager = None self.filter_quad = None self.render_texture = None self.filter_quad = None self.depth_texture = None
def toggle_flashlight(): current_flashlight = self.render.find_all_matches("**/flashlight") if self.flashlight_state == 0: if len(current_flashlight) == 0: self.slight = 0 self.slight = Spotlight('flashlight') self.slight.set_shadow_caster(True, 1024, 1024) self.slight.set_color(VBase4(0.5, 0.6, 0.6, 1)) # slightly bluish lens = PerspectiveLens() lens.set_near_far(0.5, 5000) self.slight.set_lens(lens) self.slight.set_attenuation((0.5, 0, 0.0000005)) self.slight = self.render.attach_new_node(self.slight) self.slight.set_pos(-0.1, 0.3, -0.4) self.slight.reparent_to(self.camera) self.flashlight_state = 1 self.render.set_light(self.slight) elif len(current_flashlight) > 0: self.render.set_light(self.slight) self.flashlight_state = 1 elif self.flashlight_state > 0: self.render.set_light_off(self.slight) self.flashlight_state = 0
def __init__(self): ShowBase.__init__(self) props = WindowProperties() props.setTitle("Big Bang") self.win.requestProperties(props) self.win.setClearColor((0, 0, 0, 1)) self.disableMouse() self.locked = False lens = PerspectiveLens() lens.set_fov(70) lens.setNear(0.01) self.cam.node().setLens(lens) render.setAntialias(AntialiasAttrib.MMultisample) b=OnscreenImage(parent=render2d, image="space.png") base.cam.node().getDisplayRegion(0).setSort(20) loader = Loader(self) bang = loader.loadModel("sphere.obj") bang.setScale((0.15, 0.15, 0.15)) pos = (0, 4, 0) bang.setPos(pos) bang.reparentTo(render) sizeInterval1 = bang.scaleInterval(3, Point3(5, 5, 5), startScale=Point3(0.001, 0.001, 0.001)) sizeInterval2 = bang.scaleInterval(0.1, Point3(0.001, 0.001, 0.001), startScale=Point3(5,5,5)) sizeInterval3 = bang.scaleInterval(1, Point3(0.001, 0.001, 0.001), startScale=Point3(0.001, 0.001, 0.001)) sizeInterval4 = bang.scaleInterval(0.1, Point3(0.1, 0.1, 1), startScale=Point3(0.1, 0.1, 0.1)) sizeInterval5 = bang.scaleInterval(0.1, Point3(1, 0.1, 0.1), startScale=Point3(0.1, 0.1, 0.1)) #posInterval1 = bang.posInterval(3, # Point3(0, 8, 0), # startPos=Point3(pos)) #posInterval2 = bang.posInterval(0.1, # Point3(pos), # startPos=Point3(0, 8, 0)) #posInterval3 = bang.posInterval(1, # Point3(pos), # startPos=Point3(pos)) #posInterval4 = bang.posInterval(0.1, # Point3(pos), # startPos=Point3(pos)) grow = Sequence(sizeInterval1, sizeInterval2, sizeInterval3, sizeInterval4, sizeInterval5, name="grow") grow.loop() #move = Sequence(posInterval1, posInterval2, posInterval3, posInterval4, posInterval4, # name="move") #move.loop() self.accept("e", self.lockMouse) # Add the spinCameraTask procedure to the task manager. self.taskMgr.add(self.cameraControl, "CameraControl")
def makeSpot(parent, color=VBase4(1, 1, 1, 1), fov=8, atten=.003): x = parent.attachNewNode(Spotlight("spot")) x.node().setColor(color) lens = PerspectiveLens() lens.setFov(fov) x.node().setLens(lens) x.node().setAttenuation(VBase3(0, 0, atten)) return x
