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Python Matrix.translate方法代码示例

本文整理汇总了Python中kivy.graphics.transformation.Matrix.translate方法的典型用法代码示例。如果您正苦于以下问题:Python Matrix.translate方法的具体用法?Python Matrix.translate怎么用?Python Matrix.translate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kivy.graphics.transformation.Matrix的用法示例。


在下文中一共展示了Matrix.translate方法的5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: get_window_matrix

# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import translate [as 别名]
    def get_window_matrix(self, x=0, y=0):
        '''Calculate the transformation matrix to convert between window and
        widget coordinates.

        :Parameters:
            `x`: float, defaults to 0
                Translates the matrix on the x axis.
            `y`: float, defaults to 0
                Translates the matrix on the y axis.
        '''
        m = Matrix()
        m.translate(x, y, 0)
        m = self._apply_transform(m)
        return m
开发者ID:Vinyldeep,项目名称:kivy,代码行数:16,代码来源:widget.py

示例2: 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 translate [as 别名]
 def look_at(self, v):
     m = Matrix()
     pos = self._position * -1
     m = m.translate(pos[0], pos[1], pos[2])
     self.modelview_matrix = m
     self._look_at = v
     self.update()
开发者ID:inclement,项目名称:kivy3,代码行数:9,代码来源:camera.py

示例3: 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 translate [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)
开发者ID:expertmm,项目名称:KivyGlops,代码行数:42,代码来源:testingkivy3d.py

示例4: update_fbo

# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import translate [as 别名]
    def update_fbo(self, time):
        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)

        lightInvDir = (0.5, 2, 2)
        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.fbo['projection_mat'] = proj
        self.fbo['depthMVP'] = depthMVP
        self.fbo['diffuse_light'] = (0.0, 1.0, 0.0)
        self.fbo['ambient_light'] = (0.1, 0.1, 0.1)
        for m_pos in range(len(self.nodes)):
            motion_matrix = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1)
            angle = self.nodes[m_pos].rotate[0] * 3.14 / 180
            pos = self.nodes[m_pos].get_pos()

            trans = self.nodes[m_pos].translate[:]

            result = [0, 0, 0]
            result[0] = 0.3 if trans[0] < pos[0] else -0.3
            result[1] = 0.3 if trans[1] < pos[1] else -0.3
            result[2] = 0.3 if trans[2] < pos[2] else -0.3

            motion_matrix = motion_matrix.translate(trans[0] + 0.1,
                                                    trans[1] + 0.1,
                                                    trans[2])
            self.motion_blur_fbo['oldTransformation{0}'.format(str(m_pos))] = motion_matrix

        self.motion_blur_fbo['projection_mat'] = proj
        self.motion_blur_fbo['depthMVP'] = depthMVP

        if self.picking_fbo:
            self.picking_fbo['projection_mat'] = proj

        self.alpha += 10 * time
        self.fbo['cond'] = (0.0, 0.7)
        self.fbo['val_sin'] = (self.alpha, 0.0)
开发者ID:Cophy08,项目名称:kivy3dgui,代码行数:48,代码来源:canvas3d.py

示例5: get_window_matrix

# 需要导入模块: from kivy.graphics.transformation import Matrix [as 别名]
# 或者: from kivy.graphics.transformation.Matrix import translate [as 别名]
 def get_window_matrix(self, x=0, y=0):
     m = Matrix()
     m.translate(x, y, 0)
     return m
开发者ID:oukiar,项目名称:kivy,代码行数:6,代码来源:__init__.py


注:本文中的kivy.graphics.transformation.Matrix.translate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。