本文整理汇总了Python中panda3d.core.DirectionalLight类的典型用法代码示例。如果您正苦于以下问题:Python DirectionalLight类的具体用法?Python DirectionalLight怎么用?Python DirectionalLight使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了DirectionalLight类的15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: __init__
def __init__(self, base, USE_RP):
self.base = base
""" direct.showbase.ShowBase """
if not USE_RP:
alight = AmbientLight('alight')
alnp = self.base.render.attachNewNode(alight)
alight.setColor((0.2, 0.2, 0.2, 1))
self.base.render.setLight(alnp)
# Put lighting on the main scene
dlight = DirectionalLight('dlight')
dlnp = self.base.render.attachNewNode(dlight)
dlnp.setPos(0, 5, 5)
dlight.setColor((0.8, 0.8, 0.5, 1))
dlnp.setHpr(0, 60, 0)
self.base.render.setLight(dlnp)
plight = PointLight('plight')
plnp = self.base.render.attachNewNode(plight)
plnp.setPos(0, -50, 50)
plnp.setHpr(0, 60, 0)
self.base.render.setLight(plnp)
self.sounds = {}
示例2: __init__
def __init__(self, base, name, speed, scale, color, mask, relA, xyz, relB, lookat, life):
an = ActorNode()
self.anp = base.render.attachNewNode(an)
base.physicsMgr.attachPhysicalNode(an)
self.anpo = an.getPhysicsObject()
fn = ForceNode("force-missile")
self.anp.attachNewNode(fn)
bft = LinearVectorForce(Vec3(0, 1, 0)*speed)
fn.addForce(bft)
an.getPhysical(0).addLinearForce(bft)
missile = base.loader.loadModel("./mdl/missile.egg")
missile.setColor(color)
missile.setScale(scale)
missile.reparentTo(self.anp)
missile.setTag(name, '1')
missile_from_obj = missile.attachNewNode(CollisionNode(name))
missile_from_obj.node().addSolid(CollisionSphere(0, 0, 0, 1))
missile_from_obj.node().setFromCollideMask(mask)
missile_from_obj.setCollideMask(mask)
base.pusher.addCollider(missile_from_obj, self.anp)
base.cTrav.addCollider(missile_from_obj, base.pusher)
self.anp.setPos(relA, xyz)
self.anp.lookAt(relB, lookat)
# light the missile
mlight = DirectionalLight('mlight')
mlight.setColor(VBase4(1., 1., 1., 1))
mlnp = base.render.attachNewNode(mlight)
mlnp.setHpr(self.anp.getHpr())
self.anp.setLightOff()
self.anp.setLight(mlnp)
# remove the missile
base.taskMgr.doMethodLater(life, self.remove_missile, 'task-remove-missile', extraArgs=[self.anp], appendTask=True)
示例3: loadPrisonCrater
def loadPrisonCrater():
## Sky color
base.win.setClearColor(Vec4(.46,.824,.904,1))
## Load Ground
sand = loader.loadModel("data/models/sand.bam")
sand.reparentTo(render)
sand.setTexScale(TextureStage.getDefault(),5000,5000)
craterwalls = loader.loadModel("data/models/craterwalls.bam")
craterwalls.reparentTo(render)
craterwalls.setTexScale(TextureStage.getDefault(),500,50)
## World Effects
fog = Fog("Fog")
fog.setColor(255,215,143)
fog.setExpDensity(.0000001)
render.setFog(fog)
alight = render.attachNewNode(AmbientLight("Abient"))
alight.node().setColor(Vec4(.9,.9,.9,1))
render.setLight(alight)
sun = DirectionalLight('Sun')
sun.setColor(Vec4(1,1,1,1))
sunNP = render.attachNewNode(sun)
sunNP.setPos(0,0,4000)
sunNP.setHpr(0,-90,0)
render.setLight(sunNP)
示例4: __init__
def __init__(self):
ShowBase.__init__(self)
ambLight = AmbientLight("ambient")
ambLight.setColor(Vec4(0.1,0.11,0.12,1.0))
ambNode = render.attachNewNode(ambLight)
render.setLight(ambNode)
dirLight = DirectionalLight("directional")
dirLight.setColor(Vec4(0.7,0.7,0.68,1.0))
dirNode = render.attachNewNode(dirLight)
dirNode.setHpr(60,-40,90)
render.setLight(dirNode)
sptLight = Spotlight("spot")
sptLens = PerspectiveLens()
sptLight.setLens(sptLens)
sptLight.setColor(Vec4(0.6,0.6,0.6,1.0))
sptLight.setShadowCaster(True)
sptNode = render.attachNewNode(sptLight)
sptNode.setPos(0,0,20)
sptNode.lookAt(0,0,0)
render.setLight(sptNode)
render.setShaderAuto()
base.camLens.setFov(70)
base.camLens.setNear(0.1)
base.camLens.setFar(50)
self.cam.setPos(-1,-4,4)
self.cam.lookAt(0,-1,1)
示例5: __init__
def __init__(self):
base.setBackgroundColor(0.1, 0.1, 0.8, 1)
base.setFrameRateMeter(True)
base.cam.setPos(0, -60, 20)
base.cam.lookAt(0, 0, 0)
# Light
alight = AmbientLight('ambientLight')
alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
alightNP = render.attachNewNode(alight)
dlight = DirectionalLight('directionalLight')
dlight.setDirection(Vec3(1, 1, -1))
dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
dlightNP = render.attachNewNode(dlight)
render.clearLight()
render.setLight(alightNP)
