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Python core.GeomTriangles类代码示例

本文整理汇总了Python中panda3d.core.GeomTriangles的典型用法代码示例。如果您正苦于以下问题:Python GeomTriangles类的具体用法?Python GeomTriangles怎么用?Python GeomTriangles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GeomTriangles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: buildGeom

	def buildGeom(self, meshData):
		prims = meshData["prims"]
		vertices = meshData["vertices"]
		normals = meshData["normals"]
		texcoords = meshData["texcoords"]
		
		vdata = GeomVertexData('mesh', GeomVertexFormat.getV3n3t2(), Geom.UHStatic)
		vwriter = GeomVertexWriter(vdata, 'vertex')
		nvwriter = GeomVertexWriter(vdata, 'normal')
		tvwriter = GeomVertexWriter(vdata, 'texcoord')
		
		for i in range(len(vertices)):
			v = vertices[i]
			n = normals[i]
			t = texcoords[i]
			vwriter.addData3f(v)
			nvwriter.addData3f(n)
			tvwriter.addData2f(t)
		
		prim = GeomTriangles(Geom.UHStatic)
		
		for i in range(len(prims)):
			A, B, C = prims[i]
			prim.addVertices(A, B, C)
			prim.closePrimitive()
		
		geom = Geom(vdata)
		geom.addPrimitive(prim)
		
		geomNode = GeomNode('trig')
		geomNode.addGeom(geom)
		geomNode.unify(1, True)
		
		return geomNode
开发者ID:arikel,项目名称:PPARPG,代码行数:34,代码来源:meshHandler.py

示例2: _make_fullscreen_tri

 def _make_fullscreen_tri(self):
     """ Creates the oversized triangle used for rendering """
     vformat = GeomVertexFormat.get_v3()
     vdata = GeomVertexData("vertices", vformat, Geom.UH_static)
     vdata.set_num_rows(3)
     vwriter = GeomVertexWriter(vdata, "vertex")
     vwriter.add_data3f(-1, 0, -1)
     vwriter.add_data3f(3, 0, -1)
     vwriter.add_data3f(-1, 0, 3)
     gtris = GeomTriangles(Geom.UH_static)
     gtris.add_next_vertices(3)
     geom = Geom(vdata)
     geom.add_primitive(gtris)
     geom_node = GeomNode("gn")
     geom_node.add_geom(geom)
     geom_node.set_final(True)
     geom_node.set_bounds(OmniBoundingVolume())
     tri = NodePath(geom_node)
     tri.set_depth_test(False)
     tri.set_depth_write(False)
     tri.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 10000)
     tri.set_color(Vec4(1))
     tri.set_bin("unsorted", 10)
     tri.reparent_to(self._node)
     self._tri = tri
开发者ID:ELMERzark,项目名称:RenderPipeline,代码行数:25,代码来源:post_process_region.py

示例3: makeGeom

def makeGeom():

  # Vertex data
  fmt = GeomVertexFormat.getV3n3t2()
  vdata = GeomVertexData('', fmt, Geom.UHStatic)

  vertex = GeomVertexWriter(vdata, InternalName.getVertex())
  normal = GeomVertexWriter(vdata, InternalName.getNormal())
  texcoord = GeomVertexWriter(vdata, InternalName.getTexcoord())

  for (x, y, z) in vertices:
    vertex.addData3f(x, y, z)
    normal.addData3f(0, 0, 0)

  # Privitive
  prim = GeomTriangles(Geom.UHStatic)

  for (i1, i2, i3) in indices:
    prim.addVertices(i1, i2, i3)
    prim.closePrimitive()

  # Geom
  geom = Geom(vdata)
  geom.addPrimitive(prim)

  return geom
开发者ID:Changuito,项目名称:juan_example,代码行数:26,代码来源:torus.py

示例4: load

    def load(self):
        if panda3d is None: raise ImportError("Cannot locate Panda3D")
        #KLUDGE
        if self.material is not None and self.colors is None:
            col = self.material.getAmbient()
            col = (col[0] / col[3], col[1] / col[3], col[2] / col[3], 1.0)
            self.colors = (col,) * len(self.vertices)
        #/KLUDGE
        geom = make_geom(self.vertices, self.normals, self.colors, self.texcoords)
        prim = GeomTriangles(Geom.UHStatic)
        for face in self.faces:
            #TODO: proper tesselation! the current one only works for convex faces
            first = face[0]
            curr = face[1]
            for v in face[2:]:
                prim.addVertex(curr)
                prim.addVertex(v)
                prim.addVertex(first)
                curr = v
        prim.closePrimitive()
        geom.addPrimitive(prim)
        node = GeomNode(self.name)
        node.addGeom(geom)