def create(self): Level.create(self) # reset game vars when going to main menu self.level_holder.reset_game_vars() self.sprites = loader.loadModel("mainmenu/mainmenu.egg") # red pawn pawn_red = Actor("pawns/pawn.bam") pawn_red.setPos(-4, 20, -2) pawn_red.setH(-145) pawn_red.loop('breath') self.actors["actor_pawn_red"] = pawn_red # red pawn light dlight_red = DirectionalLight('DL Red') dlight_red.setColor((0.682 / 1.5, 0.125 / 1.5, 0.121 / 1.5, 1)) dlight_red.setLens(PerspectiveLens()) dlight_red_np = render.attachNewNode(dlight_red) self.lights["dlight_red_np"] = dlight_red_np self.lights["dlight_red_np"].setPos(10, 15, 10) self.lights["dlight_red_np"].lookAt(self.actors["actor_pawn_red"]) # white pawn pawn_white = Actor("pawns/pawn.bam") pawn_white.setPos(4, 20, -2) pawn_white.setH(145) pawn_white.loop('breath') self.actors["actor_pawn_white"] = pawn_white # light dlight_white = DirectionalLight('DL White') dlight_white.setColor((0.9 / 2.5, 0.9 / 2.5, 0.9 / 2.5, 1)) dlight_white.setLens(PerspectiveLens()) dlight_white_np = render.attachNewNode(dlight_white) self.lights["dlight_white_np"] = dlight_white_np self.lights["dlight_white_np"].setPos(-10, 15, 10) self.lights["dlight_white_np"].lookAt(self.actors["actor_pawn_white"]) # upon creation, enable these items self.actors["actor_pawn_red"].reparentTo(render) self.actors["actor_pawn_red"].setLight(self.lights["dlight_red_np"]) self.actors["actor_pawn_white"].reparentTo(render) self.actors["actor_pawn_white"].setLight( self.lights["dlight_white_np"]) self.goto_home()
def test_perspectivelens_near_inf(): lens = PerspectiveLens() lens.set_fov(90, 90) lens.set_near_far(float("inf"), 2) lens.coordinate_system = CS_zup_right mat = lens.get_projection_mat() assert mat[1][2] == -1 assert mat[3][2] == 4
def aspect_ratio(self, value): self.perspective_lens = PerspectiveLens() self.perspective_lens.set_aspect_ratio(value) application.base.cam.node().set_lens(self.perspective_lens) self.ui_lens.set_film_size(self.ui_size * .5 * value, self.ui_size * .5) self.ui_camera.node().set_lens(self.ui_lens) self._ui_lens_node = LensNode('_ui_lens_node', self.ui_lens) print('setting camera aspect ratio')
def set_up(self, use_filters=True): self.display_region = base.camNode.get_display_region(0) win = self.display_region.get_window() self.perspective_lens = PerspectiveLens() self.lens = self.perspective_lens self.perspective_lens.set_aspect_ratio(window.aspect_ratio) self.perspective_lens.set_focal_length(50) self.perspective_lens_node = LensNode('perspective_lens_node', self.perspective_lens) self.lens_node = self.perspective_lens_node self.orthographic_lens = OrthographicLens() self.orthographic_lens.set_film_size(self.fov * window.aspect_ratio, self.fov) self.orthographic_lens_node = LensNode('orthographic_lens_node', self.orthographic_lens) application.base.cam.node().set_lens(self.lens) self.orthographic = False self.fov = 40 self.clip_plane_near = 0.0001 self.clip_plane_far = 70000000 self.ui_display_region = win.make_display_region() self.ui_display_region.set_sort(20) self.ui_camera = NodePath(PandaCamera('ui_camera')) self.ui_lens = OrthographicLens() self.ui_lens.set_film_size(self.ui_size * .5 * self.aspect_ratio, self.ui_size * .5) self.ui_lens.set_near_far(-1000, 70000) self.ui_camera.node().set_lens(self.ui_lens) self._ui_lens_node = LensNode('_ui_lens_node', self.ui_lens) self.ui_render = NodePath('ui_render') self.ui_render.set_depth_test(0) self.ui_render.set_depth_write(0) self.ui_camera.reparent_to(self.ui_render) self.ui_display_region.set_camera(self.ui_camera) scene.ui_camera = self.ui_camera # ui_camera.hide() # self.black_bars_display_region = win.make_display_region() # self.black_bars_display_region.set_sort(-100) self.ui = Entity(eternal=True, name='ui', parent=self.ui_camera, scale=(self.ui_size * .5, self.ui_size * .5)) scene.ui = self.ui if (use_filters): self.filter_manager = FilterManager(base.win, base.cam) self.render_texture = PandaTexture() self.filter_quad = None
