本文整理汇总了Python中panda3d.core.Fog.setLinearRange方法的典型用法代码示例。如果您正苦于以下问题:Python Fog.setLinearRange方法的具体用法?Python Fog.setLinearRange怎么用?Python Fog.setLinearRange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panda3d.core.Fog
的用法示例。
在下文中一共展示了Fog.setLinearRange方法的8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__
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
class CogdoFlyingLevelFog:
def __init__(self, level, color = Globals.Level.FogColor):
self._level = level
self.color = color
fogDistance = self._level.quadLengthUnits * max(1, self._level.quadVisibiltyAhead * 0.2)
self.fog = Fog('RenderFog')
self.fog.setColor(self.color)
self.fog.setLinearRange(fogDistance * Globals.Level.RenderFogStartFactor, fogDistance)
self._visible = False
self._clearColor = Vec4(base.win.getClearColor())
self._clearColor.setW(1.0)
def destroy(self):
self.setVisible(False)
if hasattr(self, 'fog'):
del self.fog
def isVisible(self):
return self._visible
def setVisible(self, visible):
self._visible = visible
if self._visible:
base.win.setClearColor(self.color)
render.setFog(self.fog)
else:
base.win.setClearColor(self._clearColor)
render.clearFog()
示例2: begin
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
def begin(self):
base.setBackgroundColor( self.environment['colourBackground'] )
alight = AmbientLight('AmbientLight')
alight.setColor(self.environment['colourAmbient'] )
alnp = self.sceneNode.attachNewNode(alight)
self.sceneNode.setLight(alnp)
if self.environment['fog']:
fog = Fog( 'sceneName' )
fog.setColor( self.environment['fog']['color'] )
if self.environment['fog']['mode'] == "linear":
fog.setLinearRange(self.environment['fog']['linearStart']*1000,self.environment['fog']['linearEnd']*1000)
else:
fog.setExpDensity( self.environment['fog']['expDensity'] )
self.sceneNode.setFog(fog)
[self.createNode(props) for props in self.nodes]
[self.createLight(props) for props in self.lights]
[self.createCamera(props) for props in self.cameras]
[self.createEntity(props) for props in self.entities]
# [self.createStaticGeoms(props) for props in self.staticGeoms]
self.sceneNode.clearModelNodes()
self.sceneNode.flattenStrong()
self.sceneNode.setShaderAuto()
示例3: init
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
def init(self):
"""setup calls that can be repeated on code reload"""
self.resetNodes()
self.base.setBackgroundColor(0, 0, 0)
self.base.render.setShaderAuto() # pp shading
self.base.render.setAttrib(
AntialiasAttrib.make(AntialiasAttrib.MMultisample))
if 1:
cam = self.base.render.find("camera")
# I don't know how to set cam position
f = Fog("fog")
f.setColor(0,0,0)
f.setLinearRange(18, 25)
self.base.render.setFog(f)
import videowall
reload(videowall)
self.videoWall = videowall.VideoWall(self.base.loader, self.base.render)
self.cubes = self.base.render.attachNewNode(ModelNode("cubes"))
self.cubes.setPos(-4.3, 18, -3)
ground = self.makeGround(self.cubes)
lights = self.base.render.attachNewNode("lights")
self.makeLights(lights)
self.centerMessageNode, self.cornerMessageNode = self.makeMessages()
self.setLighting(self.currentLighting)
self.base.render.ls()
示例4: __init__
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
def __init__(self, *args, **kwargs):
template.Panda.__init__(self, *args, **kwargs)
print "Hurray!"
self.cube = self.loader.loadModel("models/low-cube")
self.cube.reparentTo(self.render)
self.cube2 = self.loader.loadModel("models/low-cube")
self.cube2.reparentTo(self.render)
self.cube2.setPos(self.cube, 10,20,30)
self.cube2.setHpr(175,3,45)
self.taskMgr.add(self.update, "update")
self.taskMgr.add(self.move, "move")
self._dir = 1
colour = (0.5,0.8,0.8)
linfog = Fog("A linear-mode Fog node")
linfog.setColor(*colour)
linfog.setLinearRange(0,320)
linfog.setLinearFallback(45,160,320)
render.attachNewNode(linfog)
render.setFog(linfog)
示例5: Estate
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
#.........这里部分代码省略.........
