本文整理汇总了Python中Code.RenderingPipeline.RenderingPipeline.onSceneInitialized方法的典型用法代码示例。如果您正苦于以下问题:Python RenderingPipeline.onSceneInitialized方法的具体用法?Python RenderingPipeline.onSceneInitialized怎么用?Python RenderingPipeline.onSceneInitialized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Code.RenderingPipeline.RenderingPipeline
的用法示例。
在下文中一共展示了RenderingPipeline.onSceneInitialized方法的6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: App
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
class App(ShowBase):
def __init__(self):
# Load the default configuration.prc. This is recommended, as it
# contains some important panda options
loadPrcFile("../../Config/configuration.prc")
# Init the showbase
ShowBase.__init__(self)
# Create a new pipeline instance
self.renderPipeline = RenderingPipeline(self)
# Set the base path for the pipeline. This is required as we are in
# a subdirectory
self.renderPipeline.getMountManager().setBasePath("../../")
# Also set the write path
self.renderPipeline.getMountManager().setWritePath("../../Temp/")
# Load the default settings
self.renderPipeline.loadSettings("../../Config/pipeline.ini")
# Now create the pipeline
self.renderPipeline.create()
# Load the skybox
self.skybox = self.renderPipeline.getDefaultSkybox()
self.skybox.reparentTo(render)
# At this point we are done with the initialization. Now you want to
# load your scene, and create the game logic.
# Call this to tell the pipeline that the scene is done loading
self.renderPipeline.onSceneInitialized()
示例2: Main
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
#.........这里部分代码省略.........
dirLight.setShadowMapResolution(1024)
dirLight.setPos(dPos)
dirLight.setColor(Vec3(1))
dirLight.setPssmTarget(base.cam, base.camLens)
dirLight.setPssmDistance(50.0)
dirLight.setCastsShadows(True)
self.renderPipeline.addLight(dirLight)
self.dirLight = dirLight
sunPos = Vec3(56.7587, -31.3601, 189.196)
self.dirLight.setPos(sunPos)
# Tell the GI which light casts the GI
self.renderPipeline.setGILightSource(dirLight)
self.renderPipeline.setScatteringSource(dirLight)
# Slider to move the sun
if self.renderPipeline.settings.displayOnscreenDebugger:
self.renderPipeline.guiManager.demoSlider.node[
"command"] = self.setSunPos
self.renderPipeline.guiManager.demoSlider.node[
"value"] = 20
self.lastSliderValue = 0.0
# Load skyboxn
self.skybox = self.renderPipeline.getDefaultSkybox()
self.skybox.reparentTo(render)
self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect")
self.renderPipeline.onSceneInitialized()
self.createGUI()
def createGUI(self):
self.slider_opts = {
"roughness": {
"name": "Roughness",
"min": 0.0001,
"max": 1.0,
"default": 0.4,
},
"metallic": {
"name": "Metallic",
"min": 0.0001,
"max": 1.0,
"default": 0.0,
},
"specular": {
"name": "Specular",
"min": 0.0001,
"max": 1.0,
"default": 0.5,
},
"basecolor_r": {
"name": "Base Color [Red]",
"min": 0.0001,
"max": 1.0,
"default": 1.0,
"color": Vec3(1,0.2,0.2)
},
"basecolor_g": {
"name": "Base Color [Green]",
示例3: App
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
class App(ShowBase):
def __init__(self):
# Load the default configuration.prc. This is recommended, as it
# contains some important panda options
loadPrcFile("../../Config/configuration.prc")
# Init the showbase
ShowBase.__init__(self)
# Create a new pipeline instance
self.renderPipeline = RenderingPipeline(self)
# Set the base path for the pipeline. This is required as we are in
# a subdirectory
self.renderPipeline.getMountManager().setBasePath("../../")
# Also set the write path
self.renderPipeline.getMountManager().setWritePath("../../Temp/")
# Load the default settings
self.renderPipeline.loadSettings("../../Config/pipeline.ini")
# Disable scattering
self.renderPipeline.settings.enableScattering = False
# Now create the pipeline
self.renderPipeline.create()