        self.node = NodePath(node)
        self.node.setTwoSided(True)
        if self.material is not None: self.node.setMaterial(self.material, priority=1)
        self.loaded = True
开发者ID:agoose77,项目名称:hivesystem,代码行数:28,代码来源:pandascene.py

示例5: makeSquare

def makeSquare(x1, y1, z1, x2, y2, z2):
    format = GeomVertexFormat.getV3n3cpt2()
    vdata = GeomVertexData('square', format, Geom.UHDynamic)

    vertex = GeomVertexWriter(vdata, 'vertex')
    normal = GeomVertexWriter(vdata, 'normal')
    # color = GeomVertexWriter(vdata, 'color')
    texcoord = GeomVertexWriter(vdata, 'texcoord')

    # make sure we draw the sqaure in the right plane
    if x1 != x2:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y1, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y2, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y2 - 1, 2 * z2 - 1))

    else:
        vertex.addData3(x1, y1, z1)
        vertex.addData3(x2, y2, z1)
        vertex.addData3(x2, y2, z2)
        vertex.addData3(x1, y1, z2)

        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z1 - 1))
        normal.addData3(normalized(2 * x2 - 1, 2 * y2 - 1, 2 * z2 - 1))
        normal.addData3(normalized(2 * x1 - 1, 2 * y1 - 1, 2 * z2 - 1))

    # adding different colors to the vertex for visibility
    # color.addData4f(1.0, 0.0, 0.0, 1.0)
    # color.addData4f(0.0, 1.0, 0.0, 1.0)
    # color.addData4f(0.0, 0.0, 1.0, 1.0)
    # color.addData4f(1.0, 0.0, 1.0, 1.0)

    texcoord.addData2f(0.0, 1.0)
    texcoord.addData2f(0.0, 0.0)
    texcoord.addData2f(1.0, 0.0)
    texcoord.addData2f(1.0, 1.0)

    # Quads aren't directly supported by the Geom interface
    # you might be interested in the CardMaker class if you are
    # interested in rectangle though
    tris = GeomTriangles(Geom.UHDynamic)
    tris.addVertices(0, 1, 3)
    tris.addVertices(1, 2, 3)

    square = Geom(vdata)
    square.addPrimitive(tris)
    return square
开发者ID:zjusky,项目名称:python-gems,代码行数:53,代码来源:pycraft.py

示例6: draw_face

	def draw_face(self,f,f_color):
		#add normal
		format = GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('vert', format, Geom.UHDynamic)
		vertex=GeomVertexWriter(vdata, 'vertex')
		color=GeomVertexWriter(vdata, 'color')
		normal=GeomVertexWriter(vdata, 'normal')

		vertex.addData3f(f.v1.pos)
		normal.addData3f(f.v1.norm.x, f.v1.norm.y, f.v1.norm.z)
		color.addData4f(f_color)

		vertex.addData3f(f.v2.pos)
		normal.addData3f(f.v2.norm.x, f.v2.norm.y, f.v2.norm.z)
		color.addData4f(f_color)	

		vertex.addData3f(f.v3.pos)
		normal.addData3f(f.v3.norm.x, f.v3.norm.y, f.v3.norm.z)		
		color.addData4f(f_color)		

		mesh = Geom(vdata)
		tri = GeomTriangles(Geom.UHDynamic)
		tri.addVertex(0)
		tri.addVertex(1)
		tri.addVertex(2)
		tri.closePrimitive()
		mesh.addPrimitive(tri)
		face_node = GeomNode(self.mesh.name+'_face_'+str(f.ID))
		face_node.addGeom(mesh)
		face_node.setTag('ID',str(f.ID))
		rendered_face = self.render_root.attachNewNode(face_node)
		rendered_face.setTwoSided(True)
		self.render_nodes['face_'+str(f.ID)] = rendered_face
开发者ID:nkolkin13,项目名称:ProcEdit,代码行数:33,代码来源:mesh_selection.py