self.fsm.request('teleportIn', [self.doneStatus])
return Task.done
def exitTeleportOut(self):
Place.Place.exitTeleportOut(self)
def exitDoorIn(self):
self.toonSubmerged = -1
self.notify.info('add estate-check-toon-underwater to TaskMgr in exitDoorIn()')
if hasattr(self, 'fsm'):
taskMgr.add(self.__checkToonUnderwater, 'estate-check-toon-underwater')
Place.Place.exitDoorIn(self)
def getZoneId(self):
if self.zoneId:
return self.zoneId
else:
self.notify.warning('no zone id available')
def __checkCameraUnderwater(self, task):
if base.camera.getZ(render) < -1.2:
self.__submergeCamera()
else:
self.__emergeCamera()
return Task.cont
def __checkToonUnderwater(self, task):
if base.localAvatar.getZ() < -4.0:
self.__submergeToon()
else:
self.__emergeToon()
return Task.cont
def __submergeCamera(self):
if self.cameraSubmerged == 1:
return
self.__setUnderwaterFog()
base.playSfx(self.loader.underwaterSound, looping=1, volume=0.8)
self.cameraSubmerged = 1
self.walkStateData.setSwimSoundAudible(1)
def __emergeCamera(self):
if self.cameraSubmerged == 0:
return
self.loader.underwaterSound.stop()
self.loader.hood.sky.setFogOff()
self.__setFaintFog()
self.cameraSubmerged = 0
self.walkStateData.setSwimSoundAudible(0)
def forceUnderWater(self):
self.toonSubmerged = 0
self.__submergeToon()
def __submergeToon(self):
if self.toonSubmerged == 1:
return
self.notify.debug('continuing in __submergeToon')
if hasattr(self, 'loader') and self.loader:
base.playSfx(self.loader.submergeSound)
if base.config.GetBool('disable-flying-glitch') == 0:
self.fsm.request('walk')
self.walkStateData.fsm.request('swimming', [self.loader.swimSound])
pos = base.localAvatar.getPos(render)
base.localAvatar.d_playSplashEffect(pos[0], pos[1], -2.3)
self.toonSubmerged = 1
def __emergeToon(self):
if self.toonSubmerged == 0:
return
self.notify.debug('continuing in __emergeToon')
if hasattr(self, 'walkStateData'):
self.walkStateData.fsm.request('walking')
self.toonSubmerged = 0
# The client April Toons Manager is currently broken, so we have to do this hacky thing instead. :(
#if hasattr(base.cr, 'aprilToonsMgr'):
#if self.isEventActive(AprilToonsGlobals.EventEstateGravity):
#base.localAvatar.startAprilToonsControls()
if base.config.GetBool('want-april-toons'):
base.localAvatar.startAprilToonsControls()
def __setUnderwaterFog(self):
if base.wantFog:
self.fog.setColor(Vec4(0.0, 0.0, 0.6, 1.0))
self.fog.setLinearRange(0.1, 100.0)
render.setFog(self.fog)
self.loader.hood.sky.setFog(self.fog)
def __setWhiteFog(self):
if base.wantFog:
self.fog.setColor(Vec4(0.8, 0.8, 0.8, 1.0))
self.fog.setLinearRange(0.0, 400.0)
render.setFog(self.fog)
self.loader.hood.sky.setFog(self.fog)
def __setFaintFog(self):
if base.wantFog:
self.fog.setColor(Vec4(0.8, 0.8, 0.8, 1.0))
self.fog.setLinearRange(0.0, 700.0)
render.setFog(self.fog)
示例6: __init__
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
class CogdoBarrelRoom:
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoBarrelRoom')
def __init__(self):
self.timer = None
self.model = None
self._isLoaded = False
self.dummyElevInNode = None
self.cogdoBarrelsNode = None
self.entranceNode = None
self.nearBattleNode = None
self.rewardUi = None
self.rewardUiTaskName = 'CogdoBarrelRoom-RewardUI'
self.rewardCameraTaskName = 'CogdoBarrelRoom-RewardCamera'
self.fog = None
self.defaultFar = None
self.stomperSfx = None
return
def destroy(self):
self.unload()
def load(self):
if self._isLoaded:
return
self.timer = ToontownTimer.ToontownTimer()
self.timer.stash()
self.model = loader.loadModel(CogdoBarrelRoomConsts.BarrelRoomModel)
self.model.setPos(*CogdoBarrelRoomConsts.BarrelRoomModelPos)
self.model.reparentTo(render)
self.model.stash()
self.dummyElevInNode = self.model.attachNewNode('elevator-in')
self.dummyElevInNode.hide()
self.entranceNode = self.model.attachNewNode('door-entrance')
self.entranceNode.setPos(0, -65, 0)
self.nearBattleNode = self.model.attachNewNode('near-battle')
self.nearBattleNode.setPos(0, -25, 0)
self.rewardUi = CogdoBarrelRoomRewardPanel.CogdoBarrelRoomRewardPanel()
self.hideRewardUi()
self.stomperSfx = base.loadSfx(CogdoBarrelRoomConsts.StomperSound)
self.fog = Fog('barrel-room-fog')
self.fog.setColor(CogdoBarrelRoomConsts.BarrelRoomFogColor)
self.fog.setLinearRange(*CogdoBarrelRoomConsts.BarrelRoomFogLinearRange)
self._isLoaded = True
def unload(self):
if self.model:
self.model.removeNode()
self.model = None
if self.timer:
self.timer.destroy()
self.timer = None
if self.rewardUi:
self.rewardUi.destroy()
self.rewardUi = None
if self.fog:
render.setFogOff()
del self.fog
taskMgr.remove(self.rewardUiTaskName)
taskMgr.remove(self.rewardCameraTaskName)
self._isLoaded = False
return
def isLoaded(self):
return self._isLoaded
def show(self):
if not self.cogdoBarrelsNode:
self.cogdoBarrelsNode = render.find('**/@@CogdoBarrels')
self.cogdoBarrelsNode.reparentTo(self.model)
self.cogdoBarrelsNode.unstash()
self.defaultFar = base.camLens.getFar()
base.camLens.setFar(CogdoBarrelRoomConsts.BarrelRoomCameraFar)
self.showBattleAreaLight(True)
render.setFog(self.fog)
self.model.unstash()
def hide(self):
self.model.stash()
render.setFogOff()
if self.defaultFar is not None:
base.camLens.setFar(self.defaultFar)
return
def activate(self):
self.notify.info('Activating barrel room: %d sec timer.' % CogdoBarrelRoomConsts.CollectionTime)
self.timer.unstash()
self.timer.posAboveShtikerBook()
self.timer.countdown(CogdoBarrelRoomConsts.CollectionTime)
base.cr.playGame.getPlace().fsm.request('walk')
def deactivate(self):
self.notify.info('Deactivating barrel room.')
self.timer.stop()
self.timer.stash()
def placeToonsAtEntrance(self, toons):
for i in xrange(len(toons)):
toons[i].setPosHpr(self.entranceNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])
#.........这里部分代码省略.........
示例7: DistributedRace
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
#.........这里部分代码省略.........