render.setLight(dlightNP)
# Input
self.accept('escape', self.doExit)
self.accept('r', self.doReset)
self.accept('f1', self.toggleWireframe)
self.accept('f2', self.toggleTexture)
self.accept('f3', self.toggleDebug)
self.accept('f5', self.doScreenshot)
# Task
taskMgr.add(self.update, 'updateWorld')
# Physics
self.setup()
示例6: __init__
def __init__(self):
# call superclass init (no implicit chaining)
ShowBase.__init__(self)
self.pnode = loader.loadModel("models/queen")
self.pnode.reparentTo(render)
self.pnode.setPos(0, 5, -1)
self.pnode.setH(-60)
self.pnode2 = loader.loadModel("models/pawn")
self.pnode2.reparentTo(self.pnode)
self.pnode2.setScale(0.5)
self.ground = 1.2
self.pnode2.setPos(1, 0, self.ground)
self.vz = 0
self.vx = 0
self.vy = 0
############ lighting #############
alight = AmbientLight('alight')
alight.setColor((.7, .3, .3, 1))
self.alnp = render.attachNewNode(alight)
render.setLight(self.alnp)
slight = DirectionalLight('slight')
slight.setColor((1, .5, .5, 1))
slight.setDirection(LVector3(-0.8, 0, 0))
self.slnp = render.attachNewNode(slight)
render.setLight(self.slnp)
taskMgr.add(self.update, "update")
示例7: __setDirectionalLight
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)
示例8: setupLight
def setupLight(self):
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor((.8, .8, .8, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(LVector3(0, 45, -45))
directionalLight.setColor((0.2, 0.2, 0.2, 1))
render.setLight(render.attachNewNode(directionalLight))
render.setLight(render.attachNewNode(ambientLight))
示例9: setupLights
def setupLights(self): #This function sets up some default lighting
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor(Vec4(.8, .8, .8, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(Vec3(0, 45, -45))
directionalLight.setColor(Vec4(0.2, 0.2, 0.2, 1))
render.setLight(render.attachNewNode(directionalLight))
render.setLight(render.attachNewNode(ambientLight))
示例10: setupLights
def setupLights(self):
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor((.8, .8, .75, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(LVector3(0, 0, -2.5))
directionalLight.setColor((0.9, 0.8, 0.9, 1))
render.setLight(render.attachNewNode(ambientLight))
render.setLight(render.attachNewNode(directionalLight))
示例11: loadSimpleLighting
def loadSimpleLighting(self):
ambientLight = AmbientLight( "ambientLight" )
ambientLight.setColor( Vec4(.8, .8, .8, 1) )
directionalLight = DirectionalLight( "directionalLight" )
directionalLight.setDirection( Vec3( 0, 45, -45 ) )
directionalLight.setColor( Vec4( 0.2, 0.2, 0.2, 0.6 ) )
render.setLight(render.attachNewNode( directionalLight ) )
render.setLight(render.attachNewNode( ambientLight ) )
示例12: add_celestial
def add_celestial(self, azimuth, elevation, color, intensity, radius):
location = Vec3(to_cartesian(azimuth, elevation, 1000.0 * 255.0 / 256.0))
if intensity:
dlight = DirectionalLight('celestial')
dlight.set_color((color[0] * intensity, color[1] * intensity, color[2] * intensity, 1.0))
node = self.node.attach_new_node(dlight)
node.look_at(*(location * -1))
self.node.set_light(node)
示例13: setup_lights
def setup_lights(self):
ambientLight = AmbientLight('ambient')
ambientLight.setColor( Vec4( .5, .5, .5, 1 ) )
render.setLight(render.attachNewNode(ambientLight))
directionalLight = DirectionalLight('directional')
directionalLight.setDirection( Vec3( -10, 10, -25 ) )
directionalLight.setColor( Vec4( .1, .1, .1, 1 ) )
render.setLight(render.attachNewNode(directionalLight))
示例14: setupLights
def setupLights(self):
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor(Vec4(.4, .4, .35, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(Vec3( 0, 8, -2.5 ) )
directionalLight.setColor(Vec4( 0.9, 0.8, 0.9, 1 ) )
#Set lighting on teapot so spark doesn't get affected
self.t.setLight(self.t.attachNewNode(directionalLight))
self.t.setLight(self.t.attachNewNode(ambientLight))
示例15: setupLights
def setupLights(self):
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor(Vec4(0.4, 0.4, 0.35, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(Vec3(0, 8, -2.5))
directionalLight.setColor(Vec4(0.9, 0.8, 0.9, 1))
render.setLight(render.attachNewNode(directionalLight))
render.setLight(render.attachNewNode(directionalLight))
self.env.setLightOff()