本文整理汇总了Python中kivy.graphics.transformation.Matrix.look_at方法的典型用法代码示例。如果您正苦于以下问题:Python Matrix.look_at方法的具体用法?Python Matrix.look_at怎么用?Python Matrix.look_at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kivy.graphics.transformation.Matrix
的用法示例。
在下文中一共展示了Matrix.look_at方法的7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: update_glsl
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def update_glsl(self, *largs):
width = self.width if self.width > 1 else 100
height = self.height if self.height > 1 else 100
asp = width / float(height)
proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1)
proj = Matrix()
proj.perspective(self.perspective_value, asp, 1, 1000)
matrix_camera = Matrix().identity()
matrix_camera.look_at(0, 100, 300, 100, 0, -100, 0, 1, 0)
self.canvas['projection_mat'] = proj
self.canvas['diffuse_light'] = (0.0, 1.0, 0.0)
self.canvas['ambient_light'] = (0.1, 0.1, 0.1)
if self.shadow:
self.canvas['texture1'] = 1
self.canvas["enabled_shadow"] = 1.0
else:
self.canvas["enabled_shadow"] = 0.0
self.canvas["texture1"] = 0
depthProjectionMatrix = Matrix().view_clip(-100 * self.shadow_threshold, 100 * self.shadow_threshold,
-100 * self.shadow_threshold, 100 * self.shadow_threshold,
-100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0)
depthViewMatrix = Matrix().look_at(-0.5, -50, -100, 0, 0, 0, 0, 1, 0)
depthModelMatrix = Matrix().identity()
depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply(depthModelMatrix)
self.canvas['depthMVP'] = depthMVP
self.canvas['cond'] = (0.0, 0.7)
self.canvas['val_sin'] = (self.alpha, 0.0)
if self.shadow:
self.update_fbo(largs[0])
示例2: updateScene
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def updateScene(self, fb, *largs):
# smooth camera
cam = fb.scene.camera
cam._rotation = helpers.mix(cam._rotation, cam._rotationTarget, 0.9)
cam._distance = helpers.mix(cam._distance, cam._distanceTarget, 0.9)
# compute camera pos
cam.position[0] = cos(cam._rotation[2])*cos(cam._rotation[1])*cam._distance
cam.position[2] = sin(cam._rotation[2])*cos(cam._rotation[1])*cam._distance
cam.position[1] = sin(cam._rotation[1])*cam._distance
# setup camera
fov = cam.fov
pos = cam.position
target = fb.scene.camera.target
asp = self.width / float(self.height)
proj = Matrix()
proj.perspective(fov, asp, 0.1, 100)
modelView = Matrix()
modelView = modelView.look_at(pos[0],pos[2],pos[1], target[0], target[2], target[1], 0,0,1)
self.canvas['modelview_mat'] = modelView
self.canvas['projection_mat'] = proj
self.canvas['diffuse_light'] = (1.0, 1.0, 0.8)
self.canvas['ambient_light'] = (0.1, 0.1, 0.1)
self.mesh1['modelview_mat'] = modelView
self.mesh1['projection_mat'] = proj
self.mesh1['diffuse_light'] = (1.0, 2.0, 0.8)
self.mesh1['ambient_light'] = (0.1, 0.1, 0.1)
self.mesh2['modelview_mat'] = modelView
self.mesh2['projection_mat'] = proj
self.mesh2['diffuse_light'] = (2.0, 1.0, 0.8)
self.mesh2['ambient_light'] = (0.1, 0.1, 0.1)
示例3: look_at
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def look_at(self, *v):
if len(v) == 1:
v = v[0]
m = Matrix()
pos = self._position * -1
m = m.look_at(pos[0], pos[1], pos[2], v[0], v[1], v[2], self.up[0], self.up[1], self.up[2])
self.modelview_matrix = m
self._look_at = v
self.update()
示例4: update_glsl
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def update_glsl(self, *largs):
asp = self.width / float(self.height)
asp = asp*0.3
proj = Matrix()
mat = Matrix()
mat = mat.look_at(0, 0, self.camera_translate[2], 0, 0, -3, 0, 1, 0)
proj = proj.view_clip(-asp, asp, -.3, .3, 1, 100, 1)
self.canvas['projection_mat'] = proj
self.canvas['modelview_mat'] = mat
示例5: get_look_at
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def get_look_at(self, x, y, z, azi, ele):
dx = - np.sin(azi) * np.cos(ele)
dy = np.sin(ele)
dz = - np.cos(azi) * np.cos(ele)