def initLights(self): # Create some lighting #self.environ.ls() #print(self.environ.findAllMatches("**/Spot")) ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(0.8, 0.8, 0.8, 0.65)) """ directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(-10, -10, 5)) directionalLight.showFrustum() directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) dirnp = render.attachNewNode(directionalLight) dirnp.setPos(10, 0, 6) """ plight1 = PointLight('plight1') plight1.setColor(VBase4(1, 1, 1, 1)) plight1.showFrustum() #plight1.setShadowCaster(True) plnp1 = render.attachNewNode(plight1) plnp1.setPos(26.71, -33.2, 26) plight2 = PointLight('plight2') plight2.setColor(VBase4(1, 1, 1, 1)) plight2.showFrustum() plnp2 = render.attachNewNode(plight2) plnp2.setPos(-25, 25, 25) slight = Spotlight('slight') slight.setColor(VBase4(1, 1, 1, 1)) lens = PerspectiveLens() lens.setFilmSize(1, 1) # Or whatever is appropriate for your scene slight.setLens(lens) slight.setShadowCaster(True, 512, 512) slight.showFrustum() slnp = render.attachNewNode(slight) slnp.setPos(0, 0, 100) slnp.lookAt(Vec3(0,0,0)) render.setLight(slnp) render.setLight(plnp1) render.setLight(plnp2) #render.setLight(render.attachNewNode(ambientLight)) #render.setLight(dirnp) render.setShaderAuto() #render.setLight(render.attachNewNode(directionalLight)) """
def _initDepthCapture(self): for camera in self.cameras: camNode = Camera('Depth camera') camNode.setCameraMask(self.cameraMask) lens = PerspectiveLens() lens.setFov(self.fov) lens.setAspectRatio(float(self.size[0]) / float(self.size[1])) lens.setNear(self.zNear) lens.setFar(self.zFar) camNode.setLens(lens) camNode.setScene(self.scene.scene) cam = camera.attachNewNode(camNode) winprops = WindowProperties.size(self.size[0], self.size[1]) fbprops = FrameBufferProperties.getDefault() fbprops = FrameBufferProperties(fbprops) fbprops.setRgbColor(False) fbprops.setRgbaBits(0, 0, 0, 0) fbprops.setStencilBits(0) fbprops.setMultisamples(0) fbprops.setBackBuffers(0) fbprops.setDepthBits(16) flags = GraphicsPipe.BFFbPropsOptional if self.mode == 'onscreen': flags = flags | GraphicsPipe.BFRequireWindow elif self.mode == 'offscreen': flags = flags | GraphicsPipe.BFRefuseWindow else: raise Exception('Unsupported rendering mode: %s' % (self.mode)) buf = self.graphicsEngine.makeOutput(self.pipe, 'Depth buffer', 0, fbprops, winprops, flags) if buf is None: raise Exception('Unable to create depth buffer') # Set to render at the end buf.setSort(10000) dr = buf.makeDisplayRegion() dr.setSort(0) dr.setCamera(cam) dr = camNode.getDisplayRegion(0) tex = Texture() tex.setFormat(Texture.FDepthComponent) tex.setComponentType(Texture.TFloat) buf.addRenderTexture(tex, GraphicsOutput.RTMCopyRam, GraphicsOutput.RTPDepth) # XXX: should use tex.setMatchFramebufferFormat(True)? agent = camera.getParent() self.depthBuffers[agent.getName()] = buf self.depthTextures[agent.getName()] = tex
def setupPerspectiveLens(self, near=0.1, far=100.0, fov=(90, 90)): """ Setups a PerspectiveLens with a given near plane, far plane and FoV. The FoV is a tuple in the format (Horizontal FoV, Vertical FoV) """ self.lens = PerspectiveLens() self.lens.setNearFar(near, far) self.lens.setFov(fov[0], fov[1]) self.camera.setLens(self.lens) self.nearPlane = near self.farPlane = far self.rebuildMatrixCache()