# Load skybox
self.skybox = self.renderPipeline.getDefaultSkybox()
self.skybox.reparentTo(render)
base.disableMouse()
self.scene = loader.loadModel("models/level_a1.bam")
self.scene.reparentTo(render)
base.cam.setPos(0, 0, 15)
base.cam.lookAt(0,5,5)
self.actor = render.attachNewNode("actor")
self.actorModel = Actor('models/male.egg', {
'walk':'models/male2_walk.egg',
})
self.actorModel.setScale(0.03)
self.actorModel.setH(-90)
self.actorModel.reparentTo(self.actor)
self.actorModel.loop("walk")
self.actorModel.setBlend(frameBlend = True)
self.renderPipeline.setEffect(self.actorModel, "Effects/Default/Default.effect", {
"dynamic": True
})
self.accept("w", self.setMovementX, [1])
self.accept("w-repeat", self.setMovementX, [1])
self.accept("w-up", self.setMovementX, [0])
self.accept("a", self.setMovementY, [1])
self.accept("a-repeat", self.setMovementY, [1])
self.accept("a-up", self.setMovementY, [0])
self.accept("d", self.setMovementY, [-1])
self.accept("d-repeat", self.setMovementY, [-1])
self.accept("d-up", self.setMovementY, [0])
lightPositions = [
(Vec3(0, 0, 20), Vec3(1.0,0.5,0.3)),
(Vec3(50, 5, 20), Vec3(1.0,0.5,0.3)),
(Vec3(10, 70, 20), Vec3(1.0,0.5,0.3)),
]
for pos, col in lightPositions:
light = SpotLight()
light.setPos(pos)
light.lookAt(Vec3(0,0,0))
light.setColor(col * 0.2)
light.setNearFar(1.0, 50)
light.setFov(140)
light.setIESProfile("XSplit")
light.setShadowMapResolution(1024)
light.setCastsShadows(True)
self.renderPipeline.addLight(light)
self.movement = [0, 0]
self.addTask(self.update, "update")
# Call this to tell the pipeline that the scene is done loading
self.renderPipeline.onSceneInitialized()
self.accept("r", self.renderPipeline.reloadShaders)
def setMovementX(self, directionX):
self.movement[0] = directionX
#.........这里部分代码省略.........
示例4: World
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
#.........这里部分代码省略.........
self.ralphGroundHandler = CollisionHandlerQueue()
self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
self.camGroundRay = CollisionRay()
self.camGroundRay.setOrigin(0, 0, 1000)
self.camGroundRay.setDirection(0, 0, -1)
self.camGroundCol = CollisionNode('camRay')
self.camGroundCol.addSolid(self.camGroundRay)
self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
self.camGroundHandler = CollisionHandlerQueue()
self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
# Uncomment this line to see the collision rays
# self.ralphGroundColNp.show()
# self.camGroundColNp.show()
# Uncomment this line to show a visual representation of the
# collisions occuring
# self.cTrav.showCollisions(render)
# Create some ocean
self.water = ProjectedWaterGrid(self.renderPipeline)
self.water.setWaterLevel(-4.0)
# Create the skybox
self.skybox = self.renderPipeline.getDefaultSkybox()
self.skybox.reparentTo(render)
self.prepareSRGB(render)
self.reloadShader()
self.renderPipeline.onSceneInitialized()
# Add demo slider to move the sun position
if self.renderPipeline.settings.displayOnscreenDebugger:
self.renderPipeline.guiManager.demoSlider.node[
"command"] = self.setSunPos
self.renderPipeline.guiManager.demoSlider.node[
"value"] = 50
def setSunPos(self):
rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
dPos = Vec3(100, 100, rawValue - 20)
self.dirLight.setPos(dPos * 100000000.0)
def reloadShader(self):
self.renderPipeline.reloadShaders()
# Records the state of the arrow keys
def setKey(self, key, value):
self.keyMap[key] = value
def prepareSRGB(self, np):
""" Sets the correct texture format for all textures found in <np> """
for tex in np.findAllTextures():
baseFormat = tex.getFormat()
if baseFormat == Texture.FRgb:
tex.setFormat(Texture.FSrgb)
elif baseFormat == Texture.FRgba:
tex.setFormat(Texture.FSrgbAlpha)
else:
示例5: Main
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
#.........这里部分代码省略.........