示例7: create_model

 def create_model(self):
     # Set up the vertex arrays
     vformat = GeomVertexFormat.get_v3c4()
     vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     color = GeomVertexWriter(vdata, 'color')
     geom = Geom(vdata)
     # Vertex data
     vertex.addData3f(1.5, 0, -1)
     color.addData4f(1, 0, 0, 1)
     vertex.addData3f(-1.5, 0, -1)
     color.addData4f(0, 1, 0, 1)
     vertex.addData3f(0, 0, 1)
     color.addData4f(0, 0, 1, 1)
     # Primitive
     tri = GeomTriangles(Geom.UHStatic)
     tri.add_vertex(2)
     tri.add_vertex(1)
     tri.add_vertex(0)
     tri.close_primitive()
     geom.addPrimitive(tri)
     # Create the actual node
     node = GeomNode('geom_node')
     node.addGeom(geom)
     np = NodePath(node)
     # Shader and initial shader vars
     np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag"))
     np.set_shader_input("time", 0.0)
     # No instancing necessary
     #np.set_instance_count(27)
     # return np
     np.reparent_to(base.render)
     self.model = np
开发者ID:TheCheapestPixels,项目名称:panda_examples,代码行数:33,代码来源:shader.py

示例8: getPrimAndDataFromTri

def getPrimAndDataFromTri(triset, matstate):
    if triset.normal is None:
        triset.generateNormals()

    needsTanAndBin = False
    if matstate is not None and matstate.hasAttrib(TextureAttrib):
        texattr = matstate.getAttrib(TextureAttrib)
        for i in range(texattr.getNumOnStages()):
            if texattr.getOnStage(i).getMode() == TextureStage.MNormal:
                needsTanAndBin = True
    
    if needsTanAndBin and isinstance(triset, collada.triangleset.TriangleSet) and \
            len(triset.texcoordset) > 0 and len(triset.textangentset) == 0:
        triset.generateTexTangentsAndBinormals()

    vdata, indexdata = getVertexData(triset.vertex, triset.vertex_index,
                          triset.normal, triset.normal_index,
                          triset.texcoordset, triset.texcoord_indexset,
                          triset.textangentset, triset.textangent_indexset,
                          triset.texbinormalset, triset.texbinormal_indexset)

    gprim = GeomTriangles(Geom.UHStatic)
    gprim.setIndexType(Geom.NTUint32)
    gprim.setVertices(indexdata)
    gprim.closePrimitive()
    
    return (vdata, gprim)
开发者ID:Maxwolf,项目名称:Multimap.MeshTool,代码行数:27,代码来源:pandacore.py

示例9: draw

	def draw(self):
		if self.rendered_mesh != None:
			self.reset_draw()

		format=GeomVertexFormat.getV3n3cp()
		vdata=GeomVertexData('tri', format, Geom.UHDynamic)

		vertex=GeomVertexWriter(vdata, 'vertex')
		normal=GeomVertexWriter(vdata, 'normal')
		color=GeomVertexWriter(vdata, 'color')
		v_mapping = {}

		i=0
		for v in self.verts.values():
			vertex.addData3f(v.pos.x,v.pos.y,v.pos.z)
			normal.addData3f(v.norm.x, v.norm.y, v.norm.z)
			color.addData4f(v.color[0],v.color[1],v.color[2],v.color[3])
			v_mapping[v.ID] = i
			i += 1

		mesh = Geom(vdata)

		for f in self.faces.values():
			tri = GeomTriangles(Geom.UHDynamic)
			tri.addVertex(v_mapping[f.v1.ID])
			tri.addVertex(v_mapping[f.v2.ID])
			tri.addVertex(v_mapping[f.v3.ID])
			tri.closePrimitive()
			mesh.addPrimitive(tri)

		snode = GeomNode(self.name)
		snode.addGeom(mesh)
		self.rendered_mesh = render.attachNewNode(snode)
		self.rendered_mesh.setTwoSided(True)
开发者ID:nkolkin13,项目名称:ProcEdit,代码行数:34,代码来源:D_mesh.py