# Not sure why up has to just be up...
upx, upy, upz = (0, 1, 0)
mat = Matrix()
mat = mat.look_at(x, y, z,
x + dx, y + dy, z + dz,
upx, upy, upz)
return mat
示例6: update_glsl
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def update_glsl(self, *largs):
asp = self.width / float(self.height)
asp = 15 / 6.0
proj = Matrix()
mat = Matrix()
mat = mat.look_at(
self.camera_loc[0] * self.camera_r,
self.camera_loc[1] * self.camera_r,
self.camera_loc[2] * self.camera_r,
0,
0,
0,
self.camera_up[0],
self.camera_up[1],
self.camera_up[2],
)
proj = proj.view_clip(-asp * 0.5, asp * 0.5, -0.5, 0.5, 1, 10, 1)
self.canvas["projection_mat"] = proj
self.canvas["modelview_mat"] = mat
示例7: update_glsl
# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import look_at [as 别名]
def update_glsl(self, *largs):
global no_width_error_enable
if self.player_velocity[0] != 0:
self.camera_translate_instruction.x += self.player_velocity[0]
if self.player_velocity[1] != 0:
self.camera_translate_instruction.y += self.player_velocity[1]
if self.player_velocity[2] != 0:
self.camera_translate_instruction.z += self.player_velocity[2]
if self.height > 0:
asp = self.width / float(self.height)
else:
if no_width_error_enable:
print("[ TestingKivy3D ] ERROR in update_glsl: Failed to get width.")
no_width_error_enable = False
clip_top = 0.06 # NOTE: 0.03 is ~1.72 degrees, if that matters
# formerly field_of_view_factor
# was changed to .03 when projection_near was changed from 1 to .1
# was .3 when projection_near was 1
clip_right = asp*clip_top # formerly overwrote asp
self.projection_near = 0.1
projectionMatrix = Matrix().view_clip(-clip_right, clip_right, -1*clip_top, clip_top, self.projection_near, 100, 1) # last params: far, perspective
#projectionMatrix = Matrix().view_clip(-asp, asp, -1, 1, 1, 100, 1) # last params: far, perspective
modelViewMatrix = Matrix()
modelViewMatrix.translate(self.camera_translate_instruction.x, self.camera_translate_instruction.y, self.camera_translate_instruction.z)
if (self.camera_translate_instruction.x != self.look_point[0] or
self.camera_translate_instruction.y != self.look_point[1] or
self.camera_translate_instruction.z != self.look_point[2]):
try:
modelViewMatrix = modelViewMatrix.look_at(self.camera_translate_instruction.x, self.camera_translate_instruction.y, self.camera_translate_instruction.z, self.look_point[0], self.look_point[1], self.look_point[2], 0, 1, 0) # 0,1,0 is y-up orientation
except:
print("[ TestingKivy3D ] Could not finish modelViewMatrix.look_at:")
else:
print("[ TestingKivy3D ] Can't run modelViewMatrix.look_at since camera is at look_point")
self.gl_widget.canvas['projection_mat'] = projectionMatrix
self.gl_widget.canvas['modelview_mat'] = modelViewMatrix
self.gl_widget.canvas["camera_world_pos"] = [self.camera_translate_instruction.x, self.camera_translate_instruction.y, self.camera_translate_instruction.z]
self.gl_widget.canvas['ambient_light'] = (0.1, 0.1, 0.1)