def __setSpotlight(self, props): light = Spotlight(props['name']) light.setShadowCaster(props['castShadows'], 2048, 2048) light.setAttenuation(props['attenuation']) lens = PerspectiveLens() fov = math.degrees(props['range'].x) lens.setFov(fov) lens.setFilmSize(5096) light.setLens(lens) return self.__createLight(light, props)
def set_up(self): self.display_region = base.camNode.get_display_region(0) win = self.display_region.get_window() self.perspective_lens = PerspectiveLens() self.lens = self.perspective_lens self.perspective_lens.set_aspect_ratio(window.aspect_ratio) self.perspective_lens.set_focal_length(50) self.perspective_lens_node = LensNode('perspective_lens_node', self.perspective_lens) self.lens_node = self.perspective_lens_node self.orthographic_lens = OrthographicLens() self.orthographic_lens.set_film_size(self.fov * window.aspect_ratio, self.fov) self.orthographic_lens_node = LensNode('orthographic_lens_node', self.orthographic_lens) application.base.cam.node().set_lens(self.lens) self.orthographic = False self.fov = 40 self.clip_plane_near = 0.0001 self.clip_plane_far = 10000 self.ui_display_region = win.make_display_region() self.ui_display_region.set_sort(20) self.ui_camera = NodePath(PandaCamera('ui_camera')) self.ui_lens = OrthographicLens() self.ui_lens.set_film_size(self.ui_size * .5 * self.aspect_ratio, self.ui_size * .5) self.ui_lens.set_near_far(-1000, 1000) self.ui_camera.node().set_lens(self.ui_lens) self._ui_lens_node = LensNode('_ui_lens_node', self.ui_lens) self.ui_render = NodePath('ui_render') self.ui_render.set_depth_test(0) self.ui_render.set_depth_write(0) self.ui_camera.reparent_to(self.ui_render) self.ui_display_region.set_camera(self.ui_camera) scene.ui_camera = self.ui_camera # ui_camera.hide() # self.black_bars_display_region = win.make_display_region() # self.black_bars_display_region.set_sort(-100) self.ui = Entity() self.ui.eternal = True self.ui.name = 'ui' self.ui.parent = self.ui_camera self.ui.scale = (self.ui_size * .5, self.ui_size * .5) # self.ui.model = 'quad' scene.ui = self.ui
def set_perspective_lens(self, fov, near_plane, far_plane, pos, direction): transform_mat = Mat4.translate_mat(-pos) temp_lens = PerspectiveLens(fov, fov) temp_lens.set_film_offset(0, 0) temp_lens.set_near_far(near_plane, far_plane) temp_lens.set_view_vector(direction, LVector3.up()) self.set_matrix_lens(transform_mat * temp_lens.get_projection_mat()) hexahedron = temp_lens.make_bounds() center = (hexahedron.get_min() + hexahedron.get_max()) * 0.5 self._bounds = BoundingSphere(pos + center, (hexahedron.get_max() - center).length())
def SetupCamera(self ): width = self.base.win.getProperties().getXSize() height = self.base.win.getProperties().getYSize() lens = PerspectiveLens() lens.setFov(60) lens.setAspectRatio(width / height) # lens.setFilmSize(width,height) # lens.setFocalLength(self.FOCAL_LENGTH) lens.setFar(50000.0) self.base.cam.node().setLens(lens) self.SetCameraLoc([100, -80, 0, 40.0, -8.0])
def create_frustum(pos=None, mat=None): """Return an infinite frustum centered on the origin, looking towards +Y and with a near plane at (0, 1.0, 0) The default FoV is 30deg""" if pos is None: pos = LPoint3d() if mat is None: mat = LMatrix4() lens = PerspectiveLens() bh = lens.make_bounds() f = InfiniteFrustum(bh, mat, pos) return f