示例10: __build_Tris

 def __build_Tris(self, sphere, mode):
     vdata = GeomVertexData("Data", self.__vformat[mode], Geom.UHStatic)
     _num_rows = len(sphere.pts)
      
     # Vertices.
     vertices = GeomVertexWriter(vdata, "vertex")
     vertices.reserveNumRows(_num_rows)
     for pt in sphere.pts:
         vertices.addData3f(*pt)
     
     # Map coords.
     if mode == "mid":
         mapcoords = GeomVertexWriter(vdata, "mapcoord")
         mapcoords.reserveNumRows(_num_rows)
         for mc in sphere.coords:
             u, v = mc[:2]
             mapcoords.addData2f(u,v)
         
     # Tris.
     prim = GeomTriangles(Geom.UHStatic)
     prim.reserveNumVertices(len(sphere.tris))
     for tri in sphere.tris:
         prim.addVertices(*tri)
     prim.closePrimitive()
     
     # Geom.
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     geom_node = GeomNode("geom")
     geom_node.addGeom(geom)
     geom_np = NodePath(geom_node)
     return geom_np
开发者ID:svfgit,项目名称:solex,代码行数:32,代码来源:model.py

示例11: __init__

 def __init__(self, vdata, tex_idx):
     self.vdata = vdata      # vertex data, passed in from parent mesh
     
     self.name = 'PolyGroup_'+str(tex_idx)
     self.geom = Geom(self.vdata)
     self.primitives = GeomTriangles(Geom.UHStatic)
     self.geom.addPrimitive(self.primitives)
     
     self.sprite_list_index = 0
     self.nodePath = None
开发者ID:aportner,项目名称:panda-zonewalk,代码行数:10,代码来源:polygroup.py

示例12: makeNode

 def makeNode(self, pointmap=(lambda x, y: (x, y, 0))):
     vt = tuple(self.vertices)
     t = Triangulator()
     fmt = GeomVertexFormat.getV3()
     vdata = GeomVertexData('name', fmt, Geom.UHStatic)
     vertex = GeomVertexWriter(vdata, 'vertex')
     for x, y in vt:
         t.addPolygonVertex(t.addVertex(x, y))
         vertex.addData3f(pointmap(x, y))
     t.triangulate()
     prim = GeomTriangles(Geom.UHStatic)
     for n in xrange(t.getNumTriangles()):
         prim.addVertices(t.getTriangleV0(n),t.getTriangleV1(n),t.getTriangleV2(n))
     prim.closePrimitive()
     geom = Geom(vdata)
     geom.addPrimitive(prim)
     node = GeomNode('gnode')
     node.addGeom(geom)
     return node
开发者ID:jkcavin1,项目名称:barebones,代码行数:19,代码来源:Polygon.py

示例13: __init__

    def __init__(self):
        ShowBase.__init__(self)

        PanditorDisableMouseFunc()
        camera.setPos(0.0, 0.0, 50.0)
        camera.lookAt(0.0)
        PanditorEnableMouseFunc()

        # 1) create GeomVertexData
        frmt = GeomVertexFormat.getV3n3cp()
        vdata = GeomVertexData('triangle', frmt, Geom.UHDynamic)

        # 2) create Writers/Rewriters (must all be created before any readers and readers are one-pass-temporary)
        vertex = GeomVertexRewriter(vdata, 'vertex')
        normal = GeomVertexRewriter(vdata, 'normal')
        color = GeomVertexRewriter(vdata, 'color')

        zUp = Vec3(0, 0, 1)
        wt = Vec4(1.0, 1.0, 1.0, 1.0)
        gr = Vec4(0.5, 0.5, 0.5, 1.0)

        # 3) write each column on the vertex data object (for speed, have a different writer for each column)
        def addPoint(x, y, z):
            vertex.addData3f(x, y, z)
            normal.addData3f(zUp)
            color.addData4f(wt)

        addPoint(0.0, 0.0, 0.0)
        addPoint(5.0, 0.0, 0.0)
        addPoint(0.0, 5.0, 0.0)
        addPoint(5.0, 5.0, 0.0)