# Hotkey to reload all shaders
self.accept("r", self.setShaders)
# For rdb
self.accept("f12", self.screenshot)
# Hotkeys to spawn / remove lights
self.accept("u", self.addDemoLight)
self.accept("i", self.removeDemoLight)
# Create movement controller (Freecam)
self.controller = MovementController(self)
camPos = Vec3(-4.92549, -7.57746, 7.20246)
camHpr = Vec3(-42.3281, -1.38704, 0)
self.controller.setInitialPositionHpr(
camPos, camHpr)
self.controller.setup()
# self.fpCamera = FirstPersonCamera(self, self.cam, self.render)
# self.fpCamera.start()
# Load skybox
self.skybox = self.renderPipeline.getDefaultSkybox()
self.skybox.reparentTo(render)
# Set default object shaders
self.setShaders(refreshPipeline=False)
# Hide loading screen
self.loadingScreen.hide()
# self.toggleSceneWireframe()
self.renderPipeline.onSceneInitialized()
def setSunPos(self):
""" Sets the sun position based on the debug slider """
radial = True
rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
diff = self.lastSliderValue - rawValue
self.lastSliderValue = rawValue
if radial:
rawValue = rawValue / 100.0 * 2.0 * math.pi
dPos = Vec3(
math.sin(rawValue) * 30.0, math.cos(rawValue) * 30.0, 20.0)
# dPos = Vec3(100, 100, self.lastSliderValue*2 10)
else:
dPos = Vec3(30, (rawValue - 50) * 1.5, 0)
# dPos = Vec3(-2, 0, 40)
if abs(diff) > 0.0001:
if hasattr(self, "dirLight"):
self.dirLight.setPos(dPos * 100000000.0)
def toggleSceneWireframe(self):
""" Toggles the scene rendermode """
self.sceneWireframe = not self.sceneWireframe
if self.sceneWireframe:
render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
else:
render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)
示例6: World
# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import onSceneInitialized [as 别名]
class World(ShowBase):
def __init__(self):
# Load the default configuration.prc. This is recommended, as it
# contains some important panda options
loadPrcFile("../../Config/configuration.prc")
ShowBase.__init__(self)
# Create a new pipeline instance
self.renderPipeline = RenderingPipeline(self)
# Set the base path for the pipeline. This is required as we are in
# a subdirectory
self.renderPipeline.getMountManager().setBasePath("../../")
# Also set the write path
#self.renderPipeline.getMountManager().setWritePath("../../Temp/")
# Load the default settings
self.renderPipeline.loadSettings("../../Config/pipeline.ini")
# Now create the pipeline
self.renderPipeline.create()
self.addTask(self.moveTask, "move")
self.renderPipeline.onSceneInitialized()
#This creates the on screen title that is in every tutorial
self.title = OnscreenText(text="Panda3D: Tutorial 2 - Carousel",
style=1, fg=(1,1,1,1),
pos=(0.87,-0.95), scale = .07)
base.setBackgroundColor(.6, .6, 1) #Set the background color
base.disableMouse() #Allow manual positioning of the camera
camera.setPosHpr( 0, -8, 2.5, 0, -9, 0 ) #Set the cameras' position
#and orientation
self.loadModels() #Load and position our models
self.setupLights() #Add some basic lighting
self.startCarousel() #Create the needed intervals and put the
#carousel into motion
self.accept("r", self.reloadShader)
# As the model is moving, we have to register it as a dynamic object
for node in [self.carousel, self.lights1, self.lights2]:
self.renderPipeline.setEffect(node, "Effects/Default/Default.effect", {
"dynamic": True
})
def reloadShader(self):
self.renderPipeline.reloadShaders()
def moveTask(self, task):
counter = globalClock.getFrameTime() * 0.5
self.sun.setPos(Vec3(sin(counter) * 70, cos(counter) * 60, sin(counter*1.6323) * 20.0 + 60.0) * 1000000.0)
return task.cont
def loadModels(self):
#Load the carousel base
self.carousel = loader.loadModel("models/carousel_base")
self.carousel.reparentTo(render) #Attach it to render
#Load the modeled lights that are on the outer rim of the carousel
#(not Panda lights)
#There are 2 groups of lights. At any given time, one group will have the
#"on" texture and the other will have the "off" texture.
self.lights1 = loader.loadModel("models/carousel_lights")
self.lights1.reparentTo(self.carousel)
#Load the 2nd set of lights
self.lights2 = loader.loadModel("models/carousel_lights")
#We need to rotate the 2nd so it doesn't overlap with the 1st set.
self.lights2.setH(36)
self.lights2.reparentTo(self.carousel)
#Load the textures for the lights. One texture is for the "on" state,
#the other is for the "off" state.
self.lightOffTex = loader.loadTexture("models/carousel_lights_off.jpg")
self.lightOnTex = loader.loadTexture("models/carousel_lights_on.jpg")
#Create an list (self.pandas) with filled with 4 dummy nodes attached to
#the carousel.
#This uses a python concept called "Array Comprehensions." Check the Python
#manual for more information on how they work
self.pandas = [self.carousel.attachNewNode("panda"+str(i))
for i in range(4)]
self.models = [loader.loadModel("models/carousel_panda")
for i in range(4)]
self.moves = [0 for i in range(4)]
#.........这里部分代码省略.........