continue
l = bldgGroup.findAllMatches('**/+ModelNode')
for n in l:
n2 = n.getParent().attachNewNode(n.getName())
n.getChildren().reparentTo(n2)
n.removeNode()
self.buildingGroups[side].append(bldgGroup)
treeNodes = self.townGeom.findAllMatches('**/prop_tree_*')
for tree in treeNodes:
tree.flattenStrong()
snowTreeNodes = self.townGeom.findAllMatches('**/prop_snow_tree_*')
for snowTree in snowTreeNodes:
snowTree.flattenStrong()
for side in ['inner', 'outer', 'innersidest', 'outersidest']:
for grp in self.buildingGroups[side]:
grp.stash()
self.showBuildings(0)
def unloadUrbanTrack(self):
del self.buildingGroups
self.townGeom.removeNode()
def loadFog(self):
self.hasFog = True
if self.isUrbanTrack:
base.camLens.setFar(650)
else:
base.camLens.setFar(650)
self.dummyNode = render.attachNewNode('dummyNode')
if base.wantFog:
self.fog = Fog('TrackFog')
self.fog.setColor(Vec4(0.6, 0.7, 0.8, 1.0))
if self.isUrbanTrack:
self.fog.setLinearRange(200.0, 650.0)
else:
self.fog.setLinearRange(200.0, 800.0)
render.setFog(self.fog)
self.sky.setScale(1.725)
self.sky.reparentTo(self.dummyNode)
def showBuildings(self, t, forceRecompute = False):
firstTimeCalled = 0
if self.curve:
t = t / self.curve.getMaxT()
else:
firstTimeCalled = 1
if self.reversed:
t = 1.0 - t
numGroupsShown = 5
for side in ['inner', 'outer']:
numBldgGroups = len(self.buildingGroups[side])
bldgInd = int(t * numBldgGroups)
bldgInd = bldgInd % numBldgGroups
if self.trackId in (RaceGlobals.RT_Urban_2, RaceGlobals.RT_Urban_2_rev):
oldBldgInd = int(self.oldT * numBldgGroups)
newBldgInd = int(t * numBldgGroups)
kartPoint = self.startPos
kart = base.cr.doId2do.get(self.kartMap.get(localAvatar.doId, None), None)
if kart:
kartPoint = self.localKart.getPos()
if not self.currBldgInd[side]:
self.currBldgInd[side] = 0
curInd = self.currBldgInd[side]
myCurGroup = self.buildingGroups[side][curInd]
prevGrp = (curInd - 1) % numBldgGroups
myPrevGroup = self.buildingGroups[side][prevGrp]
示例8: World
# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setLinearRange [as 别名]
#.........这里部分代码省略.........
direct_level = 0.8
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(Vec3(0.0, 0.0, -1.0))
directionalLight.setColor(Vec4(direct_level, direct_level, direct_level, 1))
directionalLight.setSpecularColor(Vec4(direct_level, direct_level, direct_level, 1))
render.setLight(render.attachNewNode(directionalLight))
# create a point light that will follow our view point (the camera for now)
# attenuation is set so that this point light has a torch like effect
self.plight = PointLight("plight")
self.plight.setColor(VBase4(0.8, 0.8, 0.8, 1.0))
self.plight.setAttenuation(Point3(0.0, 0.0, 0.0002))
self.plnp = base.camera.attachNewNode(self.plight)
self.plnp.setPos(0, 0, 0)
render.setLight(self.plnp)
self.cam_light = 1
self.keyMap = {
"left": 0,
"right": 0,
"forward": 0,
"backward": 0,
"cam-left": 0,
"cam-right": 0,
"mouse3": 0,
"flymode": 1,
}
# setup FOG
self.fog_colour = (0.8, 0.8, 0.8, 1.0)
self.linfog = Fog("A linear-mode Fog node")
self.linfog.setColor(self.fog_colour)
self.linfog.setLinearRange(700, 980) # onset, opaque distances as params
# linfog.setLinearFallback(45,160,320)
base.camera.attachNewNode(self.linfog)
render.setFog(self.linfog)
self.fog = 1
# camera control
self.campos = Point3(0, 0, 0)
self.camHeading = 0.0
self.camPitch = 0.0
base.camLens.setFov(65.0)
base.camLens.setFar(1200)
self.cam_speed = 0 # index into self.camp_speeds
self.cam_speeds = [40.0, 80.0, 160.0, 320.0, 640.0]
# Collision Detection for "WALKMODE"
# We will detect the height of the terrain by creating a collision
# ray and casting it downward toward the terrain. The ray will start above the camera.
# A ray may hit the terrain, or it may hit a rock or a tree. If it
# hits the terrain, we can detect the height. If it hits anything
# else, we rule that the move is illegal.
self.cTrav = CollisionTraverser()
self.camGroundRay = CollisionRay()
self.camGroundRay.setOrigin(0.0, 0.0, 0.0)
self.camGroundRay.setDirection(0, 0, -1) # straight down
self.camGroundCol = CollisionNode("camRay")
self.camGroundCol.addSolid(self.camGroundRay)
self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
# attach the col node to the camCollider dummy node