        # 4) create a primitive and add the vertices via index (not truely associated with the actual vertex table, yet)
        tris = GeomTriangles(Geom.UHDynamic)
        tris.addVertices(0, 1, 2)
        tris.closePrimitive()  # exception thrown if verts added != 3, other types inform Panda how many verts/primitive
        tris.addVertices(2, 1, 3)
        print "vdataPoints", vdata.getArrays()[0]
        # 5.1) (adding to scene) create a Geom and add primitives of like base-type i.e. triangles and triangle strips
        geom = Geom(vdata)
        geom.addPrimitive(tris)
        # 5.2) create a GeomNode to hold the Geom(s) and add the Geom(s)
        gn = GeomNode('gnode')
        gn.addGeom(geom)
        # 5.3) attache the node to the scene
        gnNodePath = render.attachNewNode(gn)

        geomPts = Geom(vdata)
        pts = GeomPoints(Geom.UHStatic)
        pts.addVertices(0, 1, 2)
        pts.closePrimitive()
        geomPts.addPrimitive(pts)
        pointsNode = GeomNode('points_node')
        pointsNode.addGeom(geomPts)
        pointsNP = render.attachNewNode(pointsNode)
        pointsNP.setZ(0.5)

        render.ls()
开发者ID:jkcavin1,项目名称:creepy-duck,代码行数:58,代码来源:CreepyDuckDevExample.py

示例14: makeSquare

def makeSquare(face, rhs=True):
    format=GeomVertexFormat.getV3n3cpt2()
    format=GeomVertexFormat.getV3n3t2()
    vdata=GeomVertexData('square', format, Geom.UHStatic)

    vertex=GeomVertexWriter(vdata, 'vertex')
    normal=GeomVertexWriter(vdata, 'normal')
    #color=GeomVertexWriter(vdata, 'color')
    texcoord=GeomVertexWriter(vdata, 'texcoord')

    if not rhs:
        face = list(reversed(face))

    normalvec = (face[1]-face[0]).cross(face[2]-face[0])
    normalvec.normalize()

    f = 0.9 if rhs else 0.8
    f = 1.0
    for ver in face:
        vertex.addData3f(ver*f)
        normal.addData3f(normalvec)
        #color.addData3f((ver+1.0+2.0)*0.25)
        #color.addData3f(ver*0.0+1.0)

    if not normalvec.z:
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)
        texcoord.addData2f(0.0, 1.0)

    
    tri=GeomTriangles(Geom.UHStatic)
    tri.addVertices(0, 1, 2)
    tri.addVertices(2, 3, 0)
    tri.closePrimitive()

    square=Geom(vdata)
    square.addPrimitive(tri)
    return square
开发者ID:btdevel,项目名称:bt,代码行数:39,代码来源:pd.py

示例15: reconstruct

	def reconstruct(self):
		trianglator = Triangulator()

		#Add vertices to the trianglator
		for vertex in self.vertices:
			trianglator.addPolygonVertex(trianglator.addVertex(vertex))
		
		trianglator.triangulate()

		#Prepare to create the primative
		self.vdata = GeomVertexData('floor', GeomVertexFormat.getV3n3cpt2(), Geom.UHStatic)
		vertexW = GeomVertexWriter(self.vdata, 'vertex')
		normalW = GeomVertexWriter(self.vdata, 'normal')
		colorW = GeomVertexWriter(self.vdata, 'color')
		texcoordW = GeomVertexWriter(self.vdata, 'texcoord')

		#Add vertices to the primative
		i = 0
		while i < trianglator.getNumVertices():
			vertex = trianglator.getVertex(i)
			vertexW.addData3f(vertex.x,vertex.y,0.0)
			normalW.addData3f(0,0,1)
			colorW.addData4f(0.1,0.1,0.1,0.5)
			texcoordW.addData2f(0.0, 1.0)	
			i+=1

		self.geom = Geom(self.vdata)

		#Add triangles to the primative
		i = 0
		print(trianglator.getNumTriangles())
		while i < trianglator.getNumTriangles():
			tri = GeomTriangles(Geom.UHStatic)
			tri.addVertices(trianglator.getTriangleV0(i),trianglator.getTriangleV1(i),trianglator.getTriangleV2(i))
			tri.closePrimitive()
			self.geom.addPrimitive(tri)
			i+=1

		self.addGeom(self.geom)
开发者ID:aggronerd,项目名称:Crowd-Control,代码行数:39,代码来源:environment.py


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