本文整理汇总了Python中Vector.cross方法的典型用法代码示例。如果您正苦于以下问题:Python Vector.cross方法的具体用法?Python Vector.cross怎么用?Python Vector.cross使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vector
的用法示例。
在下文中一共展示了Vector.cross方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: testVectorOperators
# 需要导入模块: import Vector [as 别名]
# 或者: from Vector import cross [as 别名]
def testVectorOperators() :
V = Vector([0.0, 1.0, 2.0])
W = Vector([3.0, 4.0, 5.0])
print V.dot(W)
print V.norm()
U = V.cross(W)
U.show()
示例2: Camera
# 需要导入模块: import Vector [as 别名]
# 或者: from Vector import cross [as 别名]
class Camera(GameObject):
def __init__(self):
self.up = Vector([0,1,0])
self.position = Vector([0,0,-5])
self.lookat = Vector([0,0,0])
self.keysDown = {}
self.keysDownSpecial = {}
self.debug = None
def strafe(self,speed):
if self.debug:
tmpvect = (self.lookat - self.position).normalize()
strafe = tmpvect.cross( self.up );
strafe.y = 0
strafe.normalize();
self.position.x += (strafe.x * speed)
self.position.z += (strafe.z * speed)
self.lookat.x += (strafe.x*speed)
self.lookat.z += (strafe.z*speed)
def move(self, speed):
if self.debug:
move = (self.lookat - self.position)
#move.y = 0
move.normalize()
self.position.x += (move.x * speed)
self.position.z += (move.z * speed)
self.position.y += (move.y * speed)
self.lookat.x += (move.x*speed)
self.lookat.z += (move.z*speed)
self.lookat.y += (move.y*speed)
def yaw(self, angle):
if self.debug:
view = self.lookat - self.position
(sinAngle, cosAngle) = (math.sin(angle), math.cos(angle))
newView = Vector([ view.x * cosAngle + view.z * sinAngle,
view.y,
view.x * -sinAngle + view.z * cosAngle])
self.lookat.x = self.position.x + newView.x
self.lookat.y = self.position.y + newView.y
self.lookat.z = self.position.z + newView.z
def pitch(self, angle):
if self.debug:
view = self.lookat - self.position
view.normalize()
#if( (view.x > 0.99 and angle < 0) or (view.y < -0.99 and angle > 0 ) ):
# return 0
crossViewUp = self.up.cross(view).normalize()
self.up.normalize()
(sinAngle, cosAngle) = (math.sin(angle), math.cos(angle))
newView = Vector( [ (view.x * ( cosAngle + ( 1 - cosAngle) * (crossViewUp.x**2) ) ) + \
(view.y * (( 1 - cosAngle) * crossViewUp.x * crossViewUp.y - sinAngle*crossViewUp.z)) + \
(view.z * (( 1 - cosAngle) * crossViewUp.z * crossViewUp.x + sinAngle*crossViewUp.y) ),
(view.x * (( 1 - cosAngle) * crossViewUp.x * crossViewUp.y + sinAngle*crossViewUp.z)) + \
(view.y * ( cosAngle + ( 1 - cosAngle) * (crossViewUp.y**2) ) ) + \
(view.z * (( 1 - cosAngle) * crossViewUp.z * crossViewUp.y - sinAngle*crossViewUp.x) ),
(view.x * (( 1 - cosAngle) * crossViewUp.x * crossViewUp.z - sinAngle*crossViewUp.y) )+ \
(view.y * (( 1 - cosAngle) * crossViewUp.z * crossViewUp.y + sinAngle*crossViewUp.x)) + \
(view.z * ( cosAngle + ( 1 - cosAngle) * (crossViewUp.z**2) ) ) ])
self.lookat = (self.position + newView )
def apply(self):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt( self.position.x, self.position.y, self.position.z,
self.lookat.x, self.lookat.y, self.lookat.z,
self.up.x, self.up.y, self.up.z )